(GigaDrillBreaker) Posted December 4, 2014 Report Share Posted December 4, 2014 Literally just spat out this list off the top of my head. X3 Phyrexian Obliterator X1 Thrun, the Last Troll X4 Inquisition of Kozilek X4 Thoughtseize X2 Victim of the Night X4 Dig Through Time X1 Maelstrom Pulse X3 Remand X2 Spell Snare X4 Scavenging Ooze X4 Abrupt Decay X2 Notion Thief X4 Urborg, Tomb of Yawgmoth X4 River of Tears X2 Breeding Pool X3 Verdant Catacombs X4 Treetop Village X2 Watery Grave X2 Polluted Delta X2 Overgrown Tomb X2 Swamp X1 Forest [Spoiler=How to play Rock] Step 1: Not lose (play disruption) Step 2: Play big guy Step 3: Win with said big guy Alternative strategy: Beat the living shit out of the opponent with Monkeylands. [/spoiler] Link to comment Share on other sites More sharing options...
Poc Posted December 4, 2014 Report Share Posted December 4, 2014 Is this online or paper? If its online ditch the obliteraters and notion theives. You want to be playing this deck more like UWx midrange, a control shell with a few very resilient and strong threats. Goyfs, Bitterblossom, Clique, and spellstutter sprites are ideal as well as creeping tar pits and mutavaults. You want cryptic commands in this deck too. Disfigure is a better kill spell than victim, its less mana intensive too. Also, 4 Urborgs is way too much, they are dead draws in multiples. One or two is enough. Link to comment Share on other sites More sharing options...
Simping For Hina Posted December 4, 2014 Report Share Posted December 4, 2014 Okay. The first card: Phyrexian Obliterator. This is a dog of Modern, but it caged for now. In the current format, it is way to slow and clunky that is does nothing. Best time to play it is when Zoo is the appreciated top dog of Modern, no matter what version. There is no slow deck that worry about Obliterator besides Pod, and Pod is now running 3 creature destruction, and sometimes can play around Obliterator's ability. Pretty much, don't play it right now. Thrun is pretty pro right now, and you did the right choice of only using 1. Your creature base is 3 Obliterator 4 Ooze 2 Notion Thief 1 Thrun. Missing out on playing Thragtusk is exactly the reason to not play Sultai, and should be 4. Your graveyard is always a thing with both Scooze and DTT, so it doesn't matter. Don't cut it or ever miss out on playing it. I sometimes even think that Pod should play it for the beat down aspect, it is way too amazing of a card to miss out on. There is no work going into making it strong. Auto- 4 of. Notion Thief is sideboard material at best, and this isn't Legacy. Notion Thief is strong, but the amount of match ups where he becomes relevant are those that BUG is better off at beating anyways. Only have 1 in sideboard if you need the extra reach with his ability in more grindy match ups, otherwise you should be winning if you're making the opponent play around everything. Mind games make for a better game. Scooze is good, but I would only play it in 3. It is really bad if you draw it too much when the board isn't stalled. Dealing with Scooze isn't easy, but he is best played when you have the advantage or when you need the advantage. This isn't a Tarmogoyf, and there is proper ways to use Scooze. 4 is way too much in the maindeck, and I wouldn't even play 1 in the sideboard. It can be clunky. I liked when Edel drew 3 consecutively against Pod, but that was when the board was stalled. He needed to make use, otherwise would lose the game. I wouldn't suggest running Snapcaster Mage since it is trying to take up too many spots and is competing for spots along side Scooze and Tarmo. It is a good card, but only should be really adapted if you're trying out BUG Delver. And Delver in the type of deck you want to run would be too fast, even with an easy set up. It takes turns away from 1-1 trading to feed both your Tarmo and DTT. Just not worth it. You should run at least 1 3 drop, and the best one right now is Course of Kruphix or Fulminator Mage. I would much rather have Fulminator Mage for the same reason as Edel, it is better against Scapeshift. Note, don't destroy Valakut's. Their triggers will still occur, destroy mountains. Vendilion Clique is another, and a good 1-of. It shouldn't be more until after sideboarding. The card is terrible in the first game for so many reasons and puts up a bad clock live Delver puts up a good one. Use it when you need to, as another Thoughtseize effect or to filter your hand. It is best when against Control archetypes like Tron, UWR, and Scapeshift. Another tool for Scapeshift when is on 7-8 lands. Another good tool to try. I would play a set up like this. This is rough, and not fully utilized. 4 Tarmo 3 Ooze 2 Fulminator 1 Clique 1 Thrun. Your turn 1 will always be Thoughtseize, Duress or IoK. There are no good 1 drop creatures that play well right now. You could try 1 or 2 Snapcasters if you really want to, but I told you how i feel about them. 4 Thoughtseize and 4 Inquisition is a little too much. Since you're running 3 colors, and not a splash, you're dedicated in each color. I wouldn't run more than 7 discard spells, and I still think that that is a little too much. It is best to run 6. You will almost always have 1 in your opening hand, but this way you could also run some reactive spells. Spell Pierce and Spell Snare are great 1-ofs to consider because they will almost always be relevant. Spell Pierce is great when you're against the mirror match, and Spell Snare is great against agrro or control decks. But you're already running 2. I wouldn't play too many 1 CMC spells since you're long game could get better with a curve. 3-4 LotV are needed, over Remand and DTT. This spell is part of the core of BGx. I would cut 1 DTT, 2 Victim of Night for the inclusion. This card is seriously the reason that BGx can grind more than any other deck. It is card advantage before people could even know how to play. Against Delver, it is a way to stop TC from refilling their hand and stops the amount of answers that UWR Control has. It also fuels your DTT. Victim of Night is an amazing card, but was more relevant when Abrupt Decay wasn't a card. Why waste mana against Twin when they can make you tap out before you can respond to a Twin? Slaughter Pact as a 2 or 1-of is what should fill this spot. It doesn't kill Dark Confidant, but that isn't even being played. The best kill spell beside Abrupt Decay, since Dismember is too much of a cost at the moment anyways. Disfigure isn't worth mentioning when Darkblast exists. Have you ever used it on your Upkeep and then after your drawstep? Same thing as Disfigure, but you can use DTT more relevantly. I would only play 3-4 counter spells. DTT is the more relevant card to use here. Blue shouldn't be as emphasized as you are here. Rely more on what BG gives you. The core is usually 7 Discard Spells 3 Creature Removal 3-4 Abrupt Decay 3 Flex Slots 1 Maelstrom Pulse 4 Liliana But you're going to try to get UU, BB, and Gx before turn 3. It really seem appealing to try and force your colors. Keep them down, and be able to play around what your opponent is doing. You're the answer deck that plays both a reactive and proactive game. To take risks, you need to functionally know what your opponent is going to do. That is where cards that give information or make your opponent play around. Just by having U, you're making your opponent play around any answer that could be notable. DTT is going to be your way into getting answers for what your opponent does. I'll continue this later, I am kind of tired. Link to comment Share on other sites More sharing options...
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