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PostPosted: Sat Mar 12, 2016 3:58 pm 
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Haven_pt wrote:
Hi, just built a bant enchantment deck and its just crazy, so I'm gonna share...


It looks good, I would definitely cut the elemental bond since if you have your sigil running you don't need additional help to win the game; I would also swap Zendikar's roil for the third retreat to Emeria, since it's just a better card imo.
The deck also seems really weak to aggro, I would go up to 4 tightening coils and 3 retreat to Kazandu, maybe cutting the retreat to coralheim and some counterspells.

I would also consider Nissa's pilgrimage since you have all these landfall enchantments.


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PostPosted: Sun Mar 20, 2016 2:41 pm 
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This is one I've been having some fun with. Doubt it's competitiveness vs T1, but if you get tired of matchmaking waits and want to earn gold off the AI - it makes for fun games.

Bant's Bond

22 Creatures

1x Kytheon, Hero of Akros
4x Kor Castigator
1x Jace, Vryn's Prodigy
3x Skyrider Elf
3x Bounding Krasis
1x Nissa, Vastwood Seer
2x Woodland Wanderer
2x Primal Huntbeast
2x Outland Colossus
1x Greenwarden of Murasa
2x Plated Crusher

14 Other Spells

2x Slab Hammer (Turning Skyline Cascade and Sandstone Bridge from nonconsiderations, to later game recurring spells)
3x Telling Time (Moar draws)
3x Elemental Bond (In case it's not clear, this is the point of the deck)
2x Wildsize (Getting Outland Colossus renown, messing with combat maths, and moar draws)
2x Sheer Drop (Considered running Suppression Bonds to deal with plainswalkers, but I like Sheer's interactions with Bounding Krasis and Skyline Cascade, along with it's awaken)
1x Gideon, Ally of Zendikar
1x Kiora, Master of the Depths

24 Land

2x Plains
3x Island
6x Forest
2x Prairie Stream
2x Hinterland Harbor
2x Sunpetal Grove
1x Rogue's Passage (Finishing move for the 12/12 colossus)
2x Skyline Cascade (My defensive card for Slab Hammer, which effectively turns it into a removal spell).
2x Sandstone Bridge (Offensive card for the Hammer)
2x Evolving Wilds

The idea is to use card advantage to overwhelm your opponent. Spot removal becomes largely meaningless as every creature that isn't also a plainswalker has a high probability for Elemental Bond to replace it with another 3+ power creature when cast. Sweepers don't hurt as much either, as Bond keeps your hand full and creatures repopulating (survived 2 Radiant Flames, 1 Planar Outburst, and 1 Aligned Hedron Network in the same game and still won :takei:). Nissa, Vastwood Seer and Jace, Vryn's Prodigy generate card advantage, with the latter helping you find bonds before he flips. Telling Time and Wildsize keep card advantage flowing even when you're not dropping creatures with bonds in play, with the former helping you with land fixing early, finding bonds at all, and getting lands out of your way late. Bounding Krasis provides board manipulation to keep your creatures attacking advantageously, and has nice synergy with Sheer Drop and Skyline Cascade. I don't see Slab Hammer run outside of landfall decks, as it's power falls off a cliff when your cards don't care about landfall, but that sucker on Primal Huntbeast, Skyrider Elf, or one of the fatties with a Castcade in play can give tremendous board control.

I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.

Thoughts? Suggestions for improvement?

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PostPosted: Mon Mar 21, 2016 12:02 pm 
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This is one I've been having some fun with. Doubt it's competitiveness vs T1, but if you get tired of matchmaking waits and want to earn gold off the AI - it makes for fun games.

