It is currently Wed Dec 04, 2024 6:04 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: Tue Jan 31, 2017 11:21 am 
Offline
Member
User avatar

Joined: Jul 23, 2015
Posts: 279
Identity: Male
Hey guys. I updated my post about Oath of the Gatewatch, if anyone is interested.

So, I have to agree with TheFlakyMage here that the combination of delirium and emerge seems like a solid choice in the D cards. My card list is a bit different though, so to illustrate how you can build the same D card deck in different ways, here is my version. The name is directly inspired by delirium and emerge, respectively...


Crazy Big

Creatures:
3 x Moldgraf Scavenger
1 x Jorubai Murk Lurker
3 x Kindly Stranger
3 x Reclamation Sage
3 x Foul Emissary
2 x Gravedigger
4 x Lifecraft Cavalry
4 x Wretched Gryff
1 x It of the Horrid Swarm


Noncreatures:
4 x Renegade Map
1 x Vessel of Nascency
2 x Unbridled Growth
3 x Bone Splinters
2 x Telling Time
1 x Explosive Vegetation


Lands:
1 x Island
5 x Swamp
5 x Forest
2 x Woodland Cemetery
2 x Hinterland Harbor
4 x Foul Orchard
4 x Woodland Stream


Card advantage is the name of this game, a grind towards the win. Somewhere at the heart of the deck is Foul Emissary and Wretched Gryff gaining you card advantage and providing a sizable flying creature. A full set of Lifecraft Cavalry can also pound in for trampling victory, along with a variety of things that can sacrifice to make them 6/6. One lone copy of Jorubai Murk Lurker can help you win a damage race or stabilize (I had an odd and very long game against the AI where it had a pair of Aethersphere Harvesters and other stuff attacking, and I was attacking back and using Jorubai Murk Lurker to keep trading life back and forth until I won). Reclamation Sage is great as always, and Gravedigger has a lot of nice things to return from the graveyard (also, Gravedigger makes a fine emerge target, especially when you've got the other Gravedigger ready in hand). Really, if I had any complaint it might be that I wish delirium would turn on just a little bit easier, but I'm not sure where to make room at this point for more enablers (the 3rd Telling Time perhaps?). This deck doesn't have a perfect win record against the AI and is a bit slow, but I'd still say I was winning about 4 out of 5 games, and the deck has a lot of neat interactions if you find that sort of thing interesting.

As for ways to change or improve this deck: fitting in the 3rd copy of Telling Time might be ideal, and it's possible that one copy of Jorubai Murk Lurker would be stronger as two. Darkslick Drake fits the theme of the deck just fine if you decide you need more fliers, and Enlightened Maniac also pushes harder towards the emerge theme. The 4th copy of Bone Splinters is there if you feel the need for more removal. Crow of Dark Tidings could potentially fit both themes in a middling sort of way. The AI is not always great at calculating for on-board combat tricks, so Stallion of Ashmouth is not unreasonable. Bitter Revelation is perfect... if you can spare the life and mana. Vessel of Nascency is a good choice if you find your games tend to run a bit long and you have the mana to spare. Wildsize is a trick you could employ without losing card advantage. Bottle Gnomes helps to turn on delirium, although you have artifacts and creatures pretty well covered. It of the Horrid Swarm has been pretty good against the AI this season, and you could always get tricky with Drownyard Behemoth. As you can see, the deck has quite a bit of flexibility just within the D cards. As for other sets...


Origins: Jace, Vryn's Prodigy is good here, like he is everywhere else. Same goes for Liliana, Heretical Healer, Nissa, Vastwood Seer, Woodland Bellower and Whirler Rogue. One copy of Shadows of the Past could work here, and you'll give the veterans you play a wave of nostalgia. Fleshbag Marauder pushes you further towards an Aristocrats feel, which could be supplemented by Evolutionary Leap and Elvish Visionary. Deadbridge Shaman and Priest of the Blood Rite could work as emerge targets as well, if you choose. Nissa's Revelation could be a fun inclusion if you put Drownyard Behemoth in. Perhaps more than any of these others though, Evolving Wilds is a really easy addition to the deck that makes turning on delirium so much simpler.

