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PostPosted: Wed Aug 06, 2014 7:07 am 
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[manapie 90 -w u -b -r -g][/manapie]

Thought Denial

A one vs. one deck for Magic 2015.

60 Cards (10 :creature: , 26 :instant: , 24 :land:)

Cost 4 cards
■■■■
Vapor Snag
Cost 12 cards
■■■
Negate
■■■■
Nullify
■■■■
Think Twice
■■■
Voyage's End
Cost 8 cards
■■
Chasm Skulker1/1
■■■
Guard Gomazoa1/3
■■■
Dissolve
Cost 8 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
■■■■
Inspiration
Cost 1 card
Time Warp
Cost 2 cards
■■
Sphinx-Bone Wand
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
24
Island


Information
Win conditions for this deck include: creating a massive Chasm Skulker and beating your opponent over the head with it (or all the little squideys, should it die); getting Talrand to swarm them with drakes; and Kozilek, who also doubles as mill insurance. But by far the most entertaining win condition is the Magical Wand. The weakest point of your game with this deck is when you cast Sphinx-Bone Wand when you have exactly seven land out. This deck is used to working at instant speed, and with no land untapped you have no recourse should things go wrong.

Edits
Edit 1: Removed unnecessary information and deck stats.
-2 Coral Barrier
+2 Archaeomancer

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Last edited by djAMPnz on Wed Nov 12, 2014 8:34 pm, edited 5 times in total.

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PostPosted: Wed Aug 06, 2014 1:19 pm 
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Regarding your key omissions -- I run almost exactly this build, with -1 Negate, -2 Coral Barrier, and +3 Archaeomancer. Coral Barrier is not a good defender, the 3 toughness without the damage prevention just isn't holding up. The negate or the 3rd mancer is debatable.


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PostPosted: Wed Aug 06, 2014 3:40 pm 
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That's very close to my deck. The biggest differences are I don't run the Bone Wand or Kozilek, and I max out the Negates and Nullifies. I swap Gomazoas with Gargoyles, and don't run the Coral Barriers either. You hit on the main reason I don't run the Bone Wands in my build. The other reason is that the deck already has 4 finishers, and classic mono blue control decks don't really run more than that.

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PostPosted: Wed Aug 06, 2014 3:42 pm 
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archaeomancer here suffer from:
1. a non interesting selection of spells: you have counterspells,bounce,cards draw, some with scry effect that allows you to find what you want from these. you have no way to inject spells into your graveyard. and you usually not in a state to desperately want one of them.
2. doesn't have flash, and this deck wants to work at instant speed.
3. no way to copy him, reanimate him, do infinite turns with him, or enable other combo with him (or look for a missing combo piece in graveyard).

write chasm skulker and not Chasm Skulker.


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PostPosted: Wed Aug 06, 2014 7:55 pm 
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Grunthex wrote:
Regarding your key omissions -- I run almost exactly this build, with -1 Negate, -2 Coral Barrier, and +3 Archaeomancer. Coral Barrier is not a good defender, the 3 toughness without the damage prevention just isn't holding up. The negate or the 3rd mancer is debatable.

Yeah, typing this out I was like "Why aren't I running Archaeomancer?" I'm going to Cut the Barriers to add two of them.

That's very close to my deck. The biggest differences are I don't run the Bone Wand or Kozilek, and I max out the Negates and Nullifies. I swap Gomazoas with Gargoyles, and don't run the Coral Barriers either. You hit on the main reason I don't run the Bone Wands in my build. The other reason is that the deck already has 4 finishers, and classic mono blue control decks don't really run more than that.

For me, the most important factor involved in designing a deck is the fun factor. I don't play to win, hehe. I just like doing cool stuff. Sphinx-Bone Wand is fun.

bentz wrote:
archaeomancer here suffer from:
1. a non interesting selection of spells: you have counterspells,bounce,cards draw, some with scry effect that allows you to find what you want from these. you have no way to inject spells into your graveyard. and you usually not in a state to desperately want one of them.
2. doesn't have flash, and this deck wants to work at instant speed.
3. no way to copy him, reanimate him, do infinite turns with him, or enable other combo with him (or look for a missing combo piece in graveyard).

