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PostPosted: Fri Jan 15, 2016 2:53 pm 
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he's already got 7 4-drops. Pilgrimage seems perfect t3 play.

I'm still trying to figure out which booster he got those 2x Genesis Hydras in.


Natural Connection is also a 3 drop, it's just instant and can grab any basic in his deck. Great against Moss, which is a thing.

I suspect he meant Oran-Rief Hydra, but I prefer Genesis Hydra tbh.


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PostPosted: Fri Jan 15, 2016 3:09 pm 
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Ah, I thought it cost 4 for some reason. Yeah, that's a good card.

I've been playing all my instants in my main phase lately cuz I keep getting locked out during my opponent's turn. So I might actually prefer Pilgrimage in a way. Big filtering AND ramping!


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PostPosted: Fri Jan 15, 2016 4:46 pm 
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TBH, I haven't had an issue with colored man, but the Connection works, too.

Yeah, Genesis Hydra is wishful tinking. It is supposed to be Oran Reif Hydra.

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PostPosted: Fri Jan 15, 2016 5:14 pm 
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GENESIS ??? IS CARD FORBIDDEN !


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PostPosted: Fri Jan 22, 2016 10:21 am 
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PostPosted: Fri Jan 22, 2016 10:24 am 
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How good does this deck do Hakeem? I am not a believer in either Scythe Leopard or Snapping Gnarlid in competitive play. Without fetch lands they just don't hit hard enough, and they lack any evasion to make them okay.


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PostPosted: Fri Jan 22, 2016 10:32 am 
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DJ0045 wrote:
How good does this deck do Hakeem? I am not a believer in either Scythe Leopard or Snapping Gnarlid in competitive play. Without fetch lands they just don't hit hard enough, and they lack any evasion to make them okay.


Here's my gameplay of the deck, with a few tweaks.

https://www.youtube.com/watch?v=tee-oNxyG4g

It actually can hit pretty hard, but it would be a top-tier deck for certain if we had access to fetches, even with the rarity restrictions.

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PostPosted: Fri Jan 22, 2016 10:59 am 
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I'm watching the gameplay, and it's demonstrating exactly what I was concerned about.


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PostPosted: Fri Jan 22, 2016 11:10 am 
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that deck might be one of the most 'dies to sweepers' decks out there.


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PostPosted: Fri Jan 22, 2016 11:25 am 
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Step outside the box people, not everything has to be Tier 1. I had a reason for posting this. :)

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PostPosted: Fri Jan 22, 2016 11:29 am 
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Hakeem928 wrote:
Step outside the box people, not everything has to be Tier 1. I had a reason for posting this. :)

Blasphemy!

I got you. I like the deck, personally, which is why I recorded it.

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PostPosted: Fri Jan 22, 2016 11:49 am 
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I'd probably try -3 rolling thunder, +3 CotFM personally. If you're going to play aggro, play aggro - and CotFM answers the trample problem, I guess alternately, Firemantle could also provide evasion here without adding to the likelihood of a 2-1 situation. Otherwise, just play Gruul ramp.

Can we fit in just one more early drop?

Also, is grove rumbler actually good enough for this deck? I'm not even certain rumbler is better than wanderer, in this deck as it is. And it would be totally easy to splash canopy vista.

So like... -3 rumbler... +2 wanderer... +1 Sower, -2 forest, +2 Canopy Vista, possibly add 1 plains for something too, but it isn't necessary, IMO. (I'm fairly sure this is an upgrade, less sure about below).

And test glory chaser or CotFM for rolling thunder, IMO. Maybe abbot has a place in that slot as well (oops, he's already in). Heck, even subterranean scout could be good here, dunno.


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PostPosted: Fri Jan 22, 2016 12:45 pm 
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Kryder wrote:
Hakeem928 wrote:
Step outside the box people, not everything has to be Tier 1. I had a reason for posting this. :)

Blasphemy!

nah you see this is how spike gets you, you start playing tier 2 and 3 dacks and he just keeps bringing tier 1

not everything has to be tier 1 because then what would tier 1 beat up on? :P


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PostPosted: Sat Jan 23, 2016 1:08 am 
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Hakeem928 wrote:
Step outside the box people, not everything has to be Tier 1. I had a reason for posting this. :)

and the truth be revealed


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PostPosted: Mon Jan 25, 2016 6:41 pm 
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Just posting this here for the Deck List, because I'm too lazy to find an original build... etc...

