Page 1 of 3 123 LastLast
Results 1 to 10 of 27
  1. #1
    The Riddler TCGplayer Subscriber! Dragons_Quest's Avatar
    Join Date
    Dec 2008
    Location
    Ottawa, Canada
    Posts
    7,478

    Default Splinterfright Post M13 /Rotation

    Hello currently I am trying to build the best standard fright deck but I feel it would be destroyed easily to spot removal etc. Looking for idea's and feedback.

    Creatures-20
    4 Arbor Elf
    4 Splinterfright
    4 Kessig Cagebreakers
    4 Ghoultree
    2 Wolfir Silverheart
    2 Wolfir Avenger

    Spells-18
    4 Tracker's Instincts
    4 Mulch
    4 Rancor
    3 Gnaw to the Bone
    2 Spider Spawning
    1 Revive

    Lands-22
    4 Hinterland Harbor
    4 Woodland Cemetery
    14 Forest

    Enjoy!
    Last edited by Dragons_Quest; 08-13-2012 at 08:22 AM.

  2. #2

    Default

    I may have read too quickly, but what blue cards do you play?

  3. #3

    Default

    he has blue to flash back trackers instinct. looks like as nice setup. would like to see a few more creatures in a self mill deck with Splinterfright though. i have one that works nicely and its all 1 block, which is what is surprising on how well it plays. i might update it myself, but i run around 28 creatures because you want to hit creatures with every mill when splinters in play.

    1 suggestion would be drop 2 Ghoultree for either 2 Viridian Emissary, or 2 Dawntreader Elk. the tree's are good but in the end they are vanilla 10/10s with no evasion. if you had Artful Dodge in the deck 3~4 of them would be nice, but since they are just alternitive wincons 2 is fine. since both the elk or the emissary will die and get you a land in 1 way or another they both act like mana ramp and fright fodder.

    3 of either would be prefered over 2 but thats just my feeling on the subject. how has this setup worked for you so far? looks like it should run smoothly but have you noticed any hiccups while playing it?
    Last edited by EldraziJon; 08-19-2012 at 07:39 AM.

  4. #4
    The Riddler TCGplayer Subscriber! Dragons_Quest's Avatar
    Join Date
    Dec 2008
    Location
    Ottawa, Canada
    Posts
    7,478

    Default

    Yes. Stuck with Arbor Elf one other creature most of the time found it to run a bit slow. Also Cagebreaker tend to not get his effect off like I was hoping. Another thing I had a problem no removal. Getting outswarmed hurt. This is what I have found from testing. Eldrazi can you post your version so I can see what your doing right.

  5. #5

    Default

    3 Boneyard Wurm
    3 Splinterfright
    4 civilized scolar
    2 Kessig Cagebreakers
    3 Dawntreader Elk
    3 Screeching Skaab
    3 Skaab Ruinator
    2 Ghoultree
    2 Mirror-Mad Phantasm

    3 Gnaw to the Bone
    3 Tracker's instinct
    4 mulch
    3 artful dodge

    10 forest
    8 islands
    4 Hinterland Harbor

    this is my build thus far and it works nicely against agro and control. only problem it has thus far is infect, but all in all it works beautifully for a 1block deck. sideboard is still a making in progress but ill finish it one of these days <.<

    like i said, i might add some cards from m13 to it, but to decide what to pull out is hard to do. all the spells but mulch have flash back for cheap, the land comes decently even though you mill yourself. and having the Skaab Ruinator in main helps incase Splinter dies or gets milled.

    i use the Civilized Scholar for tossing creatures then Artful Dodge to get 5 though. it also helps to dig into the deck. then Mirror-Mad Phantasm can do a quick dig to increase cards like Splinterfright and Boneyard Wurm before damage is done.

    i have 2 in the deck so i dont kill myself... yes i have done that before and it hurts greatly. so i decided for 2 and since i added the 2nd i have yet to mill myself dead in 1 turn.

    25 creatures is a nice thing to have in the deck, though i would love to reach the 28 i had at one time, but the 13 spells really help to speed the deck so sacrifices had to be made. so the wurm, Splinterfright, and Dawntreader Elk had to make the sacrifice to speed the deck up.

    tell me how you like my build and if you come up with any good replacements from m13 to add or switch in.
    Last edited by EldraziJon; 08-19-2012 at 12:28 PM.

  6. #6
    The Riddler TCGplayer Subscriber! Dragons_Quest's Avatar
    Join Date
    Dec 2008
    Location
    Ottawa, Canada
    Posts
    7,478

    Default

    Wolfir silverheart and Rancor are two cards I would try to include in your build. What are your thoughts on evolving wild?

  7. #7

    Default

    its not really needed with the deck, it does thin out land but you mill enough land and you get the colors you need on a reg basis. i have never been color screwed with my build yet. thats because i can use just islands if needed or forests to get the islands. it really works smoothly.

    so on Evolving Wilds i would pass for my build. silverheart might be something to consider. but Rancor... it might goto sideboard to come in after game cause they do give trample and are a pain to get rid of, but they dont increase the creature count in the grave unless i take something out, so side them out for Artful Dodge maybe. ill try it out. im thinkiong silverheart can side in aswell for mirror-mad and i could try getting either 2 to a full playset of Alchemist's Refuge. flashy cards make me happy especially when they bring something like silverheart into play before damage is done.

  8. #8
    The Riddler TCGplayer Subscriber! Dragons_Quest's Avatar
    Join Date
    Dec 2008
    Location
    Ottawa, Canada
    Posts
    7,478

    Default

    What about us using Thought Scour in our builds?

  9. #9

    Default

    i wouldn't try though scour as a draw and mill card for the self mill in this kind of build, because we are still wanting certain cards. tahts why you can use mulch to grab lands and trackers instinct to grab creatures. Thought Scour, though good, doesnt really help the situation. i have triied it because way way long ago when i 1st made the deck i though it would work, but it just slowed the deck down.

    cards to dump things in the grave that help with the speed and theme in teh deck are Screeching Skaab he dumps 2 cards and is a 2/1 creature that you want to die through trading with blocks or attacking. Tracker's instinct which can be flashed back to grab 1 creature and dump the rest. mulch to grab lands and dump the rest. Splinterfright mills for himself, and Mirror-Mad Phantasm which hides from being removed and at the same time dumps the deck.

    other cards that help the situation out are Artful Dodge, because you can cast it from the grave if it gets dumped, Tracker's instinct can be cast if dumped, Gnaw to the Bone for fast life gain and can be cast if dumped. Skaab Ruinator can be cast from the grave if a sweeper was used, even if he was dumped.

    with cards liek this to speed up the deck and keep you alive and on the opponests throat its hard to put something as out of placed as Thought Scour which cant be flashbacked for a draw/mill. if you want something that can act liek that though in the deck i would suggest Dream Twist, because it can be flashbacked if dumped in the grave, and can mill/dig ya 3 deep each use.

  10. #10
    The Riddler TCGplayer Subscriber! Dragons_Quest's Avatar
    Join Date
    Dec 2008
    Location
    Ottawa, Canada
    Posts
    7,478

    Default

    What decks have given you troubles? Without any removal could you get out swarms by zombie etc...

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
All original content herein is Copyright 2000-2012 Ascension Gaming Network, Inc.
No portion of this web site may be used in any way without expressed written consent.
All rights reserved.
Privacy Policy