RB Husk for States

Written by dv8r on October 26, 2007


RB Husk for States

by dv8r

Greetings from Great Britain, home of exotic novelties such as tea, crumpets, British people, and, according to Wizards of the Coast at least, the home of Celtic folklore which was the inspiration behind Lorwyn.

In Kamigawa, essentially a plane based on Medieval Japan, we were privileged to see a world full of epic conflict between Kami, Ninjas and Warrior Monks. Surely Britain, home of fierce woad raiders, innovative druids, and talented bards, not to mention such legendary figures such as King Arthur and William Wallace would at least be able to match that? Apparently not. Lorwyn is an idyllic plane where black aligned creatures want to steal the pie you’ve left cooling on the window sill instead of chewing on your brains, white creature all look like Cory Feldman (seriously, Cenn’s Heir?) and just want to be your bestest friend, and the worst thing a merfolk will do is douse you in water.
 
What? You haven’t come here to listen to me ranting about how Wizards have butchered British folklore? You want a decklist to play at States because you’ve spent the last few weeks actually doing things with your life instead of playtesting magic 24/7? People like you disgust me…
In fact you people disgust me so much that, rather than giving you any sort of in depth analysis, I’m just going to give you a decklist. Now shoo, let me rant in peace:
RB Husk
Main Deck Sideboard
4 Graven Cairns
4 Auntie's Hovel
3 Sulfurous Springs
2 Kher Keep
1 Urza's Factory
5 Swamp
5 Mountain
2 Urborg, Tomb of Yawgmoth
4 Greater Gargadon
4 Mogg Fanatic
4 Mogg War Marshal
4 Shriekmaw
3 Nantuko Husk
3 Siege-Gang Commander
3 Liliana Vess
4 Epochrasite
4 Grave Pact
1 Fatal Frenzy
1 Damnation
1 Fatal Frenzy
4 Augur of Skulls
4 Thoughtseize
1 Boom/Bust
1 Pithing Needle
1 Void
2 Strangling Soot


Happy? No? You want MORE…?
… fine. Let’s start with a completely irrelevant quote: Scott Adams, he’s the delightful chap who writes Dilbert comic strips for all you uninitiated savages, once said that Originality = Imitation + Lack of Talent. Whilst I would love to assign the similarities of this deck to Antonio de Rosa’s US nationals deck, RB Gargadon with Fatal Frenzies and main deck Threatens, to my obviously unmatchable talents as a deck builder, this deck actually came about because I saw some guy playing and winning lots of games with his Grave Pact deck in friendly games during an FNM and stole his list. Well… that would be true, except by “some guy” I really mean “one of my friends” and by “stole” I mean “begged him repeatedly for the list until he gave it to me”. With a few minor adjustments (Doomed Necromancer is not really a tier 1 tournament calibre card), I came up with a list very close to the one you see above.

So, why should you run RB Husk at states? To be frank, I don’t think you should. States is three days away (less once you read this), and unless you are one of the 5-10 lucky people that already have this list and have been helping me to playtest and develop it over the last 3 weeks, odds are that you won’t have enough time to learn how to play it to a suitably high standard to do well at states. I’m not even going to mention the difficulty that most of you will have in acquiring so many new cards at such short notice. Essentially, I’m just writing this article so that I can turn around next week and say, “ha ha ha, told you so”. It’s called being a “nice guy”. Feel free to thank me for it; I accept cheques, cash and paypal.

That said, there is still a decent chance that some number of you will ignore my advice and run the deck anyway. So, in order to pre-empt the whiney comments and emails complaining about how I’ve somehow misled or forced you into running such an awful deck for States, I AM going to give you a run through of how to play the deck and what its good and bad matchups are.

