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PostPosted: Fri Mar 06, 2015 11:34 am 
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The deck does have a few awkward draws, but if you manage to land an Ordeal on a Wandering Wolf and follow up With Aura Gnarlid and a few Sigil Blessings then it's just bam. Really fun when it works because the other guy just can't block anything.

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PostPosted: Fri Mar 06, 2015 11:42 am 
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Hakeem928 wrote:
The deck does have a few awkward draws, but if you manage to land an Ordeal on a Wandering Wolf and follow up With Aura Gnarlid and a few Sigil Blessings then it's just bam. Really fun when it works because the other guy just can't block anything.


Yeah, the deck can be kind of funky at times, but when it works it is super fun. Getting multiple Wandering Wolves/Gnarlid on the table with a Sigil Blessing or two in hand is often GG.

The whole "no interaction" thing can definitely make playing it funky at times, but in a lot of cases it doesn't really make much of a difference because they are usually dead from unblockable pump/auras before whatever they do can have any real lasting effect.

Raised by Wolves is an absolute bomb here too, which I love. The card is a ton of fun to play, and I think this is one of the few ways to make it really worthwhile. I mean, it is decent enough on its own (6 power over 3 creatures for 5cmc), but this deck has the capability with its cheap wolves/Gnarlids/Hero to make it easily upwords of 8 power on the table for 5cmc (and most of the time most of that is unblockable). We even have Hero to make it cost only 4cmc from time to time.

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PostPosted: Fri Mar 06, 2015 11:58 am 
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Hakeem928 wrote:
I didn't see the change in the table, my bad. When I played it, the deck felt like it was way more powerful whenever I put Selesnya Evangel into play. Going wide with tokens and buffing them with Anthems seemed to be the best avenue for the deck's success, and in that regard Prowess felt weak. I think I'd rather just play the Mentors, especially with the token production.

I don't think you want Safe Passage, you said earlier that you want to be on the beatdown plan not on defense. Gods Willing performs both functions and gives you a little bit of card selection for just one mana, Safe Passage just chills out in your hand and beats the occasional burn spell or Craterhoof. I can't see it doing a whole lot overall.

I've tried Timberwatch in a number of decks now and I don't think there's enough in the pool to justify playing him.


Well dropping Timberwatch and therefore the theme of the deck would just take it back into a standard Selesnya token pile (which it sort of is already but hopefully different enough to still be distinct).

I figured as much with Safe Passage but again brought it up due to Anger of the Gods. It's surprising how frequently it shows up being that there's only 2 copies available (and everyone seems to carry it). Just a downside then to running this style of deck.

Maybe some test runs with Mentor back in for Masked Admirers will be in order. I still don't want to reduce the elf count though as I intend to stick with the Timberwatch build around.

Thanks for your feedback.

If any other folks have some thoughts or ideas, please let me know!

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PostPosted: Fri Mar 06, 2015 4:23 pm 
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Just an update for any folks following along.

I've added back in Mentor of the Meek based on Hakeem's suggestion in place of Masked Admirers. The downside to Mentor is a deck with too many anthem/lord effects. It still works depending on the board state but can quickly become a nonbo. Mentor still may end up better than Admirers for the boards that can use it but I'm on the fence and would love to get some input from others. Thoughts?

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PostPosted: Fri Mar 06, 2015 5:22 pm 
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Hakeem just hates Masked Admirers bc he thinks its bad all the time.. even if it is a better fit. Mentor is a nonbo with lord effects as you said.. it probably doesn't belong. I think the disposable body of Masked Admirers makes more sense here.. and its an elf. Disposable 3 power creatures are useful.

I could see it being good with Evangel though.. until you lord up to 3/3s.

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PostPosted: Fri Mar 06, 2015 7:09 pm 
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If you hit the nonbo it shouldn't matter because your board is good. Admirers is just not worth four mana. The advantage from Mentor snowballs out of control if he's not dealt with.

I understand going all-in on Timberwatch, but I don't think it's worth it overall. Going wide and buffing Saprolings is the deck's draw, I'd focus on that.

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PostPosted: Wed Mar 11, 2015 7:45 pm 
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No control, but endless creatures

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

Selesnya Tokens

A deck for Magic 2015.

