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PostPosted: Sat Jul 12, 2014 11:37 am 
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I think there are going to be very viable decks without premium and I don't think its going to create that big of a gap between premium decks and non premium. that being said the izzet decks are looking sweet and I cant wait to play them and have my go at making one myself. I've always found izzet to be the most annoying to play against and most satisfying to use. sigh, 5 more days, I can do it just 5 more days.

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PostPosted: Sat Jul 12, 2014 11:41 am 
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TheTruStag wrote:
I think there are going to be very viable decks without premium and I don't think its going to create that big of a gap between premium decks and non premium. that being said the izzet decks are looking sweet and I cant wait to play them and have my go at making one myself. I've always found izzet to be the most annoying to play against and most satisfying to use. sigh, 5 more days, I can do it just 5 more days.

4 more days! But yeah, these days crawl by, lol.

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PostPosted: Sat Jul 12, 2014 11:53 am 
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I disagree with talrand, I am never tapping out on 4 and he dies far too easily. He is also really bad when my main removal is anger, I only want a couple of win conditions and in my opinion Dragon and titan are better.

Quicken is great for control, it is a cantrip that allows instant speed bolt or anger. It is never dead and when it is good it will usually be a blow out. I am especially looking forward to instant speed time warp.


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PostPosted: Sat Jul 12, 2014 12:04 pm 
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Monk1410 wrote:
I disagree with talrand, I am never tapping out on 4 and he dies far too easily. He is also really bad when my main removal is anger, I only want a couple of win conditions and in my opinion Dragon and titan are better.

Quicken is great for control, it is a cantrip that allows instant speed bolt or anger. It is never dead and when it is good it will usually be a blow out. I am especially looking forward to instant speed time warp.


Does that work? And if so, do you think it will work in Duels?

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PostPosted: Sat Jul 12, 2014 12:56 pm 
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It does work in real life, I hope duels gets it right. Basically you get your extra turn followed by your normal turn. Incredibly hard to lose from there.

I imagine it will work as it managed with twincast from an opponent on time warp in 2013.


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PostPosted: Sat Jul 12, 2014 3:43 pm 
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This is What mine will probably Look like by the end:

DECK: Spellslinger

Spoiler


I've been utilizing this build for the past couple of nights. It's so much fun to use. When this deck goes off, it goes off!. I've had more than one duel where both, Talrand and mutliple copies of Guttersnipe have been on the field, and the supporting instants and sorceries just wreck opponents decks.

Those games take a little while to set up, however are truly satisfying upon completion.

The more common variety of win comes from having an answer to almost everything an opponent does, and then eventually burning them out. The only issue I've noticed is that sometimes, I'll be drawing into too many lands, without enough spells. However, when this does occur, I still sometimes manage to pull out a win, thanks to the good graces of the flashback mechanic.

All in all, great build, thanks for sharing, you're spreading joy to my face.

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PostPosted: Sat Jul 12, 2014 4:03 pm 
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This is What mine will probably Look like by the end:

DECK: Spellslinger

Spoiler


I've been utilizing this build for the past couple of nights. It's so much fun to use. When this deck goes off, it goes off!. I've had more than one duel where both, Talrand and mutliple copies of Guttersnipe have been on the field, and the supporting instants and sorceries just wreck opponents decks.

Those games take a little while to set up, however are truly satisfying upon completion.

The more common variety of win comes from having an answer to almost everything an opponent does, and then eventually burning them out. The only issue I've noticed is that sometimes, I'll be drawing into too many lands, without enough spells. However, when this does occur, I still sometimes manage to pull out a win, thanks to the good graces of the flashback mechanic.

All in all, great build, thanks for sharing, you're spreading joy to my face.


What is Electromancer doing for you here (especially as a four-of)? You have 20 instants/sorceries, which is fine, but only 12 of them can have their costs reduced and none of those want Electromancer in multiples.

If your deck needs a Bear then Electromancer is a great one for you, but if it doesn't need a Bear I'd consider reducing his numbers or just replacing him with more spells to trigger your Fiends/Snipes/Talrand.

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PostPosted: Sat Jul 12, 2014 7:34 pm 
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Good point, 'Keem. Now that you mention it, he is sort of situational. I like that he helps reduce the flashback cost of Think 2X. Eventually though, this deck has more than enough mana to spare.

