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PostPosted: Sun Aug 02, 2015 9:04 am 
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I don't think there's anything wrong with the style of deck, but Animist's Awakening is horrible. It's funny that I wrote about a 10-mana Awakening last night, because this morning I was watching mobius's channel and his opponent did just that. Can you guess how many lands he hit? He even had a Zendikar's Roil in play and he still lost the game. It's beyond bad. Follow the link and skip to 24:55 to watch Awakening in action.

https://www.youtube.com/watch?v=gKE5M9EcczY

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PostPosted: Sun Aug 02, 2015 9:21 am 
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Yeah, I am realizing ONE big thing. Just had 2 losses back to back. If you don't get Roil you lose. I wonder if this theme could somehow work in blue green for consistant draw, counters, and.... I want this to work, but at the end of the day I noticed if i go into top deck mode and also have not gotten the Roil it loses hard. Just dont want to give up on the idea I guess.


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PostPosted: Sun Aug 02, 2015 10:25 am 
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You could try a GW deck and play Sigil of the Empty Throne, Suppression Bonds, and Pilgrims to tutor out those Bonds. I may have a look at that when I get home.

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PostPosted: Mon Aug 03, 2015 7:06 pm 
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Here's my 60 cards for the Zendikar Incarnate + Chandra's Ignition deck:

4 x Gruul Guildgate
2 x Rootbound Crag
1 x Rogue's Passage
11 x Forest
6 x Mountain

4 x Perilous Myr
4 x Gatecreeper Vine
4 x Elvish Visionary
3 x Twin Bolt
1 x Fiery Conclusion
1 x Evolutionary Leap

1 x Nissa, Vastwood Seer
4 x Nissa's Pilgrimage

3 x Kird Chieftain
3 x Zendikar Incarnate
1 x Flameshadow Conjuring

2 x Outland Colossus
2 x Chandra's Ignition

2 x Gaea's Revenge

1 x Ravaging Blaze


Some notes:

Perilous Myr - We're playing the midrange game and we have some sacrifice outlets to blow him up on demand. We all know this guy by now.

Gatecreeper Vine - Keeps the land flowing so we can get to 7+ mana reliably. After that, he's sacrifice fodder.

Elvish Visionary - Early game cantrip to keep us out of topdeck mode. More sacrifice fodder.

Twin Bolt - We need some early game interaction and I think this is better than Fiery Impulse.

Fiery Conclusion - Remember all that sacrifice fodder? Turn it into five damage to a creature at instant speed for just two mana! We can't play too many of these and I've chosen to just play one.

Evolutionary Leap - This card is amazing in most decks but especially here because we have lots of cheap creatures that do stuff and we can "upgrade" them into our bigger dudes once they've had their effect.

Nissa, Vastwood Seer - Excellent win condition for any green deck that can get to seven lands. She even draws you the seventh. The best Planeswalker in the set and very easy to flip.

Nissa's Pilgrimage - Ramp and thinning. We have some expensive spells and Zendikar Incarnate gets bigger with every land we put into play.

Kird Chieftain - A nice body and a relevant activated ability in a deck with Zendikar Incarnate and Outland Colossus. Also another creature to target with Chandra's Ignition if you need to clean up the board.

Zendikar Incarnate - This guy can get extremely big in this deck and is basically GG with Ignition. The activated ability of Kird Chieftain, Flameshadow Conjuring tokens, and the Rogue's Passage are other ways to deal tremendous amounts of damage with this guy.

Flameshadow Conjuring - Copies the EtBs of our little dudes and lets us create extra hasted copies of our big dudes. Creates bonus sacrifice fodder for Evolutionary Leap and Fiery Conclusion.

Outland Colossus - All the stuff I wrote about Zendikar Incarnate applies here as well.

Chandra's Ignition - Hoo boy, this card is sick if you get it to go off. You want to cast this card.

Gaea's Revenge - This guy is insanely difficult to deal with in the current pool and we have no trouble casting him. We can't do all the cool stuff like give him trample with Chieftain, make him unblockable with the Passage, or Ignite him but I think he's good enough on his own. As a bonus, we can create an extra copy via Flameshadow Conjuring. I haven't lived this dream yet, but my day is coming.

