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 Post subject: SOI best deck
PostPosted: Sun May 01, 2016 1:19 am 
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This was "just" cockatrice but this deck is bonkers:

2 x Thraben Inspector
1 x Unruly Mob
1 x Moorland Drifter
1 x Hanweir Militia Captain
1 x Duskwatch Recruiter
1 x Dauntless Cathar
1 x Nearheath Chaplain
1 x Inspiring Captain
1 x Apothecary Geist
1 x Inquisitor's Ox
1 x Paranoid Parish-Blade
1 x Sigarda, Heron's Grace
1 x Reaper of Flight Moonsilver
1 x Epitaph Golem
1 x Drogskol Cavalry

1 x Gryff's Boon
1 x Puncturing Light
1 x Shard of Broken Glass
1 x Vessel of Nascency
1 x Vessel of Ephemera
1 x Bound by Moonsilver
1 x Crawling Sensation

7 x Forest
8 x Plains
1 x Drownyard Temple
1 x Westvale Abbey

SB: 1 Merciless Resolve
SB: 1 Shamble Back
SB: 1 Ghoulsteed
SB: 1 Root Out
SB: 1 Survive the Night
SB: 1 Might Beyond Reason
SB: 1 Vessel of Paramnesia
SB: 1 Equestrian Skill
SB: 1 Thornhide Wolves
SB: 1 Epitaph Golem
SB: 1 Plains
SB: 1 Kessig Dire Swine
SB: 1 Gryff's Boon
SB: 1 Fevered Visions
SB: 1 Explosive Apparatus
SB: 1 Alms of the Vein
SB: 1 Runaway Carriage
SB: 1 Militant Inquisitor

I think you can make a case for the 2nd' Boon or 2nd Golem as 23rd card (over shard or maybe flight of moon silver) I did manage to lose a game to mind wrack demon + kindly stranger, one he managed to sac a guy to get delirium.
Not sure about the 7 drop, but this deck does drag the game out and I guess it's the 4th win con.

How good is the deck? Activating duskwatch recruiter is an afterthought. I think it could lose to good fast, tempo deck.

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 Post subject: Re: SOI best deck
PostPosted: Sun May 01, 2016 3:41 am 
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Great minds think alike :) My yesterday's deck:

Image

You may notice a certain similarity in the rare department :)

But I was not very impressed by how the deck played. I expected to be the aggressor, but I had a lot of hands with no two drops. The Vessel did not fit the deck, Mob is an easy improvement. (I meant to say obvious, but that would be cheating) Usually, I boarded out a Hope against Hope for Root Out (I'm quite close to starting a copy of Root Out main). I guess I had too much removal and not enough creatures, even though there are 16 of them, 11 in the two and three drop slot. Maybe I mulliganed wrong, keeping removal-heavy hands with only late drops. Anyway, a 2-1 deck, losing to UB control with Mindwrack Demon, Markov Dreadknight, and the blue flicker card! That card actually made me waste my removal and gave them time to set up their superior late game. Reaper and Abbey were both disappointing, I never had the time to set up the combo with Sigarda (or the Sensation in the board). I really needed a good piece of equipment to enable the Missionaries, but I got them in pack three, and no equips came around.

I'm not sure what to say about your deck. I think GW needs to be aggressive, very aggressive, with equipment and auras to push early damage. I don't like the Golem, the second Boon sounds right. And I'd wish for another piece of removal, a Purge, to get rid of problematic creatures.

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 Post subject: Re: SOI best deck
PostPosted: Sun May 01, 2016 10:24 am 
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There are at least 2 GW decks. One is basically the Veteran Cathar deck; essentially "GW vampires"; curve out get 4 mana and humans, you can't block.

The other one is GWx delirium (x is usually black or blue). You have oxen and scavengers and graf moles to block. You can run stuff like cryptolith rite and loam larva to splash; you gum up the board, self mill and generate clues. Basically a control deck with no removal.

My deck actually it better than both because of the bomb rares. It has enough 2s and 3s to just beat down and Militia Captain is a must remove threat (you should pretty much never play this before turn 4). If it get's behind it can stall with 1/1s (has enough fliers to hold the fort - and _4_ token engines, plus duskwatch recruiter to draw gas). Eventually it will land westvale abbey or cavalry ... and if you some how manage to deal with all the flying bombs, Epitaph Golem is total inevitability.

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"Something that does not look good when your opponent does nothing is not a thing" -- me


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 Post subject: Re: SOI best deck
PostPosted: Mon May 02, 2016 8:36 am 
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Just reading the list, I didn't think this was a delirium deck. I still have trouble seeing it stand up to a good werewolf deck (they have trample, and you can't trade for their guys or remove them). Anyway, yes, if you get to turn ten alive, that deck has all the inevitability you could ever wish for :)

I discovered the joys of going wild in my latter years, and it seems like all I want to do lately is kill them before they can react. Unless, of course, I open a sweet control combo card or one of the few playable blue creatures. RG, GW, RB, with all of those I just want to end the game by turn six. I liked what I saw of the UW tempo deck (spoiler: it loses to wolves), but UB control seems a bit lacking without rare black bombs. I think I'd even build RU as aggro control.

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 Post subject: Re: SOI best deck
PostPosted: Mon May 02, 2016 1:35 pm 
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I would be more worried about vampires than werewolves. I have more than a few X/5s, plus Dire Swine in the board.

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"Something that does not look good when your opponent does nothing is not a thing" -- me


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