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Magic-League.com Forums of Magic-League: Free Online tcg playing; casual or tournament play.
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sergitknight
Joined: 19 Jul 2005 Posts: 193
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Posted: Mon Nov 13, 2006 1:16 pm Post subject: Black Typhoon, a rogue ub aggro deck, please give advice!!! |
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okay ive been working on this deck for the past 3 weeks, so far its fun to play and pretty good, but i need a little edge to make the deck competative I would really like the in put of my fellow magic Colleagues. the deck is pretty simple little guys with evasion getting pumped, you win.
Black Typhoon
4 dauthi slayer
4 strom gald crusader
4 looter il-kor
4 flying men
2 haakon stromgald scourge
4 dark confidant
4 unstable mutation
3 unholy strength
4 remand
3 loxodon warhammer
2 soul spike
4 watery grave
7 islands
11 swamps
sb is currently under works,
honestly the deck is pretty good on its own, but i want great not good, so im asking anyone whos willing to help give me some advice and good ideas to make this a good competative deck,
thanks to all who help |
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Spyx
Joined: 31 Oct 2004 Posts: 1009
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Posted: Mon Nov 13, 2006 1:34 pm Post subject: |
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| Take out haakon, you have no way to discard him except for looter. Add shadowmage infiltrator. |
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KeySam
Joined: 14 Oct 2005 Posts: 619
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Posted: Mon Nov 13, 2006 1:40 pm Post subject: |
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ok i never played this deck but what caught my eyes immideatly, is the
hakoon Stromgald, if you play him i should use more and more constant discard engine then looter il core. And you play many pumpers. I would cut the loxodon and the haakoon. and add 4 drifter il dal + 1 unhohly strengt its faster you got an additional 1 mana drop which is hard to block and with unhohly he has 4 with unstable even 5 power. And maybe i would cut the stromgald crusader then and add 4 psionic blast they should be in an aggro u/b deck anyway. and also cut the 2 soulspikes their just too exensive when you discard 2 cards and the remands if you wanna play aggro do it realy aggro. I would add 3 Plagued Sliver(their great fatties) and 3 isnt to mutch. And maybe(not sure if they are 2 slow) Clutch into the undercity not for transmute for cast. THey do 3 loss of life and you can return one of the creatures that may block your creatures(the life loss is also good vs worship) and if you need it they catch you plagued Slivers. |
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JonPatton
Joined: 11 Dec 2005 Posts: 157
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Posted: Mon Nov 13, 2006 2:14 pm Post subject: |
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Um, he has 4x Looter Il-Kor to discard the crusader. I do, however, think you'd need more ways to discard him. I think you'd do well to consider the 2/1 Evasion guys in blue, and Last Gasp could be strong (you'd rely less on racing), but I think Snap Back is just more versitile, and can hit some things you REALLY want to hit, like a fourth-turn Akroma.
Soul Spike, while I like the card, means that you're throwing away two cards. To use it, you're probably sitting on cards you draw from Bob instead of using them. This is much more of a control card or a straight-black sui card, where you either have the cards to pitch because you're running answers that you don't need, or you have the cards to pitch because they're all the right color.
Your creatures are fragile, so I think the amount of creature pump you're running is suboptimal. 4 Unstables should be enough. The rest of your slots can go to things to make your deck more synergistic. For instance, you should consider 3-4 Haakon because he's a very good recurring threat and because you are likely to want to see him.
Consider a few madness cards. The Assasin is much better than he looks.
There's no reason to short-cut your mana base. Run 4 Underground Rivers. You need double black a lot.
Dark Blast is very, very powerful against some of the more troublesome decks you'll face. Boros is bad news, but being able to kill almost every critter they lay down means that Haakon and a knight or two can put the game away. IT would also dredge Haakon into your grave.
This is how I'd build it, staying as close to your original as possible:
Black Typhoon
4 Dauthi Slayer
4 Stromgald Crusader
4 Looter il-Kor
4 Drifter il-Dal
3 Haakon, Stromgald Scourge
4 dark confidant
4 unstable mutation
4 remand
2 Dark Blast
3 Snapback
3 loxodon warhammer
4 watery grave
4 Underground River
3 islands
7 swamps
3 Gemstone Mine
Sideboard:
3 Nightshade Assasin
3 Withered Wretch
3 Repeal
4 Mana Leak
2 Ghost Quarter
I ditched Flying Men because both WW and Control run a lot of Flyers, so they're dead if you get them after the first turn without a mutation. Drifter looks a lot worse than he plays, and the 1-mana upkeep is largely irrelevant, especially on the play. You can drop him first turn, second turn dark blast or mutation, third turn you've still got remand mana up and he's going to plink away your opponent's life total. He'd be better if we had a mox in the environment (because you have a glut in the 2-slot), but he's always going to do more damage than Flying Men.
I replaced the Unholy strengths with some removal to give you a good tempo boost. Unholy Strength also doesn't make your creature's toughness high enough to survive any form of removal, so Mutation gets the nod over it.
I cut a land. Your curve is lower than Boros, and you were running more mana. You might be able to drop one more for a fourth Snapback.
