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PostPosted: Sat Sep 13, 2014 4:19 am 
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I've been playing with a cloudshift+archaeomancer deck similar to the ones posted above, but now I made some changes to accommodate Jalira, master polymorphist

4 cloudshift
3 wall of omens
1 reprisal
4 raise the alarm
2 mentor of the meek
1 baneslayer angel
1 aegis angel
1 palisade giant
1 planar cleansing
2 voyage's end
4 think twice
1 nullify
3 dissolve
2 Talrand, sky summoner
2 Jalira, master polymorphist
4 archaeomancer

9 plains
11 island
4 azorius guildgate

In addition to having the infinite Talrand/mentor triggers, the deck can now generate incremental value by activating Talira every turn.
For example if you polymorph an archaeomancer into another archaeomancer, the net result is that you spent 3 mana to tutor a card from your graveyard - which is really good. The worst scenario is polymorphng into wall of omens, in which case you spent 3 mana to draw a card; which is not terrible. In any case, you get to do it every turn until the opponent manages to kill Jalira through your cloudshifts.
Eventually you get to assemble the palisade giant + aegis angel combo, which makes you unkillable (if you get the angel before the giant, you can use cloudshift to rearrange them).

I'm still working on this, I recently cut chasm skulker but I'd really like to fit it back in since it's really powerful. Anyways, the deck has led to awesome games so far, try it and you won't be disappointed!


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PostPosted: Sat Sep 13, 2014 4:27 am 
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I would cut aegis Angel and palisade giant for the skulker. I also would want the second cleansing as it is your best weapon vs token decks, up would but the nullify. Then I think you can cut the reprisal for Brimaz.


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PostPosted: Sat Sep 13, 2014 7:10 am 
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Cutting the indestructible combo could be the way to go but it kinda sucks to have Jalira with no expensive stuff to polymorph into. And once you have her out, assembling the combo is just a matter of time - and it represents game over for most opponents.


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PostPosted: Wed Sep 17, 2014 12:18 pm 
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I can't imagine this being a fresh idea, but in any case:

Deck: Force of Will (Contains Premiums)

Counts : 60 main

White:19
3 x Reprisal
4 x Squadron Hawk
3 x Banisher Priest
1 x Brimaz, King of Oreskos
2 x Divine Verdict
4 x Angelic Edict
2 x Palisade Giant

Blue:14
3 x Cloudfin Raptor
4 x Triton Shorestalker
2 x Military Intelligence
2 x Chasm Skulker
2 x Bident of Thassa
1 x Roil Elemental


Gold:3
3 Skymark Roc

Land:4
4 Azorius Guildgate

Basic Land:20
12 Island
8 Plains

Just start laying creatures down and attack. You've got a great removal package, with options up and down the spectrum, and strong card draw options.


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PostPosted: Sun Sep 21, 2014 3:14 pm 
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UW Aggro is an archetype I've wanted to explore but didn't get around to until now. Here's my preliminary list that I will test and update accordingly:

14 x Plains
8 x Island

4 x Loyal Pegasus
3 x Elite Vanguard
4 x Vapor Snag

4 x Squadron Hawk
4 x Raise the Alarm
3 x Quickling
3 x Military Intelligence

4 x Pestermite
2 x Mentor of the Meek
1 x Brimaz, King of Oreskos

1 x Bident of Thassa

1 x Baneslayer Angel

4 x Triplicate Spirits


Thoughts and opinions are welcome.

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PostPosted: Sun Sep 21, 2014 3:29 pm 
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What do you plan on doing with Quickling? There's no ETB to abuse.. is it just there to protect creatures? No Triton Shorestalker with Military Intelligence? Why Hakeem why!?!?

I ran one of these builds for awhile.. but then I got whacked with Anger of the Gods too many times and said F it to the U/W aggro. It's like you almost have to run Negate to protect your army.

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PostPosted: Sun Sep 21, 2014 3:50 pm 
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Cutting it.

-3 Quickling

+2 Skymark Roc
+1 Island

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PostPosted: Tue Sep 23, 2014 7:35 am 
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I'd like some opinions on my azorius flash deck if anyone can contribute

Its basically flash and +1 through paragon or hall of triumph, and beatdown. It has been working well and I haven't really seen anything similar to it so far, and wonder if I'm missing something. Or maybe just another way to exploit flash, even if it's just mono blue? Although I do like the white spells for protection.

here it is, Flash


Spells, artifacts (16)

4 gods willing
3 reprisal
2 arrest
2 divine verdict
2 think twice
1 bident of thassa
2 hall of triumph

Creatures (24)

1 baneslayer angel
3 kraken hatchling
2 cloudfin raptor
3 quickling
4 pestermite
4 breaching hippocamp
2 scroll thief
3 paragon of gathering mists
2 skymark roc

Land (20)

