Sup c*#@nts
More bloggy
boo.
Thought I'd
talk about my Scapeshift deck this blog post. Haven't had particular success
with it, but I like it. Plays some funky cards, does stuff that other decks
don't do and it has a good matchup Vs Zoo.
Heres is current
list:
RAMP
|
VARIANCE
|
BOMBS
|
Diligent Farmhand
|
Coiled Oracle
|
Pernicious Deed
|
Wayfarer's Bauble
|
Demonic Tutor (3)
|
Thrun, the last troll
|
Search for Tomorrow
|
Shardless Agent
|
Seige-gang Commander
|
Nature's Lore
|
Grim Tutor (1)
|
Thragtusk
|
Three Visits
|
Beseech the Queen
|
Primal Command
|
Rampant Growth
|
Eternal Witness
|
Inferno Titan
|
Farseek
|
Bloodbraid Elf
|
Skeletal Vampire
|
Into the North
|
Grave Titan
|
|
Explore
|
Broodmate Dragon
|
|
Time Walk (3)
|
Clutch of the
Undercity
|
|
Sakura Tribe-elder
|
Dimir Houseguard
|
|
Solemn Simulacrum
|
Scapeshift
|
|
Maelstrom Wanderer
|
||
28 LAND
|
SIDEBOARD
|
|
Wooded Foothills
|
Faerie Macabre
|
|
Misty Rainforest
|
Ravenous Trap
|
|
Verdant Catacombs
|
Mindbreak Trap
|
|
2 x Snow Covered
Forest
|
Extract
|
|
2 x Snow covered swamp
|
Nullrod
|
|
Snow covered island
|
Massacre
|
|
6 x Snow covered
mountain
|
Damnation
|
|
Volcanic Island
|
Flametongue Kavu
|
|
Badlands
|
Skinrender
|
|
Bloodcrypt
|
Rhystic Tutor
|
|
Overgrown Tomb
|
Quagnoth
|
|
Bayou
|
Gaea's Revenge
|
|
Taiga
|
Akroma, Angel of Fury
|
|
Stomping Grounds
|
Scute Mob
|
|
Breeding Pool
|
Dragonmaster Outcast
|
|
Tropical Island
|
||
Treetop Village
|
||
Raging Ravine
|
||
Tranquil Thicket
|
||
Valakut the Molten
Pinnacle
|
||
Polluted Delta
|
The plan is:
ramp turn 2 & 3. Then slam bombs from turn 4 onwards.
The Ramp
To keep a
hand with this deck, the hand needs to contain a 2-cost ramp spell (Although,
there are fringe cases where I know what my opponents are playing and I can get
away with a slow hand).
Because I
play Timewalk, Demonic Tutor can act like a 2-cost ramp spell. Timewalk also
turns Grim Tutor and Beseech the Queen into 3-cost explores.... How many
explores?
Beseech the
Queen less so because triple black isn't common, but it does happen.
Shardless
Agent and Bloodbraid Elf are almost always ramp spells. Occasionally they'll
hit Diligent Farmhand or Wayfarer's Bauble (that's bad), but occasionally
they'll hit Timewalk or Demonic Tutor (that's good).
The control
matchup is inherently bad. That's why the deck plays cascade guys and Thrun.
Thrun crushes most control decks and I often transmute for him. Combining Thrun
with the cascade guys and the two manlands is enough to make the control decks
tap out. Which is when you Scapeshift them.
In case
you're unfamiliar with Scapeshift, you need to have at least 7 lands in play.
You sac them all and get 6 Mountains + Valakut, dealing 6 x 3 damage to their
face. Most highlander decks will have paid a couple life or you may have nugged
them with a cascade creature. If not, you just have to wait until you have more
than 7 lands to get enough triggers to kill them. The deck plays Scapeshift and
6 other tutors for it (Primal Command finds Dimir Houseguard). You may also
cascade into a tutor. So by the time you're at 7 lands you'll probably be able
to pull the trigger.
The Bombs
The cards
that I've catagorised as 'bombs' can take the game by themselves but most of
the time they just keep me alive long enough to cast Scapeshift. I've chosen
the bombs for their resilience against removal. I don't add much to the board
turns 2 and 3, so whatever I play turn 4 is typically going to cop removal.
That's why I'm not playing such bombs as Wurmcoil Engine and Primeval Titan.
Those two are amazing if your opponent hasn't got removal, but I don't want to
take that chance.
