Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
Alrighty, I've cobbled together a Relentless Rats deck. It's got
proxies (Rats are 3-4 bucks a piece!), but I wanted to see how it
worked before I invested in more copies. Here's what I have:
20 Relentless Rats (didn't want to go less than that)
4 Primal Rage (all your creature trample to us)
4 Loxodon Warhammer (more trample + life gain)
4 Journey of Discovery (in case I need more land)
2 Greed
2 Night's Whisper
1 Patriarch's Bidding (mix and match card-drawing and GY recursion)
This works all right actually, but I play NOTHING on turn one and two
(occasionally Primal Rage falls on turn two). That's pretty scary,
and against a reasonably speedy deck, I'm toast.
Still, I get plenty of rats. The cycling lands help out a lot and you
don't care if they come in tapped because you aren't playing anything
turns 1 and 2 either. Primal Rage on the board means a slamming
attack that stomples over any chump blockers. Nice.
Patriarch's Bidding is in there just for fun. I only have one, and it
seemed appropriate.
I can keep my hand relatively full, but getting the rats out and
keeping them on the board is tough.
I love the Warhammers, but they take 6 to play and activate, which is
TWO rats you aren't playing. Unless it comes late in the game,
there's always a hard decision on which to play. Usually a Rat makes
more sense and I've had three or four rats out with a Hammer that's
been sitting unused for several turns.
I never got Journey of Discovery, but I've pretty much had most of the
land I needed.
And once a big flyer hits, I got nothin'.
So, I'm thinking of yanking the Hammers and Journeys and replacing
with something, but I don't know what.
Aether Vial is, I think, a winner. As long as I can keep the hand
full, I get twice as many Rats per turn!
Then I need some removal. Either Dark Banishing or Consume Spirits.
I like Consume Spirits because I'll have mana open with the Vial, and
need life. But it's tough to Consume a Mahamoti Djinn. This is a
tough choice and 4 spots might not be enough.
Also, then, maybe switch from Green to Blue, and use some sort of
flying (Crown of Ascension?) and add no-life-cost drawing.
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
"Peter" <knucklehead000@yahoo.com> wrote in message
news:9591b0f0.0409030301.59727363@posting.google.com...
> Alrighty, I've cobbled together a Relentless Rats deck. It's got
> proxies (Rats are 3-4 bucks a piece!), but I wanted to see how it
> worked before I invested in more copies. Here's what I have:
>
> 20 Relentless Rats (didn't want to go less than that)
> 4 Primal Rage (all your creature trample to us)
> 4 Loxodon Warhammer (more trample + life gain)
> 4 Journey of Discovery (in case I need more land)
> 2 Greed
> 2 Night's Whisper
> 1 Patriarch's Bidding (mix and match card-drawing and GY recursion)
>
> 4 Tranquil Thicket
> 4 Barren Moor
> 2 Forest
> 16 Swamp
FYI: It's 63 cards. I have no problems with it, but others might tell you to cut it to 60.
Me, I like 65 card decks even if they have less consistance mathematically.
>
> This works all right actually, but I play NOTHING on turn one and two
> (occasionally Primal Rage falls on turn two). That's pretty scary,
> and against a reasonably speedy deck, I'm toast.
>
> Still, I get plenty of rats. The cycling lands help out a lot and you
> don't care if they come in tapped because you aren't playing anything
> turns 1 and 2 either. Primal Rage on the board means a slamming
> attack that stomples over any chump blockers. Nice.
Fun. Giant trampling rats .... now that's Rodents of Unusual Size
> Patriarch's Bidding is in there just for fun. I only have one, and it
> seemed appropriate.
>
> I can keep my hand relatively full, but getting the rats out and
> keeping them on the board is tough.
>
> I love the Warhammers, but they take 6 to play and activate, which is
> TWO rats you aren't playing. Unless it comes late in the game,
> there's always a hard decision on which to play. Usually a Rat makes
> more sense and I've had three or four rats out with a Hammer that's
> been sitting unused for several turns.
>
> I never got Journey of Discovery, but I've pretty much had most of the
> land I needed.
>
> And once a big flyer hits, I got nothin'.
>
> So, I'm thinking of yanking the Hammers and Journeys and replacing
> with something, but I don't know what.
>
> Aether Vial is, I think, a winner. As long as I can keep the hand
> full, I get twice as many Rats per turn!
Sounds good, but I've never used the Vial. It'll take three turnns before you
can start using it to pump out Rats though.
> Then I need some removal. Either Dark Banishing or Consume Spirits.
> I like Consume Spirits because I'll have mana open with the Vial, and
> need life. But it's tough to Consume a Mahamoti Djinn. This is a
> tough choice and 4 spots might not be enough.
Perhaps you should try different types of removal. If possible, maybe
something reusable. Terror could work if you're not worried about flying
black creatures
> Also, then, maybe switch from Green to Blue, and use some sort of
> flying (Crown of Ascension?) and add no-life-cost drawing.
You could do that too. And the Crowns have the added fun of being
sacrifice-able to help all your Rats.