Should I replace him with a pair of Skullcrack, and up the Nullify to a 4 of instead?

I'm open to suggestions for replacements.

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PostPosted: Sat Jul 12, 2014 8:55 pm 
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I think electromancer is nice as a 2 off unless you absolutely want one on the field at all times. I probably would not go for the Skullcrack because you are running a more control build. I get that the deck can go "off" but you should focus on board position instead. I think a mix of either of the 3 counterspells is a good choice.


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PostPosted: Sun Jul 13, 2014 3:16 pm 
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Hi all,

I selected the Izzet R/U as my opening combination and after getting through Innistrad and unlocking proper deck building I have been lucky enough to unlock all standard cards with increasing mods to the starting R/U deck.

I am sure it is not 100% perfect and currently it runs well enough on a 3 mana curve with only the Devils being outside this curve and it's not often they feature in a win.

Would like recommendations in particular to how to get it more consistently to stand up to token decks.

Also I should note I am currently anti the Premium purchase at least for now and will wait until Alara DLC is out so currently Talrand is out - of course he should feature but I don't like the gamble in opening boosters just for one card. With that in mind please advise and comment ......

Void Snare x4
Voyage's End x1
Nullify x1
Nibilis of the Breath x1
Dissolve x1
Frost Lynx x2
Wind Drake x2
Shock x4
Volcanic Geyser x2
Kiln Fiend x3
Anger of the Gods x2
Guttersnipe x3
Regathan Firecat x2
Lightning Talons x2
Act of Treason x3
Bolt of Keranos x2
Charmbreaker Devils 2
Goblin Electromancer 2
Island x6
Mountain x12
Izzet Guildgate x3

I started off with more counter but then changed to have more removal and ramp on the Kiln Fiends and Guttersnipe. Charm breakers do not fit into what is a 3 mana curve so maybe a few more counters but dealing with early token decks and evolve is still an issue here. How to fix?


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PostPosted: Sun Jul 13, 2014 4:14 pm 
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As per your suggestion, HARBiNG3R, I've dropped the Skullcracks, re-added 2 Electromancers, and added one more blue counter spell.

Performing as smooth as butter, although this deck rarely had hiccups previously either. It's just a well constructed, fun to play deck.

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PostPosted: Mon Jul 14, 2014 4:02 pm 
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Nebula wrote:
TheTruStag wrote:
I think there are going to be very viable decks without premium and I don't think its going to create that big of a gap between premium decks and non premium. that being said the izzet decks are looking sweet and I cant wait to play them and have my go at making one myself. I've always found izzet to be the most annoying to play against and most satisfying to use. sigh, 5 more days, I can do it just 5 more days.

4 more days! But yeah, these days crawl by, lol.

Just a little less than 2 more days!
I'm horrified-- This game comes out just a day before I leave for Japan. I hope my Windows 8 tablet can run it effectively enough for the plane flight.


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PostPosted: Mon Jul 14, 2014 4:09 pm 
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Overmaster wrote:
Nebula wrote:
TheTruStag wrote:
I think there are going to be very viable decks without premium and I don't think its going to create that big of a gap between premium decks and non premium. that being said the izzet decks are looking sweet and I cant wait to play them and have my go at making one myself. I've always found izzet to be the most annoying to play against and most satisfying to use. sigh, 5 more days, I can do it just 5 more days.

4 more days! But yeah, these days crawl by, lol.

Just a little less than 2 more days!
I'm horrified-- This game comes out just a day before I leave for Japan. I hope my Windows 8 tablet can run it effectively enough for the plane flight.

Ouch! At least you can have it DL'ed before you leave. Good luck and enjoy Japan for me! I'd love to visit Japan some day!

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PostPosted: Tue Jul 15, 2014 10:31 am 
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This is What mine will probably Look like by the end:

DECK: Spellslinger

Spoiler


I've been utilizing this build for the past couple of nights. It's so much fun to use. When this deck goes off, it goes off!. I've had more than one duel where both, Talrand and mutliple copies of Guttersnipe have been on the field, and the supporting instants and sorceries just wreck opponents decks.

Those games take a little while to set up, however are truly satisfying upon completion.