Bant's Bond

22 Creatures

1x Kytheon, Hero of Akros
4x Kor Castigator
1x Jace, Vryn's Prodigy
3x Skyrider Elf
3x Bounding Krasis
1x Nissa, Vastwood Seer
2x Woodland Wanderer
2x Primal Huntbeast
2x Outland Colossus
1x Greenwarden of Murasa
2x Plated Crusher

14 Other Spells

2x Slab Hammer (Turning Skyline Cascade and Sandstone Bridge from nonconsiderations, to later game recurring spells)
3x Telling Time (Moar draws)
3x Elemental Bond (In case it's not clear, this is the point of the deck)
2x Wildsize (Getting Outland Colossus renown, messing with combat maths, and moar draws)
2x Sheer Drop (Considered running Suppression Bonds to deal with plainswalkers, but I like Sheer's interactions with Bounding Krasis and Skyline Cascade, along with it's awaken)
1x Gideon, Ally of Zendikar
1x Kiora, Master of the Depths

24 Land

2x Plains
3x Island
6x Forest
2x Prairie Stream
2x Hinterland Harbor
2x Sunpetal Grove
1x Rogue's Passage (Finishing move for the 12/12 colossus)
2x Skyline Cascade (My defensive card for Slab Hammer, which effectively turns it into a removal spell).
2x Sandstone Bridge (Offensive card for the Hammer)
2x Evolving Wilds

The idea is to use card advantage to overwhelm your opponent. Spot removal becomes largely meaningless as every creature that isn't also a plainswalker has a high probability for Elemental Bond to replace it with another 3+ power creature when cast. Sweepers don't hurt as much either, as Bond keeps your hand full and creatures repopulating (survived 2 Radiant Flames, 1 Planar Outburst, and 1 Aligned Hedron Network in the same game and still won :takei:). Nissa, Vastwood Seer and Jace, Vryn's Prodigy generate card advantage, with the latter helping you find bonds before he flips. Telling Time and Wildsize keep card advantage flowing even when you're not dropping creatures with bonds in play, with the former helping you with land fixing early, finding bonds at all, and getting lands out of your way late. Bounding Krasis provides board manipulation to keep your creatures attacking advantageously, and has nice synergy with Sheer Drop and Skyline Cascade. I don't see Slab Hammer run outside of landfall decks, as it's power falls off a cliff when your cards don't care about landfall, but that sucker on Primal Huntbeast, Skyrider Elf, or one of the fatties with a Castcade in play can give tremendous board control.

I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.

Thoughts? Suggestions for improvement?


I have a similar deck (based on Gegliosch's list he posted somewhere in this thread):

1 CMC
1x Kytheon, Hero of Akros (By far the weakest PW, but can be useful sometimes and can co-exist with the other Gideon)
3x Sunblade Elf (Good value, usually don't need the +1/+1 ability, but it can come in handy in longer games)
4x Clutch of Currents (Awesome card here. Since your guys hit hard, bounce any would be blocker he throws at you and set him back a turn as he has to recast them. Also good for killing blows. Awaken can be useful, but I use it as low-cost temporary removal mostly)

2 CMC
4x Kor Castigator (I actually didn't like this card the first time I saw it, dies to chumps and all. Definitely changed my mind, bounce the chumps and use him to hit home.)
3x Dauntless River Marshal (Hated this guy due to the AI keeping on spamming him in every single game, but he is good value and the tap ability synergizes with the deck for the final blows.)
1x Felidar Cub (Wish he was fatter... Enchantment hate. Could be swapped for the Reclamation Sage, but white is the main color here and the instant speed sac is useful)
3x Skyrider Elf (In this deck I never drop him 2/2. Evasion isn't this deck strong point, so it does give some ally presence in the air)

3 CMC
3x Bounding Krasis (Outstanding utility)
2x Lantern Scout (When facing other aggro decks, this guy just makes you win the race.)
2x Veteran War Leader (Low cost fat. Be careful when you trade critters, because they will make him get skinnier)
3x Elemental Bond (The lungs of the deck. When it comes out, the deck just goes into overdrive. You can win without it if you get decent hands though)
1x Kytheon's Tactics (testing this still, hence the solo card. So far been a win-more card)

4 CMC
2x Woodland Wanderer (Another low-cost bomb. Really good and really cheap. Deal with him fast or lose the game. Also a removal magnet)
2x Kytheon's Irregulars (Really wish these guys were Allies... Still ok value and the tap ability is great for final blows.
1x Suppression Bonds (The removal part is where I have the most doubts. This is expensive and I usually hold it for PWs or to remove the last blocker)
1x Infuse with the Elements (Another card I'm testing. Been pretty good so far, like an instant speed aura that gives trample, useful with the colossus)
1x Gideon, Ally of Zendikar (Gideon is actually a little bit slow in this deck. When you have the bond out, he's usually the last card I play)

