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PostPosted: Tue Mar 03, 2015 7:24 pm 
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it's your username


Bazinga!


Monk1410 wrote:
Hellspark replaced skullcrack. I don't think pyromancer fits here. You could add it by cutting satyr hoplite and furor of the bitten. In their place you can add 3 pyromancer, 3 skullcrack and 2 trumpet blast. But after testing I think the original list is better.


Fair enough. Hoplite into Bitten is an insane start for this deck so I wouldn't suggest making that cut. I had thought the Hellspark since it's potentially 6dmg before it's gone whereas the Pyro could continue to provide benefits beyond that range. I just wasn't sure if there was actually enough time to maximize it's use considering how quick the deck already is (which is why the haste of Hellspark seems fitting). I may spin it just for my own curiosity though (if I'm not winning by turns 4-6, then it's not Scottish! I mean it's crap!).


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PostPosted: Tue Mar 03, 2015 7:26 pm 
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I don't think Pyromancer would be much better than Goblin Piker here. With that said, I would probably run Piker in this deck and Peezy has upside, so who knows.

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PostPosted: Wed Mar 04, 2015 8:28 am 
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the Dragon deck I posted above works better with the following changes:

-1 mountain
-1 Hellkite
+2 Bolt of Keranos.

I'm not entirely sure that Anger of the Gods is necessary, but I am very sure that the Hellkite is win more in this deck. Arguably it should be -2 Anger and +2 additional Bolts or Resounding Thunder. Anger is great vs. some matchups and the fact that a lot of your own creatures die to it doesn't concern me, but this deck already does very well against tokens and aggro, so the Bolts are slightly better in many instances.

I have the Bolts over Resounding Thunder because scry is important in a deck without draw, but I'm not entirely sure that's the right move either. Instant speed removal is better with the Juggernauts (because they can attack, then you play removal so they untap, which is relevant for deathtouch creatures and Guard Gomozoas at least).


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PostPosted: Thu Mar 05, 2015 8:37 am 
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I've playtested the changes I made to the Dragon deck above for an additional 20 games...and went 20-0. It's probably luck because I saw TONS of token and aggro decks, which this deck murders; I don't think it would fare too well vs. control. It did surprisingly well against a couple of life gain decks, despite this being a glorified burn deck. I'm pretty satisfied with it overall, although I'm still not 100% convinced that Anger of the Gods wouldn't be better served by 2 more Bolt of Keranos. But vs these token decks, it's obviously better, and apparently in the last two days people on steam don't know how to play anything else (although I also saw Hakeem's unearth deck twice which was cool, but this deck is an absolutely terrible matchup for it).


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PostPosted: Thu Mar 05, 2015 9:23 am 
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I'll have to try some Big Red eventually, it looks cool.

About the Unearth deck, any deck packing Sparkmages and Angers plus additional burn is going to blow it out every time.

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PostPosted: Thu Mar 05, 2015 9:26 am 
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Monk could you cut the Hall of Triumph and a land for two copies of Skullcrack? Is 17 land with a three-pack of Cracks potentially playable? It is a nice bit of reach and good against Pelakka/Baneslayer. I do think Hellspark is better but Skullcrack was never a bad card in this deck.

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PostPosted: Thu Mar 05, 2015 10:26 am 
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Hakeem928 wrote:
Monk could you cut the Hall of Triumph and a land for two copies of Skullcrack? Is 17 land with a three-pack of Cracks potentially playable? It is a nice bit of reach and good against Pelakka/Baneslayer. I do think Hellspark is better but Skullcrack was never a bad card in this deck.


While it is something that fundamentally goes against my experiences with playing paper, I have found silly little things like this seem to fly a little better here in DotP than they might in paper.

It may not seem like as big of an advantage as it is, but that extra free mulligan seems to make some of the riskier choices a little more consistent.

Hence why I feel comfortable playing Control decks in DotP with only 24 mana and the like (where I normally try and aim for around 26+ depending).

May be worthwhile to at least test out against the AI. Doing a few opening hands/mulligans should at least give you some sort of idea on if you think it could fly or not. Wont be enough of a sample to really give you any hard facts, but it seems like a better method of testing something like this than just jumping into online games and having it come back to bite you. At least at first.

