Topic: [Standard] Dragon's Maze Game Day

http://deckbox.org/sets/384044

4 Boros Guildgate
2 Clifftop Retreat
8 Mountain
6 Plains
2 Sacred Foundry
2 Slayers' Stronghold
2 Doomed Traveler
4 Legion Loyalist
1 Wear // Tear
3 Boros Charm
4 Legion's Initiative
4 Lightning Mauler
4 Searing Spear
1 Boros Reckoner
4 Fiend Hunter
4 Hellrider
3 Tajic, Blade of the Legion
2 Aurelia, the Warleader


Sideboard:
1 Devil's Play
2 Wear // Tear
2 Act of Treason
1 Guttersnipe
3 Oblivion Ring
2 Viashino Firstblade
3 Blaze Commando
1 Scion of Vitu-Ghazi

This is my current deck for Dragon's Maze Game Day. My goal is to win at least 1 game smile
I know it's not perfect but I don't have more resources to improve it. I will see if I can get some trades at FNM to add some Boros Reckoner and maybe some Sacred Foundry and Clifftop Retreat instead of Boros Guildgate.

Do you have any suggestions about moving cards from/to the side board? Or also other general suggestions would be greatly appreciated.

Thanks

Note: I noticed that searing spear makes the deck not show up as Standard

Last edited by kappolo (2013-05-14 19:03:20)

Re: [Standard] Dragon's Maze Game Day

it is standard, deck box just isn't showing it for some reason.

your deck looks a lot better from your original post. IMO drop wear and tear and move an oblivion ring main-deck.  Oblivion ring hits so many more things than wear/tear.   

sideboard cards to consider.

  • warleaders helix - makes a good sideboard card, against an aggro/mirror.  Nuking one of their dudes and gaining 4 life can be a big deal in that matchup. It also hits lots of midrange creatures.

  • skull crack -  against people that will play sphinx's revelation and thragtusk.

  • oblivian rings - againts mid range decks.

  • Rest in Peace - While you're trading see if you can get a couple rest in peace.  Or borrow them for the tournament.  they will shut down reanmiator.

  • Volcanic strength - can go in the deck against anyone else playing mountains.

The doomed travelers don't seem right... not sure what you could put in it's place though.  Frontline medic would be good, if you could get ahold of those.  Boros Reckoners for sure.  If not that then any of the more aggressive drops would work imo.  boros elite, daring skyjack, wojek halbadiers.

Last edited by elpablo (2013-05-14 19:33:36)

Re: [Standard] Dragon's Maze Game Day

Hello,
Thanks for the suggestions. I will keep them in mind

I put in the doomed travelers to have 1 drops that can get get flying and can block some damage at least once.

How do I use exactly Skullcrack? (What situation?)

Any card I should drop from the Sideboard to make space for warleaders / skull crack / rest in peace / volcanic strength

Re: [Standard] Dragon's Maze Game Day

I think this would be my sideboard, just My .02

Rest in peace x 3 - completely shuts up any reanimator strategy.  Also stop undying.
volcanic str x 4 - +2/+2 and mountainwalk with tajic against anyone else running mountains?  Yes pls.
Skull Crack x 4 - Good against thragtusk, sphinxes/life gain combos.  When they play a thrag or sphinx you simply play skullcrak in response.  It stops them from gaining life and does 3 damage.  You're deck would have a hard time recovering from someone who gains a lot of life.  This helps even the odds so they don't regain all the damage you do.
Oblivion Ring x 2 - removes plains walkers, creatures, enchants, etc... there are some bad enchants out there
Warleader's Helix X 2 - good vs midrange/agro, kills bigger creatures gains life, kills plains walkers.

The deck really doesn't "need" one drops.  Legion loyalist is an okay card, has haste and a decent ability there are a few token decks out there right now. If you are in an area with a whole lot of agro fiend hunter is going to do most of your work in that area.  I'd even consider burning tree emmissaries instead of the traveler.  LIke I said frontline medic or boros reckoner would be peferable.  you're not going to be doing a lot of blocking (hopefully) so that line of thought should be on the back burner, ideally you want to be on the offensive.