> Any suggestions?
Well if you want to stay with Black/Green, then you mighten need some cheaper
stuff to help you out.
Removal might be a very good idea. Perhaps Naturalize and
Terror/Dark Banishing/Consume Spirit might be a good idea. Perhaps a few
accelerating Elves or Vine Trellis might give you a bit of a jump. Doubt it though
A cheap blocker, like maybe Steel Wall might fit, but that's only 4 cards in a
whole deck. Not good odds of having one Turn 1 when you need it.
Another idea might be Dirge of Dread to give evasion to all your Rats for a turn.
Scary Rats might just punch through the last bit of damage for the win, in case you
don't get a Primal Rage out.
Tainted Wood might help as you seems to have a lot of Swamps in your deck.
The Wood will make Black and Green, helping to avoid colour screw a bit more
On a rarer note, if you remove the Warhammers, you'll have nothing to target the
Rats with, and would be able to play Steely Resolve (Set to Rat) to make your rats
untargetable. If you can keep the Rats alive, Slate of Ancestry might make a kick-ass
card drawer.
Random thought there, there was a green card in Oddesy that I believe let you shuffle
into your library any number of creature cards. I think it was Piper's Melody or something
like that, but it would be a wackier idea. Not every deck has to be 100% serious.
All your Rats need now is a leader, and if you wait a couple of months, they'll have
a kick-ass leader.
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
knucklehead000@yahoo.com (Peter) wrote in message news:<9591b0f0.0409030301.59727363@posting.google.com>...
> 20 Relentless Rats (didn't want to go less than that)
> 4 Primal Rage (all your creature trample to us)
> 4 Loxodon Warhammer (more trample + life gain)
> 4 Journey of Discovery (in case I need more land)
> 2 Greed
> 2 Night's Whisper
> 1 Patriarch's Bidding (mix and match card-drawing and GY recursion)
37 Spells
You are experiencing the same problem that anyone who puts together a
Rats deck runs into - what to cast before the rats come out and what
to do when you don't want to cast a rat. The first problem can be
answered in one of two ways: mana acceleration and cheaper creatures.
Mana acceleration is relatively easy to find in green and/or
artifacts. Chrome Mox or Birds of Paradise will accelerate your mana
development. Wayfarer's Bauble can be used to make sure that you are
able to get that third land into play. Vine Trellis can provide
defense for the times when it doesn't provide mana acceleration. Myr
can be used to provide an early defense and possibly ramp up your
mana. Talismans can be used to ramp up your mana, but their
acceleration would generally be too late to help bump your rat
production. Cheaper creatures can also be used to mount an early
defense until the Rats come on line. In addition to Vine Trellis and
mana myr mentioned earlier, Ravenous Rats both help the theme and work
on your opponent's hand.
The second problem is what to add to a rats deck for when you don't
want to cast a rat. Some of the things that you've added address this
issue: cycling lands and Night's Whispers will help move through your
deck and enable you to keep casting spells. The rest of the spells
don't seem to help your deck. Journey of Discovery is too slow to
speed your mana, Greed is inefficient, and Patriarch's Bidding doesn't
have any additional support. Loxodon Warhammer is expensive to use.
Primal Rage is good for the deck, but the second one is always wasted
so four copies is too much. Some of the mana acceleration cards that
I've listed above can take the place of some of these spells. I would
also add in some removal (Terror, Dark Banishing).
An alternate list:
20 Relentless Rats (didn't want to go less than that)
4 Leaden Myr
2 Twisted Abomination
4 Terror
4 Ravenous Rats
2 Night's Whisper
1 Slate of Ancestry
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
> Any suggestions?
You might try Cover of Darkness instead of Primal Rage. For two mana,
all rats get fear instead of trample, usually a better thing in casual (this
IS for casual, right?), and you can avoid having to use a second color.
Well, OK, you still have JoD in there, hmm, maybe use a swampcycler instead
of that. There, monoblack. You could try Lightning Greaves too, it gives you
a turn 2 play and your rats will be able to attack a turn sooner. If you're
worried about weenie rushes, try Nausea or Infest. For big flyers, hmm,
Terror's probably your best bet.
Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
knucklehead000@yahoo.com (Peter) wrote in
news:9591b0f0.0409030301.59727363@posting.google.com:
> Alrighty, I've cobbled together a Relentless Rats deck. It's got
> proxies (Rats are 3-4 bucks a piece!), but I wanted to see how it
> worked before I invested in more copies. Here's what I have:
>
> 20 Relentless Rats (didn't want to go less than that)
> 4 Primal Rage (all your creature trample to us)
> 4 Loxodon Warhammer (more trample + life gain)
> 4 Journey of Discovery (in case I need more land)
> 2 Greed
> 2 Night's Whisper
> 1 Patriarch's Bidding (mix and match card-drawing and GY recursion)
>
> 4 Tranquil Thicket
> 4 Barren Moor
> 2 Forest
> 16 Swamp
>
>
> This works all right actually, but I play NOTHING on turn one and two
> (occasionally Primal Rage falls on turn two). That's pretty scary,
> and against a reasonably speedy deck, I'm toast.