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PostPosted: Thu Mar 05, 2015 12:56 pm 
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To be honest I really like having the hall of triumph, in a world full of tokens having the toughness boost can come in handy.

With 17 land I think you will hit too many 1 land hands. This deck needs 2 land in play on turn 2 to be fast enough vs most decks.


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PostPosted: Thu Mar 05, 2015 1:00 pm 
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I kept a five land hand with rabble red once and still managed to win. Talk about a handicap


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PostPosted: Sat Mar 21, 2015 10:49 am 
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Bump


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PostPosted: Sat Mar 21, 2015 9:01 pm 
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Monk! Rabble red, which should be renamed rabble rabble, just won on a mulligan to four against an early Battlegrace Angel drop. That deck is nuts.


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PostPosted: Sun Mar 22, 2015 2:47 pm 
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[manapie 90 -w -u -b r -g][/manapie]

Fire and Flames

A deck for Magic 2015.

60 Cards (17 :creature: , 21 :instant: , 22 :land:)

Cost 8 cards
■■■■
Goblin Arsonist1/1
■■■■
Shock
Cost 6 cards
■■■
Young Pyromancer2/1
■■■
Skullcrack
Cost 17 cards
■■■
Cunning Sparkmage0/1
■■
Goblin Rabblemaster2/2
■■■
Guttersnipe2/2
■■■
Blasting Station
■■■■
Bolt of Keranos
■■■■
Resounding Thunder
Cost 1 card
Stormbreath Dragon4/4
Cost 1 card
Inferno Titan6/6
Cost 5 cards
■■
Banefire
■■■
Volcanic Geyser
Land22 cards
22
Mountain


I'm testing this deck: it's a kind of semi burn/token generator which wants to use the tokens from Rabblemaster and Young Pyromancer to fuel Blasting Station... Any comments?

EDIT: I'm thinking of replacing Goblin Arsonist with Krenko's Command...


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PostPosted: Sun Mar 22, 2015 3:18 pm 
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You should lower the curve. 22 land does not play well will geyser or titan. Try this

- 3 geyser
- 1 titan
- 1 stormbreath dragon
- 3 cunning sparkmage
- 2 resounding thunder

+ 4 Krenko's command
+ 4 foundry street denizen
+ 2 goblin bushwhacker.


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PostPosted: Tue Mar 31, 2015 10:55 pm 
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dh50 wrote:
Here's a mono-red dragon deck - I was trying to create a deck where I used Seismic Strike, and it ended up turning into this. It has worked extremely well so far. I was 16-4 with it online today; two losses due to mana problems, 2 losses due to play errors that were definitely winnable.

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

Dragons

A deck for Magic 2015.

60 Cards (20 :creature: , 14 :instant: , 26 :land:)

Creature20 cards
■■■
Young Pyromancer2/1
■■■
Cunning Sparkmage0/1
■■
Goblin Rabblemaster2/2
■■■
Galvanic Juggernaut5/5
■■
Ogre Battledriver3/3
Stormbreath Dragon4/4
■■
Charmbreaker Devils4/4
Inferno Titan6/6
■■
Shivan Dragon5/5
Utvara Hellkite6/6
Spell14 cards
■■■■
Shock
■■
Anger of the Gods
■■■■
Seismic Strike
■■
Banefire
■■
Volcanic Geyser
Land26 cards
26
Mountain



I was looking for a big red type deck and this one has been pretty fun. Ogre Battledriver and most of the cards in the deck is just bonkers. Especially with Inferno Titan, Goblin Rablemaster and Young Pyromancer. 6 burn damage from just playing a titan is insane. And getting disposable 3/1s with haste is hard to answer for some decks. It's probably is a little to do the quality of decks and players I've been playing against but I've found most of the time I haven't been winning with the dragons. I was given a few games because my opponents didn't account for firebreathing (granted I probably would have won anyway because I was ahead on board). Thanks for the deck


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PostPosted: Sun Apr 05, 2015 10:03 pm 
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dh50 wrote:
the Dragon deck I posted above works better with the following changes:

-1 mountain
-1 Hellkite
+2 Bolt of Keranos.