The mana
base
Playing
Scapeshift makes for a very challenging mana base. I've found that 11 mountains
is the minimum. There have been several games that I've used every mountain in
my deck to kill my opponent. As well as playing a minimum 11 mountains, I currently play 17
green sources, using trusty statrek, that's at least 1 green source in 90% of
hands.
Other than
the mountains and green sources, I also need 2 basic swamp and 1 basic island
to find with my ramp spells so that I can cast all my black and blue spells.
Adding all
those lands together gives me 28 lands, well over the general consensus of a
sufficient land count, so the deck doesn't have the luxury of Wasteland or
Underground Sea.
The
sideboard
Scapeshift's
counterspell matchup is very bad, hence the hilarious anti-counter sideboard.
Quagnoth lol, anyone who drafted a lot of Future Sight can empathise with me
here: you're sorting through a bunch of random rares in your collection
and...wow! I didn't know I had 5 Tarmogoyfs!... awwww fuck you Quagnoth, got me
again.
The
sideboard also has a nice transmute suite: ravenous trap, mindbreak trap &
massacre.
I know that
me rambling about one of my tier 3 creations is not the most interesting topic
but it's really easy for me to write about and I enjoy it ^^. At least if
you're sick of losing to Zoo you can try it out...although getting a timewalk
can be tough.
Ok, onto
last posts' 1st posted list...
Nick
Watson's GreenBlack midrange (not sure how comfortable people are about me
typing their last names in my blog. I like to think that it improves
communication, which makes up for any identity paranoia people may have. Nick
aiming to become a public film figure, I'm sure wouldn't mind...lol more
revealing information)
Alright, here's
his list!:
Creatures:15
|
Spells:21
|
1 Deathrite Shaman
|
1 Inquisition of
Kozilek
|
1 Bloodghast
|
1 Mental Misstep
|
1 Gatekeeper of
Malakir
|
1 Mind Twist
|
1 Sakura-Tribe Elder
|
1 Sensei's Divining
Top
|
1 Scavenging Ooze
|
1 Skullclamp
|
1 Tarmogoyf
|
1 Sol Ring
|
1 Eternal Witness
|
1 Thoughtseize
|
1 Kitchen Finks
|
1 Abrupt Decay
|
1 Vampire Nighthawk
|
1 Bitterblossom
|
1 Phyrexian
Metamorph
|
1 Diabolic Edict
|
1 Skinrender
|
1 Hymn to Tourach
|
1 Shriekmaw
|
1 Sylvan Library
|
1 Thragtusk
|
1 Umezawa's Jitte
|
1 Grave Titan
|
1 Liliana of the
Veil
|
1 Wurmcoil Engine
|
1 Maelstrom Pulse
|
1 Pernicious Deed
|
|
1 Putrefy
|
|
1 Garruk Relentless
|
|
1 Snuff Out
|
|
1 Batterskull
|
|
1 Beseech the Queen
|
|
Lands:24
|
Sideboard:15
|
1 Bayou
|
1 Duress
|
1 Bloodstained Mire
|
1 Guttural Response
|
4 Forest
|
1 Nature's Claim
|
1 Marsh Flats
|
1 Nihil Spellbomb
|
1 Misty Rainforest
|
1 Pithing Needle
|
1 Overgrown Tomb
|
1 Planar Void
|
1 Polluted Delta
|
1 Dark Confidant
|
7 Swamp
|
1 Shadow of Doubt
|
1 Twilight Mire
|
1 Victim of Night
|
1 Urborg, Tomb of
Yawgmoth
|
1 Choke
|
1 Verdant Catacombs
|
1 Faerie Macabre
|
1 Volrath's
Stronghold
|
1 Phyrexian Crusader
|
1 Wasteland
|
1 Tribute to Hunger
|
1 Wooded Foothills
|
1 Damnation
|
1 Woodland Cemetery
|
1 Nekrataal
|
Nick has
never played or made a highlander deck before, so this is an impressive first
list.
1st:
I imagine
this comes down to card familiarity, but Nick has managed to make a Recurring
Nightmare deck without Recurring Nightmare! All its friends are here: Eternal
Witness, Kitchen Finks, Skinrender, Shriekmaw, Wurmcoil Engine, Grave Titan,
Thragtusk, Bloodghast. So that's the first card he should try out.
2nd:
I'm naturally
inclined to be more aggro with my card choices, so keep that in mind when taking
my suggestions onboard. Aggro may not be your style. Currently Nick's playing
Umezawa's Jitte but only ~6 creatures that wear a Jitte well (creatures that are
likely to survive combat and cost <4). I think Nick should add more
creatures that can wear Jitte rather than cut Jitte from the deck. A few
suggestions:
Strangleroot
Giest (would require a mana base change which I'll get to later)
Dregmangler
Glissa, the
Traitor (Karakas is now 1 point so she's very playable now)
Adding more
creatures boosts you skullclamp & recurring nightmare too.
