This is a blog about the Magic the Gathering decks I make, the games I play and the general thoughts I have about the game...and occasionally other stuff but hopefully only as it relates to play.
Tuesday, March 30, 2021
Earth Has Burst
Thursday, March 25, 2021
Sleeping Giant
It's a good time to be about tribal decks.
Named after the Mastodon song (although maybe it would've been cooler if I'd named it after a Dillinger Escape Plan song), Sleeping Giant is, as one might guess, a giant tribal deck.
4 Quicksilver Amulet
2 Urza's Incubator
2 Semblance Anvil4 Chancellor of the Forge
1 Magma Giant
2 Giant Harbinger
4 Thundercloud Shaman
1 Sunrise Sovereign
2 Arbiter of Knollridge
1 Borderland Behemoth
2 Bloodshot Cyclops
1 Brion Stoutarm
1 Kalemne, Disciple of Iroas8 Plains
9 Mountain
4 Ancient Amphitheater
3 Stone Quarry3 Disaster Radius
3 Phyrexian Rebirth
2 Fanning the Flames
1 Earthquake
The first and most obvious issue here is that there are eight cards in here just to cheat giants into play and two of them actually lower my threat count in order to do it. That's no good.
The second issue is more of an opportunity: there are newer, better giants now. The most recent card might be Kalemne, Disciple of Iroas? Fairly sure I can do better. Hell, Phyrexian Rebirth alone could be replaced with Realm-Cloaked Giant and that would be a massive upgrade.
Finally, with really expensive creatures, really expensive spells like Fan the Flames don't belong here.
At twenty four lands, I feel like I'm in a good spot but even with that, some cheaper spells are going to be necessary to give this deck a chance.
Tuesday, March 23, 2021
Blown Up
I think I can leave this deck now. The Shattergang Brothers have built up their business better than before!
| Instant 1 Jund Charm |
Artifacts 1 Swiftfoot Boots 1 Jar of Eyeballs 1 Obelisk of Jund 1 Plague Boiler 1 Spine of Ish Sah 1 Nuisance Engine 1 Mycosynth Wellspring 1 Golgari Locket 1 Gruul Locket 1 Rakdos Locket 1 Sol Ring |
| Enchantment 1 Goblin Bombardment 1 Night Soil 1 Widespread Panic 1 Despondency 1 Undying Rage 1 Rancor 1 Grave Pact 1 Open the Graves 1 Moldervine Reclamation 1 Mantle of the Wolf |
Sorcery 1 Spoils of Victory 1 Sudden Demise 1 Tempt with Vengeance 1 Rough // Tumble 1 Plague Wind 1 Circuitous Route 1 Decimate |
| Lands 1 Akoum Refuge 1 Command Tower 1 Evolving Wilds 1 Golgari Guildgate 1 Golgari Rot Farm 1 Grim Backwoods 1 Gruul Guildgate 1 Jund Panorama 1 Kazandu Refuge 1 Khalni Garden 1 Kher Keep 1 Llanowar Reborn 1 Rakdos Guildgate 1 Savage Lands 1 Temple of the False God 1 Terramorphic Expanse 1 Vivid Grove 6 Swamp 7 Mountain 7 Forest 1 Opal Palace
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Creatures 1 Viscera Seer 1 Wight of Precinct Six 1 Jade Mage 1 Sakura-Tribe Elder 1 Golgari Guildmage 1 Goblin Sharpshooter 1 Endless Cockroaches 1 Hua Tuo, Honored Physician 1 Sprouting Thrinax 1 Silklash Spider 1 Inferno Titan 1 Deathbringer Thoctar 1 Deepfire Elemental 1 Stalking Vengeance 1 Charnelhoard Wurm 1 Walker of the Grove 1 Ophiomancer 1 Terra Ravager 1 Sek'Kuar, Deathkeeper 1 Fell Shepherd 1 Sengir Autocrat 1 Prossh, Skyraider of Kher 1 Thopter Assembly 1 Tergrid, God of Fright 1 Beanstalk Giant // Fertile Footsteps 1 Dreamshaper Shaman 1 Oread of Mountain's Blaze 1 Acidic Slime 1 Endrek Sahr, Master Breeder 1 Eternal Witness 1 Hornet Queen 1 Mayhem Devil
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Thursday, March 18, 2021
Leveled To Dust
There's an inherent problem with testing any Commander deck concept and it is, simply this:
Tuesday, March 16, 2021
Proactive Explosives
All is not perfect, though, with the Brothers.
