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PostPosted: Sat May 09, 2015 3:18 pm 
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Hello everyone.
This is my first deck post. I hope you all enjoy.
I have many more ideas/decks, but this seemed like the most original.. in a format that is hard to be original, while still remaining competitive.


It's a red, blue, and white land destruction deck with a focus on bringing your land destruction and other control spells back and cast them again to continue the destruction.
Your win condition is token generation from young pyromancer and talrand.
SO... yes it's land D.. people will hate you, and you can revel in their blood, sweat, and tears while you enjoy playing something a little fresh and new that is still competitive in the current meta.

Here's the primary llist:

white cards-
2 cloudshifts
1 reprisal
3 raise the alarm
2 angelic edict (dealing with nasty threats you didn't land D enough to prevent or could not counter such as Pelakka Wurm, or for Baneslayer, etc.)

blue cards-
2 vapor snags
4 think twice
2 negate
3 dissolve
2 talrand, the sky summoner
2 archaeomancer

red cards-
4 shocks
2 young pyromancer
3 techtonic rifts
4 demolish

gold cards-
3 warden of the eye

The wardens and archaeomancers create a lot of versatility in what you bring back and use from the graveyard. If land D is working, then just bring back more and keep on the assassination of nature plan(and watch your opponents scream with frustration at you) or.. if they have too much land ramp or are putting too much pressure on you, start bringing back your edicts, shocks, dissolves, etc. and control them tell your tokens go wide enough to alpha strike for the win.

There is some possible includes here to consider with the deck but what you take out is up to you.
Here's just a few of the ideas:
-Goblin electromancer (turn three Land D is even better than turn four, plus is synergizes with all the other spells in the deck)
-Sphinx-bone wand (alternate win condition, little late game for me though)
-Guttersnipe (another alternate win condition)
-Anger of the gods(would not hold it against you to include, as the amount of aggro, token production, and graveyard interaction is basically 80 percent of the meta currently.... it may hurt you as much as them though..)
-wall of omens(not a bad idea.. it plays well with control and draws a card for you.. all good things, i just can't quite find room in the build as it is)
-safe passage(honestly not many people would think of this card, but given the right conditions, it can be a back breaker against opponents whether used in offense or defensive ways)
-and.. im sure there is many others.


Well hope you all like playing this deck. Good luck!

I'll probably post some more decks soon, depending on receipt of this one :)


-Illsymptoms


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PostPosted: Sun May 10, 2015 3:06 am 
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As this game draws to a close it's hard to keep things interesting. I decided the best way to do that was to build a deck where every game would play out differently. It is not the most competitive but it is definitely fun

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

He's lost it, he's finally lost it

A one vs. one deck for Magic 2015.

60 Cards (9 :creature: , 26 :instant: , 25 :land:)

Cost 4 cards
■■■
Cloudshift
Quicken
■■■
Righteous Blow
■■■
Shock
Cost 10 cards
■■
Wall of Omens0/4
■■
Young Pyromancer2/1
■■■
Courier's Capsule
■■■
Ior Ruin Expedition
■■■
Negate
■■■
Nullify
■■■
Peel from Reality
■■
Reprisal
■■■
Think Twice
■■■
Voyage's End
Cost 6 cards
Brimaz, King of Oreskos3/4
■■
Guard Gomazoa1/3
Anger of the Gods
■■■
Bolt of Keranos
■■
Dissolve
■■■
Resounding Thunder
Cost 3 cards
■■■
Archaeomancer1/2
Talrand, Sky Summoner2/2
■■■
Inspiration
Cost 5 cards
Baneslayer Angel5/5
■■
Warden of the Eye3/3
■■■
Angelic Edict
Time Warp
■■■
Traumatic Visions
Cost 4 cards
Counterlash
Obelisk of Alara
Planar Cleansing
■■■
Thassa's Bounty
Cost 1 card
Sphinx-Bone Wand
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 1 card
Banefire
Land25 cards
■■
Arcane Sanctum
■■■
Azorius Guildgate
■■■
Boros Guildgate
■■
Crumbling Necropolis
■■
Frontier Bivouac
■■■
Izzet Guildgate
■■
Jungle Shrine
■■
Mystic Monastery
■■
Nomad Outpost
■■
Seaside Citadel
7
Island
4
Mountain
4
Plains


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PostPosted: Sun May 10, 2015 3:13 am 
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Out o yo mind lol!

