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PostPosted: Thu Jul 09, 2015 5:32 pm 
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Selesnya Decklists


Green Cards


White Cards


Multi-Colour Cards


Colourless Cards


Non-Basic Lands

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PostPosted: Fri Jul 10, 2015 3:59 pm 
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This deck focuses on Renowned creatures, and exploiting them. It's interesting to play. I'm not sure of the power level, and I'm certain the deck can be improved - so suggestions are welcome here. In any case, I've had some success with it so far online, but I'm still testing it. Definitely recommended for those of us interested in Aggro/Control builds.

Renowned Heroes (V2)

White - 18
1 x Kytheon, Hero of Akros
3 x Anointer of Champions
3 x Consul's Lieutenant
4 x Knight of the Pilgrim's Road
2 x Kytheon's Irregulars
2 x Patron of the Valiant

Green - 22
3 x Sunblade Elf
3 x Undercity Troll
3 x Gatecreeper Vine
1 x Nissa, Vastwood Seer
4 x Wildsize
3 x Wild Instincts
2 x Outland Colossus

Multi-Color - 3
3 x Citadel Castellan

Lands - 23
9 x Plains
4 x Forest
2 x Sunpetal Grove
3 x Rogue's Passage
4 x Selesnya Guildgate
1 x Evolving Wilds


Some thoughts: This deck aims to get ahead early, but only to put the opponent on the backpedal. While the opponent is off balance, the deck sets itself up, with the intention of winning on roughly turn 7-8. We can make our creatures unblockable, we have plenty of creature control (particularly against big creatures, against which this deck struggles), and the deck should be able to become an ever bigger and bigger threat with each card, as the internal synergies start to come together.

Oddly enough, I am not certain that Patron of the Valiant is good enough for this deck at this point. I may actually try to replace it - although, a 5 CMC 4/4 flyer is typically not bad. The other card that may need replacement: Valeron Wardens.

V2 Changes: I decided to take some advice, and added some creature buffs in order to help push through damage. The deck was stalling out, and now it seems more consistent. Also, while Reprisal was pretty decent, I expect Wild Instincts to be a more consistent killer. I made a number of changes, so it isn't worth listing them all, as the deck is quite different now.

Anyway, this is an early build (not so early now that I am at V2), so help me out, and let me know if you have any great ideas. thanks!


Last edited by DJ0045 on Sat Jul 11, 2015 4:37 pm, edited 2 times in total.

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PostPosted: Fri Jul 10, 2015 4:41 pm 
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I can't play yet so I can't offer too many constructive points I fear, but this is one of the archetypes I'm interested in. If you're playing I'd like to hear continued reports on the performance of Valeron Wardens. It looks nice on paper, but starting at 1 power for a three drop for this kind of deck seems less than stellar.

One card I look forward to testing for these green, creature-centric decks (this one and elves for example) is Evolutionary Leap. It's a nice reactive option to help recoup value against removal or even bad blocks/combat. Basically reminds me of a scaled down Greater Good or Momentous Fall and I've been a fan of those in the past.


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PostPosted: Fri Jul 10, 2015 5:34 pm 
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Evolutionary Leap was in the original build, but it wasn't performing, and the deck didn't want to use it. I don't think this is the right deck for it. I think I'd want ETB creatures for it. The reason being you still want guaranteed value from the creature you sack to it. Either RG or BG for that card IMO, BG being the obvious combo. But RG would be pretty epic too. Actually you could splash for it in my Rakdos deck, and it would probably be amazing. Food for thought for later - e.g. Jund.


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PostPosted: Fri Jul 10, 2015 5:50 pm 
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Yeah, I suppose Leap would be mostly reactionary and probably only helping to grind against control's removal. I'll agree it looks better in the Golgari colors, but I thought it might be useful here even as a 1-of.

How about Gatecreeper Vine? I feel like it's a bit of an oddball considering most things want to tap sideways. Is the fixing necessary, or just not a fan of things like Topan Freeblade?

Have you tested stuff like Nimbus Wings or Wildsize? Those cards crossed my mind as additional ways to help renown creatures get in there besides the cards like Kytheon's Irregulars and Rogue's Passage.


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PostPosted: Fri Jul 10, 2015 6:00 pm 
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You are really thankful for gatecreepers when you use them to keep grabbing plains to power Kytheon's Irregulars WW effect. Also, the mana fixing was necessary, and I didn't want to run a ton of taplands.

On the subject of giving the creatures trample/evasion, all I can say is great idea. That will definitely be included in v2. Thanks!


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PostPosted: Fri Jul 10, 2015 7:23 pm 
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I was a bit skeptical of the gatecreepers too, but I thought they could only fetch gates. Putting untapped lands into play is nice. Still though 4 seems like a lot.

It is a bit of a stretch mana wise but I can see Whirler Rogue working really well with the renown archetype.