Ravaging Blaze - Instant-speed removal for big dudes that sometimes just wins the game if your spell mastery is on. We can produce a lot of mana, so a single X spell like this is always welcome.

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PostPosted: Tue Aug 04, 2015 8:31 am 
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I've found that I want some artifact/enchantment control in my gruul because there are a couple enchantments showing up frequently that can be a problem. I prefer conclave naturalist because it can also serve as a serious threat, but reclamation sage would be most folk's choice.

I agree that Nissa is the best planeswalker. She's a terrific source of card advantage, and this deck usually gets to 7 lands so she's easy to flip.

I'm a big fan of ravaging blaze. I like it almost as much as chandra's ignition. In late game it serves as a finisher. But I'm running more instants and sorceries to get to spell mastery.

I'm not as big a fan of the random enchantments. The one I've been considering is molten vortex - which gives every late game nissa's pilgrimage or gatecreeper vine some value.

Hakeem928 wrote:
Here's my 60 cards for the Zendikar Incarnate + Chandra's Ignition deck:

4 x Gruul Guildgate
2 x Rootbound Crag
1 x Rogue's Passage
11 x Forest
6 x Mountain

4 x Perilous Myr
4 x Gatecreeper Vine
4 x Elvish Visionary
3 x Twin Bolt
1 x Fiery Conclusion
1 x Evolutionary Leap

1 x Nissa, Vastwood Seer
4 x Nissa's Pilgrimage

3 x Kird Chieftain
3 x Zendikar Incarnate
1 x Flameshadow Conjuring

2 x Outland Colossus
2 x Chandra's Ignition

2 x Gaea's Revenge

1 x Ravaging Blaze


Some notes:

Perilous Myr - We're playing the midrange game and we have some sacrifice outlets to blow him up on demand. We all know this guy by now.

Gatecreeper Vine - Keeps the land flowing so we can get to 7+ mana reliably. After that, he's sacrifice fodder.

Elvish Visionary - Early game cantrip to keep us out of topdeck mode. More sacrifice fodder.

Twin Bolt - We need some early game interaction and I think this is better than Fiery Impulse.

Fiery Conclusion - Remember all that sacrifice fodder? Turn it into five damage to a creature at instant speed for just two mana! We can't play too many of these and I've chosen to just play one.

Evolutionary Leap - This card is amazing in most decks but especially here because we have lots of cheap creatures that do stuff and we can "upgrade" them into our bigger dudes once they've had their effect.

Nissa, Vastwood Seer - Excellent win condition for any green deck that can get to seven lands. She even draws you the seventh. The best Planeswalker in the set and very easy to flip.

Nissa's Pilgrimage - Ramp and thinning. We have some expensive spells and Zendikar Incarnate gets bigger with every land we put into play.

Kird Chieftain - A nice body and a relevant activated ability in a deck with Zendikar Incarnate and Outland Colossus. Also another creature to target with Chandra's Ignition if you need to clean up the board.

Zendikar Incarnate - This guy can get extremely big in this deck and is basically GG with Ignition. The activated ability of Kird Chieftain, Flameshadow Conjuring tokens, and the Rogue's Passage are other ways to deal tremendous amounts of damage with this guy.

Flameshadow Conjuring - Copies the EtBs of our little dudes and lets us create extra hasted copies of our big dudes. Creates bonus sacrifice fodder for Evolutionary Leap and Fiery Conclusion.

Outland Colossus - All the stuff I wrote about Zendikar Incarnate applies here as well.

Chandra's Ignition - Hoo boy, this card is sick if you get it to go off. You want to cast this card.

Gaea's Revenge - This guy is insanely difficult to deal with in the current pool and we have no trouble casting him. We can't do all the cool stuff like give him trample with Chieftain, make him unblockable with the Passage, or Ignite him but I think he's good enough on his own. As a bonus, we can create an extra copy via Flameshadow Conjuring. I haven't lived this dream yet, but my day is coming.

Ravaging Blaze - Instant-speed removal for big dudes that sometimes just wins the game if your spell mastery is on. We can produce a lot of mana, so a single X spell like this is always welcome.


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PostPosted: Tue Aug 04, 2015 11:08 am 
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If you haven't tried Evolutionary Leap, you're missing out!