Battle for Zendikar: Splash one more color and Brilliant Spectrum could be great, while Woodland Wanderer would be just better than Lifecraft Cavalry. Carrier Thrall could make a decent emerge target, as could Blisterpod, Pilgrim's Eye and Eyeless Watcher. One copy of Vampiric Rites might fit the deck, and Smothering Abomination is there for the Aristocrats-heavy build. Ob Nixilis Reignited is great, and planeswalker is another card type towards delirium; while Kiora, Master of the Depths is more fiddly, she could also do good work for you. Greenwarden of Murasa is just good in general. Brood Butcher could be useful, but I'd probably just opt for one copy. Lumbering Falls and Sunken Hollow can improve your mana.

Oath of the Gatewatch: Kalitas, Traitor of Ghet and Sifter of Skulls could be very useful. Oblivion Strike is solid removal. Sylvan Advocate is just good, as is Nissa, Voice of Zendikar. Pulse of Murasa and Seed Guardian fit the theme. Baloth Null could serve you for a while. Hissing Quagmire improves your mana base.

Shadows over Innistrad: Vessel of Paramnesia could be useful for gaining delirium, but don't overdo it. Jace, Unraveler of Secrets is clearly strong, as is Tireless Tracker. Ulvenwald Mysteries could continue some clue token action while still being on-theme. Sinister Concoction is spot-on for delirium, and has about the same disadvantage as Bone Splinters. Dead Weight might be a less painful option, but it's not quite as thorough at killing things. Tooth Collector, Mindwrack Demon, Deathcap Cultivator, Obsessive Skinner and Inexorable Blob make nice rewards for having delirium. The Gitrog Monster helps get lands in the graveyard while being a big threat, and I find that Altered Ego is worth playing in most decks that support its colors. If you don't have Evolving Wilds from Origins, then Warped Landscape is a must-have.

Eldritch Moon: Take Inventory could replace your Telling Times, if you have a different instant to power delirium with. Exultant Cultist and Primal Druid are more emerge targets. Displace could be quite good for your deck, though I would stop at one or two copies. Scour the Laboratory, Gnarlwood Dryad, Crop Sigil and Ishkanah, Grafwidow are nice delirium rewards. Liliana, the Last Hope is just good, use her. Murder is good removal. Eldritch Evolution could be interesting. Emrakul's Influence can be good if you push the emerge theme. The big emerge creatures all have their uses so take your pick, but don't overlook Mockery of Nature in the Aether Revolt artifact-heavy environment.

Kaladesh: Torrential Gearhulk is amazing, depending somewhat upon your instants. Weaponcraft Enthusiast and Filigree Familiar are good emerge targets. Essence Extraction is solid removal. Diabolic Tutor could get just the thing you need to turn the deck on. Noxious Gearhulk, Verdurous Gearhulk, Nissa, Vital Force, Smuggler's Copter and Skysovereign, Consul Flagship are just great. Blossoming Defense is a great instant for the right price. Durable Handicraft is pretty great in my experience, you can decide if this deck wants it. Appetite for the Unnatural and Creeping Mold are both pretty good right now in the Aether Revolt metagame, but that may change.

Aether Revolt: Fatal Push is great removal. Druid of the Cowl, Heart of Kiran and Aethersphere Harvester are just great. Walking Ballista has multiple applications here. Treasure Keeper is a good emerge target.

_________________
Do you like D&D 5e? Do you cast spells? Consider this... http://www.dmsguild.com/product/238470/Spells-from-Elsewhere


Like this post
Top
 Profile  
 
PostPosted: Thu Feb 02, 2017 1:04 am 
Offline
Member
User avatar

Joined: Jul 23, 2015
Posts: 279
Identity: Male
I've had some good feedback from a real life friend, he has been working with my Crazy Big deck and modifying it with the cards he has available. He has been enjoying the deck so far, so I'm feeling pretty good about it. Today I have a new deck for you, an aggressive build that is somewhat tailored to the Aether Revolt metagame. Say hello to...


