Tuesday, October 28, 2008

brg tokens (revised)

4x manamorphose
4x bitterblossom
3x goblin assault
4x kitchen finks
4x nantuko husk
3x gilt-leaf ambush
4x sprouting thirnax
3x grave pact
4x marsh flitter
3x predator dragon

4x savage lands
2x reflecting pool
4x gilt-leaf palace
4x auntie's hovel
2x graven cairns
4x vivid grove
2x karplusan forest
2x llanowar wastes

sideboard
4x murderous redcap
4x firespout
4x bekon apparition
3x loxodon warhammer

Comments? Suggestions?
I have decided Shriek maw is ok from the sideboard, but too much black in our FNM meta to be maindeck. Gravepact should be maindeck, cause there's lots of aggro. There are lots of four+ toughness creatures. Profane command, nameless inversion and shriekmaw aren't that good, in this meta. If I had four RP's, I would go down to two vivid groves. My count is 19 green symbols, 17 red, 25 black. That's how I came up with my land count.

3 comments:

DRokRoss said...

The #1 problem I see with this deck is the lands. You have 20 lands that are useless on turn 1, 16 that come into play tapped. That is going to make a turn 2 BB nearly impossible, which as you know is a very difficult thing to overcome. So for starters:
-4 Gilt-leaf Palace
-4 Aunties Hovel (you dont have the Gobs/Elves to back these up)
+2 Karpulsan Forest
+2 Llanowar Wastes
+2 Graven Cairns
+2 BG Filter (or RG is acceptable too)
Even with those changes its alittle rough, but a couple more R. Pools or filter lands and you'll be there.

Sean said...

yeah, lands suck. what are filter lands? the graven cairns stuff?

Sean said...

I'll amend the lands to something better. How's the rest of it look? Not a lot of early game. The finks help mitigate the bitterblossom and pain land life loss and keep me in it long enough for the big finish, and can two for one off husk/pact. There is absolutely no early game (except bitterblossom), but seriously sick token generation if I get to three lands. If I get land screwed, I lose. If my opponent is playing Fulminator Mage, I might lose. So lets say I get to six lands on turn six or seven--how's it look?