8 island
8 plains
4 azorius guildgate


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PostPosted: Wed Oct 01, 2014 7:21 am 
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PostPosted: Thu Oct 02, 2014 11:17 am 
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beeswax wrote:
I'd like some opinions on my azorius flash deck if anyone can contribute

Its basically flash and +1 through paragon or hall of triumph, and beatdown. It has been working well and I haven't really seen anything similar to it so far, and wonder if I'm missing something. Or maybe just another way to exploit flash, even if it's just mono blue? Although I do like the white spells for protection.

here it is, Flash



How about dropping the Angel (The whole forum: "WRONG! Angel must be in every white decccckkkkskkkssks!!!"). But she seems out of place here. How about just using white instants for giving a 4/5 cloud fin first strike and lifelink? Cloud shift to save everyone else from most things and to use their abilities again. Pestermite untaps a plains, then cloudshift when needed.
This would be your deck, my style, except the Reprisals, which is good advice I see all over this forum. But if it were my deck I'd foolishly have 2 Mercurial Pretenders or Chasm Skulkers, not sure : ) Im going with the pretender

3 Cloudshift - Combos with all but cloud fin, unless you need to keep him on the board
3 Swift Justice - Gives you lifeline and first strike on a pretty flier
3 Gods Willing - Mah birds got protection from green!
3 Ordeal of Heliod - Think of it, drop it on an already evolved cloudfin
2 Reprisal or 2 Mercurial Pretender (think of it as Paragon 4 & 5)
2 Military Intelligence - you plan on attacking, so lets draw cards without mana
1 Bident of Thassa - when you attack i bet you plan on hitting them in the face too

4 Cloudfin Raptor
3 Quickling
4 Pestermite
3 Paragon of Gathering Mists
3 Breaching Hippocamp
3 Skymark Roc

(23) - One less
9 Plain
10 Island
4 azorius guildgate

Man, I forgot how wordy I can get.


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PostPosted: Thu Oct 02, 2014 1:25 pm 
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Not to beat a dead horse here, but taking out Baneslayer for what now? I mean really, you would put in Breaching Hippocamp over Baneslayer? If you're gonna make a case for not using Baneslayer you'll have to do better than that. Pretender over Baneslayer? Baneslayer would be my #1 target if I was using Pretender. C'mon now. ;P

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PostPosted: Thu Oct 02, 2014 2:14 pm 
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Jeff, if you think people will make a case for Baneslayer simply out of groupthink, then realize that it's the same type of groupthink that thinks getting 4 dollars is better than getting 2 dollars


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PostPosted: Thu Oct 02, 2014 2:17 pm 
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Yeah, with such a small pool and a ton of removal that can't hit it, your deck should run the Angel if it can reasonably expect to cast it. It's unfortunate, but that's Magic.

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PostPosted: Thu Oct 02, 2014 3:50 pm 
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Hey hey, Baneslayer is great. NO ARGUMENTS ABOUT THAT. And he can fit it, it just doesn't get all the +1/1 from the Paragon, which is what I kinda thought he was shooting for, so that's why I suggested it. But yessir, and all y'all, you probably helped him with your ideas by refuting mine. (By the way, did you compare my changes to what he had?) Hippo was in there to start with. I suggested Mercurial + some other cards. I didn't suggest a Hippo. There ya go beeswax, gave an opinion for ya. The ones following mine are better.

2+2=4, everyday.

Edit, taking this chance to thank Mr Hakeem: I /bow /bow to your persistence to have certain archetypes nailed down and tested thoroughly in this forum, Hakeem. The deck types I don't like to play (in my hand) I still like to have to test concepts against, and I have 6-7 of these decks that start with Hak_ Like your current project in this thread. Awesome. Thanks.


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PostPosted: Thu Oct 02, 2014 4:13 pm 
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Also, adding Cloudshift seems like a bad move. You don't really have much big enough to trigger the Cloudfins multiple times (now that you've removed the Baneslayer), and there aren't many EtB effects and most of your creature work better without summoning sickness. Now, adding Swift Justice is a change I can get behind.

Now to your actual build, beeswax:
beeswax wrote:
I'd like some opinions on my azorius flash deck if anyone can contribute

Its basically flash and +1 through paragon or hall of triumph, and beatdown. It has been working well and I haven't really seen anything similar to it so far, and wonder if I'm missing something. Or maybe just another way to exploit flash, even if it's just mono blue? Although I do like the white spells for protection.

Not bad. Personally I'd run a full set of Skymark Roc, that card is amazing; "Kill all the tokens!" I was going to suggest running Wall of Omens over Kraken Hatchling, but with five blue lord effects that early blocker can turn into a powerhouse attacker himself later on, so bravo. With the ability to grant evasion in the form of flying with your Paragon, have you considered running more Scroll Thieves for more card draw? And possibly even another Bident for the same reason? Hmm, it seems I may inadvertently raising your curve with these suggestions. Oops, hehe.


binderato wrote:
Here is my azorius air beats deck.

...

Considering trying out Talrand, Sky Summoner for more swarm and it will help mentor out to.