Rage Against the Machine

Creatures:
3 x Expedition Envoy
3 x Sunblade Elf
3 x Dauntless River Marshal
4 x Countless Gears Renegade
3 x Deadeye Harpooner
1 x Heliod's Pilgrim
3 x Reclamation Sage
3 x Renegade Rallier


Noncreatures:
4 x Renegade Map
4 x Unbridled Growth
1 x Nimbus Wings
1 x Reprisal
4 x Solemn Offering
3 x Suppression Bonds


Lands:
4 x Plains
2 x Island
2 x Forest
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
1 x Woodland Stream
1 x Meandering River
4 x Tranquil Expanse



It's a revolt aggro deck! So what's special about this one? Well, we have 7 cards to blow up artifacts and enchantments (Reclamation Sage and Solemn Offering), some Suppression Bonds to deal with whatever comes up (and one Heliod's Pilgrim to fetch it on curve when you need it, along with either Nimbus Wings or Unbridled Growth), and a Reprisal just for good measure. The deck plays hard into the revolt cards Countless Gears Renegade, Renegade Rallier and Deadeye Harpooner to give you some extra advantages, and we have efficient aggro drops with on-board tricks in the form of Sunblade Elf and Dauntless River Marshal. In testing, I beat the AI about 4 out of 5 times (make sure you keep a decent opening hand), though I will be the first to admit that the land count is low for a two-color deck splashing a third. It's a good deck for the AI metagame of Aether Revolt, and it should give you options to blow up other player's artifacts and enchantments if you want to risk games on the ladder.

As for ways to modify this deck: in the D cards, you could push the mana curve (and land count) higher and go for Lifecraft Cavalry. Down this midrange path, you could even experiment with Thriving Rhino and Wildsize. If Deadeye Harpooner isn't pulling her weight (and I'm not convinced about the card yet), swap her out for more Reprisal or possibly one extra Heliod's Pilgrim and more auras. You could make the blue splash a little deeper and test out Telling Time. In artifacts, Mobile Garrison might work, and towards midrange you could use Juggernaut and Irontread Crusher. As for other sets...


Origins: The suite of white aggro cards is great here: Kytheon, Hero of Akros, Knight of the White Orchid, Consul's Lieutenant and Topan Freeblade are all stellar, and Angelic Destiny and Kytheon's Irregulars are good curve-toppers. Don't forget about Citadel Castellan, this card is great for you; you can also test out Bounding Krasis. Evolving Wilds is another way to trigger revolt and fix your mana, so make room for some if you can (perhaps removing some common dual taplands like Woodland Stream). Jhessian Thief could be good, and if you can manage the double-Blue mana then Whirler Rogue is another good curve-topper. Might of the Masses, Undercity Troll and Titanic Growth could find homes here, and if you really enjoy the Aristocrats-like feel of revolt then you could test out Evolutionary Leap (try just one copy, so you don't clog up drawing two). Dwynen, Gilt-Leaf Daen (also at one copy) could be a good curve-topper here: I know she is an elf deck card, but you have a few elves and she provides a solid body for combat, including reach. If you want to push midrange, add Conclave Naturalists and Woodland Bellower and you will have tons of ways to decimate artifacts and enchantments.

Battle for Zendikar: Felidar Cub is solid and on-theme with your enchantment removal, and could also trigger revolt. A copy of Lantern Scout makes for some surprise lifegain, Gideon's Reproach is solid removal for you, and then there's Gideon, Ally of Zendikar himself as a fantastic curve-topper. Veteran Warleader is solid, and gets better with more allies. Eldrazi Skyspawner is a nice aggressive creature. Blisterpod is a throwaway attacker who can help to trigger revolt twice, and Scythe Leopard could push you towards a blisteringly fast mana curve dense with threats. Tajuru Stalwart and Skyrider Elf look great for this deck, and Woodland Wanderer or Eyeless Watcher could fit in as curve-toppers. Speaking of multiple mana types, consider your new land options such as Lumbering Falls, Canopy Vista or Prairie Stream. If you go more midrange, don't forget Drowner of Hope and Greenwarden of Murasa.