3rd:
Mana base.
Nick's a card choices are a little torn between Mox Jet and Sol Ring.
On team Mox
Jet we have:
Hymn to
Tourach
Bloodghast
Bitterblossom
Vampire
Nighthawk
Scavenging
Ooze
Tarmogoyf
Liliana of
the Veil
Gatekeeper
of Malkir
Sylvan
Library
Sakura Tribe
Elder
Then on team
Sol Ring we have:
Garruk
Relentless
Wurmcoil
Engine
Grave Titan
Shriekmaw
Thragtusk
Mind Twist
Batterskull
That's 10
for Jet and 7 for Sol Ring. If Nick can borrow/purchase a Jet he should play it
instead of Sol Ring. It should be noted that both Mox Jet and Sol Ring are bad
with Pernicious Deed, so are Sylvan Library, Tarmogoyf, Deathrite Shaman,
Scavenging Ooze, Bitterblossom, equipment etc. Deed should probably be cut if
Nick wants to go for the equipment and recurring nightmare route.
Nick's curve
is pretty spread out so I think he can add Treetop Village without the tempo
loss hurting him too often. He can also play the 7th fetch land, windswept
heath. 6 forests is enough to not run out of lands to fetch. He can even play
scrubland to find with windswept heath or cast kitchen finks with. I'd also add
Llanowar Wastes, Nick has a lot of double colour spell and even gatekeeper of
malakir and beseech the queen which can be triple colour. Having said that, I'd
also consider cutting Volrath's Stronghold.
4th:
Miscellaneous card choices.
·
Play Dark Confidant main. If he lives, you win
the game if he dies he only cost 2 mana so ~the same cost as a counter or
removal spell.
·
If you add Recurring Nightmare you'll find that
Acidic Slime will be good. Green Sun's Zenith finds it, you can add that too. So
versatile.
·
Thrun, the last troll should be considered.
·
Phyrexian Metamorph is an ok card which can be
cut. It is very reactionary. I suspect Andrew Atkinson may have recommended this card to Nick, as Andrew loves it.
·
Skinrender and Shriekmaw are also very
reactionary but much more powerful. Playing cards that are good against some
decks but bad against others is a personal preference thing. These guys will be
awesome vs creature decks yet trash against control. At the moment I'd say
maindeck Skinrender and Shriekmaw are a great metagame choice. GWx creature
equipment decks are coming out on top and being played a lot.
·
Try out Vraska :P I haven't seen anyone play her
yet and this is the deck you'd play her in if any. Let us know if she's good.
5th:
Sideboard.
·
You can play better graveyard hate than
Planarvoid. Planarvoid doesn't actually stop much stuff. Flash decks that go
off instant speed will kill you with the Planarvoid trigger on the stack.
Hermit Druid combp can respond to the trigger with Memory's Journey. I think surgical
extraction would be better.
·
Guttural Response is a too narrow. The spell
types of highlander decks are actually quite diverse. If you want something
extra against U, try Thrun and/or Great Sable Stag.
·
I like that you have Duress in the board. Lots
of people really overload on discard effects which can be really bad against
aggro decks
·
I love Shadow of Doubt, but not in your deck. To
play Shadow of Doubt, you have to be holding up 2 mana every turn to catch that
search effect. Your deck taps out sorcery speed 99% of the time.
·
Get Mindbreak trap in your board, amazing
against Storm. There's typically one Storm or two storm decks in the bigger
tournaments and you don't want to be caught out without any hate.
Ok, that
about sums it up. I know I've taken a while to respond and there's a good
chance you might have changed the list a couple times since you posted it.
I like to
mention everything I think of and I only type up this blog on my daily train
rides to work so it can take me a while.
It's hard
for me to tell how my critique comes across. I hope I don't sound too critical,
but it is the nature of this article. If I mentioned everything that was good,
these posts would be even longer!
Hey Luke, thanks for the Highlander thoughts. Highlander is a steep learning curve for a new player like me and it definitely makes it worse that there isn't much written about it. I've been playing with my Tinker list since it has underperformed the past three weeks. Going for less control and more value, I suppose, and tailoring it more toward Zoo than control. Might be some weird choices of cards, blame it on wanting to play Shardless Agent and not have it be shit.
