Wednesday, October 10, 2012

Bug Update

I wanted to give everyone a quick update to the Bug Gifts deck I've been working on.

A couple of things have changed, including the number of accelerates and the actual kind (no more cobra... sad panda). I've found that, even though Cobra allows for some pretty off the wall stuff to happen (Turn 3: Gifts with protection) the 1cc mana producers allow for consistency. Being able to jump from 1 to 3 mana on turn 2 has been very helpful. We did, however, drop a land to bring it in.

I've also changed to more than just Birds. Deathrite Shaman (New card from RTR) has been pulling weight as a mana producer, even though it's been cut from a 4-of down to a 2-of. My fetch land count increased due to the little guy (quick note: If you're going to nit-pick about gender, this is probably the wrong place for you). It's main purpose is to keep not only graveyards in check, but also operate as a constant life gain/"burn" option. It went down to 2 as it was typically eating my own lands making loam worse. the good news is that I typically didn't need the mana ability beyond the 3rd turn. Also, it's easier to cast than birds.

We dropped the Mana Leak as well. It was nice to have an absolute counter but the extra card drawn is typically better.

The sideboard's where most of the changes have been occurring. Valakut is now a thing and people are testing it heavily at the moment. I think it's worth it to realize that the deck will be real by the time I'll get to play this at a big tournament (GP Chicago is the closest thing to me at the time) so I'd like to be prepared.

To help out with matches like that, and really anything with a non-basic, I've added Fulminator Mage to the board. I'm still not sure on the number of them to use (3 may be too many with everything else) but I'm possitive that I want it in more than just that match (mainly Jund coming to mind).

I've also been giving some thought to Crime//Punishment as an alternate to Engineered Explosive. Neither of them can hit man-lands, so that's irrelevant. It's more so for the fact that they'll cost the same (one, all at once) but one has the ability to steal things from my opponent.

I've also been going back and forth between Obstinate Baloth and Thragtusk. Both are amazing with the already Maindeck'd Crystal Shard (Baloth vs discard, Tusk all on it's own) but the costs are not the same. Is a 4cc spell that's double color (2GG) better than 5cc but only single color (4G)? That's where the dilemma comes in.

Venser's the last real big change. It's more of a catch all answer that works with Shard. I'm using it over Mystic Snake as it can bounce permanents as well. Those of you who played with Capsize should understand how strong the ability to bounce a permanent every turn can be (again, Shard required) but it also buys you time vs whatever you're playing against. All in all, I've had fun bouncing Omens, Breaches, Kiki Jiki, and the like buying another turn to solve the issue before I lost to it.

There are still two open slots not listed in the board (board counts to 13 right now) so there's still options available. I was thinking of extra counters but I'm not sure if that' going to be correct. Ensnaring Bridge could be an option as well. I haven't had enough time to really look into it. What are your thoughts on all of this. Feel free to leave a comment below.

- Current List (I got lazy so I'm not linking anymore)-

3 Birds of Paradise
2 Deathrite Shaman
1 Snapcaster Mage
2 Kitchen Finks
1 Eternal Witness
2 Shriekmaw
1 Havengul Lich

1 Inquisition of Kozilek
1 Raven's Crime
1 Thoughtseize
1 Life from the Loam
1 Primal Command

1 Slaughter Pact
2 Disfigure
1 Noxious Revival
1 Spell Pierce
2 Spell Snare
3 Remand
2 Abrupt Decay
2 Gifts Ungiven

2 Engineered Explosives
1 Crystal Shard
1 Batterskull

3 Liliana of the Veil

4 Mysty Rainforest
4 Verdant Catacombs
2 Overgrown Tomb
1 Breeding Pool
1 Watery Grave
2 Creeping Tarpit
1 Twilight Mire
1 Flooded Grove
1 Acedemy Ruins
2 Ghost Quarters
1 Forest
1 Island
1 Swamp

60 Total
Sideboard

1 Engineered Explosives
1 Nihil Spellbomb
1 Surgical Extraction
1 Thoughtseize
3 Spellskite
3 Fulminator Mage

1 Obstinate Baloth
2 Venser, Shaper Savant


5 comments:

  1. I think that tec edge may be better LD in the board as it will make a nice gifts package with ghost quarter and loam. most of the scapeshift lists that I've seen have been going the omens route which means that abrupt decay is pretty strong against them. I think between abrupt decay and mana denial you should have a pretty good match up there.

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  2. I'm not 100% of what you're suggesting. Are you saying that I need the LD vs Valakut, I should go Tec Edge over Fulminator, or that I'm good in that match?

    I agree, if they're focusing more on the Omens plan it's easier to deal with than other variations (since I can hit the omens).

    If they're not I still have 8 cards that can slow/stop their plan - 3 Fulminator Mage (slow/off-set them going off), 2 Venser (slow/off-set them going off), 3 Spellskite (Slow, they'll deal 2 instead of 3 per trigger due to redirect)- from the board. Although, I've been thinking of going back to 2 Fulminator Mage in the board.

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  3. If you want to test on modo I opened a pair of decays in the prerelease sealed I could loan you.

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  4. I think disfigure might be better off as some other removal spell. Because as far as I can tell, decks that run things you can kill with disfigure want to also run spellskites, which will just kind of eat the disfigure without giving you a chance to kill anything with it. Maybe go for the throat or ... the phyrexian one i can't think of you know the -5/-5 one.

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  5. So far it's been ok. I should have a video up on it soon. I'll link it here as well.

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