60 Cards (22 :creature: , 14 :instant: , 24 :land:)

Creature22 cards
■■■
Jade Mage2/1
■■■■
Selesnya Evangel1/2
■■■
Attended Knight2/2
Brimaz, King of Oreskos3/4
■■
Scion of the Wild*/*
■■■
Phantom General2/3
■■
Mycoloth4/4
■■■
Seraph of the Masses*/*
Craterhoof Behemoth5/5
Spell14 cards
■■■■
Raise the Alarm
■■■■
Sigil Blessing
■■
Beastmaster Ascension
■■
Doubling Season
■■■■
Triplicate Spirits
Land24 cards
■■■■
Selesnya Guildgate
11
Forest
9
Plains

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PostPosted: Wed Mar 11, 2015 7:47 pm 
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Gross :)

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PostPosted: Fri Mar 20, 2015 12:32 pm 
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Work in progress, but looks promising so far

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

Auras

A one vs. one deck for Magic 2015.

60 Cards (16 :creature: , 20 :instant: , 24 :land:)

Creature16 cards
■■
Hero of Iroas2/2
■■■■
Wandering Wolf2/1
■■■■
Aura Gnarlid2/2
Brimaz, King of Oreskos3/4
■■■■
Primal Huntbeast3/3
Baneslayer Angel5/5
Spell20 cards
■■
Darksteel Axe
■■■■
Ethereal Armor
■■■
Gather Courage
■■■■
Nimbus Wings
■■■
Ordeal of Heliod
■■■■
Arrest
■■
Triumph of Ferocity
Hunter's Prowess
■■■
Raised by Wolves
Land24 cards
■■■■
Selesnya Guildgate
10
Forest
10
Plains

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PostPosted: Fri Mar 20, 2015 12:40 pm 
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With the inclusion of Ethereal Armor I plan on testing out my Wolf build with these changes.

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

Wolves Keep Changing

A one vs. one deck for Magic 2015.

60 Cards (19 :creature: , 18 :instant: , 23 :land:)

Creature19 cards
■■■■
Spire Tracer1/1
■■■■
Young Wolf1/1
■■
Hero of Iroas2/2
■■■■
Wandering Wolf2/1
■■■■
Aura Gnarlid2/2
Brimaz, King of Oreskos3/4
Spell18 cards
■■■■
Ethereal Armor
■■■
Gods Willing
■■■
Ordeal of Heliod
■■■
Sigil Blessing
■■
Hunter's Prowess
■■■
Raised by Wolves
Land23 cards
■■■■
Selesnya Guildgate
10
Forest
9
Plains

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PostPosted: Mon Mar 23, 2015 1:14 am 
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Testing has gone well. This is more consistent that I ever thought it would be when I first started mucking with it, and is even better now with Ethereal Armor.

The lack of meaningful interaction means the deck can slip up at times against certain decks (early Pelakka Wurms are annoying), but usually has enough "oompf" to get there most of the time. Even then, the deck has the potential to make huge unblockable swings out of nowhere, so even with no removal, resolved bombs aren't always a death sentence.

With Aura Gnarlid and Ethereal Armor it is kind of stupid how quickly you can get a ton of large threats on the board, most of which can't be blocked.

I would love to be able to slim the mana down a bit more, but I just don't think it is worth it. Both of the 5 cmc cards are both complete studs here.

In most of my games, successfully resolving Raised by Wolves on a Wandering Wolf or Spire Tracer often just outright wins you the game right there.

Hunter's Prowess has been pretty much amazing here as well. With so many pseudo unblockable creatures and the Auras, resolving a Hunter's Prowess on something almost always results in drawing a completely new hand (I seem to net 5-7 on average per cast). It also gives the deck a decent answer to Anger of the Gods. You can feel a tiny bit more comfortable overextending a bit into Anger as long as you can manage to keep one of the unblockable creatures and Hunter's Prowess in hand. Should you eat the sweeper, you can follow it up with an Unblockable creature, then the next turn usually draw 4-5 cards to continue the beatdown.

I will say though, this deck really hates Reprisal lmao! With a few auras and/or Garlids/Heros it doesn't take long till you are turning their Reprials on. Not that I normally care about removal, the deck saves stuff with Gods Willing easily enough. I am just really getting annoyed with having to Gods Willing a creature to save it by giving it Pro White and having a bunch of Auras fall off. It sort of defeats the purpose a little bit lol.

