Older Block Constructed Formats tournament Deck lists

These Older Block Constructed Formats Magic: the Gathering Deck lists of the Tuesday, May 24 Scars Block Constructed #mag Trial were updated by Djinn.

1st Big Red xBlueDemonx Older Block Constructed Formats Deck
2nd Big Black sb305198 Older Block Constructed Formats Deck
3rd Red Midrange darkedge Older Block Constructed Formats Deck

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Big Red
1st - xBlueDemonx
Main Deck Sideboard
24 Mountain
4 Kuldotha Phoenix
1 Hoard-Smelter Dragon
2 Wurmcoil Engine
3 Oxidda Scrapmelter
4 Iron Myr
2 Urabrask the Hidden
4 Koth of the Hammer
4 Galvanic Blast
4 Sphere of the Suns
2 Red Sun's Zenith
2 Karn Liberated
4 Volt Charge
1 Wurmcoil Engine
1 Oxidda Scrapmelter
1 Red Sun's Zenith
4 Spikeshot Elder
2 Precursor Golem
4 Into the Core
2 Burn the Impure

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Big Black
2nd - sb305198
Main Deck Sideboard
24 Swamp
4 Phyrexian Rager
4 Phyrexian Obliterator
2 Wurmcoil Engine
2 Molten-Tail Masticore
3 Skinrender
2 Black Sun's Zenith
4 Go for the Throat
4 Despise
4 Dismember
3 Lashwrithe
4 Grasp of Darkness
4 Phyrexian Crusader
3 Act of Aggression
2 Marrow Shards
2 Mimic Vat
4 Ratchet Bomb

Rightclick and Save target as.. to get this deck in Apprentice format.

Red Midrange
3rd - darkedge
Main Deck Sideboard
21 Mountain
4 Inkmoth Nexus
3 Oxidda Scrapmelter
4 Kuldotha Phoenix
4 Perilous Myr
4 Wurmcoil Engine
4 Koth of the Hammer
4 Galvanic Blast
4 Red Sun's Zenith
4 Sphere of the Suns
3 Slagstorm
1 Sword of War and Peace
1 Oxidda Scrapmelter
1 Sword of War and Peace
3 Tumble Magnet
2 Burn the Impure
3 Vulshok Refugee
2 Shatter
1 Into the Core
2 Act of Aggression

Rightclick and Save target as.. to get this deck in Apprentice format.

See all Magic: the Gathering Decks from this tournament

Comments:
by Terminus-Est on 2011-05-24 22:28 CET

How many engines could a wurm coil if a wurmcoil could coil engines?


by AppleofEris on 2011-05-24 22:44 CET

lol Big Black. I like it.

Terminus: A wurm could coil 3 engines if it killed itself after coiling the first engine.


by GreenBear on 2011-05-24 22:50 CET

Im guessing the big black got mana screwed thats not enough lands for its curve.


by xBlueDemonx on 2011-05-24 22:54 CET

Blue Demon and Nuevo León Mexico are here !


by jonwayne on 2011-05-24 22:55 CET

big black = epic name


by AppleofEris on 2011-05-24 22:56 CET

Manfred: What do you mean that's not enough lands? You must get mana flooded a lot...I really hope you don't blame that on MWS.

24 is the perfect amount of lands for that deck. 25 if you REALLY have to add more.


by GreenBear on 2011-05-25 00:05 CET

24 is far to few for a deck with that many 4 drops. I can do mana curves clearly unlike someone.


by AppleofEris on 2011-05-25 00:43 CET

I really hope I get you round one of EVERY tournament. Like a bye, but way easier to win.


by tchiseen on 2011-05-25 00:51 CET

Blame the MWS shuffler


by MassO on 2011-05-25 01:25 CET

24 is just right, may be too heavy...I like playing 23 mana, when it comes to decks that top out at 4 mana.....and yea I know that wurmcoil is 6 but that is only 2. I just wish this deck provided more drawing....could tezzeret's gambit fit in this deck?


by AppleofEris on 2011-05-25 01:41 CET

I think it could, but only playtesting would know for sure. Seems like a solid replacement for Rager, but then you lose the 2/2 man, which may or may not add to the offense of this deck.

I dunno, I look forward to seeing what ML can do with this.


by tecktonicboy on 2011-05-25 02:59 CET

Te robastesss mis lista =(


by P_P4E on 2011-05-25 04:33 CET

24 is NOWHERE NEAR close. 26 minimum.

A good guideline to use when curving your deck out is "what is the minimum amount of lands I need to have in play to win the game."

This deck requires at least three to play rager, or 4 to play anything else of significance.

I think +2 inkmoth is good, since you can surprise kill with lashwrithe and postboard with the crusaders you can get there also.


by AppleofEris on 2011-05-25 05:02 CET

How is it any of you ever win any games? 26 lands in a constructed deck is just...weird.


by Nix87 on 2011-05-25 08:54 CET

Ever heard of Caw-Blade? They play at least 26 if not 27 lands... Same is true for RUG and UB Control in t2. I agree with anyone who says that 24 lands in the 2nd place deck is at least 1 land short.


by Mitchmachine on 2011-05-25 11:29 CET

60/24 = 2,5

means statisicly one outta 2,5 cards is a swamp.
You start with 7 (statiscly 2 to 3 lands) This means on the draw you will hit the 4th land 'regardless' And on the play you should be lucky to draw the 4th land. From that point its allmost impossible to curve on till 5th or 6th landdrop.

