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PostPosted: Tue Oct 21, 2014 8:57 am 
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Hakeem, and you think the best variant of those (Abzan, Golgari, Jund..) is the Abzan one, yes?


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PostPosted: Tue Oct 21, 2014 9:17 am 
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It depends on the matchup, really. Abzan is better against the aggro and token strategies so it's the better metagame choice. Jund is still pretty stout, though, it's very close.

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PostPosted: Tue Oct 21, 2014 9:43 am 
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If getting milled too much is an issue just add the Butcher to your deck. You should even be able to ramp into it.


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PostPosted: Tue Oct 21, 2014 1:24 pm 
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Abzan is best because of the lifegain it offers. That GREATLY offsets aggro.

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PostPosted: Wed Nov 05, 2014 1:23 pm 
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Hi everybody, i just finished unlocking the expansion pool and came up with a nice deck
[manapie 90 -w -u b r g][/manapie]

Gnammi

A deck for Magic 2015.

60 Cards (23 :creature: , 13 :instant: , 24 :land:)

Multicolored12 cards
■■
Ground Assault
■■■■
Auger Spree
■■■■
Kathari Bomber2/2
■■■
Sprouting Thrinax3/3
Kresh the Bloodbraided3/3
Color 5 cards
■■■
Quest for the Gravelord
■■
Graveborn Muse3/3
Color 11 cards
■■■■
Krenko's Command
■■■
Rockslide Elemental1/1
■■■■
Thorn-Thrash Viashino2/2
Color 8 cards
■■■■
Young Wolf1/1
■■
Doubling Season
■■
Mycoloth4/4
Lands24 cards
■■■■
Rakdos Guildgate
■■■■
Gruul Guildgate
■■■
Savage Lands
6
Forest
6
Mountain
5
Swamp


It is kinda funny to play with and i am still changing some cards here and there. Doubling season really shines in this deck giving double(and sometimes quadruple) value to almost all cards in it but ther is also nice sinergy without it.
All tokens combo well with devour and rockslide/kresh. Devour is good with quest for the gravelord and so on... Kathari bomber is also awesome.
Mycoloth + doubling season is OP as expected.
Let me know what you think about it(also some mistakes in planner could be done due to problems with safari browser on ipad... In the end i had to figure out how to manually change the land count in the code before pasting in the forum)

P.s. Edit for wrong numbers for the reason stated above.
Trying also a -2 graveborn +2 beastmaster ascension version... Graveborn double black could be a problem and while the draw is nice, beastmaster can easily win the game the turn it is played sometimes.... Need more testing....
Anyways i have to say this deck plays really different each match depending on your opening hand... It's awesome :)


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PostPosted: Wed Nov 05, 2014 4:59 pm 
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Ok think final version will be:
-2 graveborn, -2 thorn trash(to avoid having too many, on average you want one by 4th turn and maybe one later)
+ 2 beastmaster, + 2 scavenger drake(even if i find them slow.... can help against fliers)

Maybe could use -1 land +1 someting(another scavenger? Uhmmm maybe some removal, resounding thunder even gives the chance for the cicling effect but this deck does not often goes that late game)
Anyways in the current state is already really consistent.


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PostPosted: Thu Nov 06, 2014 9:06 am 
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I'd add ogre battledriver to compliment all the tokens

Also goblin rabblemaster of course, and I'd take out rockslide elemental but debateable


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PostPosted: Thu Nov 06, 2014 9:49 am 
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Had the ogre in one,of the builds works fine and i have to admit could give more chances to transform the deck in a rush deck if the game calls for it...
Rockslide is really great in this deck so i think i will keep it.
Rabblemaster is nice but if not paired with the ogre forces your 1/1 goblins to attack. While this is not a problem most of the time cause you will send them out anyways, sometimes i want to setup for a mycoloth and want to keep them alive.

In the end those changes would lean the deck more toward rush, while a prefer to combo the stuff i get. Personal preference....
But i will definitely put the ogre back in.

Was also trying alara obelisk with tri lands instead of gates... But the obelisk itself even with all colors looks still too slow without ramp to give benefit/turn a game around.


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PostPosted: Thu Nov 06, 2014 12:32 pm 
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I have found Bloodghast to be a good sac outlet too.


