Wednesday, February 12, 2014

Invoking the God of Elephants

Hi everybody!

So, first Standard event of the new Standard season with my new and potentially improved Elephants deck. I kinda went back and forth in my head about which direction to go with it, and I decided that the only big change I was going to make was taking out Elvish Mystics and a random card for Courser of Kruphix and Xenagos, God of Elephants. And adding Temple of Plenty. Because Temple Scrying is awesome when they're all on-color. As of last night, my deck looked more or less like this:

Land (25):
4 Stomping Ground
4 Temple Garden
4 Sacred Foundry
3 Temple of Plenty
3 Temple of Abandon
2 Temple of Triumph
3 Mountain
2 Forest

Elephants (25):
4 Sylvan Caryatid
4 Voice of Resurgence
1 Scavenging Ooze 
4 Loxodon Smiter
3 Courser of Kruphix
3 Polukranos, World Eater
2 Xenagos, God of Elephants
3 Stormbreath Dragon
1 Aurelia, the Warleader

Spells (10):
1 Chained to the Rocks
1 Selesnya Charm
4 Mizzium Mortars
3 Domri Rade
1 Chandra, Pyromaster

Sideboard (15):
3 Mistcutter Hydra
3 Unflinching Courage
2 Wear // Tear
1 Hammer of Purphoros
1 Assemble the Legion
1 Selesnya Charm
1 Boon Satyr
3 Shock

So how'd it go? Well, read on!


Elephants don't like being splashed.
Round 1: vs. Bant Superfriends.
Super sweet deck. Jace, Kiora, and Elspeth all teamed up in game one to shut down my elephants in game one. Kiora's "splash" ability is pretty annoying when a lot of my gameplan seems to revolve around a few single big doodz. Post-board, splash-proof Mistcutters and other hasty threats did them in. And once again, I heard "I wasn't expecting Aurelia!" Win, 2-1. Record: 1-0.


My unflinchingly courageous elephants will make sure to tap you on the shoulder before trampling through.
Round 2: vs. White.
He admitted that his deck kinda wanted to be two or three different decks at the same time. He had that M14 enchantment that triggers when you gain life or something? And a bunch of Archangel of Thune. But it also wanted to be white weenie, with early aggression and Gods Willing/Brave the Elephants backup. Unfortunately, he was just a little too slow, and his Brimaz and Precinct Captains were quickly tromped over by my herd. My favorite moments came in game two, when I suited up an Elephantal token with Unflinching Courage, and Xenagos'd it to become an 8/8 lifelinking trampler. Sure, block with your Soldier of the Pantheon. I'm still gaining 8 life. :D Next turn, I played some random dood and did the same thing with a 10/10. Also, Unflinching Courage is good. Win, 2-0. Record: 2-0.


Xenagos help us, it's a @#$% WALL OF FROST.
Round 3: vs. Blue.
I landed a bunch of Elephants early, one of which got Tidebinded, and another of which got turned into a Frog Lizard, but eventually he ran out of answers, and I won. Game two, I faced a greater challenge: WALL OF FROST. Yes, a 0/7 defender that freezes my elephants for the next turn really crimped my style. I had to use two spells and lose two of my doodz for a turn to get rid of one (and a clone of one!). I think I ended up dying a couple turns later when he landed a rather splashy Master of Waves. Game three, he stumbled on mana, and I Chained his Wall to the proverbial Rocks, and Xenagos-devoted Elephants (Mistcutters, specifically) ran over his random Weirds and Owls. Win, 2-1. Record: 3-0.


Lesson learned: kill it while I can.
Round 4: vs. Black.
We were the only 3-0s at that point, so we ID'd and split the top two prizes. We played a match for fun, and it was pretty interesting how it played out. I haven't played this matchup much, and I wasn't sure how it would turn out. I think the key to this match is to keep the pressure on them. And I should probably kill Pack Rat while I can. Ideally, exactly one turn before it becomes unmanageable. The last game we played was pretty crazy back & forth, with me having to sac a bunch of doodz to Desecration Demon so as not to die. I had an Elephantal token and a Stormbreath, and topdecked an Unflinching Courage to trample over for the win. We scooped up our cards, and were talking about the final game state, and he realized maybe he wasn't dead after all. But we couldn't remember for sure what was all on the board or who was at what life. I thought either way I had it, but I don't remember for sure. But yeah. Kill Pack Rat. Record: 3-0-1.

So yeah. Another good night for the Herd. The deck gained some worthy additions in Courser and Scrylands and the God of Elephants, and they all played their part. Some more detailed thoughts:

  • Having Temple of Plenty is pretty awesome. The scrylands are incredibly useful in smoothing out draws, allowing me to sculpt sketchy hands into good ones.
  • Similarly, ditching the Mystics and focusing more on playing on curve and fixing my mana and draws seems to be the right choice. I miss the explosiveness of playing huge creatures a turn earlier with regularity, but I think sacrificing explosivness for consistency is the right call.
  • Xenagos. He is definitely a God worthy of our Devotion. He turns random dorks into serious threats, and turns serious threats into really serious threats.
  • I'm happy with not cutting the white. Having the white gives me just a little bit of extra spice that I might lack otherwise. It's not any one card, but a few that all combine to give it just a little more versatility. Aurelia, Unflinching Courage, Voice, Chained to the Rocks, Wear // Tear. Some of them could be replaced by other things (e.g., Voice -> Ooze, Wear // Tear -> Unravel the AEther), but it wouldn't be *quite* the same. And there's really no other card quite like Unflinching Courage or Aurelia.
  • Speaking of which, one swap I think I'm going to try is Fanatic of Xenagos instead of Loxodon Smiter. It makes me sad, because, well, Elephants. But Fanatic has trample, and it'll usually be a 4/4 for at least one turn. The "can't be countered" aspect of Smiter is nice, but it doesn't seem to come up all that often.
  • I want to find room for one more Chained to the Rocks. I think maybe cutting the Selesnya Charm is the way to go. Most of the time, I want it for the removal mode. Sometimes the pump mode is nice to push through damage, but I think I'd rather just Chain the offending blocker to a Rock. Yeah.
I win!
Oh yeah, so I also got to play some Pauper this weekend! That was super sweet. I like this format a lot. I played some Dimir Control (Ghostly Flicker version). I won't go into too much detail, but the gist of it is that it's super durdly, with no real win condition other than a Ghostly Flicker/Mnemonic Wall lock of some kind (usually with Chittering Rats, but sometimes infinite chump blocking works just fine). The tweaks I made to it from the last time I played were effective (e.g., adding cycling lands and Mana Leaks). I lost only one match, a ridiculously grindy match to Delver. But the whole thing was super fun. Now I want to try brewing something even more horribly durdly: BUG Dredge.

Okay, well I guess that's it for now. Thanks for reading!

No comments:

Post a Comment