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PostPosted: Mon Mar 23, 2015 9:27 am 
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goddamit, just lost a huge post.

ok quick recap:

deleted my Selesnya aggro deck after frustrating losses. I don't think I play it optimally. RIght now I try to jam seven creatures as fast as possible so that Beastmaster Ascension can win the game as soon as its played or drawn. It's Mentor of the Meek which is causing me to misplay.

I've been drawing Mentor really early lately and am still jamming creatures on the board as fast as possible without drawing cards since I'm using all my mana. After a few loses and deleting the deck, I moved to White Weenie for a while (Devil's Yes Sir! deck and one other I have with that stupid Seraph card). In the white decks, I decided to maximize draw with Mentor instead of jamming the board and had way better results. I wasn't able to kill as quick but Hakeem mentionned last night that this way you're protected against board sweepers.

I think this is how Mentor should be played in most decks. Always maximizing draw (of course it depends on the match up and especially the board state). Outdrawing your opponent is huge.

Anyway for Selesnya, I'm done with Aggro for now. Save that for Boros Tokens or white weenie. I think with Selesnya, I'm going to play Ramp for a while.


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PostPosted: Mon Apr 06, 2015 3:26 am 
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Eon: Great wolf build. But have you considered Arrest? It's some removal atleast, and still buffs your gnarlids/ethereal armor.

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PostPosted: Mon Apr 06, 2015 8:54 pm 
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Kjersleif wrote:
Eon: Great wolf build. But have you considered Arrest? It's some removal atleast, and still buffs your gnarlids/ethereal armor.


I considered it, I am not really a huge fan of Aura based removal like Pacifism and Arrest and the like, just because there are so many scenarios where it really doesn't really do much to help you. Stuff like Pyromancer and Talrand like to laugh at Arrest, although removal is removal.

The biggest issue I would have including Arrest would be finding a place for it. There really isn't a whole lot of wiggle room here, since most of what we run is either integral to the way the deck works(stuff like Raised by Wolves and Hunter's Prowess), or otherwise just too good to pass up (like Brimaz who is no slouch with an Aura or two on him).

If you had to cut something for Arrest I would assume that Sigil Blessing, since it interacts the least with the whole Aura plan. That said, I don't feel right cutting them, as they seem like they are often an integral part of "getting there" in the early game.

You would be surprised how many games I have won off of dropping like 3-4 early creatures (Young/Wandering Wolf and Spire Tracer mostly) and then casting Sigil Blessing once or twice. If that isn't enough to kill them outright, it usually puts them down low enough where 1-2 attacks from our unblockable creatures will finish the job soon after. It doesn't interact the best with the Aura plan, but it is still good for when we get flooded with creatures, still works to trigger Heroic on Hero of Iroas, gives us at least some measure of interaction with opponents creatures when used as a combat trick after making attacks you WANT to be blocked, and if nothing else is usually at least an extra 3-6 point life swing when combined with our unblockable creatures.

You could maybe get away with going -1 Sigil Blessing, -1 Gods Willing, +2 Arrest.

I don't know if that is the correct choice though, I feel like this deck is fast enough and has enough non-interaction already that trying to work that extra interaction in there (Arrest) is just going to dilute the potential strength the deck has to win basically right out of the gate.

Seems like it could definitely be worth testing with though.

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PostPosted: Fri May 15, 2015 10:01 am 
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Selesnya Tokens is not an unknown deck, but there are a lot of card choices available.

This is my latest version:

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

Selesnya Tokens

A one vs. one deck for Magic 2015.

60 Cards (24 :creature: , 12 :instant: , 24 :land:)

Cost 12 cards
■■■
Jade Mage2/1
■■■■
Selesnya Evangel1/2
■■■■
Raise the Alarm
■■■
Sigil Blessing
Cost 14 cards
■■■■
Attended Knight2/2
■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■■
Crusader of Odric*/*
■■
Mentor of the Meek2/2
■■
Beastmaster Ascension
Cost 4 cards
Baneslayer Angel5/5
■■
Mycoloth4/4
Doubling Season
Cost 6 cards
■■
Captain of the Watch3/3
■■■■
Triplicate Spirits
Land24 cards
■■■
Seaside Citadel
■■■■
Selesnya Guildgate
6
Forest
11
Plains

I decided to cut the Phantom Generals and shave the number of Sigiled Blessings in order to fit in Crusader of Odric and a Captain of the Watch.