The more common variety of win comes from having an answer to almost everything an opponent does, and then eventually burning them out. The only issue I've noticed is that sometimes, I'll be drawing into too many lands, without enough spells. However, when this does occur, I still sometimes manage to pull out a win, thanks to the good graces of the flashback mechanic.

All in all, great build, thanks for sharing, you're spreading joy to my face.


Glad to see your enjoying it. :)

As for electromancers, admittedly it might not be the best card to play, I just figured the deck would like another cheap body that did something relevent. It gives me something else to target with my Artful dodge, and the deck plays best when you can chain inst/sorceries like mad and sometimes the electromancers help out with that. Having said that i could see them getting replaced, or cut down to 2. I would like to see between 12-15 creatures in here however, otherwise artful dodge will often be dead and you rely on few creatures that can easily get removed.

It's too bad Delver of Secrets isn't in this game, but that would absolutely be overpowered.

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PostPosted: Tue Jul 15, 2014 1:07 pm 
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Agreed, regarding Delver being to OP. However, even if you cut 2 Gobs, you can still target the tokens you'll generate with Talrand, with Artful Dodge.

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PostPosted: Tue Jul 15, 2014 9:14 pm 
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I don't even think Delver would be that OP. There's absolutely no top of library manipulation at all, and without brainstorm/ponder/preordain or even serum visions, Delver gets a whole lot less good.

I do wish we had Young Pyromancer. That card is sweet.


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PostPosted: Wed Jul 16, 2014 9:06 am 
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I think is good to put here some good interactions with these cards.

The funniest for me is Artful Dodge + (Charmbreaker Devils or Kiln Fiend). Just with you can have an unblockable 12/4 Charmbreaker Devils, nice hit.

Another I use too is Lightning Talons over (Regathan Firecat or Rakish Heir). These are mono-red, but useful anyways.


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PostPosted: Thu Jul 17, 2014 3:02 am 
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Izzet Over Yet? (Premium Build)
x10 Island
x10 Mountain
x4 Izzet Guildgate

x4 Artful Dodge
x3 Burning Inquiry
x4 Shock
x4 Vapor Snag
x4 Kiln Fiend
x4 Think Twice
x4 Krenko's Command
x2 Chasm Skulker
x3 Guttersnipe
x2 Talrand, Sky Summoner
x2 Bident of Thassa

It's an Izzet burst damage deck. I think this one is a little slower then some of the other Izzet builds utilizing Kiln Fiend in that it doesn't really do much but set up for the first 3-4 turns. After which it deals a quite frankly stupid amount of damage on the 5th or 6th turn - my current record is 32 damage in one turn (though I had pretty much the perfect set-up for that). Even without the best set-up it should still be able to reliably deal 15-20 damage on turn 5 leaving your opponent either dead or in the single digits.

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PostPosted: Sat Jul 19, 2014 3:33 pm 
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Played against mobius last night with an Izzet deck I put together and was able to reach the lategame both times; unfortunately I couldn't close the deal so I tweaked the list to add a few extra wincons. Had a chat with mobius about the deck afterwards and took some of his advice, arriving here:

4 x Izzet Guildgate
11 x Island
8 x Mountain

4 x Shock
4 x Vapor Snag

4 x Krenko's Command
4 x Voyage's End
4 x Think Twice
4 x Nullify
1 x Volcanic Geyser

3 x Guttersnipe
3 x Dissolve

2 x Talrand, Sky Summoner
1 x Inspiration

1 x Stormbreath Dragon
1 x Switcheroo

1 x Charmbreaker Devils


A very spell-heavy deck with a decidedly "draw-go" focus. Lots of counterspells for troublesome creatures and if you have to tap out, you can bounce stuff and counter it on the way back out. You can also use Switcheroo to grab a resolved bomb and donate a goblin token. The main plan, though, is to stick a Guttersnipe or Talrand and ride it to victory.

Brief testing proved my initial concept was light on wincons so the Dragon, Devil, and singleton Geyser were added.

I'm going to hop online and play this for a bit and report back. If you're in the mood for some Izzet control, build this and let me know what you think so we can improve the deck.

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PostPosted: Sat Jul 19, 2014 3:36 pm 
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Hakeem, try my Izzet deck from a few pages back. It controls the game really well but swaps guttersnipe for more draw to get to your finishers.


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