Edit: IMO, it's almost right, but Titan for Visions would be much better.


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PostPosted: Sun May 10, 2015 4:35 am 
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are EDH builds gonna be a thing now cause that would be fun


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PostPosted: Sun May 10, 2015 12:08 pm 
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just for the lockhammer:

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

Team Murica!

A one vs. one deck for Magic 2015.

59 Cards (15 :creature: , 25 :instant: , 20 :land:)

Color 10 cards
■■■■
Raise the Alarm
■■■■
Squadron Hawk1/1
■■
Mentor of the Meek2/2
Color 11 cards
■■■■
Vapor Snag
■■■
Military Intelligence
■■■■
Think Twice
Color 19 cards
■■■■
Goblin Bushwhacker1/1
■■■■
Shock
■■■■
Krenko's Command
■■■
Young Pyromancer2/1
■■
Goblin Rabblemaster2/2
■■■■
Trumpet Blast
Colorless20 cards
■■
Crumbling Necropolis
■■■
Mystic Monastery
■■
Nomad Outpost
5
Island
5
Mountain
5
Plains


Um... this deck is explosive, when it works. Obviously 3 color aggro isn't really a thing. If you get a source of each color in your opening hand, you've probably won the game (IF). I'm still testing this, but I thought it would be fun to post it up already.

note: I'm not sure when I made this, I have no recollection of putting it together. lol... but I was testing a couple slower decks of mine in practice mode, and this thing pops up and beats the heck out of me - a couple of times. Not even sure where it came from. (actually worried that it may be someone else's deck - although I doubt it - so if it is let me know where I got it).


Last edited by DJ0045 on Sun May 10, 2015 4:30 pm, edited 3 times in total.

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PostPosted: Sun May 10, 2015 1:43 pm 
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[manapie 90 w u -b r -g][/manapie]

RWU Shiftmancer

A deck for Magic 2015.

60 Cards (15 :creature: , 21 :instant: , 24 :land:)

Cost 9 cards
■■■■
Cloudshift
■■
Elixir of Immortality
■■■■
Shock
Cost 7 cards
■■■
Wall of Omens0/4
■■■■
Think Twice
Cost 5 cards
■■■
Guttersnipe2/2
■■■■
Act of Treason
Cost 4 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
Cost 7 cards
■■■
Warden of the Eye3/3
■■■
Angelic Edict
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Banefire
Land24 cards
■■
Arcane Sanctum
■■
Crumbling Necropolis
■■
Jungle Shrine
■■■
Mystic Monastery
■■
Seaside Citadel
5
Island
5
Mountain
6
Plains


I guess this archetype is pretty exhausted by now, but it's alot more fun now, with the addition of Warden of the Eye. Basically a Jeskai variant of the classic Azorius shiftmancer deck, with some burn potential from red. Added 2 Act of Treason for the lols with Cloudshift.

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PostPosted: Sun May 10, 2015 1:50 pm 
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Looks good man, looks fun.


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PostPosted: Sun May 10, 2015 2:55 pm 
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Kjersleif wrote:
[manapie 90 w u -b r -g][/manapie]

RWU Shiftmancer

A deck for Magic 2015.

60 Cards (15 :creature: , 21 :instant: , 24 :land:)

Cost 9 cards
■■■■
Cloudshift
■■
Elixir of Immortality
■■■■
Shock
Cost 7 cards
■■■
Wall of Omens0/4
■■■■
Think Twice
Cost 5 cards
■■■
Guttersnipe2/2
■■■■
Act of Treason
Cost 4 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
Cost 7 cards
■■■
Warden of the Eye3/3
■■■
Angelic Edict
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Banefire
Land24 cards
■■
Arcane Sanctum
■■
Crumbling Necropolis
■■
Jungle Shrine
■■■
Mystic Monastery
■■
Seaside Citadel
5
Island
5
Mountain
6
Plains


I guess this archetype is pretty exhausted by now, but it's alot more fun now, with the addition of Warden of the Eye. Basically a Jeskai variant of the classic Azorius shiftmancer deck, with some burn potential from red. Added 2 Act of Treason for the lols with Cloudshift.