Although magic is a card game, so u can allways be lucky and unlucky.

If you do the math you'll see that 25 is the right number.


by MassO on 2011-05-25 11:52 CET

yes, 24 lands and higher is for control decks, not aggro, this is a midrange deck that should top out at 22/23 not 24, 26 is allin control aka Cawblade, and the other deck that runs 26 is Valakut/Emeria which are land combo decks that rely on having certain lands in play. Mitch that is not how you create a Mana curve.. You have to look at the cc's of cards to be able to compute. So if one land gives me 2 mana of one color I should still have 25 swamps?? I don't think so. I will stick with 23 maybe 24 if you want to go overboard but 25 or higher, you will be land flooded and I will win. So, good luck.

Another flaw in you point would be for RDW, by your calculations I should play 24 lands in there also, which is bad because the mana curve for that deck tops out at 4 but has a mean curve at 2 so 20/60 which is 1/3 of your deck is lands, which would give you the two lands you need and a third would be coming by your 2nd turn. Statistically every 3rd card should be a land. But with RDW, if you play over 22/23 lands, around turn 4/5, you get mana flooded, not good for a deck that should be killing your opponent on those turns.


by AppleofEris on 2011-05-25 11:56 CET

Like I said, 24 lands is the appropriate amount for this deck, but if you really want that extra tenth odds for drawing a land, run 25. Anything over is just stupid.


by sb305198 on 2011-05-25 12:00 CET

I would actually tend to agree that it's about 1 land short on the "big black" list. I like the idea of the inkmoth's as well. Lashwrithe was pretty good all day, but it does make a pretty big target for all of "Big Red's" artifact destruction, as does Masticore. I think adding 1/2 lands and maybe 2 Karn does a lot for the deck. I wouldn't remove Rager--he's a smooth pimp. Act of Aggression was a great card all day. Marrow Shards was a worthless experiment, but probably would've been fine vs poison, had i seen it even once.


by AppleofEris on 2011-05-25 12:02 CET

Mass0: I would argue that 22/23 lands are too few. The most important thing is to get out at least 2/3 mana so you can have up Grasp of Darkness, Go For the Throat, and Dismember, but all your best threats are 4 cmc and nothing spells control like dropping an Obliterator on turn 4 (turn 3 if you played Sphere of the Suns or Black-Mana Myr turn 2).

Speaking of which, is there room in this deck for 4x of those 2 cards? What should I take out?


by MassO on 2011-05-25 12:02 CET

just another tidbit: look at the winning deck that play 24 lands. It has 1/6th of the deck over 5cc, which is why it needs the 24 lands. 18 cards are 4cc or higher, that is 3/10ths of the deck that needs atleast 4 lands to operate.

Big black plays only 2 cards over 4cc's which is 1/30th of the deck, and 17/30ths or 56 percent of the deck is 4cc or lower. 11/30ths or 37 percent of the deck is under 3ccs....so that's right folks, 12 percent of the deck is over 4cc.....that is why you can lower the number of swamps for this deck.


by MassO on 2011-05-25 12:06 CET

-1 rager, -1skinrender, -1 dismember -1 grasp, +4 leaden myr (blackmana myr) or the suns...but I like the myr, gives you something to attach the lashwrithes to.


by AppleofEris on 2011-05-25 12:06 CET

can't get rid of the dismember or grasp, but could get rid of ragers and skinrender (skinrender to sb) due to the meta not liking sorcery speed removal.


by MassO on 2011-05-25 12:30 CET

then maybe move Skinrender sb and -1 rager, adde 4 leaden myr


by gluedman on 2011-05-25 17:37 CET

totally agree with Mass, leaden myr is great in that deck


by AppleofEris on 2011-05-25 17:42 CET

yeah, it seems good and fits the curve nicely. The only drawback I can see with that card would be 1.) Giving artifact hate another target besides Lashwrithe and 2.) Not being a good card to topdeck late in the game BUT if you run 4 myrs, maybe you could trim the lands back to 22-23. I don't think I would, but seems like a possibility.


by JeZeus on 2011-05-25 18:52 CET

If magic-league was a bridge, how many trolls could fit under it?


by AppleofEris on 2011-05-25 19:07 CET

If magic-league was a bridge, it would get sued by Bridgers of the Coast, LLC.


by MassO on 2011-05-25 20:15 CET

Would you rather, lose a leaden myr or a lashwrithe? Obv. Leaden myr so having a leaden myr in play turn 2 to get a obliterator turn 3 is worth it because if they do get rid of the myr turn 3, you play lashwrithe turn 4, for 4/4 and a 5/5 in play.


by HotSoup on 2011-05-25 20:33 CET

Some of you are the jokes. The deck should run 24 or more. Anyone who says less is a fool. Anyone who says RDW should run less than 24 is a fool when Koth is one of your best cards.


by MassO on 2011-05-25 22:08 CET

no one said RDW should run less than 24, we are talking about BDW. We did however justify why RDW needs 24 land with 18 cards over 4cc's....However, BDW only has 14 cards with cc of 4 or more, and only 2 over 4.

If you move skinrender to SB and add in the leaden myr as suggested the deck should be running around 22 lands considering that the myr would help the mana. Which give one more spot for Karn or Sheolred guy. Which I don't know if these will fit b/c this is suppose to be aggro control. They are more of all out control.


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