Wednesday, October 29, 2008

BRG Tokens. Again. This time I think I have it.

BRG TOKENS, or, They are going to put this decklist in a vault somewhere for the prosperity of future generations.

4x manamorphose
4x bitterblossom
4x goblin assault
4x kitchen finks
4x gilt-leaf ambush
4x nantuko husk
3x sprouting thirnax
3x grave pact
3x marsh fliter
3x furystoke giant
4x reflecting pool
4x savage lands
2x vivid marsh
2x vivid grove
3x graven cairns
3x fire-lit thicket
2x llanowar wastes
2x karpulsan forest
2x sulferous springs

sideboard
4x firespout
4x snakeform
4x thoughtseize
3x flame javelin

60 cards main deck
24 lands
17 creatures
11 enchantments
8 instants
24 black mana symbols
18 red mana symbols
20 green mana symbols
15 card sideboard
8 sorceries
7 instants

Well, lets start with the curve. Zero one cost. Eight two drops. Nineteen three drops. Six four drops. Three five drops. I don't have much in the way of draw (four manamorphose, and four snakeforms from the board) but I have incredible virtual card advantage, in the form of many many tokens. It is as token heavy as the pre-Shards version, but now its a mid-range heavy-weight. Nineteen three drops is good, because I only have nine cards that cost four or more, but its bad because I only have eight cards which cost two or less. I think it will be ok, however, especially considering often times I will be playing at least one if not two lands that come into play tapped. That lets me get all three mana colors by turn three reliably.

This deck likes to win on turn six or seven, same as back in its pre-Shards days. My own pain lands and bitterblossom tends to kill me off if the games go much beyond that. Hence the Finks. I originally had loxodon warhammer, but that was before I was green. The Finks is a guaranteed two life, and I can almost always get four life out of it. It takes six mana to play and then equip the hammer. Finks, I anticipate, will help out incredibly. Not to mention persist, which creates good synergy with grave pact/husk, or if my opponent plays wrath.

I considered Predator Dragon long and hard (as a win condition, instead of furystoke giant) but ultimately decided six mana is too much of an investment, and Devour is too risky. I would not like to devour my six tokens and swing for eighteen only to have my dragon go down in a heap of terror. It is safer and cheaper to use the giant. And the clinching argument for the giant is his persist, which I already discussed the advantages of. And ultimately,the giant allows me clear the board with my tokens, make a huge sac to my husk and swing for lethal, which is effectively the same exact thing as the dragon, but it takes two cards instead of one. (That is if turning my guys sideways to tap for two points to my opponent's dome won't be sufficient.)

I feel good about this build. I have not play-tested it at all. Nineteen three drops may not work. I do have reservations about the perfect mix of lands. Perhaps I could tweak the lands a bit, or add a fourth marsh flitter.

The sideboard...
vs bitterblossom, token, or weanies: firespout comes in, gilt-leaf ambush goes out.
vs chameleon collosus, or other huge creatures that don't die easily: snakeform comes in, Flame Javelin comes in, -4 Goblin Assault (those guys don't help me chump block) -3 gilt-leaf ambush.
vs control: I want to get down turn two bitterblossom turn three goblin assault. -3 Grave Pact, -4 Gilt-Leaf Ambush, +3 Flame Javelin (a good finisher at instant speed) +4 Thoughtseize (make them discard a mannequin or cryptic command)
vs reveillark: This is where I wish I had unmake, crib swap, beckon apparition or other remove from game stuff. This deck is weak to reveillark, especially if it is coupled with mannequin and/or lifegain.

Just for purposes of discussion, here are cards that I considered, that didn't make the cut. If anyone wants to make arguments for them, or others, I'm listening...

Profane Command
Caldera Hellion
Murderous Redcapp
Shriekmaw
Loxodon Warhammer
Rockslide Elemental
Springjack Pasture
Unmake

6 comments:

DRokRoss said...

how about:
-4 Manamorphose
+4 Gift of the Gargantuan

I dont think that you will be in dire need of mana fixing for your turn 2 BBs and by turn 3 when running a 24 land deck, you should have 3 land. Gift of the Gargantuan will get you to the Giant/Thrianx/husk/finks more often than manamorphose, also helps you keep your land drops.

it looks pretty hot, you want to play my proxied grixis deck v. this sometime?

Sean said...

Yeah, I have a couple of hours between class and D&D on friday afternoon. I get out of class at 4:20 and D&D starts round six.

Shirolotus said...

I'm really liking the persist with the sac. effects; have you considered heartmender to make it an every turn thing? cause that would just be super funny.

DRokRoss said...

Heartmender would be funny, yes. However it would also take up a slot that shouldn't be cut for. Heartmender is much better as a 2-3 of in a weenie aggro type build that wants to keep pressure turn after turn, this deck wants to give a little bit of pressure and then blow the opponent up in one big swoop.

Shirolotus said...

I would say that's a fair assessment, but you're right there isn't really a cut slot for them that makes sense with what sean's going for.

I'm just enjoying the idea of being able to consistently sac. and get boost/life gain effects over and over.

Sean said...

It looks like gilt-leaf ambush is my least valuable card. It gets sided out against lots of stuff. It is nice vs. aggro, but I have better SB answers. Maybe I just take out ambush and go with gift of the gargantuan main deck?