Saturday, March 24, 2012

FNM: Standard: 2012-03-23






























FNM: Standard.
: 2012-03-23.
Played at: Magic United, Rotterdam, The Netherlands.
Attendance: 10 players, 4 rounds.
Final Score: 1-3 for both players piloting this deck.


The RUGmaster v1.x:

// Lands
3x Rootbound Crag
5x Island
3x Mountain
6x Forest
3x Hinterland Harbor
2x Sulfur Falls
2x Kessig Wolf Run

// Creatures
3x Birds of Paradise
3x Snapcaster Mage
3x Huntmaster of the Fells/Ravager of the Fells
1x Thrun, the Last Troll
2x Phyrexian Metamorph
2x Dungeon Geists
2x Solemn Simulacrum
1x Acidic Slime
1x Inferno Titan
1x Wurmcoil Engine
1x Primeval Titan


// Spells
2x Mana Leak
2x Dissipate
3x Galvanic Blast
3x Green Sun's Zenith
2x Garruk Relentless/Garruk, the Veil-Cursed
2x Slagstorm
2x Dismember

// Sideboard
SB: 1x Thrun, the Last Troll
SB: 2x Combust
SB: 1x Blasphemous Act
SB: 2x Surgical Extraction
SB: 2x Ancient Grudge
SB: 2x Elixir of Immortality
SB: 1x Devil's Play
SB: 2x Grafdigger's Cage
SB: 1x Memory's Journey
SB: 1x Karn Liberated




The deck went 1-3 in the hands of both players. Der Kapitän's deck ran out of steam. Failing to continue to deal damage to finish the job by mid-game and not enough control cards to take control of the board again to dig out of the hole that been dug.

Deckschrobber suffered from the luck factor of MTG. Color screwed massively that even the most novice players defeated him, who, with normal draws, should not have been able to stand a chance. So some revisions are in order...



out shall go:
- 3x Huntmaster of the Fells/Ravager of the Fells
--> performed poorly, the wolf token is nice but in a field filled Mirran Crusaders it isn't as strong as you'd hope.
- 2x Garruk Relentless / Garruk, the Veil-Cursed
--> useless in most cases, did serve nicely as removal on occasion. The 2/2 wolf is nice so Garruk might return one build later.
- 2x Dismember
--> Too costly in life, unfortunately.
sb: 1x Blasphemous Act
--> Once you can cast it the damage has already been done...so it is too little, too late.
sb: 1x Devil's Play
--> might return one day when the need to win out of nowhere returns.
sb: 1x Memory's Journey
--> the fear of the mill was greatly overstated.

New additions are:
Batterskull
--> seems like a good idea. can turn a BoP into a mighty fierce bird.
Beast Within
--> we didn't have any answers to planeswalkers... and this could be one.
Concecrated Sphinx
--> by late game we had load and loads of mana and no cards in hand left to play. besides, it is a lightning rod that either eats counters or removal...and even if it just draws us two cards it probably worth it. might potentially be replaced by a Blue Sun's zenith one build later depending on the performance of our beloved Sphinx.
Frost Titan
--> Dungeon Geist on steroids, need i say more?
Naturalize
--> a versatile answer against a myriad of threats.
Negate
--> hard counters beat soft counters every time.
Ratchet Bomb
--> die Tokens, die!
Red Sun's Zenith
--> repeatable source of damage that removes Strangleroot Geists from the game... how awesome!

So without further ado...
RUG_(no longer)_Master v2.0:
// Lands
3x Rootbound Crag
5x Island
3x Mountain
5x Forest
3x Hinterland Harbor
3x Sulfur Falls
2x Kessig Wolf Run

// Creatures
3x Birds of Paradise
3x Snapcaster Mage
3x Phyrexian Metamorph
2x Dungeon Geists
2x Solemn Simulacrum
1x Acidic Slime
1x Inferno Titan
1x Wurmcoil Engine
1x Primeval Titan
1x Frost Titan
1x Consecrated Sphinx

// Spells
2x Mana Leak
2x Dissipate
3x Galvanic Blast
3x Green Sun's Zenith
2x Slagstorm
1x Negate
1x Batterskull
2x Red Sun's Zenith
1x Beast Within

// Sideboard
SB: 2x Thrun, the Last Troll
SB: 2x Combust
SB: 2x Surgical Extraction
SB: 1x Ancient Grudge
SB: 2x Elixir of Immortality
SB: 2x Grafdigger's Cage
SB: 1x Beast Within
SB: 2x Ratchet Bomb
SB: 1x Naturalize






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