Talrand could be pretty good, but I can see arguments both for and against his inclusion so I'm still 50/50 on the matter. Have you considered Cloudfin Raptor? You certainly have the support for it, perhaps in place of the Niblis because, while it is a good card, it seems like it might not be being used to its full potential in this deck. Switcheroo doesn't seem like a very good fit to me; what is it you're wanting to trade away? Have you considered Resolute Archangel over Aegis Angel? Resetting your life total absolutely punishes some decks, notably aggro.

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PostPosted: Sun Oct 05, 2014 6:08 am 
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Here's mobius' version of Cloudshift.dec with a few slight modifications made by me, now updated in snazzy table form:

[manapie 90 w u -b -r -g][/manapie]

Azorius Combo

A one vs. one deck for Magic 2015.

60 Cards (16 :creature: , 19 :instant: , 25 :land:)

Cost 4 cards
■■■■
Cloudshift
Cost 11 cards
■■■
Wall of Omens0/4
■■■■
Think Twice
■■■■
Voyage's End
Cost 8 cards
■■■
Guard Gomazoa1/3
■■
Mentor of the Meek2/2
■■■
Dissolve
Cost 6 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
Cost 2 cards
Baneslayer Angel5/5
Time Warp
Cost 2 cards
■■
Planar Cleansing
Cost 2 cards
Resolute Archangel4/4
Sphinx-Bone Wand
Land25 cards
■■■■
Azorius Guildgate
11
Island
10
Plains

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PostPosted: Thu Oct 23, 2014 8:10 am 
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Here is a control deck using artifacts to help get to the late game quicker. Plus sanctum gargoyle is excellent. Again this is all theory but it looks strong.

[manapie 90 w u -b -r -g][/manapie]

UW artifact control

A one vs. one deck for Magic 2015.

60 Cards (21 :creature: , 15 :instant: , 24 :land:)

Cost 1 card
■■
Elixir of Immortality
Cost 11 cards
■■■■
Etherium Sculptor1/2
■■■
Wall of Omens0/4
■■■■
Courier's Capsule
Cost 9 cards
Brimaz, King of Oreskos3/4
■■■
Esperzoa4/3
■■
Mentor of the Meek2/2
■■■
Darksteel Ingot
Cost 5 cards
■■■■
Sanctum Gargoyle2/3
Bident of Thassa
Cost 4 cards
Baneslayer Angel5/5
Mercurial Pretender0/0
■■■■
Angelic Edict
Cost 6 cards
■■
Sharding Sphinx4/4
■■
Obelisk of Alara
■■
Planar Cleansing
Land24 cards
■■■
Arcane Sanctum
■■■
Seaside Citadel
9
Island
9
Plains


A few things that may not be right, but here is the logic for including them.

Bident of Thassa - this list had a few flyers and sharding sphinx seems great here. Also making them attack into Brimaz or Baneslayer seems great.

Elixir of immortality - seems to be a bit of a nonbo with gargoyle but it will be mainly used as a cheap bounce effect with esperzoa. It was chosen over Darksteel axe because I think the life is needed vs aggro and the shuffle is good if the game goes long.

Suggestions are welcome.

EDIT - removed azorius guildgate from the mana base to increase the amount of untapped land.


Last edited by Monk1410 on Wed Oct 29, 2014 6:03 am, edited 2 times in total.

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PostPosted: Thu Oct 23, 2014 8:42 am 
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It's a curious list, and while I don't think it's bad, it's too far away from my instincts to be able to judge without testing it first.

I mean, I'm not against 9 dual lands in theory, but it's just not something I feel I'd personally do, though they do work with the Obelisk, as well as the Ingots, for triggering modes outside your base colours. I do worry you're a little too artifact shy to get too much value from the Sculptors or Gargoyles, and may struggle for Esperzoa equity on occasion.

Again though, that's just my instinct, which is likely flawed until I can put the deck into play, as it's taking a different approach than I'm used to. It could easily be superb! :)

The only advice I could give without testing it to maybe look at Courier's Capsules or Traveler's Amulets instead of the Elixir. As you say, it avoids the nonbo issue with the Gargoyles, and they're bounceable as well as something worth saccing and/or recovering if needed.


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PostPosted: Thu Oct 23, 2014 9:06 am 
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I could easily see reducing the lands to just 6 tri-lands and the rest basics. I think the artifact count is ok, travellers amulet could be good. I already have 8 2 drop artifacts which should be fine. The 4 capsule should be able to fuel gargoyle.

I think the core of sculptor, capsule, esperzoa, ingot, gargoyle, sphinx and obelisk will not change but the support cards will be tested.


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PostPosted: Thu Oct 23, 2014 9:20 am 
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Ah, sorry, I somehow missed the Capsules. That does change the balance quite a bit and make that combo much more workable. I thought you were just relying on the Elixir as a cheap bounce, and dead creatures to Gargoyle.


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