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PostPosted: Sat Jul 11, 2015 4:34 pm 
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brodo wrote:
I can't play yet so I can't offer too many constructive points I fear, but this is one of the archetypes I'm interested in. If you're playing I'd like to hear continued reports on the performance of Valeron Wardens. It looks nice on paper, but starting at 1 power for a three drop for this kind of deck seems less than stellar.

One card I look forward to testing for these green, creature-centric decks (this one and elves for example) is Evolutionary Leap. It's a nice reactive option to help recoup value against removal or even bad blocks/combat. Basically reminds me of a scaled down Greater Good or Momentous Fall and I've been a fan of those in the past.


I ended up cutting them, in favor of more consistent card draw. I'd rather have an automatic cantrip, than a maybe draw card. Plus Wild Size should under most circumstances include a creature getting renowned. Basically the card reads: Instant G2: kill target blocking creature, do 1 damage to target player, draw a card - or better.


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PostPosted: Mon Jul 13, 2015 11:39 am 
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You need Gatecreeper Vines to fix your mana because you're running three Rogue's Passages. I'm excited about the card in this archetype and in the format in general, but I would never play three because the second is basically a dead draw (unless you are praying for colorless off the top) and the only time you really want to spend five mana on that effect is to win the game. One will suffice for the decks that want it, I think.

I have a Renown list brewed up but I don't have the game yet so I will post it once I've had a chance to play with it and see if it works. It is quite different from what you have come up with.

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PostPosted: Mon Jul 13, 2015 11:51 am 
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I made one this morning but can't test it online till the servers come back up. >< feels good vs the computer but that isn't saying much..

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PostPosted: Mon Jul 13, 2015 11:54 am 
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Hakeem928 wrote:
You need Gatecreeper Vines to fix your mana because you're running three Rogue's Passages. I'm excited about the card in this archetype and in the format in general, but I would never play three because the second is basically a dead draw (unless you are praying for colorless off the top) and the only time you really want to spend five mana on that effect is to win the game. One will suffice for the decks that want it, I think.

I have a Renown list brewed up but I don't have the game yet so I will post it once I've had a chance to play with it and see if it works. It is quite different from what you have come up with.


I need Gatecreeper Vines because I want as much white mana as possible, and they help get me there. You might be right about rogues passage (possibly -1), but let me tell you, you really want to see it every single game. Renowned + unblockable is extremely powerful. I use it way more frequently than just once to win the game.

Looking forward to seeing your take on renowned.


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PostPosted: Mon Jul 13, 2015 12:36 pm 
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DJ0045 wrote:
Hakeem928 wrote:
You need Gatecreeper Vines to fix your mana because you're running three Rogue's Passages. I'm excited about the card in this archetype and in the format in general, but I would never play three because the second is basically a dead draw (unless you are praying for colorless off the top) and the only time you really want to spend five mana on that effect is to win the game. One will suffice for the decks that want it, I think.

I have a Renown list brewed up but I don't have the game yet so I will post it once I've had a chance to play with it and see if it works. It is quite different from what you have come up with.


I need Gatecreeper Vines because I want as much white mana as possible, and they help get me there. You might be right about rogues passage (possibly -1), but let me tell you, you really want to see it every single game. Renowned + unblockable is extremely powerful. I use it way more frequently than just once to win the game.

Looking forward to seeing your take on renowned.


Your 928th post was in response to me, Hakeem928. Bizarre.

The card I am looking forward to testing in the archetype is Grasp of the Hieromancer.

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PostPosted: Mon Jul 13, 2015 12:40 pm 
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Hakeem928 wrote:
DJ0045 wrote:
Hakeem928 wrote:
You need Gatecreeper Vines to fix your mana because you're running three Rogue's Passages. I'm excited about the card in this archetype and in the format in general, but I would never play three because the second is basically a dead draw (unless you are praying for colorless off the top) and the only time you really want to spend five mana on that effect is to win the game. One will suffice for the decks that want it, I think.

I have a Renown list brewed up but I don't have the game yet so I will post it once I've had a chance to play with it and see if it works. It is quite different from what you have come up with.


I need Gatecreeper Vines because I want as much white mana as possible, and they help get me there. You might be right about rogues passage (possibly -1), but let me tell you, you really want to see it every single game. Renowned + unblockable is extremely powerful. I use it way more frequently than just once to win the game.

Looking forward to seeing your take on renowned.


Your 928th post was in response to me, Hakeem928. Bizarre.

The card I am looking forward to testing in the archetype is Grasp of the Hieromancer.


I can confirm for you right now that it will be good, just watch out for the 2 for 1. I think trample is the better option, and my deck reflects that opinion.

What does the 928 mean? Anything, or just random.


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PostPosted: Mon Jul 13, 2015 1:52 pm 
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September 28th. And I'm obviously on 4x Wildsize in this archetype. :)

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PostPosted: Thu Jul 23, 2015 3:26 pm 
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Wasn't sure where to ask this so I'll put here.