Oath of the Gatewatch: One copy of Make a Stand is a nasty surprise for the opponent. Sylvan Advocate is great even if you never reach six lands, and Reflector Mage may be even better. Nissa, Voice of Zendikar is great, but the GG cost is tricky. Scion Summoner and Seed Guardian are both solid here. You can put in one copy of Joraga Auxiliary if you wish, but you will end up with better cards for the 3-mana slot pretty soon (the game isn't going too well if you reach 6 mana and activating her is the best move you can make).

Shadows over Innistrad: Hanweir Militia Captain, Bygone Bishop, Declaration in Stone and Always Watching are amazing for you, as is Duskwatch Recruiter. If you push the human creature theme a little harder, Thalia's Lieutenant can also be amazing. Tireless Tracker works better with more land than what you use, but it could still be a good card for the deck. Inspiring Captain and Archangel Avacyn are up to you; the former can work as a curve-topper if you wish, the latter is incredibly powerful but has the potential to wipe your own board of creatures when she transforms. Essence Flux is a pretty cool combat trick that works well with revolt, Stitched Mangler is a solid 3-drop, and if you can handle the mana Jace, Unraveler of Secrets is potent. Lambholt Pacifist is up to you, Rabid Bite is pretty solid removal. One copy of Ulvenwald Mysteries could help you recuperate from a big alpha strike by casting it before the big attack, and having clues and tokens around would make triggering revolt easier. If you go more midrange, Sage of Ancient Lore and Ulvenwald Hydra could be decent options. Invocation of Saint Traft would be something to test (it might be better suited to a more evasive deck). Altered Ego is a great curve topper, even if you can't pay anything into the X cost. Warped Landscape could be useful to fix your mana or trigger revolt if you don't have Evolving Wilds from Origins, try it out and see.

Eldritch Moon: White has some great options at rare and above: Selfless Spirit can both protect your team and trigger revolt, Thalia, Heretic Cathar is almost too good, Gisela, the Broken Blade is right there with her, and Collective Effort is a very useful and flexible spell. Wharf Infiltrator could be quite good if he can keep getting past all the 1/1 servos and thopters, Imprisoned in the Moon is great removal, Niblis of Frost could make for a curve-topper, but the real story here is Displace. My oh my, but the revolt you can trigger and the attacking/blocking shenanigans with Displace. Kessig Prowler is an option if you want to carve your mana curve down to razor-thin aggro. Emrakul's Evangel could make you come out on top during an alpha strike or a chump block by turning the dying creatures into 3/2s. On to the grand finale in multicolor: it just so happens that your deck can support the 3 colors of Tamiyo, Field Researcher, and she will be great in the deck! Spell Queller could be a pretty great option, and if you push humans a little then Heron's Grace Champion could make a good curve-topper.

Kaladesh: Fragmentize is on-theme and the price is right, you might replace some Solemn Offering with this. Aviary Mechanic could help trigger revolt, but it may work better if you are commonly hitting 4 to 5 mana so you can play one of the revolt creatures on the same turn. Smuggler's Copter is a fantastic 2-drop, Glint-Sleeve Mechanic and Master Trinketeer are both good 3-drops, while Aetherstorm Roc, Visionary Augmenter and Angel of Invention all make for good curve-toppers. Oviya Pashiri, Sage Lifecrafter could be good as a singleton copy. Blossoming Defense is a great combat trick and counter to a removal spell. Longtusk Cub and Terrain Elemental are both good aggressive creatures, Nature's Way is solid removal, and Verdurous Gearhulk and Nissa, Vital Force both make for good curve-toppers. Fleetwheel Cruiser and Skysovereign, Consul Flagship also fall into the category of good curve-toppers.