There is a lot I like about the flexibility of this deck but it feels like it is at an awkward spot between an aggressive kiln fiend archetype and a control archetype. With all that spell recursion a few copies of dissolve / planar cleansing would give significant board control. The damage from guttersnipe and banefire could be excellent as a finisher, but you do not have the traditional red aggroish elements of kiln fiend, pyromancer, and rabblemaster.

I will play it before posting more. My suggestion now is to drop the elixir and the 3 wall of omens. The wall is not as necessary with 4x shock. If you want to keep the deck as flexible midrange then young pyromancer would be a good replacement. A single Artful Dodge also be useful. I realize the synergy between wall of omens and cloudshift, but in practice if your opponent is not aiming removal at pyromancer / talrand you should be winning anyway.


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PostPosted: Sun May 10, 2015 3:30 pm 
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DJ0045 wrote:
just for you babassoonist:

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

Team Murica!

A one vs. one deck for Magic 2015.

59 Cards (15 :creature: , 25 :instant: , 19 :land:)

Color 10 cards
■■■■
Raise the Alarm
■■■■
Squadron Hawk1/1
■■
Mentor of the Meek2/2
Color 11 cards
■■■■
Vapor Snag
■■■
Military Intelligence
■■■■
Think Twice
Color 19 cards
■■■■
Goblin Bushwhacker1/1
■■■■
Shock
■■■■
Krenko's Command
■■■
Young Pyromancer2/1
■■
Goblin Rabblemaster2/2
■■■■
Trumpet Blast
Colorless19 cards
■■
Crumbling Necropolis
■■■
Mystic Monastery
■■
Nomad Outpost
5
Island
4
Mountain
5
Plains


Um... this deck is explosive, when it works. Obviously 3 color aggro isn't really a thing. If you get a source of each color in your opening hand, you've probably won the game (IF). I'm still testing this, but I thought it would be fun to post it up already.

note: I'm not sure when I made this, I have no recollection of putting it together. lol... but I was testing a couple slower decks of mine in practice mode, and this thing pops up and beats the heck out of me - a couple of times. Not even sure where it came from. (actually worried that it may be someone else's deck - although I doubt it - so if it is let me know where I got it).


when did I ask for this? ._. also you have 59 cards in the builder


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PostPosted: Sun May 10, 2015 3:48 pm 
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DJ0045 wrote:
just for you babassoonist:

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

Team Murica!

A one vs. one deck for Magic 2015.

59 Cards (15 :creature: , 25 :instant: , 19 :land:)

Color 10 cards
■■■■
Raise the Alarm
■■■■
Squadron Hawk1/1
■■
Mentor of the Meek2/2
Color 11 cards
■■■■
Vapor Snag
■■■
Military Intelligence
■■■■
Think Twice
Color 19 cards
■■■■
Goblin Bushwhacker1/1
■■■■
Shock
■■■■
Krenko's Command
■■■
Young Pyromancer2/1
■■
Goblin Rabblemaster2/2
■■■■
Trumpet Blast
Colorless19 cards
■■
Crumbling Necropolis
■■■
Mystic Monastery
■■
Nomad Outpost
5
Island
4
Mountain
5
Plains


Um... this deck is explosive, when it works. Obviously 3 color aggro isn't really a thing. If you get a source of each color in your opening hand, you've probably won the game (IF). I'm still testing this, but I thought it would be fun to post it up already.

note: I'm not sure when I made this, I have no recollection of putting it together. lol... but I was testing a couple slower decks of mine in practice mode, and this thing pops up and beats the heck out of me - a couple of times. Not even sure where it came from. (actually worried that it may be someone else's deck - although I doubt it - so if it is let me know where I got it).


when did I ask for this? ._. also you have 59 cards in the builder


We were talking about it somewhere, like a week ago. No idea why it came up, lol. I just remember the thread.

Mountain is the missing card, sorry bout that.