2 drops

Selesnya Evangel auto-include, poops out tokens for a very low cost.
Jade Mage good manasink late, early creature for Evangel and Convoke.
Raise the Alarm instant speed tokens, with relevant creature type.

3 drops

Attended Knight not great but makes a token which helps the deck's synergy.
Brimaz, King of Oreskos very strong and synergistic with Convoke.
Mentor of the Meek card advantage and an extra body.
Banisher Priest gives the deck some removal for problematic creatures.
Crusader of Odric easier to cast than Scion, relevant creature type, must-answer (or chump) threat most of the time.

4+ drops

Triplicate Spirits Convoke around turn 4, flying tokens are awesome.
Baneslayer Angel free wins.
Mycoloth great finisher and synergy with Doubling Season. Eating one or two tokens is usually enough.
Captain of the Watch awesome finisher and a way to recover from a sweeper. Lots of Soldiers in the deck.

Noncreatures

Sigil Blessing mini overrun that can also save a key creature from burn spells.
Beastmaster Ascension play it as an overrun effect, also works with Doubling Season.
Doubling Season gives a lot of advantage in the long run and is hard to remove, mostly just doubles tokens.

Manabase

Heavily skewed towards W to support T3 WW.
13 green sources are enough to support T2 G.
T1 and T4 are good times to play the tapped lands.

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Last edited by LegenVD on Fri May 15, 2015 11:05 am, edited 1 time in total.

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PostPosted: Fri May 15, 2015 10:56 am 
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I'm not a fan of Crusader of Odric because it gets exiled by Anger along with the rest of the team and it usually won't trigger Mentor of the Meek, but I don't think it's a bad card by any stretch. I do prefer Squadron Hawk, though, for the evasion and card advantage (running out of gas is the deck's biggest weakness from my experience, especially the 24-land version).

My main issue is that you are running 2x Doubling Season and 1x Captain of the Watch. I'd rather see multiples of the latter than the former, so I would swap out one Season for the second Captain. Not a huge deal, but Captain has an immediate impact on the board.

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PostPosted: Fri May 15, 2015 11:09 am 
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Made the Season/Captain switch as drawing two Doubling Seasons with no captains is not great and Captains do stack nicely.
If I recall correctly you play less Jade Mages which give me some extra board presence instead of Squadron Hawks.

Hawks are fine, but this deck does benefit from keeping up mana for activated abilities/instants so that's why I prefer the Jade Mages.

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PostPosted: Fri May 15, 2015 11:17 am 
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I didn't play Jade Mage at all, but in the 24-land version with six-drops I think she fits as a nice mana sink. The card I don't like is Crusader, but it's definitely playable. I imagine it gets better with Jade Mage in the deck. I just like the Hawks.

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PostPosted: Fri May 15, 2015 11:42 am 
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I got destroyed by Crusaders too often so I gave them a try, they're pretty good if you forgo playing around Anger.

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PostPosted: Sat May 16, 2015 6:12 pm 
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Not reinventing the wheel here.
My deck is very similar to Legend's with couple of differences (guess all these decks must turnout very similar) like Seraph of the Masses, which I put in to get the 20/20 achievement (got it while play testing woop woop).
The deck runs smooth and does what it's suppose to but is in no way ground breaking.

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

Selesnya Masses

A deck for Magic 2015.

60 Cards (27 :creature: , 9 :instant: , 24 :land:)

Cost 11 cards
■■
Jade Mage2/1
■■■■
Selesnya Evangel1/2
■■■■
Squadron Hawk1/1
■■■
Raise the Alarm
Cost 13 cards
■■■■
Attended Knight2/2
■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■■
Crusader of Odric*/*
■■
Mentor of the Meek2/2
Beastmaster Ascension
Cost 2 cards
■■
Phantom General2/3
Cost 3 cards
■■
Mycoloth4/4
Doubling Season
Cost 6 cards
■■
Captain of the Watch3/3
■■■■
Triplicate Spirits
Cost 1 card
■■
Seraph of the Masses*/*
Land24 cards
■■■■
Selesnya Guildgate
7
Forest
13
Plains


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