Why Play Husk?
Husk has 4 main advantages over other aggro decks, especially in a format that is traditionally aggro-orientated, such as States:
1. It can win out of nowhere, against a number of different board positions due to high density of power cards that it runs such as Fatal Frenzy, Siege Gang Commander, Grave Pact and Liliana Vess, whilst still maintaining what is essentially a successful core Gargadon/Goblins strategy that has been tried and tested over the last 6 months. Oh, Husk + Siege Gang Commander/Mogg War Marshall is some good I hear.
2.  It basically has a bye against any deck that relies on creatures to win. Most aggro decks literally have no answer to Grave Pact game 1 (with Liliana tutorage, you essentially run 7), and even if they do, or can bring in answers to it, like Oblivion Ring and Krosan Grip, you can still easily wipe their board by sacrificing excess goblin and kobold tokens to Nantuko Husk or Greater Gargadon before passing priority. Whilst Gaddock Teeg does stop both Liliana and Grave Pact, the deck runs 7 main deck answers to it (Siege Gang Commander and Shriekmaw), not to mention double Mogg Fanatic, and can still win quite easily without dropping its signature enchantment through playing efficient guys and beating down. Against control decks that rely on creatures, such as Pickles, Grave Pact is “just” another “must counter” spell, which is hardly a bad thing.
3. In a format where Story Circle and Purity are heavily played, having Urza’s Factory, Epochrasite and Liliana Vess as pseudo reach post-Wrath/Damnation (as opposed to say, burn spells), is a much more reliable core strategy.
4. The deck is highly customisable according to your local metagame. Aside from Gargadon, Mogg War Marshall, Siege Gang Commander, Grave Pact and Kher Keep, every card in the deck is potentially interchangeable. I have seen some builds that run Nether Traitors (good with Gargadon/Husk) over Epochrasite at the 2 mana slot, and have 1 or more Loxodon Warhammers to turn them into legitimate threats (not to mention Kher Keep tokens), it is also entirely possible to cut the Liliana package and run a straight RB Husk deck with more copies of Fatal Frenzy and Siege Gang Commander, or play a more controlling build with Damnation(s) main deck.
 