Re: [Standard] Dragon's Maze Game Day

This is going to sound like blasphemy, but I would consider dropping Hellrider for things like Firemane Avenger.  Frank Lepore over at TCG JUST posted a list that is very similar to this and his observation was that seldom will you find yourself sitting on more than 2-3 creatures when Hellrider hits, as opposed to the 4-5 that most pure aggro builds will have when Rider arrives.

I'd actually suggest the Doomed Travelers stay put to provide chumps to keep you alive until you get into your mid-range creatures.  But that aside, you're not really sitting on much offense until Tajic hits the field.  Firefist Striker has been seeing a fairly good bit of play these days, perhaps it'd make sense to give it a go?

Re: [Standard] Dragon's Maze Game Day

At this point your just tweaking , and you probably should test out and see how you feel... ty and I will probably jsut continue to disagree, I'm not sold on firemane yet tongue

Re: [Standard] Dragon's Maze Game Day

Thanks for the suggestions.
At this point I'm worries that Hellrider and mostly Firemane Avenger will show up late in the game and I will be tapped out after casting them. But I'm thinking that Firemane Avenger can be good. I don't have many other flying or air-blocker in the deck (besides instants).

Re: [Standard] Dragon's Maze Game Day

elpablo wrote:

At this point your just tweaking , and you probably should test out and see how you feel... ty and I will probably jsut continue to disagree, I'm not sold on firemane yet tongue

It's all good.  Typically I'm a believer that outside of Falkenrath Aristocrat, Hellrider belongs in every red deck's four drop.  BUT, that said, the rider seeks to capitalize on having a bunch of little guys that trigger and do extra damage.  If the deck is premised on things like Champion of the Parish, Thatcher Revolt and Hellrider, I'm all on board.  But given the current mid-range build he's looking at, I can see where Firemane offers a bit more flexibility with the evasion, possible creature removal, AND it gets both anthem effects from Legion's Initiative.

But aside from that, yeah, I agree that he's in playtest and tweak mode now.

Re: [Standard] Dragon's Maze Game Day

In case you were interested, those articles on a similar build I referenced can be found at:

http://magic.tcgplayer.com/db/article.asp?ID=11169

and

http://magic.tcgplayer.com/db/article.asp?ID=11163

Re: [Standard] Dragon's Maze Game Day

Ok, I will look at that. Do you know what program is he using to test it? Is it free? Does it have a "match simulator"?

Re: [Standard] Dragon's Maze Game Day

that's magic online.  it cost just as much as paper magic (boosters, singles etc) ((well slightly less, but still)).  i use it to draft sometimes though.

Re: [Standard] Dragon's Maze Game Day

I have updated my deck a bit. Today I will play test it. I have also First Medic and Silverblade Paladin to try out. Ideas / Suggestions?
http://deckbox.org/sets/387043

Last edited by kappolo (2013-05-19 19:21:17)

Re: [Standard] Dragon's Maze Game Day

To be honest, I would drop Tajic in favor of some lower CMC creatures like Firefist Striker, Stromkirk Noble, or even Wojek Halberdiers.  Sure he'd be a 3/3 indestructible with Legion's Initiative out, but at the four spot you're already sitting on Hellrider AND Firemane Avenger.

Beyond that, I'd consider dropping the Boros Guildgates in favor of Plains or Mountains.  Sure, they won't give the flexibility, but being untapped when they enter play is critical as you're playing aggro.

Re: [Standard] Dragon's Maze Game Day

I am thinking to add some more haste and power to the deck.
I think to Ash Zealot and Silverblade Paladin instead of Lightning Mauler and either Tajic or the Hellkite.

Re: [Standard] Dragon's Maze Game Day

You're really talking about 2 different decks though.  If you're going to go full aggro, you probably should run some burning tree emmissary's.  The chance for the explosive opening with BTE BTE lightning mauler is too good not to include if you want more aggro.  In that case I would also try to go with champion of the parish, boros elite and stonewright.  You'd be more boros human aggro. 

The aggro version would probably run the human package,  Champion, zealot, silverblade etc.  about 30ish creatures. not much removal, boros charm and searing spear. 22 lands-ish More RDW splash white.

The midrange version will run aurelia, tajic, reckoner, fire mane, thundermaw, and frontline medic.  about 20ish creatures + 15 ish removal.  25 lands. You might even put in a blasphemous act and assemble the legion.