Actually wait... I remembered it wrong! It was the lockhammer. Sorry. :-/


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PostPosted: Sun May 10, 2015 4:06 pm 
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it's cool


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PostPosted: Sun May 10, 2015 4:49 pm 
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Posts: 138
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HenWen wrote:
Kjersleif wrote:
[manapie 90 w u -b r -g][/manapie]

RWU Shiftmancer

A deck for Magic 2015.

60 Cards (15 :creature: , 21 :instant: , 24 :land:)

Cost 9 cards
■■■■
Cloudshift
■■
Elixir of Immortality
■■■■
Shock
Cost 7 cards
■■■
Wall of Omens0/4
■■■■
Think Twice
Cost 5 cards
■■■
Guttersnipe2/2
■■■■
Act of Treason
Cost 4 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
Cost 7 cards
■■■
Warden of the Eye3/3
■■■
Angelic Edict
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Banefire
Land24 cards
■■
Arcane Sanctum
■■
Crumbling Necropolis
■■
Jungle Shrine
■■■
Mystic Monastery
■■
Seaside Citadel
5
Island
5
Mountain
6
Plains


I guess this archetype is pretty exhausted by now, but it's alot more fun now, with the addition of Warden of the Eye. Basically a Jeskai variant of the classic Azorius shiftmancer deck, with some burn potential from red. Added 2 Act of Treason for the lols with Cloudshift.


There is a lot I like about the flexibility of this deck but it feels like it is at an awkward spot between an aggressive kiln fiend archetype and a control archetype. With all that spell recursion a few copies of dissolve / planar cleansing would give significant board control. The damage from guttersnipe and banefire could be excellent as a finisher, but you do not have the traditional red aggroish elements of kiln fiend, pyromancer, and rabblemaster.

I will play it before posting more. My suggestion now is to drop the elixir and the 3 wall of omens. The wall is not as necessary with 4x shock. If you want to keep the deck as flexible midrange then young pyromancer would be a good replacement. A single Artful Dodge also be useful. I realize the synergy between wall of omens and cloudshift, but in practice if your opponent is not aiming removal at pyromancer / talrand you should be winning anyway.
Thanks for the feedback. Sound advice! Yeah, it's not entirely sure what it wants to be. The pyromancer is definitely something that should be here.

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PostPosted: Sun May 10, 2015 5:15 pm 
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DJ0045 wrote:
DJ0045 wrote:
just for you babassoonist:

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

Team Murica!

A one vs. one deck for Magic 2015.

59 Cards (15 :creature: , 25 :instant: , 19 :land:)

Color 10 cards
■■■■
Raise the Alarm
■■■■
Squadron Hawk1/1
■■
Mentor of the Meek2/2
Color 11 cards
■■■■
Vapor Snag
■■■
Military Intelligence
■■■■
Think Twice
Color 19 cards
■■■■
Goblin Bushwhacker1/1
■■■■
Shock
■■■■
Krenko's Command
■■■
Young Pyromancer2/1
■■
Goblin Rabblemaster2/2
■■■■
Trumpet Blast
Colorless19 cards
■■
Crumbling Necropolis
■■■
Mystic Monastery
■■
Nomad Outpost
5
Island
4
Mountain
5
Plains


Um... this deck is explosive, when it works. Obviously 3 color aggro isn't really a thing. If you get a source of each color in your opening hand, you've probably won the game (IF). I'm still testing this, but I thought it would be fun to post it up already.

note: I'm not sure when I made this, I have no recollection of putting it together. lol... but I was testing a couple slower decks of mine in practice mode, and this thing pops up and beats the heck out of me - a couple of times. Not even sure where it came from. (actually worried that it may be someone else's deck - although I doubt it - so if it is let me know where I got it).


when did I ask for this? ._. also you have 59 cards in the builder


We were talking about it somewhere, like a week ago. No idea why it came up, lol. I just remember the thread.

Mountain is the missing card, sorry bout that.

Actually wait... I remembered it wrong! It was the lockhammer. Sorry. :-/


I did?

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PostPosted: Sun May 10, 2015 5:46 pm 
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I guess not then. Lol. Still, the discussion we had inspired the deck. I guess that's about it. Some general silliness in the mono-color thread, talking about different names people use for Jeskai, Abzan, etc... Forget it, I'm feeling a bit foolish right now in this little fail thread I've created for myself.