>
> Still, I get plenty of rats. The cycling lands help out a lot and you
> don't care if they come in tapped because you aren't playing anything
> turns 1 and 2 either. Primal Rage on the board means a slamming
> attack that stomples over any chump blockers. Nice.
>
> Patriarch's Bidding is in there just for fun. I only have one, and it
> seemed appropriate.
>
> I can keep my hand relatively full, but getting the rats out and
> keeping them on the board is tough.
>
> I love the Warhammers, but they take 6 to play and activate, which is
> TWO rats you aren't playing. Unless it comes late in the game,
> there's always a hard decision on which to play. Usually a Rat makes
> more sense and I've had three or four rats out with a Hammer that's
> been sitting unused for several turns.
>
> I never got Journey of Discovery, but I've pretty much had most of the
> land I needed.
>
> And once a big flyer hits, I got nothin'.
>
> So, I'm thinking of yanking the Hammers and Journeys and replacing
> with something, but I don't know what.
>
> Aether Vial is, I think, a winner. As long as I can keep the hand
> full, I get twice as many Rats per turn!
>
> Then I need some removal. Either Dark Banishing or Consume Spirits.
> I like Consume Spirits because I'll have mana open with the Vial, and
> need life. But it's tough to Consume a Mahamoti Djinn. This is a
> tough choice and 4 spots might not be enough.
>
> Also, then, maybe switch from Green to Blue, and use some sort of
> flying (Crown of Ascension?) and add no-life-cost drawing.
>
> Any suggestions?
> Peter
hello, maybe this is a dumb question, but, i thought you couldnt have
more then 4 of anything in a deck? (not counting land) so, how can you
have 20 rats? sorry if this is a dumb question...
Archived from groups: rec.games.trading-cards.magic.strategy,rec.games.trading-cards.magic.rules (More info?)
david <nope@nope.com> wrote:
> hello, maybe this is a dumb question, but, i thought you couldnt have
> more then 4 of anything in a deck? (not counting land) so, how can you
> have 20 rats? sorry if this is a dumb question...
103. The Magic Golden Rules
103.1. Whenever a card's text directly contradicts these rules, the card
takes precedence. The card overrides only the rule that applies to that
specific situation. The only exception is that a player can concede the
game at any time, regardless of what other cards say (see rule 102.7).
Relentless Rats
{1}{B}{B}
Creature -- Rat
2/2
Relentless Rats gets +1/+1 for each other creature in play named
Relentless Rats.
A deck can have any number of cards named Relentless Rats.
And the land exception you mention is only for *basic* land:
100.2. In constructed play, each player needs his or her own deck of at
least sixty cards, small items to represent any tokens and counters, and
some way to clearly track life totals. A constructed deck can have any
number of basic land cards and no more than four of any card with a
particular English name other than basic land cards.
--
Daniel W. Johnson
panoptes@iquest.net
http://members.iquest.net/~panoptes/ 039 53 36 N / 086 11 55 W
Archived from groups: rec.games.trading-cards.magic.strategy,rec.games.trading-cards.magic.rules (More info?)
panoptes@iquest.net (Daniel W. Johnson) wrote in
news:1gjtexm.1mhrjo49jctq4N%panoptes@iquest.net:
> david <nope@nope.com> wrote:
>
>> hello, maybe this is a dumb question, but, i thought you couldnt
>> have more then 4 of anything in a deck? (not counting land) so,
>> how can you have 20 rats? sorry if this is a dumb question...
>
> 103. The Magic Golden Rules
>
> 103.1. Whenever a card's text directly contradicts these rules, the
> card takes precedence. The card overrides only the rule that applies
> to that specific situation. The only exception is that a player can
> concede the game at any time, regardless of what other cards say (see
> rule 102.7).
>
> Relentless Rats
> {1}{B}{B}
> Creature -- Rat
> 2/2
> Relentless Rats gets +1/+1 for each other creature in play named
> Relentless Rats.
> A deck can have any number of cards named Relentless Rats.
>
> And the land exception you mention is only for *basic* land:
>
> 100.2. In constructed play, each player needs his or her own deck of
> at least sixty cards, small items to represent any tokens and
> counters, and some way to clearly track life totals. A constructed
> deck can have any number of basic land cards and no more than four of
> any card with a particular English name other than basic land cards.
Not sure if this was mentioned to anyone yet, but a good combo is:
Thrumming Stone and Dark Rituals.
Turn 3 you drop Thrumming Stone with a dark ritual, and turn four you bring out 30 rats, not 20. The play on Thrumming Stone is endless...
Oracle Text:
Spells you control have ripple 4. (Whenever you play a spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.) Keep doing this with the new rats you just played.....
You run:
30 rats
4 Dark Rituals
4Thrumming Stones
22 Swamps
You wont run out of cards, you can stop the ripple with the 19 or so swamps left at the end.