The Sideboard gives you a way to deal with non-creature permanents (like Glare) in repeal, a solid anti-graveyard card, four extra counterspells to step up your game against control, and Nightshade Assassin, who can come down in the middle of combat and kill something, block, then come back to your hand with a snapback and kill something else next turn. |
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xmtgjunkiex
Joined: 09 Apr 2005 Posts: 135
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Posted: Mon Nov 13, 2006 2:44 pm Post subject: |
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drop loxodon..
keep unstable and unholy.. need consistent low-cost pumping
i'd also drop remand and jus run mana leak main..
the spells in this format u want to counter early... u dont want to allow them to be recast the following turn [ i.e WoG, or a bring back spell like Zombify on akroma =/ ]. |
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sergitknight
Joined: 19 Jul 2005 Posts: 193
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Posted: Mon Nov 13, 2006 5:20 pm Post subject: |
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| JonPatton wrote: | Um, he has 4x Looter Il-Kor to discard the crusader. I do, however, think you'd need more ways to discard him. I think you'd do well to consider the 2/1 Evasion guys in blue, and Last Gasp could be strong (you'd rely less on racing), but I think Snap Back is just more versitile, and can hit some things you REALLY want to hit, like a fourth-turn Akroma.
Soul Spike, while I like the card, means that you're throwing away two cards. To use it, you're probably sitting on cards you draw from Bob instead of using them. This is much more of a control card or a straight-black sui card, where you either have the cards to pitch because you're running answers that you don't need, or you have the cards to pitch because they're all the right color.
Your creatures are fragile, so I think the amount of creature pump you're running is suboptimal. 4 Unstables should be enough. The rest of your slots can go to things to make your deck more synergistic. For instance, you should consider 3-4 Haakon because he's a very good recurring threat and because you are likely to want to see him.
Consider a few madness cards. The Assasin is much better than he looks.
There's no reason to short-cut your mana base. Run 4 Underground Rivers. You need double black a lot.
Dark Blast is very, very powerful against some of the more troublesome decks you'll face. Boros is bad news, but being able to kill almost every critter they lay down means that Haakon and a knight or two can put the game away. IT would also dredge Haakon into your grave.
This is how I'd build it, staying as close to your original as possible:
Black Typhoon
4 Dauthi Slayer
4 Stromgald Crusader
4 Looter il-Kor
4 Drifter il-Dal
3 Haakon, Stromgald Scourge
4 dark confidant
4 unstable mutation
4 remand
2 Dark Blast
3 Snapback
3 loxodon warhammer
4 watery grave
4 Underground River
3 islands
7 swamps
3 Gemstone Mine
Sideboard:
3 Nightshade Assasin
3 Withered Wretch
3 Repeal
4 Mana Leak
2 Ghost Quarter
I ditched Flying Men because both WW and Control run a lot of Flyers, so they're dead if you get them after the first turn without a mutation. Drifter looks a lot worse than he plays, and the 1-mana upkeep is largely irrelevant, especially on the play. You can drop him first turn, second turn dark blast or mutation, third turn you've still got remand mana up and he's going to plink away your opponent's life total. He'd be better if we had a mox in the environment (because you have a glut in the 2-slot), but he's always going to do more damage than Flying Men.
I replaced the Unholy strengths with some removal to give you a good tempo boost. Unholy Strength also doesn't make your creature's toughness high enough to survive any form of removal, so Mutation gets the nod over it.
I cut a land. Your curve is lower than Boros, and you were running more mana. You might be able to drop one more for a fourth Snapback.
The Sideboard gives you a way to deal with non-creature permanents (like Glare) in repeal, a solid anti-graveyard card, four extra counterspells to step up your game against control, and Nightshade Assassin, who can come down in the middle of combat and kill something, block, then come back to your hand with a snapback and kill something else next turn. |
woa nice detail JonPatton, this really helps me man, thank you |
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Concepcion
Joined: 29 Jun 2006 Posts: 85
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Posted: Mon Nov 13, 2006 9:15 pm Post subject: |
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| Only one other person mentioned him, but I don't see how you leave Shadowmage Infiltrator out of this deck. |
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sergitknight
Joined: 19 Jul 2005 Posts: 193
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Posted: Tue Nov 14, 2006 4:11 am Post subject: |
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| Concepcion wrote: | | Only one other person mentioned him, but I don't see how you leave Shadowmage Infiltrator out of this deck. |
well don't get me wrong, infiltraitor is an amazing card, but in an aggro deck im more focused on damage than anything else, I get draw from the looter, and a 1/3 for 3 just isn't very appealing for a aggro deck |
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Akkedis
Joined: 22 Jun 2006 Posts: 5
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Posted: Wed Nov 15, 2006 1:23 pm Post subject: err... |
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| Hmm, viper is a 1/3 for 3, HE gets played... Admittedly mostly in midrange aggro where they can accel him out by turn 2, but there's nothing better than dropping shadowmage the turn after your opponent casts WOG and then having counterbackup... I suggest running 2, since 4 will clog your hand and they are more a way of pulling you out of trouble in the midgame when you're down cardadvantage. Personally I feel that against control cutpurse might be better, but Shadowmage is so much more versatile. |
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