ReplyDeleteLand
1 Underground Sea
1 Watery Grave
1 Bayou
1 Tropical Island
1 Breeding Pool
1 Overgrown Tomb
2 Swamp
2 Forest
5 Island
1 Flooded Strand
1 Polluted Delta
1 Verdant Catacombs
1 Marsh Flats
1 Scalding Tarn
1 Mishra's Factory
1 Wasteland
1 Misty Rainforest
1 Seat of the Synod
1 Vault of Whispers
Creatures
1 Drift of Phantasms
1 Baleful Strix
1 Shardless Agent
1 Coiling Oracle
1 Deathrite Shaman
1 Phyrexian Revoker
1 Scavenging Ooze
1 Thragtusk
1 Myr Battlesphere
1 Wurmcoil Engine
1 Inkwell Leviathan
Instant
1 Personal
1 Mystical Tutor
1 Impulse
1 Ancestral Vision
1 Into the Roil
1 Disfigure
1 Dimir Charm
1 Go for the Throat
1 Repeal
1 Telling Time
1 Abrupt Decay
1 Putrefy
1 Lim-Dul's Vault
Sorcery
1 Tinker
1 Gitaxian Probe
1 Maelstrom Pulse
1 Thoughtseize
Planeswalker
1 Jace, the Mind Sculptor
1 Garruk Relentless
Artifact
1 Vedalken Shackles
1 Pithing Needle
1 Sensei's Divining Top
1 Mox Diamond
1 Chrome Mox
I have difficulty believing Skeletal Vampire is worth playing. Sure it is marginally better than Wurmcoil if they have Path/Plow/O-Ring (I don’t see two 1/1 flyers doing much work), but it is worse in every almost every other situation since Skeletal Vampire is very beatable just using creatures and equipment, Wurmcoil isn't. Primeval is also more powerful than the Vampire since you can fetch Treetop and Raging Ravine, so it isn't as if them plowing/pathing your guy actually deals with all your threats, and your will now have 8 mana so you can activate both and attack for 7 or trade/kill most of the threats from aggro decks. Basically I’d rather lose to them having the right answers to my creatures than my creatures being bad. Huntmaster might be better as well, since it is much better when you don't hit enough ramp to go 2-4-6.
ReplyDeleteGreen Sun's is obviously awkward with both Bloodbraid and Shardless Agent, but you have 17 other cards that Bloodbraid can hit and 12 for the Agent. Green Sun's can act as a ramp spell on 2 (Diligent Farmhand), 3 (Tribe Elder), a 4 mana Eternal Witness, or a bomb based on the situation and matchup, acting as a second copy of Thrun against control and Thragtusk against aggro. I know you hate the possibility of bricking off a cascade, but the fact that it takes take some of the variance out of the deck (sometimes you draw all 4+ cmc spells and no ramp, and sometimes you draw ramp and no action) by fulfilling both roles makes it worth it in my opinion.
I'd be inclined to cut all but 1 forest from the GB deck, since you never actually want to draw one due to Gatekeeper, Beseech, Bloodghast, Hymn etc...
So I have been experimenting with a list that takes a lot less time to write up than most people's lists.
ReplyDeleteIt was originally:
21 Swamp
39 Relentless Rats.
But his friends came along, and I nearly lost my shit.
It is now:
4CC
Bloodbond March
Alluren
3CC
Liliana of the Veil
Cloud Key
2CC
Cabal Ritual
Pack Rat
Land Grant
Sign in Blood
Night's Whisper
Hymn to Tourach
Jet Medallion
Golgari Signet
1CC
Dark Ritual
Typhoid Rats
Thoughtseize
Duress
Deathrite Shaman
0CC
Mox Diamond
Mox Jet
Chrome Mox
Lotus Petal
Black Lotus
Lotus Bloom
Land
Bayou
Swarmyard
Volrath's Stronghold
Overgrown Tomb
Cavern of Souls
Verdant Catacombs
Marsh Flats
Bloodstained Mire
Polluted Delta
Windswept Heath
Urborg, Tomb of Yawgmoth
8 Swamp
1 Forest
1 Wasteland
The business:
20 Relentless Rats
The Sideboard
Patriarch's Bidding
Pernicious Deed
Engineered Explosives
Naturalize
Nature's Claim
Creeping Corrosion
Seeds of Innocence
Liliana of the Dark Realms
Tarmogoyf
Dryad Militant
Leyline of the Void
Maelstrom Pulse
Ghost Quarter
Immortal Servitude
Golgari Charm