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PostPosted: Tue Mar 01, 2016 10:49 am 
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I'd run emeria shepherd over waterveil


No waterveil helped a lot of the time, sheperd hardly any permanents wouldn't work


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PostPosted: Tue Mar 01, 2016 11:06 am 
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yeah hardly any perminates, unlike you know, your win conditions, 8 draw effects 4 of which can be used to hold back giant creatures once you run out of fog effects, or if you just need to hold of ulamog, totally worthless


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PostPosted: Tue Mar 01, 2016 1:31 pm 
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Preferred Pronoun Set: 46 & 2
MM, I'd consider one or two more black sources so you can spectrum for four cards more consistently other than that I don't think veil fits here but am not sold on Shepard either

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PostPosted: Tue Mar 01, 2016 2:08 pm 
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MM, I'd consider one or two more black sources so you can spectrum for four cards more consistently other than that I don't think veil fits here but am not sold on Shepard either


Consider some for me.


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PostPosted: Tue Mar 01, 2016 7:13 pm 
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Preferred Pronoun Set: 46 & 2
Maybe a Woodland Cemetery for a forest. If your seeing a lot of enchament hate I'd also find room for a couple Disperse

Edit: alternatively I'd cut a spectrum and veil for 2 Disperse, it wouldn't mess with your current mana balance and your draw package should still be sound. I really couldn't count the times a well placed disperse won me the game or allowed me to survive to do so

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PostPosted: Thu Mar 03, 2016 7:53 am 
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I would run the full 4 copies of evolving wilds, and add a single swamp (or mountain) for the converge spells.


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PostPosted: Mon Mar 07, 2016 9:40 pm 
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Hi everyone,

after months of occasional reading in here I decided to make an account to share my favourite deck from this season, the one I used to climb to rank 40.

Deck: Untitled Deck Image Image Image

//Creatures+PWs
3 Jaddi Offshoot
3 Elvish Visionary
3 Bounding Krasis
1 Reclamation Sage
1 Nissa, Vastwood Seer
2 Woodland Wanderer
1 Kiora, Master of the Depths
2 Drowner of Hope
1 Woodland Bellower
1 Greenwarden of Murasa
1 Oblivion Sower
1 Ulamog, the Ceaseless Hunger

//Spells
1 Reprisal
3 Natural Connection
3 Spell Shrivel
2 Scatter to the Winds
2 Coastal Discovery
2 Tragic Arrogance
2 Planar Outburst
1 Nissa's Renewal

//Lands
5 Forest
3 Island
2 Plains
2 Lumbering Falls
2 Hinterland Harbor
2 Prairie Stream
2 Glacial Fortress
2 Canopy Vista
2 Sunpetal Grove
1 Azorius Guildgate
1 Rogue's Passage

Image Display deck statistics

The basic idea was playing Simic, because they have so many great instant speed options in the 3CC slot allowing for lots of versatility, rounded out by powerful value plays in the late game. However Simic alone was lacking mass removal to survive against aggro, so I was looking for a splash to take care of that. White won eventually, because both sweepers have great synergy with my manlands, it allows me to play some tech cards like Reprisal (it always finds a target with so much green being played) and some other cards I had experimented with. Bant also has the best manabase with access to the highest amount of (good) duals.

In a usual game I will try to play control in the early game, sweep the board leaving me with a fatty and/or a manland or two, and then tap down whatever the opponent has left to swing for the win. Occasionally it can also get more tempo draws, normally involving Bounding Krasis and Woodland Wanderer and outspeed some slower control decks. Here too the tapping comes in quite handy. Drowner of Hope and Woodland Bellower are the MVPs in both cases. Rogue's Passage has also proven itself to be very useful at getting the final points of damage through.
It is really consistent and doesn't really have any bad matchups. (Maybe Mill? But I haven't encountered that ever.) Losses I had were against god draws by moss or aggro, my own misplays and the occasional mana flood. Overall pretty rare though.

I used to run Gideon and Part the Waterveil but I cut them for more counters when I started encountering more Mosses. Gideon is super strong, but the early was not always easy to cast and he doesn't have too much synergy with the rest of the deck. Waterveil is awesome and won some games, but in the end it felt kind of win-more and a bit slow.