I'm going to get back to my equally silly 5-color deck now... Ciao.


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PostPosted: Tue May 12, 2015 10:23 am 
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Here's a deck I've been working on for a bit. It's obviously closely akin to Unmemorable in previous posts. I want to add a few small milling options to make the end move along and cut down on the trolling.

What do you think?
[manapie 90 w u -b r -g][/manapie]

Unmade

A deck for Magic 2015.

60 Cards (6 :creature: , 30 :instant: , 24 :land:)

Creature6 cards
■■■
Doorkeeper0/4
■■■
Wall of Omens0/4
Spell30 cards
■■
Elixir of Immortality
■■
Quicken
■■■■
Nullify
■■■■
Think Twice
■■
Anger of the Gods
■■■
Dissolve
■■■■
Inspiration
■■■■
Angelic Edict
■■
Planar Cleansing
■■■
Thassa's Bounty
Land24 cards
■■■■
Azorius Guildgate
■■■■
Boros Guildgate
■■■■
Izzet Guildgate
■■■
Mystic Monastery
7
Island
4
Mountain
4
Plains


I'm up in the air about quicken. I thought it would be cheep draw with the possibility for a quick planar clensing on the opponents turn if I was desparate.


Last edited by klye on Tue May 12, 2015 10:28 am, edited 2 times in total.

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PostPosted: Thu May 14, 2015 1:38 am 
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The whole point of the mill win condition in unmentionable is that it devoted 0 card slots to winning, and could therefore pack more card draw and answers into the deck. \\

Mill isn't even a very reliable win condition in this format. The original unmentionable decklist was posted by Danno who played against someone piloting unmentionable, he simply never cast Kozilek and discarded it to his GY. The unmentionable player had no way of winning the game.

It looks like you cut out negate to pack in doorkeeper. This means your deck only has 3 answers to spells like spider spawning, and self mill decks can quickly and reliably get spawning in their graveyard.

The win conditions I would recommend are obelisk of alara and suffer the past. Obelisk can kill someone in 7 turns - but the key is that it has multiple uses - 5 life per turn is a huge deal against banefire. Suffer will A) stop kozilek reshuffles B) stop other graveyard shenanigans C) heal you, providing another answer to banefire and D) close the game down more quickly.

Obelisk and suffer are not creatures. If you play a creatureless deck and drop something like doorkeeper on turn 20 to win the game, then your opponent has been saving every removal spell they draw for 20 turns. Unless you want to expend counterspells to protect doorkeeper, he will usually be a dead homunculus.


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PostPosted: Wed May 20, 2015 8:28 pm 
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HenWen wrote:
The whole point of the mill win condition in unmentionable is that it devoted 0 card slots to winning, and could therefore pack more card draw and answers into the deck. \\\\

Mill isn't even a very reliable win condition in this format. The original unmentionable decklist was posted by Danno who played against someone piloting unmentionable, he simply never cast Kozilek and discarded it to his GY. The unmentionable player had no way of winning the game.

It looks like you cut out negate to pack in doorkeeper. This means your deck only has 3 answers to spells like spider spawning, and self mill decks can quickly and reliably get spawning in their graveyard.

The win conditions I would recommend are obelisk of alara and suffer the past. Obelisk can kill someone in 7 turns - but the key is that it has multiple uses - 5 life per turn is a huge deal against banefire. Suffer will A) stop kozilek reshuffles B) stop other graveyard shenanigans C) heal you, providing another answer to banefire and D) close the game down more quickly.

Obelisk and suffer are not creatures. If you play a creatureless deck and drop something like doorkeeper on turn 20 to win the game, then your opponent has been saving every removal spell they draw for 20 turns. Unless you want to expend counterspells to protect doorkeeper, he will usually be a dead homunculus.


Im not worried about saving the Defenders. They will come back around. And I only need two defenders to make the mill useful. The door keepers help out the beginning to stall, and the end to finish the game. And if my opponent starts killing off my defenders, they usually spend more mana than it's worth. And thats mana they dont spend on me. So thats really not an issue.