How does the deck work?
There are essentially 4 core components to the deck: Creature Generators, (Sacrifice) Outlets, Support Cards and Lands. Essentially the deck wins by generating a lot of creatures and then filtering these creatures into its sacrifice outlets for fun and profit. Of course, in a deck with limited card draw and tutoring, this doesn’t always happen, but one of the greatest strengths of the deck is the redundancy it enjoys in ways to win. If you draw a lot of creature generators, sometimes you can just overwhelm your opponent through sheer numbers, multiple Greater Gargadons make fine blunt instruments with which to race, and Liliana Vess is capable of winning all by herself in many different ways.
Creature Generators
(Mogg War Marshall, Siege Gang Commander, Kher Keep, Urza’s Factory, Epochrasite)
These card generate several creatures, either immediately (Mogg War Marshall) or over several turns (Kher Keep).
(Sacrifice) Outlets
(Greater Gargadon, Nantuko Husk, Siege Gang Commander, Grave Pact)
Generating lots of creatures is a fine core strategy, however, you’re not going to win the game attacking with 1/1 goblins and 0/1 kobolds, and there isn’t really an Overrun equivalent in Red or Black. These cards allow you to trade your 1/1s for larger creatures, damage or even opposing creatures.
Support Cards
(Mogg Fanatic, Shriekmaw, Liliana Vess, Fatal Frenzy)
Mogg Fanatic and Shriekmaw are the best creatures available for their respective costs, any other synergies that they have with the rest of the deck are just gravy. Liliana is a secondary win condition against control decks that helps you assemble all the relevant pieces necessary to win quickly against aggro decks. Fatal Frenzy is a card that randomly wins games by allowing you to swing for a lot of semi-evasive damage out of nowhere.
Lands
Yes, you didn’t misread the earlier decklist. This is an aggro deck that plays 26 lands. When playing RB Husk, you really want to hit your first 5 land drops, and, once you draw Liliana, her tutor ability will limit the number of lands you draw for the rest of the game. The deck also has multiple uses for extra lands: Playing Siege Gang Commander with 2 mana open is better than tapping out for it, and Urza’s Factory is a fine secondary kill condition.
Sideboard
I am slightly hesitant to talk about sideboard choices, as sideboards are very metagame/playstyle dependant. There are several cards not mentioned here that would make fine sideboard cards, from extra copies of Boom/Bust (good against control), Damnation (good against aggro), Loxodon Warhammer (giving Kher Keep tokens, Nantuko Husk and Greater Gargadon additional power/evasion is good), or even Footbottom Feast/Dodecapod (great against GB Rack variants). However, in view of recent results (Magic-League masters and Star City Games $1000 dollar open), I think the following is probably a suitably diverse sideboard:
1 Damnation (essentially Grave Pact number 5)
1 Boom/Bust (good against control)
1 Pithing Needle (Story Circle/Planeswalkers/Feldon’s Cane/Treetop Village)
1 Fatal Frenzy (in some matchups, Liliana is too slow, it helps to have excess frenzies main deck to give you a better chance of drawing them when you can’t tutor)
1 Void (artifact kill that occasionally does something else)
2 Strangling Soot (good against Pickles, Blink and Elves)
4 Thoughtseize (good against certain types of counterspell control decks)
4 Augur of Skulls (see also Stupor, discard is useful against rack and control decks, augur lets you play more discard without reducing the number of creatures you play)
What are the deck’s good and bad matchups?
Even I am not arrogant enough to predict how well/badly a deck will do in a metagame that is as yet unspecified, where even the optimal builds of tier one decks have yet to be decided. The fact that RB Husk wins so many game ones is definitely a bonus, as many deck builders assume that, having lost game one, they will be able to sideboard into a winning strategy game two, often forgetting that:
a. The opponent gets to sideboard too.
b. Even after sideboarding, there is a possibility that none of the cards you have sideboarded in will show up.
c. In game one, you might not even have seen the principle way that your opponent’s deck wins. For instance, many people will side in a lot of enchantment kill against this deck, hoping to kill Grave Pacts, and then find their cards dead as you just beat them up with Nantuko Husk and Siege Gang Commander.
d. No matter how good your sideboarding strategy is, if you lose game one, it just takes one god draw from your opponent, or one mulligan into oblivion to lose the match.
 
Essentially, there are 4 main categories of matchups for BR Husk.
Very Good Matchups
Any sort of aggro or midrange deck that lacks “true reach”, by which I mean burn. Decks that fall into this category include Kithkin Variants, GW Midrange Variants, Elves, and Aggro Rock builds (with or without Rack). In these matchups, untapping with a resolved Grave Pact or Siege Gang Commander is often as good as game, and, although it is certainly true that the superior creatures of these decks (read: Treetop Village, Garruk and Tarmogoyf) can cause problems if you draw all your expensive cards early on, you certainly won’t be complaining if you are forced to play this sort of matchup every round.

Good Matchups
Aggro decks with decent reach (Goblins and Rg burn variants) and control decks that rely on creatures to win (Pickles and Haakon Teachings). Grave Pact is less good when an opponent has more creatures than you, and goblins is certainly capable of drawing more Mogg War Marshalls, and Siege Gang Commanders than you. If this happens, and it’s backed up by Wort, Bogart Auntie, you will often lose, that’s a lot of ifs though. Playing so many 4 and 5 mana spells against aggressive burn decks with no life gain is asking for trouble, and although you can often race, sometimes you can just get blown out by super fast hands (especially as you don’t necessarily know not to keep your double Siege Gang Commander hand game one). Haakon, Stromgald Scourge is very poor against Grave Pact, but is one of the principle ways Teachings decks are currently being built to handle aggro. Pickles is a decent matchup because of the large number of “must counter” spells that RB Husk runs. Also, the typical Pickles sideboard with Academy Ruins, orientated towards beating traditional aggro is really really bad against this deck.