Some notable exclusions:
Acid Moss - it's too slow, not instant and doesn't fix blue. These drawbacks are not worth the chance of screwing someones mana. In this deck Natural Connection is so much better.
From Beyond - it's way too slow, I don't need the tokens for ramp or other synergies, and I don't need to fetch Ulamog, because I have plenty other wincons. I rather play Coastal Discovery, because drawing cards is always good and adding on a 4/4 land creature pushes it over the top.

Yeah, so if you like Control and are tired of Moss I can only recommend trying this out. :)


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PostPosted: Tue Mar 08, 2016 1:41 am 
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Fun and competitive deck. You saved me a post :) I just dictated a very similar list to 3b yesterday; I ended up only a few cards different. 4 connection is a must here, and I don't run the bellower package, I have an edict in instead since this deck gets to ulamog slower than mossboys.
I think you are wrong about From Beyond; I often don't crack it, since I never did cut Gideon, and he's real strong with Scion tokens or awakened lands; in mid-game this deck can just fight opponent on board unlike most control decks thanks to, amongst other things, From Beyond + Drowner. Wanderer is nice but not stellar, especially since you run 4 whipes. I have a bit more early disruption in 2 clutch and a disperse, too. I don't have tragic arrogance, but if you would run it, it's definately the best deck to run it in since your lands dodge it. Finally, I can't see doing this deck without Part the Waterveil. If you set it up, that card will 1 turn your opponents out of nowhere.

The one thing this deck comes short at for me sometimes is vs RDW; since I have -1 offshoot and no renewal; so sometimes they just burn me out just as a I'm starting to race em.


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PostPosted: Tue Mar 08, 2016 3:12 am 
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The Bellower is at his best in this deck. The power of getting out a Krasis with it is just crazy!
My answers against a resolved Ulamog are usually either countering him or tapping him down until I can either win or at least get rid of him with an Arrogance or my own Ula. Worked out for me so far without edict.
Woodland Wanderer works great with Tragic Arrogance! Because I can keep one guy, the 5/5 vigilant trampler I can play the turn before is absolutely perfect. And just leave the opponent with some 1/1 that is easily trampled over. :D The Planar Outburst is more of an emergency reset button anyway, for when I fall behind too much (i.e. don't have Wanderer or the opponent has taken care of it), and of course as a surprise finisher late game. Wipe their guys and swing with lands for the win. Kind of like Part the Waterveil does it, too.
And yeah, the Offshoots and Connection are real life savers against red aggro.

There are definitely different variations with other synergies to be found in this deck, Gideon with From Beyond sounds pretty cool!


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PostPosted: Tue Mar 08, 2016 3:33 am 
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The thing is if you put it up deck vs deck; your counters are going to be at work vs rolling thunder and moss more often than not. Saving a counter for Ulamog only works in some cases. Tapping Ulamog is fine, but only works if you managed to get enough damage in before. I like my 1 off edict as an extra out. I think it's playing styles; Your deck is more midrangeish. I can understand your choices since you beat a bit harder faster, in exchange for some power and inevitability.

Also, this deck has the best t3 in the 'format'. Get to choose on opponent endstep, counter; krasis; or ramp ! Very often i'm spending my krasises t3, since it's one of the best ways to pressure gruul. I prefer From Beyond over wanderer because its another way to t5 drowner and gives you inevitability (the synergy there beats a 5/5 trampler imo). I did end up slotting 1 Tragic Arrogance back in though :)

The thing with waterveil is, it represents a ridiculous amount of reach in a race. If they are coming at you and you have something to hit em back (scion tokens are fine :D) ; then endstep krasis their blocker into awakened Waterveil, it's an almost guaranteed kill, and with From beyond you can cheat that play out way ahead of curve. Even if you have to sack all your scions, the krasis + awakened Lumbering falls represents 21 damage before he gets to untap his mana.


Last edited by Goblin Rabblemaster on Tue Mar 08, 2016 4:25 am, edited 2 times in total.

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PostPosted: Tue Mar 08, 2016 4:13 am 
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I tried that deck out Rabble. I agree with the unparalleled turn 3 utility, and it beats Ramp down quite hard, but I came across a an issue.

Enchantments. With only 1 copy of Edict in the list, that Network I told you about had the potential to wreck the game. I got lucky and managed to stave off for Ulamog turn 10 and finally removing it. Network could have been more explosive if the opponent hit the right cards or had an artifact ;eft on the board when it hit the next upkeep. Had it been a From Beyond, or Evolpea, or Tutelage deck then it could have been disastrous to wait for turn 10 to roll around.