This has an obvious weakness against kozilek. But I don't want to throw in suffer the past as it will dilute the colors even further. So, yeah, it as a definite one card auto lose going against it.

I agree with spider spawning. Maybe I should replace a few negates for more hard counters?


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PostPosted: Thu May 21, 2015 11:03 am 
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klye wrote:

Im not worried about saving the Defenders. They will come back around. And I only need two defenders to make the mill useful. The door keepers help out the beginning to stall, and the end to finish the game. And if my opponent starts killing off my defenders, they usually spend more mana than it's worth. And thats mana they dont spend on me. So thats really not an issue.


I wasn't suggesting that doorkeepers are bad because it slows down the speed at which you win.

Every card in unmemorable fits into one of 3 categories:
One for one answer (including removal and counterspells)
Card draw (including cantrips like wall of omens)
board wipe
And I guess Elixir is extra.

What does this mean? Every card is going to answer a threat your opponent has, answer multiple threats your opponent has, or draw you more answers.

Doorkeeper does none of these. The most important resource for a control player isn't mana. If your opponent spends a turn killing doorkeeper that tempo loss usually does not matter because this isn't a tempo deck. You didn't answer one of their threats, instead you "turned on" a useless card in their hand by playing a creature.

With a control deck, usually you are playing against decks that are like 2/3 threats, 1/6 removal and 1/6 potentially dead cards. Beastmaster ascension is a dead card if your opponent has no creatures. And removal is a dead card if you have no creatures. So if you focus on taking out those 2/3s of cards that are threats you are bound to win. Meanwhile, your opponent mine as well be drawing blanks for 1/3 of their non-land cards, while you are drawing nothing but gas.

This is why I suggested win conditions that double as answers. Kozilek does your reshuffling in lieu of elixir (in fact he is more reliable) but can also win you the game in 2 turns, and draws a ton of cards even if he dies. Suffer the past deals with graveyard shenanigans, heals you past banefire, and can win the game. Obelisk can do all sorts of nifty stuff.

Finally I will note unmemorable did have the 0/4 for 2 mana wall of omens, so adding in another 0/4 for 2 mana wall may seem like a no brainer. But spells that cantrips function completely differently from a card advantage perspective. Omens gets you closer to drawing your all important board wipes and counterspells, it has a net cost of 0 from a card advantage perspective.

Not trying to nitpick, just trying to explain the basic card advantage theory that is (or should be) the linchpin of building a control deck.


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PostPosted: Sat May 30, 2015 2:31 am 
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Joined: May 30, 2015
Posts: 2
As you can see, in the title, this is a warp world deck. I chose the colors because they have the strongest ETB abilities and for the ability to return warp world to your hand. For starters, I'll go ahead and post the deck list of the latest and below that will have explanations for the card choices.

Lands -
3 Plains
4 Mountains
4 Islands
2 Jungle Shrine
2 Arcane Sanctum
2 Seaside Citadel
3 Mystic Monastery
1 Azorius Guildgate
1 Boros Guildgate
2 Izzet Guildgate

Land Base explaination
Obviously, the dual color lands aren't important if they are trilands or guildgates but I just like the combination and confusing information can affect your opponents way of playing against you. You want to run basics for tempo and to hit Warp World chains

Creatures

3 Wall of Omens
1 Brimaz, King of Oreskos
2 Mentor of the Meek
2 Banisher Priest
2 Attendant Knight
2 Kor Cartographer
1 Captain of the Watch
1 Resolute Archangel
3 Guard Gomazoa
1 Master of Waves
1 Jalira, Master Polymorphist
1 Roil Elemental
1 Goblin Rabblemaster
1 Ogre Battledriver
1 Kozilek, Butcher of Truth
1 Warden of the Eye
1 Inferno Titan