I played two games against Kadena, Sinking Sorcerer and got blown out.
Now, I'll admit my draws weren't the best, but I'll also say that I saw some weaknesses: Carnage Altar was a card that came online early and I couldn't do anything with.
The problem is a mana one: Carnage Altar costs 3 to cast and three and a creature to use: that's 6 mana, plus whatever mana I invested in a creature, in order to draw a single card!
Which is a terrible return. Compared even with Jar of Eyeballs, which lets me pick the best card out of X top cards for 6 mana and you can start to see what the better deal is.
Maybe I'm overthinking it: Eternal Witness is a simple solution to a few problems, while being a solid body. Since this deck wants to do so much sacrificing, that might be wise. Not always awesome in the early game, but I'm not going to play it on turn three anyway.
Thursday, March 11, 2021
Damage Inc.
Tergrid, God of Fright is bonkers. I doubt that is news to anyone but the interactions it has with Shattergang Bros. means that it's a necessary card. More than fulfilling the Hexdrinker rule, I would run as many copies of Tergrid as I could.
And as soon as my opponents figured it out, they tried to destroy Tergrid. This lead to a pretty crazy turn where I was sacrificing my entire board in order to get something with Tergrid. On the other hand: my sacrificing everything meant my opponents were, too.So, could've been worse.
Speaking of worse, Path of Ancestry doesn't belong in the deck. I got caught up on the 'produces any color' part of the land and ignored the second part of the card, which makes it good contingent on creature type. Since this isn't a tribal deck, that's gotta go but is fortunately an easy fix. as Opal Palace exists.
A couple tests against a Zedruu deck went well: I was able to grind for a long time in game one but I definitely should've packed it up sooner than I did, as I lost to repeated donations of Illusions of Grandeur. In other games though, I was able to build up my mana base and once that happens, getting things going is a snap.
It's working better than I had thought, so far! These tests also confirm my theory of needing mana ramp in Commander. The person who gets their mana set first usually has a better experience playing the game and the additional mana rocks have helped this deck considerably.
Tuesday, March 9, 2021
Shattergang Initiations
What I went with was a more intensive ramp strategy: Shattergang Bros wants a lot of mana to do what it does.
Out: Scarland Thrinax, Furnace Celebration, Capricious Efreet, Blood Rites, Rumbling Crescendo, Mass Mutiny, Vile Requiem, Cellar Door, Dirge of Dread, Elvish Skysweeper, Foster, Quagmire Druid, Fungal Reaches, and Stronghold Assassin.
In: Mantle of the Wolf, Moldervine Reclamation, Open the Graves, Golgari Locket, Gruul Locket, Rakdos Locket, The Akroan War, Oread of Mountain's Blaze, Dreamshaper Shaman, Circuitous Route, Beanstalk Giant, Tergrid, God of Fright, Plague Wind, and Path of Ancestry.
That is a lot of stuff! But it increases the artifacts I have for sacrifice purposes, or adds in more cards in the late game when I don't need the Lockets anymore. Either way, it makes the deck more playable and gives me more chances to activate Shattergang Brothers when I do play it.
I'm strongly reconsidering my instants: Reincarnation and Jund Charm. I like these cards (Reincarnation is one I have a weakness for) but I'm not sure they're as helpful as I'd like. Especially Reincarnation; Shattergang Bros has a mild reincarnation theme but I'd rather be able to get any permanent, not just a creature.
Jund Charm has more versatility so I'm less inclined to axe it. The ability to exile a graveyard is definitely relevant in Commander.
But I think the Reincarnation should become an Acidic Slime. The one thing I'm concerned about at this point is recurring my stuff but I'd just like to see if this works out better.



