No Goblins Allowed http://862838.jrbdt8wd.asia/ |
|
Magic Origins - Nephilim (Four Color) Decklists http://862838.jrbdt8wd.asia/viewtopic.php?f=52&t=10505 |
Page 1 of 11 |
Author: | Lord Rumfish [ Thu Jul 23, 2015 3:04 am ] |
Post subject: | Magic Origins - Nephilim (Four Color) Decklists |
Hi! So, this is a thread for posting four color comics decklists for Magic: Duels Origins. I anticipate the majority of four color decks will be some variant on control or ramp, assuming anyone else out there builds one. Sometimes you really want access to a wide range of card abilities, but you just don't care about one color, y'know? So, I'll kick things off with a rough draft of a deck of my own. I noticed from watching some Let's Play videos that there are some cards you get access to very early that form part of a strategy; namely these: Mwonvuli Acid-Moss and Into the Maw of Hell. Slow, yes; two-for-ones, yes. Land destruction? Oh yes. So what we want here is something like a green-red control deck, but there are no other land destruction cards, so we have to get clever. We touch into blue and black to get a spot of recycling, namely these: Jace, Vryn's Prodigy and Possessed Skaab. Now we have to be able to cast this jank. Here's the full list: One mana: 4x Fiery Impulse Two mana: 1x Elvish Visionary 4x Gatecreeper Vine 1x Jace, Vryn's Prodigy Three mana: 1x Calculated Dismissal 1x Nissa, Vastwood Seer 2x Nissa's Pilgrimage 2x Reclamation Sage Four mana: 4x Mwonvuli Acid-Moss 1x Zendikar Incarnate Five mana: 3x Conclave Naturalists 3x Possessed Skaab 3x Zendikar's Roil Six mana: 4x Into the Maw of Hell X mana: 1x Animist's Awakening 1x Ravaging Blaze Lands: 1x Dragonskull Summit 1x Golgari Guildgate 4x Gruul Guildgate 1x Hinterland Harbor 1x Izzet Guildgate 1x Rakdos Guildgate 2x Rootbound Crag 1x Simic Guildgate 1x Sulfur Falls 1x Woodland Cemetery 9x Forest 1x Mountain So, Zendikar's Roil is the primary win condition of the deck, surviving through any number of Languish board wipes to keep spitting out a stream of 2/2s. If our opponent's deck is like ours (being a nightmare for artifact/enchantment players such as thopters or combo), we grind out a win through recycling cards like Into the Maw of Hell with Jace, Telepath Unbound or Possessed Skaab until a surprise Ravaging Blaze finishes out the win. This deck's weakness is pretty obvious: a blitzing-fast aggro deck. However, I anticipate that a lot of players will enjoy trying a control strategy, and this deck (or some tighter, more refined variant) will end those dreams. Every card is practically a nightmare for control, netting us card and mana advantage while denying our opponent the ability to keep their mana base competitive (either that, or they will engage us in fierce attrition with counterspells, which may leave us open to resolve threats). I enjoy toolbox control decks like this because there are usually multiple ways to win (while uncommon, a win from Jace or Nissa will be a possibility), and no one part is especially critical to success. You are also cripplingly punishing against opponents who are mana screwed, and artifact/enchantment strategies are of practically no consequence to you. I expect to be raked over the coals for posting this deck, but don't be surprised when I meet you online and deal 13 damage to your starfish. ^_~ |
Author: | Lord Rumfish [ Thu Jul 23, 2015 4:31 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Ahem, my mistake! Into the Maw of Hell is an uncommon, so only 3 copies of that. I will add a copy of, say, Reclamation Sage or Perilous Myr to replace it. |
Author: | WangtorioJackson [ Tue Jul 28, 2015 6:32 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
so i'm eagerly anticipating the release of this on steam, and today i finally got around to reading the full card list, and i just spent a few hours theorizing on the best control deck i could come up with. i'm gonna have to wait and see what the meta is gonna be like, and i'll probably end up dropping a color (probably either white or red), but for now i have come up with this w/U/B/r list: W/U/B/R Control (61) Land (24) 4 x Evolving Wilds 2 x Drowned Catacomb 2 x Dragonskull Summit 2 x Glacial Fortress 2 x Isolated Chapel 2 x Sulfur Falls 3 x Swamp 3 x Island 2 x Plains 2 x Mountain Finishers (6) 2 x Alhammarret, High Arbiter 1 x Disciple of the Ring 2 x Kothophed, Soul Hoarder 1 x Erebos's Titan Creature Removal (10) 4 x Fiery Impulse 2 x Reprisal 3 x Flesh to Dust 1 x Angelic Edict Sweepers (4) 2 x Languish 2 x Displacement Wave Permission (4) 4 x Calculated Dismissal