But the spells aren't supposed to do anything on their own except slow the opponent down. It doesn't matter what they do as long as they trigger Talrand and the Wand.

bentz wrote:

What?

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PostPosted: Wed Aug 06, 2014 8:44 pm 
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djAMPnz wrote:

For me, the most important factor involved in designing a deck is the fun factor. I don't play to win, hehe. I just like doing cool stuff. Sphinx-Bone Wand is fun.


Fair enough. I build my decks to be optimized (in my own opinion of what the optimized build would look like), that's my fun factor. Not that I'm saying Bone Wand isn't good or usable in mono-blue control, if you like it great. I'm just saying there's valid reasons to run it and not to run it.

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PostPosted: Thu Aug 07, 2014 12:51 am 
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whats up guys, i put together a mono blue just for funzies and ive actually gone 7-3 in ranked 1v1 vs randoms. anyways, thought id post n see what u usual suspects could advise!
22 x island

2 x kraken hatchling
2 x fleeting distraction
2 x void snare
2 x quickling
2 x voyage's end
2 x negate
2 x chasm skulker
2 x guard gomazoa
3 x dissolve
2 x frost lynx
1 x bident of thassa
4 x archaeomancer
4 x inspiration
1 x time warp
2 x switcheroo
1 x soul of ravnica
2 x roil elemental
2 x kraken of the straits
2 x avarice amulet


so yea any advice is appreciated. no access to premiums, so dont bother recommending them lol (think twice n talrand would be in for sure)
any advice?


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PostPosted: Mon Aug 11, 2014 8:07 pm 
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[manapie 90 -w u -b -r -g][/manapie]

High Tide

A one vs. one deck for Magic 2015.

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

Cost 12 cards
■■■■
Cloudfin Raptor0/1
■■■■
Triton Shorestalker1/1
■■■■
Vapor Snag
Cost 18 cards
■■■■
Maritime Guard1/3
■■■
Quickling2/2
■■■
Military Intelligence
■■■■
Negate
■■■■
Nullify
Cost 6 cards
■■
Niblis of the Breath2/1
■■■■
Pestermite2/1
Cost 2 cards
■■
Bident of Thassa
Land22 cards
22
Island


Aggro-Control deck designed to overwhelm your opponent due to huge amounts of draw and hard to block and unblockable creatures combined with counterspells.

Basically plays as many creatures as often as possible and tries to draw cards to keep this engine going with Intelligence and the Bident with unblockable Shorestalkers and tricky to block fliers. Holds mana open for counters, and flashes in Faeries if they're not needed. Not much other than a board wipe or a Baneslayer seems able to stop this, and if you do encounter a road bock big enough, then the Nibilis or the Pestermite can temporarily deal with them. Otherwise you don't block - you just continually attack, draw cards, cast more attackers, and repeat.

Very low margins for error, so you have to make you you choose wisely what to counter and what to let through if the alternative is flashing a Faerie, as this is an aggro deck at heart.


Last edited by Stevolutionary on Mon Dec 29, 2014 9:15 pm, edited 7 times in total.

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PostPosted: Tue Aug 12, 2014 9:05 am 
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K Web V3 wrote:
whats up guys, i put together a mono blue just for funzies and ive actually gone 7-3 in ranked 1v1 vs randoms. anyways, thought id post n see what u usual suspects could advise!
22 x island

2 x kraken hatchling
2 x fleeting distraction
2 x void snare
2 x quickling
2 x voyage's end
2 x negate
2 x chasm skulker
2 x guard gomazoa
3 x dissolve
2 x frost lynx
1 x bident of thassa
4 x archaeomancer
4 x inspiration
1 x time warp
2 x switcheroo
1 x soul of ravnica
2 x roil elemental
2 x kraken of the straits
2 x avarice amulet


so yea any advice is appreciated. no access to premiums, so dont bother recommending them lol (think twice n talrand would be in for sure)
any advice?



