View Full Version : Need help with B/W aggro husk
00808
04-18-2006, 10:45 PM
creatures-25-
4 nantuko husk
4 dark confidant
4 plagued rusalka
4 hand of cruelty
3 orzhov pontiff
3 ghost council
3 kami of ancient law
other spells-12-
4 promise of bunrei
4 mortify
4 castigate
lands-23-
4 godless shrine
4 caves of koilos
4 orzhov basilica
1 eiganjo castle
1 shizo, death's storehouse
1 miren, the moaning well
1 tomb of urami
4 swamp
3 plains
sideboard-15-
4 shining shoal
3 eight-and-a-half-tails
3 mindslicer
3 last gasp
2 persecute
This deck is basically get out pontiffs and promise of bunrei to sac for nantuko husk to get a +2/+2 boost. Just wanted to see how you guys would rate this deck and I may try it out in a tournament this Saturday. Any suggestions would be very helpful.
Einsteinmonkey
04-19-2006, 05:13 PM
Do you see enough white to play Hand of Cruelty? Not that it's a bad card, but Isamaru and Festering Goblin are other possible options. Plus, changing that up will give you more leeway with playing a Basilica on the second turn.
Why Miren? You'll rarely ever use it, especially since it costs 3, T to use. If you do, you can only gain at most 4 life, and if you're saccing Ghost Councils to gain life, you're probably going to die anyways. I don't think it's worth taking up a slot that could be used up by a coloured land.
-=Cpt_Keyes=-
04-19-2006, 06:25 PM
Tomb of Urami?
Do you actually forsee a situation where you want to lose all your land for a 5/5? I think that this deck doesn't need urami. It's probably better replaced with another swamp, or a plains.
00808
04-20-2006, 08:17 PM
Well, i never thought of using festering goblin,and i don't have any isamarus available(in my bro's zoo deck), so maybe i'll try it. Tomb of Urami is a good finisher if you would win next turn(if you need 5 more damage) and i don't mind the 1 damge dealt if i tap it, infact, one of the best players at the shop i go to uses 2 of them in his ghost dad deck.
kishiesties
05-30-2006, 09:56 AM
it's just that repeal, bomerang, etc are often main decked and that can cause ALOT of problems many owling mine decks have 1-2 evacuations main decked; running smack dab into one of thoose would be crippling. The hand has some advantages like being imune to fetters and it's ilk. the 4 basilicas seem extream and really slow the deck down (droping a 3rd turn kami of anceint law isn't very intimidating).
FridayNightGuru
05-31-2006, 02:28 PM
I'm running a similar deck at my next FNM and will eventually do my next article about it. I do have a bit of a variation though. Here is what I'm running and why. Keep in mind that I'm not one to buy cards for a deck, I deal with what I have.
Creatures (21)
4 Nantuko Husk
3 Savannah Lion
3 Isamaru, Hound of Konda
3 Orzhov Pontiff
2 Teysa, Orzhov Scion
2 Ghost Council of Orzhov
2 Plagued Rusalka
2 Fesering Goblin
Other Spells (16)
4 Mortify
4 Castigate
4 Pillory of Sleepless
2 Promise of Bunrei
2 Phyrexian Arena
Land (23)
1 Godless Shrine
2 Orzhov Basilica
10 Plains
10 Swamp
Sideboard
2 Hand of Cruelty
2 Hand of Honor
3 Terashi's Grasp
2 Night Creep
1 Orzhov Pontiff
2 Wrath of God
1 Savannah Lion
1 Isamaru, Hound of Konda
1 Festering Goblin
Let's start with the obvious differences. Im running Teysa in the main board because of the option for creature control. Not only that but anytime I sac a black creature to the husk, I get a free token to either make him bigger, or use it to remove a creature from the game.
I don't have any Dark Confidant so I am running Phyrexian Arena. With the confidant I would hate to pull a Council for four damage. Instead I can handle a peck at a time with the Arena.
Im running Pillory as part of my control. Its a great card and if youre not getting the cards you need and you need to drag out the game a bit longer, the pillow is the way to go.
In my opinion, the Hand is great, but I would run it in the sideboard. I also run its counterpart in my board as well. I threw more one drops in my sideboard just incase as well. I love dropping a nightcreep on an open board with a few weenies and teysa out. All I can say is ouch. Especially if you have popped the Promise the turn before.
Compare notes and tell me what you think ;)
~FNG~
*edited for card mistake
Sunder
06-01-2006, 11:19 AM
This is the deck i'm running for FNM as well. It's kind of slow in my opinion. I prefer my red/green deck more mainly because find the sideboard to be way better as responding to other decks.
I find this deck can fall fast to aggro decks like zoo and red/green to the point that depending on what they top decked the game could be over before it started.. It can be a little too slow for heartbeat and I don't know what to say about red/blue, I hate counter decks. If you are able to hold off though the aggro with a jitte or a few well placed mortifies and castigates. this deck does take over the table around fifth turn. If the draws go in your favor and you're not in burn range.
The mind slicers I use against Heart beat. I'm thinking about putting 4 in the sideboard because it makes it so much easyer to play against that match up when they have a discarded hand and you have a few creatures on the table. The Shining Shoals also can work well in this format, because usually you can lay in a lot of damage before you die to heartbeat combo. Sometimes Shining shoal it just enough to keep you alive and kill them off with their own combo. I like the card against chars as well. I'm considering main decking it I like it so much.
I still have problems with counter decks. I'm not quite sure how to sideboard for them.
Creatures: 25
4 Nantuko Husk
4 Savannah Lions
4 Dark Confidant
4 Plagued Rusalka
3 Orzhov Pontiff
3 Kami of Ancient Law
3 Ghost Council of Orzhova
Other Spells: (13)
3 Castigate
3 Mortify
3 Umezawa's Jitte
4 Promise of Bunrei
Land (22)
4 Godless Shrine
4 Caves of Koilos
2 Orzhov Basilica
1 Shizo, Death's Storehouse
1 Eiganjo Castle
7 Swamp
3 Plains
Sideboard (15)
1 Castigate
1 Mortify
4 Shining Shoal
3 Mindslicer
3 Last Gasp
3 Persecute
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