Ravaging blaze is awesome late I agree, but early it's kinda rough to be useful. I am liking it as a 1 of, allowing other ways to deal with early threats. I like the look of your list Hakeemy. It looks a little better fleshed out than another here I liked. The card I am really missing in your list is Exquisite Firecraft

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PostPosted: Tue Aug 04, 2015 2:45 pm 
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Why?

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PostPosted: Tue Aug 04, 2015 3:03 pm 
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Because it has won me many games

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PostPosted: Tue Aug 04, 2015 4:08 pm 
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2bestest wrote:
Because it has won me many games


Gaea's Revenge has won me many games but it doesn't belong in every deck with green mana. Why do you think this deck needs Firecraft and what would you cut in order to play it?

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PostPosted: Wed Aug 05, 2015 12:10 am 
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I'm not saying it needs to be in your list. I am just saying that it is great removal in the format and doubles as a wincon. I don't see where to cut as I think you're list should do fine without it.

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PostPosted: Wed Aug 05, 2015 9:24 am 
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Hakeem928, I think that deck could make decent use of at least one Zendikar's Roil. BTW, Gruul mid range is very strong in this meta.


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PostPosted: Wed Aug 05, 2015 9:30 am 
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I finally drew Flameshadow Conjuring last night, wasn't impressed. I think I'll slot in a Roil there and increase the numbers based on how it plays.

And I agree about the archetype's strength.

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PostPosted: Wed Aug 05, 2015 9:54 am 
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Hakeem928 wrote:
I finally drew Flameshadow Conjuring last night, wasn't impressed. I think I'll slot in a Roil there and increase the numbers based on how it plays.

And I agree about the archetype's strength.


I tried it out and I'll +1 your swap for flameshadow. Short of having it boarded AND playing a Gaea's or Outland AND having no enemy blockers then it just became too much mana to wait for. Roil will do well and I plan to swap it out when I get back.

Meta wise I'd have to agree. Add one Reclamation Sage in there for some utility and any control/mill decks will find their removal ignored by your larger creatures, and their Tutelage destroyed. Super aggro could still trump this with early auras, but aside from that and maybe a few steal/sac decks I can see R/G midrange being more dominant than other mid-late strategies (not sure what "late" decks exist atm).

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PostPosted: Wed Aug 05, 2015 10:32 am 
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Hakeem928 wrote:
Here's my 60 cards for the Zendikar Incarnate + Chandra's Ignition deck:

4 x Gruul Guildgate
2 x Rootbound Crag
1 x Rogue's Passage
11 x Forest
6 x Mountain

4 x Perilous Myr
4 x Gatecreeper Vine
4 x Elvish Visionary
3 x Twin Bolt
1 x Fiery Conclusion
1 x Evolutionary Leap

1 x Nissa, Vastwood Seer
4 x Nissa's Pilgrimage

3 x Kird Chieftain
3 x Zendikar Incarnate
1 x Flameshadow Conjuring

2 x Outland Colossus
2 x Chandra's Ignition

2 x Gaea's Revenge

1 x Ravaging Blaze


Some notes:

Perilous Myr - We're playing the midrange game and we have some sacrifice outlets to blow him up on demand. We all know this guy by now.

Gatecreeper Vine - Keeps the land flowing so we can get to 7+ mana reliably. After that, he's sacrifice fodder.

Elvish Visionary - Early game cantrip to keep us out of topdeck mode. More sacrifice fodder.

Twin Bolt - We need some early game interaction and I think this is better than Fiery Impulse.

Fiery Conclusion - Remember all that sacrifice fodder? Turn it into five damage to a creature at instant speed for just two mana! We can't play too many of these and I've chosen to just play one.

Evolutionary Leap - This card is amazing in most decks but especially here because we have lots of cheap creatures that do stuff and we can "upgrade" them into our bigger dudes once they've had their effect.

Nissa, Vastwood Seer - Excellent win condition for any green deck that can get to seven lands. She even draws you the seventh. The best Planeswalker in the set and very easy to flip.

Nissa's Pilgrimage - Ramp and thinning. We have some expensive spells and Zendikar Incarnate gets bigger with every land we put into play.

Kird Chieftain - A nice body and a relevant activated ability in a deck with Zendikar Incarnate and Outland Colossus. Also another creature to target with Chandra's Ignition if you need to clean up the board.