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PostPosted: Tue Mar 08, 2016 4:22 am 
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Yup. If you are afraid of enchants Bellower package is better. EOT disperse; Bounce your token with clutch and smack in, Edict it; or just counter the enchants all works though. Evolpea isn't that dangerous vs this deck; it's mainly From beyond (which most players will not slam t4 vs green/whie decks; so you won't snipe it anyway) and stuff like Tutelage (Tutelage is in for a hell of a race vs your krasises and Lumbering falls though)/Thopter Network/Shadwoflame conjuring.

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PostPosted: Tue Mar 08, 2016 4:33 am 
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I just get those "DOH!" moments when I follow your advice and whack Krasis down, play From Beyond to hit Drowner, then they chuck down their enchantment...

Comes from being told "why didn't you play X there" too much, because the one time I listen and drop counter mana, I wish I hadn't :p

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PostPosted: Tue Mar 08, 2016 4:49 am 
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See but drowner gives you the punch to start racing em; and turns your spells with awaken into real threats. Dracula went further even into the beatdown concept than I did; and I don't think it's necessarily wrong. Just think 'draw-go t1- t3/4; beat face t4/5/tx' :p


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PostPosted: Tue Mar 08, 2016 5:09 am 
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Yea, I just got unlucky with the mass Thopter chunking. He eventually ran out of gas though, I think 2 Ulamog swings helped :p

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PostPosted: Tue Mar 08, 2016 11:13 pm 
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I've been wanting to make a Flash deck for awhile.. and boh's Infuse deck got me all inspired. So I made a deck with a bunch of flash creatures, and instants.. it's turned out pretty decent so far.. but I'd love to hear feedback. I'm tempted to cut lolololololGideon.. as white is the splash and he's hard to play. Some of the decisions I'm struggling with are:

4x Snapping Gnarlid
OR
4x Elvish Visionary
OR
2x Disperse and 2x Horribly Awry or Telling Time.

To Hixus, or not to Hixus?

Do I really need Gatecreeper Vines?

Anyway.. here's the list:

Instantly Bant
2 x Harbinger of the Tides
4 x Elvish Visionary
4 x Gatecreeper Vine

1 x Nissa, Vastwood Seer
3 x Citadel Castellan
3 x Bounding Krasis
2 x Scatter to the Winds
4 x Spell Shrivel

3 x Whirler Rogue
3 x Thunderclap Wyvern
3 x Infuse With the Elements
1 x Gideon, Ally of Zendikar

2 x Hixus, Prison Warden

1 x Part the Waterveil

2 x Plains
3 x Island
3 x Forest
2 x Sunken Hollow
1 x Canopy Vista
2 x Prairie Stream
2 x Drowned Catacombs
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds

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PostPosted: Wed Mar 09, 2016 6:51 am 
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@mega

Took it for an 8 game run. Went 5-3. Halfway through, I felt that I need to make the following changes:
-3 Thunderclap Wyvern -- this card did nothing for me, it sat in my hand and was not a welcome topdeck
-1 Part the Waterveil -- just looks unnecessary
+2 Woodland Wanderer -- I understand the whole "cast stuff during their turn" concept, but Woody is so much better than Wyvern I think it belongs here
+2 Disperse
-2 Drowned Catacombs
+2 Sulfur Falls -- black is only here for Converge, so nothing wrong with a bit more color variety

This deck hates turn 2 Jace. Also lost to one Gruul Ramp and one Gruul Landfall Dorks (Disperse would have been helpful in that match).

Snapping Gnarlid? For aggro control? Nah, the deck needs to be 100% dedicated to that and this one isn't. Vine felt OK.

Hixus does, of course, belong in the deck, but he's not a sweeper, most of the time I couldn't afford to take the hit. I also forgot that the sumbitch is legendary once :face:


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PostPosted: Wed Mar 09, 2016 7:45 am 
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Thanks Yondar. I ended up putting Woody in too.. don't remember the cut. The two Disperse made it in too before the night was out.. I really wanted them from the beginning. Surprised you didn't like Waterveil.. it won the game 3/4 of the time I cast it.. and Wyvern ambushed fliers for me, and made my Whirler Rogues strong. I could see how Wyvern doesn't 'fit' but it didn't perform too badly for me. I'm gonna run it some more tomorrow night.. I'm sure to put your mana changes in.. as I did have one game where I had three black lands.

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PostPosted: Thu Mar 10, 2016 1:08 pm 
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Hi, just built a bant enchantment deck and its just crazy, so I'm gonna share...