If I use Timberland Guide to put a +1/+1 counter on a card like Topan Freeblade is the renown ability activated (from the +1/+1 counter) or is it now just a 3/3 with Renown 1?

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PostPosted: Thu Jul 23, 2015 3:40 pm 
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It's a 3/3 with renown 1. It will get another counter if it combat damages the opponent.


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PostPosted: Thu Jul 23, 2015 3:43 pm 
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DJ0045 wrote:
It's a 3/3 with renown 1. It will get another counter if it combat damages the opponent.


Well, there goes that interaction...

Thanks for the info.

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PostPosted: Thu Jul 23, 2015 3:44 pm 
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I know right... I really thought it would work too. Not happy about that.


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PostPosted: Thu Jul 23, 2015 4:38 pm 
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DJ0045 wrote:
This deck focuses on Renowned creatures, and exploiting them. It's interesting to play. I'm not sure of the power level, and I'm certain the deck can be improved - so suggestions are welcome here. In any case, I've had some success with it so far online, but I'm still testing it. Definitely recommended for those of us interested in Aggro/Control builds.

Renowned Heroes (V2)

White - 18
1 x Kytheon, Hero of Akros
3 x Anointer of Champions
3 x Consul's Lieutenant
4 x Knight of the Pilgrim's Road
2 x Kytheon's Irregulars
2 x Patron of the Valiant

Green - 22
3 x Sunblade Elf
3 x Undercity Troll
3 x Gatecreeper Vine
1 x Nissa, Vastwood Seer
4 x Wildsize
3 x Wild Instincts
2 x Outland Colossus

Multi-Color - 3
3 x Citadel Castellan

Lands - 23
9 x Plains
4 x Forest
2 x Sunpetal Grove
3 x Rogue's Passage
4 x Selesnya Guildgate
1 x Evolving Wilds


Some thoughts: This deck aims to get ahead early, but only to put the opponent on the backpedal. While the opponent is off balance, the deck sets itself up, with the intention of winning on roughly turn 7-8. We can make our creatures unblockable, we have plenty of creature control (particularly against big creatures, against which this deck struggles), and the deck should be able to become an ever bigger and bigger threat with each card, as the internal synergies start to come together.

Oddly enough, I am not certain that Patron of the Valiant is good enough for this deck at this point. I may actually try to replace it - although, a 5 CMC 4/4 flyer is typically not bad. The other card that may need replacement: Valeron Wardens.

V2 Changes: I decided to take some advice, and added some creature buffs in order to help push through damage. The deck was stalling out, and now it seems more consistent. Also, while Reprisal was pretty decent, I expect Wild Instincts to be a more consistent killer. I made a number of changes, so it isn't worth listing them all, as the deck is quite different now.

Anyway, this is an early build (not so early now that I am at V2), so help me out, and let me know if you have any great ideas. thanks!


Renown Heroes (V3?)
(Mid-range)

1x Akroan Jailer
1x Kytheon, Hero of Akros
1x Sunblade Elf

3x Undercity Troll
3x Consul's Lieutenant
2x Relic Seeker
2x Knight of the White Orchid
1x Sigil of Valor

3x Valeron Wardens
3x Citadel Castellan
4x Wildsize

2x Kytheon's Irregulars
4x Wild Instincts

2x Outland Colossus
1x Patron of the Valiant

1x Rogue's Passage
2x Sunpetal Grove
4x Selesnya Guildgate
14x Plains
6x Forest

Manabase
20 sources = 90% WW on turn 2
12 sources = 90% G on turn 3

Summary: Outland Colossus + Patron of Valiant as big finishers to close out the game. Rogue's Passage + Wildsize should help get in quickly. Patron of the Valiant is good on it's own and will usually buff a good number of creatures when it comes down since the majority of them have renown. I came to the same conclusion regarding Wild Instincts; mainly because it doesn't tap when it fights so it's a combat trick and removal for which is easy on the manacurve. I don't like Reprisal because there aren't really that many big creatures in this format that it hits? Akroan Jailer+ Sunblade Elf serves as manasinks and can help put in work. That said we probably don't want both or multiple copies of each since there is diminishing returns. The rest of the list is pretty standard, I'd guess. I opted for Relic Seeker over Topan Freeblade because it adds a bit of utility / thinning. Sigil of Valor + Rogue's Passage is cute but also can just win the game if it ever comes to that. I forgo Nissa, Vastwood Seer because the game will probably be over before we have the mana needed to flip her and also we don't really need her to grab a forest with this manabase.

Here's the tappedout.net link: http://playtest.tappedout.net/23-07-15-ogv-gw-renown/

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PostPosted: Thu Jul 23, 2015 4:50 pm 
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Looks good man. Try Ampryn Tactitian over Patron when you get to try the deck finally (e.g. Test both, I think)


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