Wall of Omens and Guard Gomazoa - These will help you stall. Wall Cantrips while Gomazoa blocks anything and especially helpful vs flyers because we are particular vulnerable to flyers.
Brimaz and Rabblemaster - These generate tokens basically each turn they are out which are more permanents for Warp World and also give us early game pressure if dropped turn 3.
Mentor of the Meek - Pretty straightforward with all the tokens we make and becomes a real engine late in the game or after a Warp World resolves.
Banisher Priest - Pretty much the decks only pseudo-removal. Moves pesky things out of the way but remember they come back after a warp.
Attendant Knight, Captain of the Watch, Master of Waves - ETB Tokens, straight-forward token producers
Kor Cartographer - Early to mid game ramp, generates 2 for 1s with Warp World
Jalira - 1 Card warp world, helps dig through your deck to make more tokens, get more lands, or draw more cards
Roil Elemental - Off a warp world steals all of your opponent's creatures
Ogre Battledriver - Haste and pump off of warp world or for Brimaz/Rabblemaster tokens to come out hitting harder
Kozilek - Does this really need to be explained? Hit it off a Warp World and feel good
Warden of the Eye - New addition to the deck, replaces the old wizard who is only 1/2. The 3 toughness is great. Allows you to loop Warp Worlds by returning after it resolves
Inferno Titan - Kills small guys, helps close out very quickly on it's own

Spells
1 Time Warp
2 Warp World
2 Planar Cleansing

Time Warp - Because extra turns are fair
Warp World - Keypiece in the deck for big wins
Planar Cleansing - Boardwipes are important when you are stalling trying to get to 8 mana

Artifacts
1 Elixir of Immortality
2 Darksteel Ingot
2 Meteorite
1 Courier's Capsule

Elixir - In case you lose Kozilek and are afraid you will mill out
Darksteel Ingot - Ramp
Meteorite - Ramp with a shock attached, fun to hit off of Warp World when they hit dorks
Capsule - Card draw on a permanent


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PostPosted: Fri Jun 26, 2015 2:17 pm 
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Joined: Mar 12, 2015
Posts: 5
Preferred Pronoun Set: He
I've playing an Jeskai Controll / Goodstuff Deck lately. Thought I report it and my expirience with it. The game is essentially a WU Controll Deck that splashes Red for some Cards that can remove efficiant or close out the game in a few turns. The Trilands are just glorified gates, that present aditional colors for the Obelisk. Its not uncommon that you have all 5 Modes active.

ColorlessWhiteBlueBlackRedGreenAzoriusOrzhovBorosSelesnyaDimirIzzetSimicRakdosGolgariGruulEsperJeskaiBantMarduAbzanNayaGrixisSultaiTemurJundGreenlessRedlessBlacklessBluelessWhitelessRainbow

Jeskai Controll

A deck for Magic 2015.

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

Cost 3 cards
■■■
Cloudshift
■■
Quicken
Cost 15 cards
■■■
Wall of Omens0/4
■■
Young Pyromancer2/1
■■■
Negate
■■■
Nullify
■■■■
Think Twice
Cost 5 cards
Chasm Skulker1/1
Anger of the Gods
■■■
Dissolve
Cost 3 cards
■■■
Inspiration
Cost 2 cards
Baneslayer Angel5/5
■■■
Traumatic Visions
Cost 5 cards
Inferno Titan6/6
Counterlash
Obelisk of Alara
■■
Planar Cleansing
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Banefire
Land24 cards
■■
Arcane Sanctum
■■
Crumbling Necropolis
■■
Frontier Bivouac
■■
Jungle Shrine
■■■
Mystic Monastery
■■
Seaside Citadel
5
Island
4
Mountain
4
Plains


My Resukts with this Deck over the last 2 days is:

Won Games
W - WB Lifegain
W - Mono G Elves
W - Golgari Spiderspawn / Graveyard
W - BW Vamps
W - Temur Badstuff
W - Mardu Heroic
W - 5? Color Bonewand
W - Mono white Aggro / Midrange / Lifegain
w - Abzan Goodstuff
W - Mono white Aggro
W - UB Discard (why would anyone even play this bad deck?)

Lost Games
L - UW Aggro (I was at 8 and the opponent was at 6 damage on bard. His last card was a pestermite with what he tapped down my 6th land. I couldnt stop the timer to counter it so he just smashed in with 8 and the cleansing in my hand was stranded. Of corse Aggro vs Controll will always be close at times.)
L - BW Lifegain


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