Hi there. Welcome. I am mitjinxter. You may recognize me as the guy that wants you to get on with your turn. This is my 1st time getting to high Mythic, w/ Mono Green Aggro no less, currently sitting at Mythic #148!
75% WR, 89% on the play, 66% on the draw.
Went 59-20 right off the bat, no one is currently expecting the 5th, 6th, or 7th copy of a 4/4 Trample Haste creature, especially with all the chump blocking going on right now.
Some tips for this deck:
– Combat tricks are key to victory: remove your opponent’s field as efficiently as possible, but forgo efficiency if you’re a turn away from lethal, as the opponent will have to deal with the threat of the haste creatures as well as what’s on the field (they normally can’t do both ;) )
– Foretelling Lupine Harbingers is rarely necessary: don’t lock it into 6 mana unless it's early on in the game and you already have another Lupine in-hand, AND are sure you will have the mana for it.
– Try saving Ravenous Pursuit for when you have Lupine or Ulvenwald Oddity // Ulvenwald Behemoth in-hand: for seriously explosive 4-mana bursts. However this card is amazing for when we need to shoot something down without getting too physical, so don’t leave it collecting dust in your hand.
– Drawing with Werewolf Pack Leader is very useful: it can be difficult retaining card advantage, so try pumping Pack Leader with Tenacious Pup and our other pump spells as often as you can (without being wasteful!) to properly benefit from its card draw.
The ONLY deck this can’t seem to easily get around a majority of the time, is BW Angels. Liesa, Forgotten Archangel paired with Rampage of the Valkyries is quite difficult for us to get rid of while keeping the opponent at a low life total. The other two deck that can give us trouble (more personally I guess; the stats show we are currently 6-2 and 10-0 respectively against these next two decks, compared to 2-6 for BW) are UB & UW control, namely the tempo variants. If you get caught in their recurring tempo advantage until they resolve Discover the Formula, you generally only have a couple turns left to win, though it is still possible. That being said, once Hullbreaker Horror resolves it is generally GG if the opponent has mana open or gets to untap.
Besides the above, there is no bad match-up for this deck lol. Hold Snakeskin Veil up against any deck with interaction, and smork. They will have to interact eventually, meaning their first tool will end up whiffing, allowing us to grow our threats, either tall or wide. I’m still considering 3 Snakeskins instead of 2, but there seems to be more board wipes than spot removal these days. Maybe cut Pursuit and add more Snakeskins for spot protection.
I cut Faceless Haven down to 2, then 1, to finally removing it entirely, as it somehow always got drawn early enough to mess with summoning Oddity or Troll on time.
Getting a 5/5 Trample Haste Vigilance creature on the field ASAP via Tenacious Pup generally doesn’t hurt, but be mindful of removal as Vigilance can be game-winning. Best T. Pup targets IMO are Pack Leader and Troll, as we don’t mind as much if the opponent removes our 2-drop or ramps us by removing Troll.
Creature (23) | |||
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$0.35€0.340.02 | |||
$0.50€0.320.09 | |||
$1.01 | |||
$1.00 | |||
Instant, Sorcery, Enchantment, Artifact (13) | |||
$0.25€0.140.03 | |||
$3.01 | |||
$0.23€0.130.03 | |||
$0.49€0.290.02 | |||
$1.00 | |||
Land (24) | |||
$1.000.03 | |||
$1.90 |
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