5 CMC
1x Outland Colossus (Good Value bomb. A bit too chumpable... And a favorite target for act of treason)
1x Hixus, Prison Warden (Has worked well using flash and as limited removal/sweeper)

22 Land The major hiccup is color-screw. (You can usually hold out long enough for the 3rd color to show up, but it can kill the agressive edge. A good 5 color land would be awesome here, even with hefty penalties. Its hard to ride the curve with a 3 color aggro deck.)
4x Plains
3x Island
3x Forest
2x Canopy Vista
2x Prairie Stream
1x Clifftop Retreat (To push converge a little further... usually does help when it turns up)
1x Hinterland Harbor
2x Sunpetal Grove
2x Glacial Fortress
2x Evolving Wilds

The only creatures that don't trigger the bond are the 1 drops and the solo felidar cub. So the idea is to get the bond into play ASAP and start throwing threats at your opponent faster than he can handle them. This decks beats down pretty hard, almost as fast as RDW. The creature base looks about right, the only doubts I have are with the 5CC. Hixus with flash works great, colossus is good value for mana...

In my version Jace and Nissa are just too slow. Kiora wasn't doing much either... And neither of them activated the bond, so out they went. Still wondering about throwing in some disperse, but I didn't really want to lower the creature density. Instead of classical removal, I use what I believe you call tempo and kind of the push obstacles out of the way instead of really dealing with them, but since this deck is built to apply pressure and should be played that way, that's the whole idea. I believe cards like Kor Kastigator only make sense in a fast deck, so I don't really see the sense of playing them in a deck that also plays 7CC critters.
The slab hammer tricks are interesting but ultimately too slow for my version.

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PostPosted: Mon Mar 21, 2016 2:23 pm 
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Haven_pt wrote:
I have a similar deck (based on Gegliosch's list he posted somewhere in this thread):


I know mine could work better if I ditched the Slab, but it's so much fun when you can recur the zendikar common lands - so I'm willing to sacrifice some overall deck power for the joy Slab gives. I'd probably cut it if I ever took the deck to play higher rank players online though...

I can see why you run Clutch, but it doesn't make sense in mine. If the awaken triggered Bond, it'd be a different story... It'd also remove the doubts I have with running Sheer.

Since I primarily play this deck against AI, I won't even consider Hixus. AI spams Roil Spouts, Reprisals, and can get tricky with the Sandstone Bridge + Aligned Hedron Network to exile normally 4 power creatures - which effectively turns him into a really expensive, Plains-hungry Fog. I can see why you would include him in yours though, since it's built to race faster than mine (and even if he just ended up an overpriced fog, that can be enough to let you win). Mine only races on the rare draws that start me with Kytheon and Kor, and the mana to play them on turn.

I don't run River Marshal because I don't have the Island base to consistently get him to drop as a 3 power creature. If I did (cutting Slab and the common lands, adding more zendikar dual lands with Island type plus basics), I'd sub him in as a strict upgrade for 3 Kors. Kor is ok in mine for the off occasions he allows me to race early, and later he's a better version of Elvish Visionary. He's been a key reason I've survived some board wipes and gotten ahead in rebuild curve.

Kiora wins me so many games in this deck. When I have her in hand to play on turn 4, I have enough defensive ability to get to her ultimate pretty consistently. 3 8/8's that fight and draw me 3 cards = game over every time so far.

Jace serves the function of helping me get to Bond before he flips, and acts as a dummy target to preserve my life total after he flips, so it works in my deck. I run that with the telling times and wildsize because I'm so desperate to hit Bond every game. It still beats AI without it, but it's more fun when the deck fulfills the purpose it was built for. I can see why you don't play him in yours though; doesn't make as much sense in that build. I might still run Nissa in yours... I typically don't use her 2nd ability in other decks I have her in, but with the Bond you can put a 4/4 into play AND draw a card as soon as she flips. Do your games not usually last until turn 7? Hows your reliability with finding Bonds? If yours plays at RDW pace, would it work better if you didn't run Bonds at all?