Okay Matchups
Control Decks that don’t rely on creatures to win. Mono White control variants with Sacred Mesa and/or Crovax, some Teachings/Flare builds. In these matchups, it often comes down to drawing and keeping Liliana around long enough to build a decent advantage. Story circle in Mono White is a pain for this deck, but nowhere near as bad as for other aggro decks, as you often have multiple tokens (forcing them to leave lots of mana open), and the two principle attacking threats in the deck are different colours (Gargadon and Husk). Epochrasite and Urza’s Factory give decent resilience to Wrath of God effects as well. Teachings decks whose primary kill condition is Triskelavus + Academy Ruins just laugh off Grave Pact shenanigans, and it often comes down to playing a Siege Gang Commander and hoping it manages to go all the way (Slaughter Pact is rather good vs. Greater Gargadon + Fatal Frenzy). The less orientated a teachings deck is to dealing with Gaddock Teeg, the better it will be against you. That said, with the amount of GW aggro that is likely to show up, the odds are that should you avoid this type of Teachings deck for the first couple of rounds, you will probably be safe.

Very Bad Matchups
Combo decks. Turbofog is close to unwinnable without Boom/Bust and Pithing Needle. If you get matched up against it, it’s often a good idea to concede game one and try for wins in games two and three. Combo decks that don’t rely on creatures staying around for multiple turns to win, such as Enduring Renewal are also particularly difficult to beat.

Tips and Tricks
Some quick tips and rules interactions that might help you win games you probably don’t deserve to win:
1. With Grave Pact in play, sacrificing Mogg Fanatic to target a creature with 1 toughness will allow your opponent to sacrifice the creature to Grave Pact. However, it’s still worth trying to see if you can get a 2 for 1 in this way, as many players do not realise this, and the one damage you would get by pinging your opponent is often not going to affect the result of the game (this deck tends to win by attacking in chunks of 9 or more damage at once). Allow lethal combat damage to resolve rather than sacrificing creatures to Gargadon/Husk with combat damage on the stack if you have Grave Pact in play. Note that with Shriekmaw you can stack the Dark Banishing trigger on top of the Evoke trigger to ensure that you will always 2 for 1 with Grave Pact.
2. With Shriekmaw, you do have an opportunity to sacrifice the creature to Greater Gargadon or Nantuko Husk before you have to sacrifice it to Evoke.
3. Because of cards such as Shriekmaw and Wrath of God, it’s often better to let Gargadon stay suspended (with 1 counter) into your turn. If your opponent has a Story Circle, and you have a Boom/Bust, sacrifice only enough lands to your Gargadon to leave it with 1 time counter on, then enter your attack phase before bringing it into play so that your opponent cannot float W and use Story Circle to negate your Gargadon for one turn (with Story Circle you have to choose a target that is already in play or a spell that is already in the process of being played).
4. Because you run Grave Pact, don’t throw creatures away needlessly to save life points. Blocking 2 damage now from a Tarmogoyf with a Kobold token, even if it lets you remove a counter from a suspended Gargadon, is often worse than saving 5 damage later and edicting a creature with Grave Pact.
5. You are using Liliana Vess primarily for her tutor ability. Against aggro decks, your primary targets will be Grave Pact and Siege Gang Commander (unless you have a Gargadon suspended, in which case Fatal Frenzy becomes an attractive option). Aside from being a great game winning threat all by itself, Siege Gang Commander also says: Give target Nantuko Husk +8/+8 or remove 4 time counters from target suspended Greater Gargadon or cause target opponent to sacrifice 4 creatures to Grave Pact. And you thought that Cryptic Command was versatile… Against control decks, just tutor up a second Liliana and then start making your opponent discard.
So will this deck win you states? Almost certainly not, I managed to top 2 a GPT for Krakow last weekend playing a very similar list to this, but there were at least 2 matches that I would have been in danger of losing if not for the practice I have already had with the deck. Will it be a ton of fun to play? Yes. Definitely. The deck can do a lot of crazy things that make for great stories. Nothing beats winning out of nowhere with a Fatal Frenzied Greater Gargadon or drawing 11 lands in a row after keeping a 4 land hand, and still winning (both of which happened in the aforementioned GPT, but that is a story for another day).