I'm not entirely sure that Anger of the Gods is necessary, but I am very sure that the Hellkite is win more in this deck. Arguably it should be -2 Anger and +2 additional Bolts or Resounding Thunder. Anger is great vs. some matchups and the fact that a lot of your own creatures die to it doesn't concern me, but this deck already does very well against tokens and aggro, so the Bolts are slightly better in many instances.

I have the Bolts over Resounding Thunder because scry is important in a deck without draw, but I'm not entirely sure that's the right move either. Instant speed removal is better with the Juggernauts (because they can attack, then you play removal so they untap, which is relevant for deathtouch creatures and Guard Gomozoas at least).


Beast alerted me to this deck and I absolutely love it. It's the most consistent deck I've found so far. It can come back from huge deficits too with a scary board across the red moat, and no, not thanks to anger. I dropped hellkite immediately and will now be dropping the angers for bolts. I have a big winning streak now and have never needed anger once. I think lowering the curve slightly works better since you want to win quick. I also get stalled out at four or five mana often. The cunning sparkmages are insane in this meta and are the reason u don't need anger in this deck. I haven't tried the deck without anger yet but I will tomorrow, I'm sure it'll be fine. Love the juggernaught, he fits really well thematically.

This deck basically plays like a control deck in the end but without having games go long. I love it. Thanks for giving me my new favorite deck.

Love, barney


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PostPosted: Sun Apr 05, 2015 10:22 pm 
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You said that deck was terrible!

Edit: I settled on

-2 Anger
-1 Hellkite

+3 Bolts

I cut a land and added the 4th Bolt but the 'get stuck on 4-5 mana' problem was worse. 26 lands is the sweet spot. Bolt has been good so far. Went up against a Gruul token/weenies deck that stuck a Pyromancer, Elvish Visionary and a Krenkos command.. didn't even need Anger. Sparkmage and Shock shredded them.

I might miss the Exile from Anger though when I run into Vengevine, Phytotitan, Masked Admirers.

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PostPosted: Mon Apr 06, 2015 8:44 am 
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but doesn't 4 bolts solve the land problem since you are putting in 4x Scry? I would think 4x Scry would offset taking off one land.

Yeah, I hated the deck the first game I played cuz I couldn't understand what the hell Hellkite was doing in my hand in a Burn deck. The game should be over by then one way or the other.

I played the deck a ton after and went on a nice streak. I love playing it like a control deck. Those Sparkmages are insane.

I don't find Vengevine and Admirers very prominent so I'll see if I can kill them faster with the bolts. The non-instant speed of the Bolts isn't too bad since you can untap Juggs after he attacks, although it's not as sexy as giving him vigilence as soon as he attacks, taking out their only defender.

thanks for turning me onto this deck


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PostPosted: Mon Apr 06, 2015 9:50 am 
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The problem with the Scry is the choices I have to make. Scry away a Seismic Strike in hopes of a land? A Charmbreaker Devil? Rabblemaster? I find myself not wanting to scry anything away except Shock, Shivan Dragon, Volcanic Geyser and Stormbreath.

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PostPosted: Mon Apr 06, 2015 10:38 am 
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Unless the Seismic Strike is going to kill something in play, yeah you gotta put it on the bottom and get that land to play those huge 6 drops clogging your hand


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PostPosted: Mon Apr 06, 2015 10:45 am 
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Unless the Seismic Strike is going to kill something in play, yeah you gotta put it on the bottom and get that land to play those huge 6 drops clogging your hand


It's always going to kill something.. it kills everything. The other reason I would want to keep it is bc you can use Strike with something else to kill bigger bombs. Besides.. its not like it guarantees a land, it just gives another draw. It's annoying how there's only 5 6-drops.. but they are so damn critical to winning that you have to make decisions like that.

I went up against a couple Lifegain decks last night.. took them out no problem thanks to Titan and Shivan Dragon. The firebreathing destroyed their giant life piles 11-15 damage per turn.

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