A few things I've been toying with in my head are subbing something out for Drowner of Hope. I think it would work well to draw me a card and tap out opponent's blockers for a big attack on the same turn. If I could drop a Krasis on the opponents turn, then Drowner on my turn, that would lock down 3 blockers - which should be enough for a lethal attack against decks that don't go wide. It might be better for me than the Colossus... that usually just draws removal right away, so being able to do a tap dance with Drowner even if he's still the same removal magnet seems like a good trade for 1 extra (though single pip) mana cost. I'd like to run Veteran Warleader, but I don't have as many 1 & 2 drops as you do, so I don't know if he'd be as effective to play on tempo... Lantern Scout is one I hadn't even considered, but since I'm already running Kor/Skyrider and could be running Warleader, it might be worth thinking of a way to work her in.

I'm not running many decks that are super aggressive, so I think I'll give yours a spin to see how it handles.

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PostPosted: Mon Mar 21, 2016 3:43 pm 
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I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.

Thoughts? Suggestions for improvement?


I like it, except you are low on mana sources...for example, only 10 W sources, when the optimal would be 14, and 12 really the minimun...no color in your deck achieves the right numbers, I'd really put there the 4 Evolving Wilds, for starters. The targets should be 14 W sources, 13 U sources and 16 G sources...or at the very least, 12/11/14

Can you post your other two EB decks?

Here's mine: viewtopic.php?f=52&t=10299&start=500#p407672

And in Temur, I just posted a deck with a Hammer too, my first!! :V Jung would fap at the syncronicity...have you considered adding a Mire for Slab sheenigans? In a EB deck, that can be pretty brutal...

Haven_pt wrote:

22 Land The major hiccup is color-screw.


Yeah, I can believe that, lol...your case is much worse than TIMH's, and he's already semi-screwed there...22 lands in an agressive tri-color deck with GG and WW requirements and zero manafixing? Good luck, mate...but really good... :V


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PostPosted: Mon Mar 21, 2016 4:37 pm 
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I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.

Thoughts? Suggestions for improvement?


I like it, except you are low on mana sources...for example, only 10 W sources, when the optimal would be 14, and 12 really the minimun...no color in your deck achieves the right numbers, I really put there the 4 Evolving Wilds, for starters. The targets shold be 14 W sources, 13 U sources and 16 G sources...or at the very least, 12/11/14

Can you post your other two EB decks?

Here's mine: viewtopic.php?f=52&t=10299&start=500#p407672

And in Temur, I just posted a deck with a Hammer too, my first!! :V Jung would fap at the syncronicity...have you considered adding a Mire for Slab sheenigans? In a EB deck, that can be pretty brutal...


I'll check out your deck in the Temur thread; I've been on a total kick to use the Hammer outside of landfall decks recently. :D

My Jund Bond deck runs the hammer for exploiting R/B zendikar common lands too. Last night I had it recurring Mortuary Mire and a Fleshbag Marauder for much hilarity. I'll post that one later for you, when I can get on Duels for the exact list.

My G/B one may be stolen from another poster. It was the first of my 3 trying to maximize Bond, and I can't recall exactly if I edited it or just ripped it outright. There's a decent chance if I edited it, it borrowed from yours as inspiration, haha! I'll flip through that thread to make sure it isn't ripped outright before I post it.

Mana hasn't been a problem for me in Bant's Bond so far. Maybe that's just the magic gods smiling down on me, but with only 5 creatures wanting Plains before turn 3 (and 8 by turn 3 if I want the fattest version of sky elf), it hasn't caused me problems. I never want to use Sheer on turn 3 - early game I just trade creatures for removal (since Bond soothes all pain once it's out - and I'm not afraid to mulligan down to 6, or even consider 5 for the same reason); Sheer is for later game emergencies when 3 power attack won't cut it to remove bigger threats. Games I haven't had a white source early, I've been able to play Jace or telling times (even sky elf in a pinch) for turn 2 board development - and in the case of time, helping me find that Plains I need for turn 3. There was one game where I was stalled out wanting to play Gideon ally with only one white source on the board, and another where I wanted to play Colossus on turn 5 but didn't have a second green source, but those are really the only times I can recall being frustrated where mana fixing was a problem. Might be worth subbing out the Sandstone Bridge for basic plains though, since I find myself recurring Cascade way more often than Bridge - and basics would help me get Kytheon out on turn 1 more reliably... Will also consider cutting Passage/Bridge/Colossus for another Wild, a pair of Canopy Vistas, and Drowner...