Back to Magic: the Gathering Articles

Comments:
by Daveslusher- on 2007-10-26 02:31 CET

it seems very shaky. But this is the rakdos10 hating noob talking. I'll give it a shot


by on 2007-10-26 03:05 CET

Deja Vu. I arrived at a similar list from a different direction. We were testing RB Goblins and I decided to just cut all the worst cards (King, Auntie, etc) and run better aggro cards. I then remember'd Husk + Threaten from De Rosa's deck and testing over the last week led to this:

4 Greater Gargadon
4 Mogg Fanatic
4 Mogg War Marshall
4 Oona's Prowler / Keldon Marauders
4 Epochrasite / Inner-Flame Acolyte
3 Nantuko Husk
4 Shriekmaw

4 Incinerate
4 Threaten
2 Fatal Frenzy

4 Sulfurous Springs
4 Graven Cairns
3 Auntie's Hovel
2 Kher Keep
2 Urborg, Tomb of Yawgmoth
2 Swamp
6 Mountain

Sideboard
4 Gravepact
4 Magus of the Moon
3 Avalanche Riders
4 Thoughtseize

The Inner-Flames + Marauders were better against the control decks so that was a meta call. I wanted Siege-Gangs in but couldn't find room between slots and upping the land.

I can vouch that it is really good. The Gravepacts are just insane vs Green. Mogg War Marshall is triple Diabolic Edict? Shriekmaw 2-1 or 3-1's now? Kher Keep + Pact + Garg/Husk is the Abyss?

All the little combos make it a ton of fun to play. The first time you swing with an 18/7 trampling Gargadon/ 16/8 trampling husk/Wrath with War Marshall/threaten their Goyf, swing, sac it/ or just 2 for 1 with Shriekmaw, you'll love RB Husk.


by Winatog on 2007-10-26 03:07 CET

very well written but i just don't see the deck beating almost any deck in a format where the "good match ups" can run o ring and just win by hitting one of your creatures. 26 lands? thats just silly. vess is one of the least aggro friendly plainswalkers of the 5 and she just does not seem that great a card in the list. i really do like the grave pacts main deck that seems brutal but you are not going to win a game against a more aggro deck like mono white with grave pact. i donno the deck might be amazing but it just seems like a poor choice for the meta (or lack of meta) right now.


by Winatog on 2007-10-26 03:09 CET

hey xerocat like your list a lot more it seems that wins many more games then the other list and 23 lands is so much nicer.


by Ninja87 on 2007-10-26 03:10 CET

Glad he wrote this.. except for the first few paragraphs that totally wasted my time...


by thedarkness on 2007-10-26 03:25 CET

Winatog, did you just look at the list and ignore everything else not in bold?

Nice article dv8r, and nice deck.


by sui_slush on 2007-10-26 03:40 CET

If i played this deck, I would cut 1 card that is not seige gang commander for one card that is seige gang commander.


by coolcreep on 2007-10-26 03:42 CET

In order to butcher a culture, there has to be a culture to butcher first. How about when Britain stops sucking, I'll start caring. Btw, considering the British systematically went around the worldraping the women and cultures of many different civilizations over the years, I don't think you have any right to complain. I don't think you would enjoy a truly accurate portayal of british history, or else card names like "lash out" would be "lash 50 times then gangrape", and instead of looking like Cory Feldman, all of the cards would have insanely awful teeth. You keep trying to convince yourself and others that British heritage is something to be proud of, when really you need to just accept that your country and everyone in it sucks. Nice deck by the way.