The aggro game plays to win by turn 4-5 and stop the midrange and control decks before they can come online and stabilize.  The midrange version wants to hit that sweat spot where you're attacking with 3 creatures every turn enabling tajic, frontline medic and the like.  Legion's initiative works in both decks but it's probably a 2 of in the aggro deck and a 4 of in the midrange.  The mid range uses legions initiative for combat tricks and enabling the fabled 3 attack phases with aurelia. 

It really sounds like you want the aggro version, based on your last post, which is different that what you currently have built.  I would suggest finalizing a plan and get some test games in.  You don't want to go into gameday this weekend playing a deck you're not familiar with.

Re: [Standard] Dragon's Maze Game Day

I think at the moment I have more cards for the mid-range. I will stick with that for Game Day. And maybe change things around for later on.
Thanks

Re: [Standard] Dragon's Maze Game Day

This is my "final" deck for Game Day: http://deckbox.org/sets/388397 after suggestions and feedback from elpablo and TyWooOneTime

Now I have questions about strategies, since it's going to be my first Standard sanctioned run.
What strategies should I apply and which card to switch in/out from/to the Sideboard against the following opponents?
- Control
- Aggro
- Midrange
- Combo
- ?

Thank you!!!

Re: [Standard] Dragon's Maze Game Day

I got your email.  Just got busy with stuff smile

To the tune of strategies.  IMO. I would shoot for the following.   Side boarding takes practice really and knowing your deck.

- Control -

there aren't a lot of control decks out there but the ones that you see will start relatively slow.  You should have time to set up a tajic against them. he's probably going to be your bread and butter against control.  Him and/or aurelia.  You'll also want warleaders helix because they're probably playing some kind of plains walker. Things like boros charm will be good here too. If it's american control I'd put in the volcanic strengths.  Helix comes in against both (you might be able to catch an Ætherling with helix... maybe.) Skull crack to stop life gain from vault and sphinx's.  Assemble is good here too.  Side out spears (maybe), and pilgrims.

- Aggro -

You want a fast hand.  2 and 3 drops to chump/trade and removal.  if you survive the first 5-6 turns you're probably in the clear.  Try not to leave reckoners on the board, I've seen some aggro decks run a suprise blasphemous act.  Your life gain stuff will be important here to help stabalize as well. Side in pillars, o rings and volcanic strs. You can probably side out aurelia and thundermaw/assemble.

- Midrange

again not a fast set up here, but potentially explosive with ramp.  You'll face a lot of removal (jund) or big creatures (bant).  Tajic, reckoner and frontline will be good here.  Helix too against some of their creatures.  Life gain is good here it helps to stall the game.  Getting an aurelia/thundermaw/assemble on line would be ideal, with slayers stronghold. Watch for angel of serenity plays in the decks that run white.  Save legion's initiative to save your creatures.

Side in volcanic str, helix, o-ring skullcrack as needed.

JUnd - volc str, helix skullcrak
Bant - helix o-ring, skull crak
reanimate, oring , pillar, helix - need to exile their creatures so they can't replay them.

- Combo

Not many combo decks around.  Human reanimator?  basicaly the same as reanimator.  exile as many of their creatures as possible.

Re: [Standard] Dragon's Maze Game Day

I played it at 2 Game Days.

Saturday: 4th place (out of 10). Got barely beaten by a Golgari Deck (by 1 hit point) and got beaten by a Maze's End/Turbo Fog deck (Bad luck in getting Skullcrack)
Sunday: I went to the most competitive place in the area, just got destroyed by over expensive overpowered decks. I also had pretty bad luck in drawing cards.

I think now I will try to do Boros aggro and maybe try it out at some FNM (Instead of Drafting)

Re: [Standard] Dragon's Maze Game Day

glad you had fun the first day.  Even getting destroyed can be a learning experience.  Things to change and what to look for.

Re: [Standard] Dragon's Maze Game Day

I had fun the second day as well, learned a lot. Discussed strength and weaknesses of my deck. I will prepare a Boros Human and a Boros Not-Human aggro decks in the next few days.
Thanks for your help elpablo!