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PostPosted: Mon Mar 21, 2016 4:56 pm 
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My G/B one may be stolen from another poster.


Ey, don't worry, u didn't stole it, I still have it... :P

Image

Well, I certainly would if that didn't make dissapear or damage yours...


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PostPosted: Tue Mar 22, 2016 3:00 am 
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Ey, don't worry, u didn't stole it, I still have it... :P


lol!

I did rip it, and it was in fact yours. I'm stealing your car next. :evil: I didn't think I had Myr's in the one in my deck list, as I hadn't hit those guys in recent games and I've been trying to avoid using him in decks since he'll be going soon anyways. Only changes I made to it was -1 Sludge Crawler (only had 3 when I built it) and +1 Gilt-Leaf Winnower (cause I'm 'bout that elf); -2 Swamps and +2 Mortuary Mire (Bond makes it playable, in case I wanted to pull back a dead origins plainswalker or utility creature).

Your Golgari Bond deck was the one I used when I decided I wanted to really build around Bond. Thought yours looked fun and wanted something to test pilot for ideas. The only time I used Bond before then was in a G/R ramp deck that also used Flameshadow Conjuring. It was fun when it worked - but mostly it didn't (playing both on turn usually put me too far behind), so I scrapped the deck.

I posted my Jund Bond deck in the relevant thread: viewtopic.php?f=52&t=10304&start=240

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PostPosted: Tue Mar 22, 2016 5:31 am 
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I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.

Thoughts? Suggestions for improvement?


I like it, except you are low on mana sources...for example, only 10 W sources, when the optimal would be 14, and 12 really the minimun...no color in your deck achieves the right numbers, I'd really put there the 4 Evolving Wilds, for starters. The targets should be 14 W sources, 13 U sources and 16 G sources...or at the very least, 12/11/14

Can you post your other two EB decks?

Here's mine: viewtopic.php?f=52&t=10299&start=500#p407672

And in Temur, I just posted a deck with a Hammer too, my first!! :V Jung would fap at the syncronicity...have you considered adding a Mire for Slab sheenigans? In a EB deck, that can be pretty brutal...

Haven_pt wrote:

22 Land The major hiccup is color-screw.


Yeah, I can believe that, lol...your case is much worse than TIMH's, and he's already semi-screwed there...22 lands in an agressive tri-color deck with GG and WW requirements and zero manafixing? Good luck, mate...but really good... :V


Actually the only GG casting cost was for the most expensive card (outland colossus)... WW wasn't a problem because it is the main color and has 18 sources. You guys really are obsessed with land heavy decks... You need threat density in your deck to apply pressure. If nearly half the cards I draw are land... GG... I lose.
Unless there's a bond out and I'm drawing like I have a deck with 30 elvish visionaries, I don't really need to have 7-8 lands. Just Like RDW, it should win much before that, so every land you draw after 5th, 6th is a stall... I actually like the 1/3 land ratio, especially on a low mana curve = 1 land + 2 threats, 1 land + 2 threats... Different to 1 land, 1 threat, 1 land, 1 threat...
I'm dead certain I'm not gonna convince anyone with my anti-land rant so... if you can't beat 'em, join 'em.
-1 outland colossus
-1 Kytheon's Tactics
-1 Sunblade Elf
+1 Infuse with the Elements
+1 Mountain
+1 Hinterland Harbor
Amazing 24 lands! Lets see if my converge dudes get +1/+1
BTW isn't evolving wilds mana fixing?

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PostPosted: Tue Mar 22, 2016 5:40 am 
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Haven_pt wrote:
I'm dead certain I'm not gonna convince anyone with my anti-land rant so...


Well, it's difficult to argue with maths, u know... :teach:

When every good/top player has the utmost care with their mana counts...it's for something, believe me...land fetichism isn't the reason, u know...it's maximizing your chance of winning

The Stone Tables on the issue: http://www.channelfireball.com/articles ... ur-spells/

And EW is mana fixing, true...I was thinking about spells, and I didn't phrase it out well... :sweat:


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PostPosted: Tue Mar 22, 2016 8:09 am 
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Haven_pt wrote:
I'm dead certain I'm not gonna convince anyone with my anti-land rant so...