by zainquelrus1 on 2007-10-26 04:19 CET

I've been helping testing this deck for a couple weeks now, since dv8r gave me a list, and almost all aggro matchups are byes unless you get a horrible hand, vess just says grab me a frenzy and i win next turn, or like in my version grab me warhammer/frenzy and i live/or win next turn... and yes i've played against alot of kithkin decks mono w and w/x kithkins and have lost almost zilch against them. Good article Dv8r


by r0fl on 2007-10-26 06:13 CET

actually doesnt look bad. i like the shriekmaw + sac outlet + gravepact synergy


by Vesuvian on 2007-10-26 07:16 CET

seriously? 26 lands? at very least one of those kher keeps needs to go.


by Revik on 2007-10-26 07:21 CET

dv8r is great at drafting and great at constructed. He knows what he's talking about. Nice article, albeit some parts with redundance.

Nice deck as well.


by RuSheR on 2007-10-26 09:07 CET

[quote] by Revik on 2007-10-26 06:21 GMT

dv8r is great at drafting and great at constructed. He knows what he's talking about. Nice article, albeit some parts with redundance.

Nice deck as well. [/quote]

lol


by ejv on 2007-10-26 10:10 CET

I just don't get the 26 lands part...


by yooooy on 2007-10-26 10:20 CET

add manabarb in it's good when you have suspend Gargadon, Epo
Do you have any idea against Mono U pickle ?
How to beat them?


by Tenak on 2007-10-26 13:10 CET

Nice article, and I think 26 lands is entirely justified if you look at the mana costs of the spells in the deck.


by dv8r on 2007-10-26 13:33 CET

I apologize for the article, it's shockingly badly written (by my standards anyway). I didn't provide any real matchup analysis, the funny bits just aren't funny, and the writing is disjointed, repetitive and doesn't make sense at points. So yeah, sorry about that. I was rushing to get this out before states, and I'll do a rewrite at come point if enough people want.

Just some quick points:
This deck is good. That's a fact. I don't care about you flaming it by calling it awful or whatever, as you are just wrong. I am more than happy to discuss individual points here or on mirc though. The deck is highly customisable according to your own field and playstyle, this is just my take on the list.

sui_slush: You don't want 7+ 5cc cards in any deck that tries to win through aggro. It causes too many "must mulligan" hands. That means that the only card you can realistically cut for the 5th siege gang is liliana, and, although it's entirely possible to cut liliana entirely for one more siege gang, fatal frenzy and husk (and maybe a land for another random card like damnation or profane command), I think I managed to emphasise how important liliana was against control to stop you wanting to do that.

yooooy: Manabarbs is awful in a deck that wants to tap a lot of mana, either for seige gang, factory, repeated kher keep activations. Resolving Grave Pact against Pickles is some good, otherwise you can just play aggro against pickles, it's not like they will always have the answer to everything and as long as you continue to trade 1 for 1 as pickles a) plays more lands than you, b) only really has 1 form of card advantage (ancestral visions) and c) barely plays more counterspells than you have "must counter" spells. If they waste a counterspell on a husk a mogg war marshall, as many players will do, you're set.

Winatog: you don't need to stick grave pact on the table for multiple turns to win, just play it, wipe their board in response to o-ring, and it STILL traded 1 for 1, whilst gaining you significant tempo and card advantage. you have a decent matchup against most aggro decks due in no small part to the fact that you start pre-sideboarded against them, vess is almost entirely to give you a decent matchup vs control game 1.

xerocat: nice list. this is a decent aggro version of the deck to run for anyone reading. I would probably switch 1 mountain for 1 swamp, just because sometimes your opponent can side in magus of the moon against you and you don't want excess prowlers to be useless. my tendency is towards midrange decks because the average quality of spells you play is higher, which means that an aggro opponent basically is forced to take the initiative/outplay you to win. it seems pretty solid though.