The deck seems like a mix of aggro control and big creatures not quite sure what the strategy is here. You have 18 spells that cost 4+, i would feel a bit uncomfortable running that with 22 islands total. I would suggest cutting back on the Kraken of the Straights.


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PostPosted: Tue Aug 12, 2014 10:38 am 
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PostPosted: Wed Aug 13, 2014 12:13 am 
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I call my mono-blue deck "Blue Wand"

23 Island

3 Kraken Hatchling
2 Ior Ruin Expedition
2 Voyage's End
3 Think Twice
4 Negate
3 Nullify
3 Guard Gomazoa
3 Dissolve
2 Talrand, Sky Summoner
2 Inspiration
1 Switcheroo
1 Soul of Ravnica
2 Elixir of Immortality
3 Meteorite
2 Sphinx-Bone Wand
1 Kozilek, Butcher of Truth

Don't see anyone else running the Ior Ruin Expedition's or the Meteorite's, but i love them for this deck. The extra card draw helps and the Meteorite's often kill an opponent's key creature like Kiln Fiend, Mentor of the Meek or Banisher Priest. Both are also good at getting you to 7 mana faster, for your Sphinx-Bone Wands.

The Elixir of Immortality's are great at getting some key cards back, and sustaining you lifewise.

And not much is more fun than killing someone with a Negate or Nullify :D


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PostPosted: Wed Aug 13, 2014 2:27 am 
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only reason to run Maritime Guard is if you run switcheroo (because it's just a crap card). Also in this deck, I would play military intelligence to get early card advantage...


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PostPosted: Wed Aug 13, 2014 6:21 pm 
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ickeyray wrote:
I call my mono-blue deck "Blue Wand"

23 Island

3 Kraken Hatchling
2 Ior Ruin Expedition
2 Voyage's End
3 Think Twice
4 Negate
3 Nullify
3 Guard Gomazoa
3 Dissolve
2 Talrand, Sky Summoner
2 Inspiration
1 Switcheroo
1 Soul of Ravnica
2 Elixir of Immortality
3 Meteorite
2 Sphinx-Bone Wand
1 Kozilek, Butcher of Truth

Don't see anyone else running the Ior Ruin Expedition's or the Meteorite's, but i love them for this deck. The extra card draw helps and the Meteorite's often kill an opponent's key creature like Kiln Fiend, Mentor of the Meek or Banisher Priest. Both are also good at getting you to 7 mana faster, for your Sphinx-Bone Wands.

The Elixir of Immortality's are great at getting some key cards back, and sustaining you lifewise.

And not much is more fun than killing someone with a Negate or Nullify :D

Problem with the Expedition is that it doesn't trigger the Wand or Talrand, whereas Inspiration will and Think Twice will... twice... and their card draw is instant. Meteorite could be good with no real direct removal in blue.

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PostPosted: Wed Aug 13, 2014 8:35 pm 
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I think for each combination of colors there are 2 types of decks you can make, aggro and control. With that said I think you can build a total of around 31-40 decks in this game!

Mono U aggro is bobtheratkiller's version...for the Mono U control version however I think these cards are mandatory...

4x Vapor Snag
2x Nullify
3x Negate
3x Dissolve
4x Think Twice

Voyage's End and Inspiration is also up for consideration.
Chasm Skulker and Talrand, Sky Summoner are also there as win conditions along side Roil Elemental.


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PostPosted: Wed Aug 13, 2014 9:54 pm 
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Phalgast wrote:



only reason to run Maritime Guard is if you run switcheroo (because it's just a crap card). Also in this deck, I would play military intelligence to get early card advantage...