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PostPosted: Thu Nov 06, 2014 1:02 pm 
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I think one of the best cards Jund gained is resounding thunder.


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PostPosted: Thu Nov 06, 2014 1:05 pm 
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I was actually thinking of swapping out Auger Spree for Resounding Thunder in my current midrange list. It'll be bad against an early Brimaz, but I think the difference between 3 and 4 is pretty negligible in the meta and the cycling option is both affordable and ridiculous. Oh, and uncounterable.

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PostPosted: Thu Nov 06, 2014 1:54 pm 
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My thoughts exactly, the card is ridiculous when you cycle it and you still have ground assault for anything you can't kill early on.


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PostPosted: Thu Nov 06, 2014 2:01 pm 
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I think Jund will be the most versatile deck with the dlc


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PostPosted: Thu Nov 06, 2014 2:28 pm 
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I would be wary of making that switch Hakeem. My concern is that the expansion added several new 4 defense threats..

I understand cycling it is pretty awesome, just offering up the thought of the other threats out there and the 3 cost to deal with those vs the 7 I believe of cycling.

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Last edited by 2bestest on Thu Nov 06, 2014 2:32 pm, edited 1 time in total.

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PostPosted: Thu Nov 06, 2014 2:31 pm 
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We'll see how the meta shakes out, but Spree is only better for the first six turns or so (or against Creepy Doll or something); after that, Thunder is bonkers.

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PostPosted: Thu Nov 06, 2014 2:33 pm 
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Hakeem928 wrote:
We'll see how the meta shakes out, but Spree is only better for the first six turns or so (or against Creepy Doll or something); after that, Thunder is bonkers.


Those first turns are what I am most concerned about with your midrange. ;)

The late game of the build is already amazing.

Too bad there isn't a sideboard present with a Best of 3 game play or something available. That would be really spiffy.

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PostPosted: Sat Nov 08, 2014 10:30 am 
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With the new spells I think a Jund midrange deck is viable, no more fatties stuck in your hand or top decking a useless cultivate, just power, value and removal.

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

Untitled deck

A deck for Magic 2015.

60 Cards (19 :creature: , 17 :instant: , 24 :land:)

Cost 2 cards
■■■■
Shock
Cost 14 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■■
Treasured Find
Cost 12 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■
Anger of the Gods
■■■
Resounding Thunder
■■
Tribute to Hunger
Cost 2 cards
■■
Graveborn Muse3/3
Cost 4 cards
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Shadowborn Demon5/6
Cost 2 cards
■■
Banefire
Land24 cards
■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
7
Forest
6
Mountain
3
Swamp


As it stands this has only had 10 games against the computer. I will be testing more tomorrow but wanted to get some feedback first. Is there anything that is glaringly wrong or something I have missed?

Edit - removed viscera dragger for Kresh, an extra treasure find and 2 shock


Last edited by Monk1410 on Sat Nov 08, 2014 1:29 pm, edited 1 time in total.

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PostPosted: Sat Nov 08, 2014 12:09 pm 
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I really don't like Viscera Dragger in this shell at all. What's the thought process behind that selection? I'd also be wary of the Thrinax/Anger nonbo.

My main concern, though, is a win condition because I don't think beating down with 3/3s will get you there. I see Rabblemasters, Mycoloth, and Banefire. Rabblemaster is good but easy to remove, Banefire is slow in this deck, so you really need a Mycoloth and even then you don't really have that much fodder to feed it.

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PostPosted: Sat Nov 08, 2014 12:13 pm 
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Dragger can probably be cut, it was just a value card that also works with wayfinder. It was in my original shell with bloodghast and vengevine. It can probably come out.

I think you will win a lot of games through grinding them out then finishing with resounding thunder and banefire. What would you add over dragger?

Thrinax and anger is fine, they are for different matchups and you can usually use thrinax to make them over extend.


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PostPosted: Sat Nov 08, 2014 12:17 pm 
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I'll have a closer look at the pool when I get home but why aren't you playing Kresh? And no Inferno Titan? He can crack up a Thrinax to let Mycoloth go nuts and power up Kresh at the worst.

And about Resounding Thunder and Banefire, those require a ton of mana and you may have to burn them as creature removal. What about a singleton Charmbreaker Devils to give you a bit more freedom to spend them early?

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