Well, it's difficult to argue with maths, u know... :teach:

When every good/top player has the utmost care with their mana counts...it's for something, believe me...land fetichism isn't the reason, u know...it's maximizing your chance of winning

The Stone Tables on the issue: http://www.channelfireball.com/articles ... ur-spells/

And EW is mana fixing, true...I was thinking about spells, and I didn't phrase it out well... :sweat:


Looks like everything's been said and done on the matter... So why argue? Anyway, It did get slightly more consistent but I also became mana flooded more often. Seems to me like the flip-side of the coin. The balance has to be somewhere in between.

Either that or play ramp... Get those lands where they belong!

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PostPosted: Fri Apr 08, 2016 6:43 am 
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PostPosted: Sun Apr 10, 2016 6:36 am 
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I've been surprised by this deck: it's 9-0 at the minute. The curve is really nice, and the mid game pretty brutal. Altered ego is absolutely amazing.

The only changes I have made for testing are:
- 1 Forest
- 1 Oblivion Sower
+ 1 Swamp
+ 1 Sorin, Grim Nemesis

Sorin has provided absurd value near enough every time I've played him in my other decks and with Connections and Wilds I think this deck can support and benefit from him.

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PostPosted: Sun Apr 10, 2016 8:55 am 
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OOPS, ALL CREATURES




Yo dawg, I heard you liked Reflector mage, so I put in 2 altered egos so you can have displaced reflectors tirelesly disco tapping down their dudes, bellowing over whilst they wander on by and smash their realities, so you can drown all their hope. Think I' m Krasis ? THOUGHT KNOT !


Creature(31)

2 x Sylvan Advocate
2 x Deathcap Cultivator
3 x Skyrider Elf
3 x Sylvan Ranger

1 x Reclamation Sage
1 x Tireless Tracker
1 x Bounding Krasis
3 x Reflector Mage
2 x Eldrazi Displacer
1 x Nissa, Vastwood Seer

2 x Woodland Wanderer
2 x Altered Ego
2 x Thought-Knot Seer

2 x Reality Smasher

2 x Drowner of Hope
1 x Woodland Bellower
1 x Greenwarden of Murasa


Enchantment(2)
2x Oath of Nissa

Planeswalker(3)

1 x Nissa, Voice of Zendikar
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets


Land(24)
2 x Prairie Stream
1 x Plains
3 x Island
5 x Forest
2 x Lumbering Falls
2 x Canopy Vista
2 x Hinterland Harbor
2 x Sunpetal Grove
2 x Westvale Abbey
1 x Wastes
2 x Evolving Wilds


Last edited by Goblin Rabblemaster on Sun Apr 17, 2016 7:53 am, edited 1 time in total.

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 Post subject: Controlled investigation
PostPosted: Thu Apr 14, 2016 5:24 pm 
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PostPosted: Sun Apr 17, 2016 2:45 pm 
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My deck atm, similar to other tempo decks, but with fliers:

4xFaerie Miscreant
3xMight of the Masses
2xRattlechains
2xMetropolis Sprite
3xSkyrider Elf
2xPilgrim's Eye
3xEldrazi Skyspawner
1xReflector mage
3xBounding krasis
2xInvocation of Saint Traft
1xMake a stand
3xWildsize
2xWoodland Wanderer
3xThunderclap Wyvern
1xKiora, Master of the Depths
1xArchangel Avacyn

3xPlains
7xIsland
4xForest
2xLumbering Falls
2xCanopy Vista
2xPrairie Stream
2xGlacial Fortress
2xSunpetal Grove

Might remove Might of the Masses to get more copies of Make a Stand, or Reflector mage. I just don´t have them yet, still it's a pretty good card to finish the game, or for combat tricks since it's only 1 mana, and the opponents usually don't expect it.
Metropolis Sprite Are pretty decent, since when they get buffed, usually provide extra damage in late game, when you have the mana. And the 1/2 body is decent agains low burn spells.

The Faerie Miscreant might be replaceble, but its a decent 1 mana flier, that some games gives an extra card. I though about topplegeist, but i should probably then change my mana, and it's pretty smooth atm, so I don't feel like messing it up.


Invocation of Saint Traft is amazing to finish games fast, if the opponent doesn´t have a fast answer he is done. And its like an Exquisitive Firecraft for 1 turn.