Aether Revolt: Solemn Recruit and Sram's Expertise are both great for you; Sram, Senior Edificer might be good depending on how much you alter the deck. Baral's Expertise could make a good curve-topper if you can handle the mana. As it turn out, Green is the big winner here for altering the deck: Greenbelt Rampager, Narnam Renegade, Greenwheel Liberator and Silkweaver Elite may all play greater or lesser roles in your deck to push the revolt theme, and Ridgescale Tusker makes a compelling curve-topper. Heart of Kiran and Aethersphere Harvester should both be good for you. You can try out Daredevil Dragster, Treasure Keeper or Untethered Express and see if any of them work for you while you're filling out the deck.

_________________
Do you like D&D 5e? Do you cast spells? Consider this... http://www.dmsguild.com/product/238470/Spells-from-Elsewhere


Like this post
Top
 Profile  
 
PostPosted: Thu Apr 27, 2017 3:01 am 
Offline
Member
User avatar

Joined: Jul 23, 2015
Posts: 279
Identity: Male
It's time for a new metagame, both against players and the AI. So far, I've found the AI's power level to be a little lower, but I will have to go through a lot more Amonkhet AI duels before I can say for certain. With this new set comes some new D cards to unlock (the starter box cards that say "D" as the expansion symbol), and I've got a fairly simple build to share.


Extra Effort

Creatures:
1 x Cliffside Lookout
1 x Kor Bladewhirl
4 x Gust Walker
4 x Nef-Crop Entangler
4 x Makindi Patrol
4 x Rhet-Crop Spearmaster
3 x Trueheart Twins


Noncreatures:
3 x Reprisal
4 x Twin Bolt
3 x Trial of Solidarity
1 x Solemn Offering
4 x Suppression Bonds


Lands:
11 x Plains
7 x Mountain
2 x Clifftop Retreat
4 x Stone Quarry



This is a nice, simple exert deck that is looking to beat down the AI. Some important things to remember when piloting this: you shouldn't exert a creature unless it will bypass a blocking trade, kill the opponent, or possibly make a trade possible with a blocker. If the opponent is defenseless (or you are certain they don't want a trade), it is often better to use the creature as-is and save that exertion for a more difficult time in the future.

There is a tiny ally subtheme to this deck which is helping to grant additional vigilance. You could push this a little further with more Kor Bladewhirls or even some Expedition Envoys, and that may end up being a correct choice. The list isn't fine-tuned yet, I played it against the AI for 9 games, and I won 7 of them. The games are also relatively fast; sometimes you will be patiently setting up an alpha strike with your vigilance card, but often between your removal and your aggressive creatures you can settle a game quickly. As for cards to add from other sets...


Origins: The temptation to turn the deck into a renown aggro deck will be strong, and if you own a lot of Origins then maybe you should pursue this transformation. Even without that angle, some spells will be useful, such as Kytheon, Hero of Akros, Kytheon's Tactics can grant vigilance if you up the spell count a little, you might try a singleton copy of Knightly Valor (but it's not very good, so don't overload on it), Fiery Impulse will be a welcome addition, Titan's Strength and Infectious Bloodlust might find a home, and there are plenty of other good cards like Pia and Kiran Nalaar, Iroas's Champion, or Angelic Destiny. A singleton Sigil of Valor might even work here with the on-again-off-again attacks, though it is at odds with the group buff spells like Trial of Solidarity or Kytheon's Tactics.


To be continued...


Battle for Zendikar:

Oath of the Gatewatch:

Shadows over Innistrad:

Eldritch Moon:

Kaladesh:

Aether Revolt:

Amonkhet:

_________________
Do you like D&D 5e? Do you cast spells? Consider this... http://www.dmsguild.com/product/238470/Spells-from-Elsewhere


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group