Maritime Guard is not the most impressive card, but it's fine filler and the only real 2 drop we have available, (Quickling isn't really a 2 drop). It's a pretty decent at surviving combat and blocks all other 2 drops (even some 3 drops). and a 2/4 from a lord effect is not that bad.

But it's really just filler for 2 drop spot. At worst it keeps your opponent slowed down while you race them with flyers.

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PostPosted: Thu Aug 14, 2014 6:25 pm 
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22 x Island

4 x Kraken Hatchling
4 x Cloudfin Raptor
4 x Triton Shorestalker
4 x Vapor Snag
3 x Military Intelligence
4 x Maritime Guard
2 x Chasm Skulker
3 x Dissolve
4 x Pestermite
2 x Bident of Thassa
3 x Paragon of Gathering Mists
1 x Time Warp


More emphasis on the aggro part, less on counters. Since there are already a couple of similar decks in this thread, I'll focus on the differences:

Kraken Hatchlings are great for this deck. You basically want as many 1-2 CMC creatures as possible to ensure a fast start and early use of Military Intelligence. Also, with such a powerful card draw engine, you can afford to play super cheap cards without lategame potential. The Hatchlings buff your Cloudfin Raptors up to 3/4 and can suck up a lot of damage, which is quite useful in a race situation. Always happy to see them.

Maritime Guard serves a similar purpose and it can trigger Bident of Thassa. If I had to choose, I'd take the Hatchlings for the convenient cost and better Cloudfin synergy, but a full set of both is probably best. You really want as many low cost creatures as possible.

All these cheap creatures are the main reason I don't run the 2 CMC counters. This is an aggro deck and I wanna use the first 3 turns to set up my own win condition. Keeping mana open for counter spells early defeats the purpose of such an aggressive curve. Not saying the aggro-counter-hybrid is bad, but it's definitely slower and has a less consistent early game - that's the price for it's increased safety.

Chasm Skulker synergizes very well with the massive draw power. He's a very strong defender that is quite difficult to remove for non-blue decks. Plus you can always give him flying with the Paragon for a gamewinning attack. I guess you could replace him with Nibilis, but I think the Skulker has the edge here.

Time Warp is always good, especially with a bunch of evasive creatures getting a free swing. The only argument against it would be the high mana cost for a 22 land deck. However, there's enough draw to get you there.

Dissolve is mainly there to secure a winning board later on.


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PostPosted: Thu Aug 14, 2014 6:34 pm 
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Gegliosch? Is that you? I see creatures in the deck.....

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PostPosted: Thu Aug 14, 2014 7:40 pm 
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I run a build pretty much the same as Steve except I run Wind Stakes instead of Maritime Guards, and I use more bounce cards and a few less counters. It's a card drawing, disruptive, evasive aggro machine.

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PostPosted: Fri Aug 15, 2014 2:29 pm 
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Hakeem928 wrote:
Gegliosch? Is that you? I see creatures in the deck.....


:D

Yes, I don't really like the creatureless options this time. Maybe after some expansions.


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PostPosted: Fri Aug 15, 2014 6:00 pm 
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Gegliosch I just wanted to let you know how much I am enjoying the deck you posted. It is by far my favorite aggro deck to take for a spin so far. I keep getting hand after hand where I say this looks a little wonky I think I am finally going to lose a game, and wouldn't you know it the deck just finds ways to win.

The only cards that I questioned while building the deck were Maritime Guard and Time Warp. After playing the deck for about 12 games the only card that I felt went unused or under performed was Time Warp. Every time I could cast it there was no point because I had the option for lethal through casting anything else to either pump the Cloudfin Raptors, Pump all creatures with Paragon of Gathering Mists, Tap a blocker with Pestermite, or Bounce a blocker with Vapor Snag. I think I will sawp Time Warp with Hall of Triumph, because It is great in mono-aggro as a singleton.

10/10 would play again!


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