The mana runs pretty smooth, as I barely remember having mana problems in like 40+games.


Oh and Avacyn might seem weird on this deck, but it won me several games. And its totally playable.



Give it a try, I would say it's about 80-90% winrate.


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PostPosted: Tue Apr 19, 2016 3:57 pm 
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This is a list I'm quite high on. I consider it roughly equal in power to the RGWB Walkers list I posted the Monday before the expansion came out, though I think this is slightly favored over the Super Friends deck head-to-head.

It's inspired by the Bant Company decks that are currently making up a ludicrous percentage of the top 32 of recent Standard events. We don't have Collected Company, but we do have most of the creatures those decks run, and better yet, several are uncommon, giving us three of each of those. Instead of Collected Company, I've included Big Jace, Gideon, Kiora, and Woodland Bellower. Of course those aren't as good as arguably the dominant card of the last two Standard formats, but for Duels they are decent substitutes, and replace a lot of what CC is doing for the Standard lists in the way of card advantage. I've also included 2x Woodland Wanderer, but I wouldn't be surprised if they should be something else - maybe the UG Clone.

I've found it a very demanding deck to play, and it's repeatedly dealt blows to my self-image as a reasonably decent player, but I think the power level is very high. The mana-base is pretty greedy, and it's much more common that I need to mull to six than with the decks I usually play (I tend to be rather obsessive on having good mana fixing). It's often very difficult to know how to sequence lands, and screwing that up can severely punish you.

The big advantages the deck has are creatures that are also interaction (Bounding Krasis and Reflector Mage) or card advantage engines (Bygone Bishop, Tracker, and Recruiter), and the ability to pressure planewalkers. The flyers and flash creatures make it very difficult for most control/walker decks to keep you from getting through.

Recruiters are particularly awesome in this deck. With 27 creatures in the list, you've got an 84% chance of hitting something when using their activated ability. Kiora is awesome for the same reason.

Creatures

2 x Rattlechains
1 x Dimensional Infiltrator
3 x Duskwatch Recruiter
2 x Sylvan Advocate
3 x Skyrider Elf
2 x Bygone Bishop
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
3 x Reflector Mage
3 x Bounding Krasis
1 x Void Grafter
2 x Woodland Wanderer
1 x Archangel Avacyn
1 x Woodland Bellower

Non-Creatures

2 x Declaration in Stone
2 x Make a Stand
1 x Gideon, Ally of Zendikar
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets

Lands

3 x Plains
3 x Forest
3 x Island
1 x Mountain
2 x Lumbering Falls
2 x Canopy Vista
2 x Prairie Stream
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds

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PostPosted: Fri Apr 22, 2016 4:25 am 
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I've actually been tuning something pretty similar Random, since 3B took my Bank control deck for a spin - wanted to see what else you could do in Bant that might be fun. Currently 13 - 2 one of which was bad play on my part and the other was a perfect starting hand mono white aggro on the play. Anyway, the deck looks like:

:g::u::w: Bant Value/Tempo :g::u::w:
Spells
3 x Essence Flux
2 x Declaration in Stone
2 x Always Watching
2 x Make a Stand

Creatures
2 x Sylvan Advocate
3 x Duskwatch Recruiter
2 x Bygone Bishop
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
3 x Reflector Mage
3 x Bounding Krasis
3 x Whirler Rogue
2 x Woodland Wanderer
1 x Archangel Avacyn
1 x Woodland Bellower

Planeswalkers
1 x Gideon, Ally of Zendikar
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets

Land
3 x Plains
3 x Island
3 x Forest
2 x Lumbering Falls
2 x Canopy Vista
2 x Prairie Stream
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds

I'm running Essence Flux because it provides so much value in this deck. More often than not they're pseudo copies of Reflector Mage 4, 5 and 6, giving massive tempo, but Bellower, Rogue and Krasis are all great targets too. Not to mention it can stop wipes/removal in its tracks. It has consistently been one of the best cards in the deck.

I'm running Whirler Rogue over Skyrider Elf for the utility and better recovery from sweepers. I've been smacking people with unblockable 8/7 Trackers which is fun.

Always Watching is also in: 23 creatures with a low curve make this an all star.