Versuvian: did you read ANY of the article, or just the decklist? Kher keep is one of the best cards in the deck.


by on 2007-10-26 18:28 CET

26 lands seems completely fine. Saito finished 9th at Japanese Nationals with RG Greater Goyf running 25 lands to accomodate 4 Siege-Gangs, Treetop Villages, etc. The best games are the ones you curve straight to Siege-Gang so you don't want to be stuck on 3 or 4 for multiple turns. It's only really running 23 lands that do nothing when out of gas, the other 3 (Kher Keep, Factory) still prove useful after the mana is not needed. With Pacts, Siege-Gangs, Liliana, Kher Keep, running any less than 25 would probably be a mistake.

If I didn't have 4 Goyfs and wanted to play aggro at States, this would be the deck I chose. It is very good and is just much more fun to play than the rest of the aggro.


by EMA on 2007-10-26 18:49 CET

that list is just broken congrats Dv8r


by IberianWolf on 2007-10-27 01:40 CET

well, i don't really like 26 lands, the 6 in there scares me (seriously) so I cut it in my list to 25. I also swapped a gargadon for a profane command and 2 basics for ghitu encampment (haven't been properly tested because it just doesn't seem to show up in my games)

well, I've tested this deck for the last 6 hours, and I must say it ROCKS! it's fun, versatile, and if you adjust your sideboard for your meta, you'll certainly put up a fight. Void is specially good against kithkins (who would know all those 2cc dudes would bite back at ya? :]). you can just go void for 2, sac fanatic and force opponent to sac his stalwart. swing.

well, the only problem (in my opinion) is both the 3 black in grave pact and the fact that against really fast aggro like kithkins or goyf stuff, you need to go "fanatic, marshal, husk, grave pact" or it could become really ugly really fast. but if you got that, you can easily wipe him out. if you expect a krosan rip (probably game 2 or 3), just sac them all before passing priority (keep the husk, obv).

I really liked the deck and the article, so I expect a follow-up or something ;)


by Equinox- on 2007-10-28 01:08 CET

Play the deck like it is. As one of the lucky people who got the list two weeks earlier and top 4ing states with it I can say the list is amazing. Only thing that might need work is sideboard.


by ManaLeak on 2007-10-28 01:23 CET

lilana vs control is what i want more emphasis
since resloving lilana is so easy vs pickles type deck..(sarcasm)

pickles weaknesses you deck focuses on

lands making critters (pickles has no answers to lands...)

low curve (you caN START DEALING DMG TURN ONE)
alot of 1-1's vs mono blue version makes an enevitiable win. aside from desert or morph blocking.

cards that get countered
sac outlets.
planeswalker.

i didn't say this deck doesnt win just vess resolving would be amazing.

on this base alone i estimate a 72% probabilty based on 3 points above winning game one


deck rating omg (NETDECKED 5,967 times)
satanic sliegh deck 18,421 people netdecked the deck.



by Daveslusher- on 2007-10-28 02:10 CET

by Equinox- on 2007-10-27 19:08 EDT

Play the deck like it is. As one of the lucky people who got the list two weeks earlier and top 4ing states with it I can say the list is amazing. Only thing that might need work is sideboard.

I did play this too unfortunatley i only made it to top 16 missing by bad breakers. Tyvm dv8r the deck is AMAZING.


by Manipulation on 2007-10-28 04:59 CET

VERY well written, but I'm afraid I still am not a fan of the deck itself.


by dv8r on 2007-10-28 14:54 CET

well, I will admit that I didn't play this at states. Our team has 5 members, and we had nowhere near enough lands to go around, so 2 ppl played husk, I played pickles with one other guy, and the last person on our team played WRubg control. We all t8'ed. I lost to husk in the t8 (damn deck :P), and after 4 round, in the swiss, both husk decks were 4-0-0 in matches and combined 16-1 in games.


by Winatog on 2007-10-29 19:18 CET

...so dv8r your british right? how did you play in states?