Haven't tested it much yet, but it hasn't lost to humans yet (2-0 against thopters)
1 CMC
1x Fog (live another turn... good to keep in hand for emergencies)

2 CMC
1x Jace, Vryn's Prodigy (Not many instants/sorceries but his ultimate is a win-con and the draw is useful...)
2x Herald of the Pantheon (Not the best synergy, but an irresistible inclusion with all the enchantments)
2x Tightening Coils (underrated low-cost creature neutralizer enchantment)

3 CMC
1x Nissa, Vastwood Seer (no comments)
1x Sphinx's Tutelage (enchantment... thing is, I don't really like mill decks but I love seeing all those threat cards disappearing into the graveyard especially with the mythic one-of limitation)
1x Retreat to Coralheim (I didn't think much of the blue retreat but has performed well in this deck, scry can be very useful for planning ahead or searching for a sweeper...)
2x Claustrophobia (Same as tightening coils. " blue mana hasn't been a problem, the deck does have 26 land...)
2x Retreat to Kazandu (life gain to hopefully survive the initial aggro assault, the deck can take a while to take control)
1x Elemental Bond (This and the sigil are the main combo. Only one because without the sigil is kind of a dead card)
2x Scatter to the Winds (the deck runs a long game,spell shrivel can be useless when your opponent has 8-9 lands already. double blue not a problem so far and awaken is useful too)

4 CMC
1x Valor in Akros (added this after a few plays because there are turns were I'm pissing out heaps of tokens a turn, so lets make 'em count)
2x Retreat to Emeria (Prime token generator)
2x Suppression Bonds (the best and most expensive removal-enchantment. Shame it can't stop man-lands)
2x From Beyond (Ramping token factory and Ulamog tutor. Beyond Broken more like it)
1x Countermand (opponents normally aren't expecting counters from this deck. Save them for opponent win-cons)
1x Gideon, Ally of Zendikar (Token master himself)
1x Kiora, Master of the Depths (can get Ulamog in 1 turn earlier or dig for some creature or land if need be, but the 8/8 tokens are what I like here)

5 CMC
2x Sigil of the Empty Throne (This is the main kill card/theme of the deck)
1x Zendikar's Roil (More tokens... the fact that they're 2/2 hasn't been relevant so far vs Retreat to emeria, but with gideon's ultimate and elemental bond... just crazy)
2x Planar Outburst (I'd run 4 of them if I could... life savers)
1x Angelic Eddict (Just in case Ulamog or some other nastiness turns up)

7+ CMC
1x Emeria Sheppard (still testing the Sheppard. Casting cost isn't a problem and with some enchantment hate going around, its a shame to leave those cards lying useless in the graveyard)
1x Ulamog, the Ceaseless Hunger (This guy and Omnath were in my second last BFZ booster. He took his time to get here, but he's come to stay... The King of phat in Duels)

26 Land
4x Plains
4x Islands
2x Forests
2x Lumbering Falls (costly but extremely useful mid-late game)
2x Canopy Vista
2x Prairie Stream
2x Hinterland Harbor
2x Glacial Fortress
2x Sunpetal Grove
4x Evolving Wilds

So, if you haven't figured it out yet, the idea behind the deck is: Make every single draw awesome. You draw a land, great, make some tokens, scry, gain life and one step closer to Ulamog. Get something else... Great... Planewalk with me or drop a bomb or kill everything or whatever... Swapped instant/sorcery removal for enchantments so that they become 2-for-1s making 4/4 angel tokens and removing threats... There real question is, can you last long enough for the craziness to begin?
Btw, a green deck with no moss. Not sure if the moss can dent a 26 land deck, has to be tested...

Hope you enjoy, take it for a spin. Hopefully you'll get a lot of alt-F4 action from your opponents and have some fun against the AI.
Comments, criticisms, insults, ideas are all welcome. :)

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PostPosted: Sat Mar 12, 2016 1:37 pm 
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Yea, I just got unlucky with the mass Thopter chunking. He eventually ran out of gas though, I think 2 Ulamog swings helped :p

I will actually miss Acid Moss; I feel that it was a relevant gate against some of the silly 4+ color decks that started to show up that otherwise might have dominated the format. I do, however, think that Explosive Vegetation will cement GX ramp decks as a solid choice in the meta, and that I can live with. Ultimately, I hope the Innistrad set brings some much needed diversity without making the meta too insane.

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