Gruul Ramp

Creatures (16)
4 x Gatecreeper Vine
1 x Nissa, Vastwood Seer
2 x Reclamation Sage
2 x Outland Colossus
1 x Greenwarden of Murasa
1 x Oblivion Sower
1 x Woodland Bellower
1 x Omnath, Locus of Rage
2 x Gaea's Revenge
1 x Ulamog, the Ceaseless Hunger

Spells (21)
4 x Fiery Impulse
3 x Rolling Thunder
2 x Radiant Flames
4 x Nissa's Pilgrimage
2 x From Beyond
4 x Mwonvuli Acid-Moss
2 x Nissa's Renewal

Lands (23)
1 x Canopy Vista
2 x Cinder Glade
2 x Rootbound Crag
6 x Mountain
12 x Forest


I take no credit for this list, it's CGBs Gruul list from the tournament with a single card changed. This is an absolutely dominant deck.


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PostPosted: Mon Jan 25, 2016 7:54 pm 
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Hi, been taking inspiration, or just downright copying, decks from here so I thought I should post something I made. I'm not a great deckbuilder, but this seems to hold it's own. I'm staying over rank 35, though I do play quite a few different decks, but this one seems to do ok. Not as strong as some other decks, but it's brutal when it works.

4 x Fiery Impulse
4 x Gatecreeper Vine
4 x Twin Bolt
3 x Rolling Thunder
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
2 x Exquisite Firecraft
2 x Nissa's Pilgrimage
1 x Akoum Firebird
4 x Mwonvuli Acid Moss
3 x Zendikar's Roil
1 x Greenwarden of Murasa
2 x Nissa's Renewal
1 x Oblivion Sower
3 x Into the Maw of Hell
1 x Omnath, Locus of Rage
1 x Ulamog, the Ceaseless Hunger
7 x Mountain
7 x Forest
2 x Cinder Glade
2 x Rootbound Crag
2 x Foundry of the Consuls
2 x Gruul Guildgate


The amount and types of lands is in a bit of flux, I was using Evolving which works very well with roil and omnath but I like being able to access the mana straight away. Gaea's would also fit well with Omnath. I cut 2 pilgramage since it's such a dead card so often, put 2 Nissa's Renewal to test but so far I've not draw the card in a useful position. Seems to do ok vs aggro if the removal gets drawn, but maybe the 3 mana sweeper could fit too. Biggest weakness is against a ramp deck that goes off, can't deal with an early Ulamog.

Any advice would be much appreciated!


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PostPosted: Tue Jan 26, 2016 12:07 am 
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PostPosted: Tue Jan 26, 2016 1:51 am 
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Hmm, not thought about switching the gates for evolves, I'll have to try that. I quite like foundry since I tend to have a ton of land and it's useful for emergency blockers if something happens to my board, but I guess the deck would be more consistent without them. I'll switch over to 4 evolves and see, would certainly be good for roil and omnath. Thanks.

I really want to keep Maw in the deck, I quite often get to do T4 Moss into T5 Maw which also kills any creature they might drop and is horrible for their mana. Also useful for 12/12 colossus/rogue or a Twin that's blocking. I agree that 2 GR would probably be better, but I already have a ramp list and I'm running the elementals list someone posted here too and that change would make this deck very similar. Hopefully I'll open some more white cards so I can diversify away from g/r/u/b decks soon.

Do you think the deck really needs another forest? I don't seem to run into mana problems, normally have 2g by t4, but I guess I switch up my decks quite often so I might just not have played it enough to see.


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PostPosted: Tue Jan 26, 2016 1:59 am 
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you have 22 lands and ulamog

yes you need another forest


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PostPosted: Tue Jan 26, 2016 4:35 am 
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you have 22 lands and ulamog

yes you need another forest


Ok, I'll give it a go. Not been having problems with lands, but that could just be variance. Faced quite a few mill decks last night so I'm probably going to fit another sage in there too. Tempted to remove Firecraft although it's useful, guess I'll test it. Don't like removing burn, but hey.

-2 Foundry, -2 Gate, -2 Firecraft, +1 Forest, +1 Sage, +4 evolving


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