Zendikar Incarnate - This guy can get extremely big in this deck and is basically GG with Ignition. The activated ability of Kird Chieftain, Flameshadow Conjuring tokens, and the Rogue's Passage are other ways to deal tremendous amounts of damage with this guy.

Flameshadow Conjuring - Copies the EtBs of our little dudes and lets us create extra hasted copies of our big dudes. Creates bonus sacrifice fodder for Evolutionary Leap and Fiery Conclusion.

Outland Colossus - All the stuff I wrote about Zendikar Incarnate applies here as well.

Chandra's Ignition - Hoo boy, this card is sick if you get it to go off. You want to cast this card.

Gaea's Revenge - This guy is insanely difficult to deal with in the current pool and we have no trouble casting him. We can't do all the cool stuff like give him trample with Chieftain, make him unblockable with the Passage, or Ignite him but I think he's good enough on his own. As a bonus, we can create an extra copy via Flameshadow Conjuring. I haven't lived this dream yet, but my day is coming.

Ravaging Blaze - Instant-speed removal for big dudes that sometimes just wins the game if your spell mastery is on. We can produce a lot of mana, so a single X spell like this is always welcome.


Easily one of my favorite builds. I had forgotten Kird Chieftain added Trample to anyone. The lack of it was upsetting me in my own build.

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PostPosted: Wed Aug 05, 2015 10:40 am 
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Hakeem928 wrote:
I finally drew Flameshadow Conjuring last night, wasn't impressed. I think I'll slot in a Roil there and increase the numbers based on how it plays.

And I agree about the archetype's strength.


I've been playing this deck and Flameshadow has actually been a star because the creatures are big enough that they usually force a block so you are getting a kill for 1 land. If they don't have enough blockers its gg and even if your token is blocked you can sac it to evo leap.

I do like Roil as well but I don't think it will do well as a 1 of, it is really a card produces good chump blockers rather than good offense like flameshadow until you have more than 1 and start going wide.

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PostPosted: Fri Aug 07, 2015 4:45 pm 
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HenWen wrote:
Garren there is a lot a like about your deck. It looks like it can consistently apply pressure throughout the game.

On the other hand I think if you fall behind on board and your opponent has one or two removal/tap effects it might be hard to catch up. Your entire curve is offense oriented which doesn't necessarily work well with a ramp deck. You skimp a lot on the early burn which can be very powerful in this meta.

Embermaw Hellion is a legit bomb who boosts all of your red spells. 5/5 for 5 is powerful in this meta. I would cut some of the renown stuff, flameshadow conjuring and infectious bloodlost to fit in all the early burn - twin bolt and fiery outburst.

I may be wrong about flameshadow conjuring - it just feels win more in this deck. If you can afford to spend a turn ramping and then spend a turn casting this spell you probably should have won already.




it is not a 5/5....it says other red source.


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PostPosted: Fri Aug 07, 2015 4:49 pm 
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Tormented wrote:
HenWen wrote:
Garren there is a lot a like about your deck. It looks like it can consistently apply pressure throughout the game.

On the other hand I think if you fall behind on board and your opponent has one or two removal/tap effects it might be hard to catch up. Your entire curve is offense oriented which doesn't necessarily work well with a ramp deck. You skimp a lot on the early burn which can be very powerful in this meta.

Embermaw Hellion is a legit bomb who boosts all of your red spells. 5/5 for 5 is powerful in this meta. I would cut some of the renown stuff, flameshadow conjuring and infectious bloodlost to fit in all the early burn - twin bolt and fiery outburst.

I may be wrong about flameshadow conjuring - it just feels win more in this deck. If you can afford to spend a turn ramping and then spend a turn casting this spell you probably should have won already.




it is not a 5/5....it says other red source.


Would it stack together on each other?

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PostPosted: Fri Aug 07, 2015 4:52 pm 
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yes.


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PostPosted: Fri Aug 07, 2015 4:59 pm 
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yalldaball wrote:
yes.


So it becomes a 5/5 for all intent and purposes?

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PostPosted: Fri Aug 07, 2015 5:08 pm 
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Only if you have both out. So not really a 5/5 very often.

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