by Equinox- on 2007-10-29 21:20 CET

Because it's not just for the US..


by Manipulation on 2007-10-29 23:44 CET

Outside the US, its called Champs, I believe.


by dv8r on 2007-10-30 00:09 CET

http://www.thegamesclub.org/mtg/results/champs/standard_07.htm


by EMA on 2007-10-30 22:20 CET

For the SB, Bitter Ordeal works great against teachings.


by DukeofDeath on 2007-11-01 15:05 CET

I played a similar deck at States and did very well. (5-3) I have some ideas which I hope you find helpful.
Landbase. I played 23 land and 4 mindstones. I found in testing that sometimes it just wasnít quick enough. You need to get up on opponents quickly (especially control decks). Then when you have enough land drawing cards is a good thing.
Mainboard: I played grave pact on the sideboard. Itís a fantastic card but there are many matches where it is dead, O-rings has made it difficult to play. Four copies are too many, itís a card you donít want to see multiple copies in your hand. I played three off the side. Instead I played grim harvest mainboard. I then made sure most of my creatures had a come into play ability. Shriekmaw Ė removal, Stinscorger Ė early timewalk, Mogg war marshall Ė you know already, - Siege gang Ė you know already, Avalance Riders Ėland removal. I also included a couple copies of Twisted Abomination to shore up my land base and plague sliver for a fat inexpensive black creature. I also think a couple of copies of loxodon warhammer are essential. Itís a great late game drop which can swing a match in a hurry.
Sideboard.
I will start with turbofog. I had difficulty with this matchup at first as well. I side 4 extripate and 4 distress/thoughsieze (whichever you play) and 2 Phage the untouchable. Since I play grim harvest I can get phage back as many times as I want to. I just extripate all the fogs and condems and let them gain all the life they want. Eventually I get a hit with phage and its game over. It is sometimes not easy to set up but I have had great success with this sideboard plan against turbofog.
So to use this sideboard plan against turbo requires 4 Extipate, 2 Phage and 2 Warhammers.
I hope some if this information is usefull.

Take care



by DukeofDeath on 2007-11-01 15:05 CET

Oops


by Vlada on 2007-11-06 15:55 CET

by Revik on 2007-10-26 07:21 CET

dv8r is great at drafting and great at constructed. He knows what he's talking about. Nice article, albeit some parts with redundance.

Nice deck as well.

LOL


by Stinky on 2008-01-05 06:07 CET

Nice deck. My main question is why run Augur of Skulls in the side? Understandably, a deck like this needs lots of creatures to sac, but if Augur of Skulls does his job of making opponents discard, then he's not really functioning as a creature, in that you can't sacrifice him to the gargadon or the husk. I really think Ravenous Rats is the right call here, as it gives you the chump body and forces them to discard every time. Although I honestly do not know the deck well enough to know what I am talking about at all.

Also, though I'm not a fan of Profane Command, it could be very good in this deck, as reanimating a mogg war marshall and giving a husk fear can be very dangerous.

Just some thoughts on an otherwise well crafted deck.


by ayanami_00 on 2008-01-15 12:08 CET

I took out the nantuko husks for augur of skulls as its discard effect is good in the early game and great in the late game with gravepact out. -3 cards for 1 is awesome card advantage. Plus the regenerator effect is nice to have against some of the superfast kithkin/elemental builds that are running around now.

What do you guys think? Is husk too essential to this deck to take out? Cuz I don't find myself missing him very much.


by on 2008-03-04 10:08 CET

i've been testing this deck and it's a hell lotta fun... jsut some important fix on the decklist (IMO).

Everytime i drew the Epochrasites, i lost... the thing is too slow for a recursion-pact and at the same time the deck isn't agressive enough to keep pressure while it comes back...

then i switched them out for BITTERBLOSSOM... lol, huge differentce!


by on 2008-04-07 00:11 CET

yeah the latest versions now run bitterblossom. its like bitterblossom was practically made for that deck.


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