I wanted to fit in a copy of Westvale Abbey, but as you say, with only Wilds for fixing in a 3 mana deck you have to be careful with your mana sources and Abbey can be more of a liability than a help, especially when you're trying to curve out your plays.

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PostPosted: Sun Apr 24, 2016 12:46 pm 
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OOPS, ALL CREATURES




Yo dawg, I heard you liked Reflector mage, so I put in 2 altered egos so you can have displaced reflectors tirelesly disco tapping down their dudes, bellowing over whilst they wander on by and smash their realities, so you can drown all their hope. Think I' m Krasis ? THOUGHT KNOT !


Creature(31)

2 x Sylvan Advocate
2 x Deathcap Cultivator
3 x Skyrider Elf
3 x Sylvan Ranger

1 x Reclamation Sage
1 x Tireless Tracker
1 x Bounding Krasis
3 x Reflector Mage
2 x Eldrazi Displacer
1 x Nissa, Vastwood Seer

2 x Woodland Wanderer
2 x Altered Ego
2 x Thought-Knot Seer

2 x Reality Smasher

2 x Drowner of Hope
1 x Woodland Bellower
1 x Greenwarden of Murasa


Enchantment(2)
2x Oath of Nissa

Planeswalker(3)

1 x Nissa, Voice of Zendikar
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets


Land(24)
2 x Prairie Stream
1 x Plains
3 x Island
5 x Forest
2 x Lumbering Falls
2 x Canopy Vista
2 x Hinterland Harbor
2 x Sunpetal Grove
2 x Westvale Abbey
1 x Wastes
2 x Evolving Wilds


Hi Goblin Rabblemaster,
here's my deck which is based on your idea

Creatures(26):
2 x Sylvan Advocate
2 x Duskwatch Recruiter
2 x Sylvan Ranger
2 x Eldrazi Displacer
1 x Bygone Bishop
1 x Wall of Resurgence
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Reflector Mage
2 x Seed Guardian
2 x Altered Ego
2 x Thought-Knot Seer
2 x Reality Smasher
1 x Drowner of Hope
1 x Greenwarden of Murasa
1 x Woodland Bellower

Instant(3):
3 x Essence Flux

sorcery(2):
2 x Declaration in Stone

enchantment(2):
2 x Oath of Nissa



Planeswalker(3):
1x Nissa, Voice of Zendikar
1x Kiora, Master of the Depths
1x Jace, Unraveler of Secrets

Land(24)
2 x Prairie Stream
4 x Plains
4 x Island
4 x Forest
2 x Hinterland Harbor
2 x Sunpetal Grove
2 x Westvale Abbey
4 x Wastes


Essence Flux is awesome very good in this deck, works well with Reflector Mage but not only
Duskwatch Recruiter is my last change so I can't tell you yet if it's a good idea or not. I used to play before with Tireless Tracker, maybe I'm gonna put it back instead
Wall of Resurgence can be replaced easily but for what? I'm currently trying Make a stand but one is not enough I think.
Tenacity or Retreat to Kazandu can help me more against monowhite aggro but they're not creatures... maybe coming back to Bounding Krasis
Declaration in Stone is a good one but I really hate that my opponent has clues due to me.
the 2 Nissa, Voice of Zendikar and Nissa, Vastwood Seer can be too much sometimes cause you can't have them on same time on the board, but as long you know it it's ok.
I actually have no problems for the mana and the curve is pretty decent, maybe it lacks something to finish the game.
Anyway, that may be not the deck of the year, but it's a good one, ty for sharing it.


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PostPosted: Sun Apr 24, 2016 3:41 pm 
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Usually don't post my things.. but I've been thinking of a really more than decent bant deck..
Here are the "guts" if anyone has any comments they'd like to help me build it..
Pretty much bouncing deck.. I'm going for top tier -.-
Plainswalkers
Kiora, Master of the Depths

Creatures
Jace, Vryn's Prodigy
Sylvan Advocate x 2
Eldrazi Displacer x2
Nissa, Vastwood Seer
Tireless Tracker x2
Reflector Mage x3
Bounding Krasis x3
Void Grafter x3

Sorceries
Declaration in Stone x2

Instants

Enchantments
Oath of Nissa x2
Invocation of Saint Traft x2

Lands
Westvale Abbey x2
Evolving Wilds x4

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