Card Draw (7) 4 x Telling Time 3 x Inspiration Utility (6) 4 x Perilous Myr 2 x Fleshbag Marauder as you can see, it's very light on red and white, but the cards that are included, Fiery Impulse, Reprisal and Angelic Edict, are very good, so i think they are worth including. the manabase will probably have to be messed around with, but overall i think i have a solid foundation to build upon once i throw it up against the meta. great selection of card draw, sweepers and finishers in the card pool so far, IMO. also i've considered the card draw and low cost removal spells that black offers, and while they would be very good in a more aggressive, proactive deck, i really am striving to make a good reactive, draw-go style deck from this card pool. having instant speed draw is an integral part of that. actually i do want to have a 4th Inspiration but i just couldn't fit it. once i refine the list, that will probably be the first thing i add. |
Author: | Lord Rumfish [ Tue Jul 28, 2015 7:27 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
@WangtorioJackson I like your decklist mostly (playing it will tell you what it needs most), but I'm not terribly fond of Erebos's Titan here. I get that you aren't trying to cast him on turn 4 and you appreciate his inevitability, I do too. Trouble is, you don't really have a way to trigger him in this deck. It's more like you're punishing people who run Despoiler of Souls or Gravedigger; if they have the big reanimator spells, they might just take your titan instead! Between his steep casting cost and this limited utility, I would be keeping an eye open for a different finisher or just more draw/control (perhaps that 4th copy of Inspiration). |
Author: | WangtorioJackson [ Tue Jul 28, 2015 7:48 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Lord Rumfish wrote: @WangtorioJackson I like your decklist mostly (playing it will tell you what it needs most), but I'm not terribly fond of Erebos's Titan here. I get that you aren't trying to cast him on turn 4 and you appreciate his inevitability, I do too. Trouble is, you don't really have a way to trigger him in this deck. It's more like you're punishing people who run Despoiler of Souls or Gravedigger; if they have the big reanimator spells, they might just take your titan instead! Between his steep casting cost and this limited utility, I would be keeping an eye open for a different finisher or just more draw/control (perhaps that 4th copy of Inspiration). it's true, i wasn't really including him with the intent of making much use of his second ability. i mostly like the conditional indestructability. but we'll see what else crops up as games get going and more discussions get going. i wouldn't want to swap him out for anything other than another finisher though. 6 is a tried and true good number for finishers in a control deck of this type. |
Author: | Left4Doner [ Wed Jul 29, 2015 3:21 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Cruel revival is easier on the mana than Flesh to Dust. The land destruction deck looks like fun to play with |
Author: | WangtorioJackson [ Wed Jul 29, 2015 9:53 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Left4Doner wrote: Cruel revival is easier on the mana than Flesh to Dust. The land destruction deck looks like fun to play with that's true, but there are quite a few zombies in the card pool and i want to be prepared for anything while i'm seeing how the initial meta shapes up. plus, i don't have any zombies in the deck, so i will never get use out of its second effect. also, since black has the highest amount of sources in the deck so far, 2 black on turn 5 shouldn't be an issue. |
Author: | rbstern [ Sun Aug 16, 2015 5:18 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
I've had some success with: 1x Kytheon, Hero of Akros 1x Jace, Telepath Unbound 4x Gatecreeper Vine 3x Elvish Visionary 3x Shadows of the Past 2x Evolutionary Leap 4x Reave Soul 1x Liliana, the defiant necromancer 3x Fleshbag marauder 1x Nissa, sage animist 2x Languish 2x Possessed Skaab 3x Zendikar's Roil 2x Sigil of the empty throne 2x Cruel Revival 2x Tragic Arrogance 2x Gaea's Revenge 2x Plain 1x Island 5x Swamp 4x Forest 2x Woodland Cemetery 2x Drowned Catacomb 2x Hinterland Harbor 2x Isolated Chapel 2x Sunpetal Grove |
Author: | babassoonist [ Sun Aug 16, 2015 7:06 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
I feel like Kytheon, Hero of Akros isn't exactly the best card for this deck, seems like you want to control where flipping kytheon is all about tempo edit: oh and Jace, Vryn's Prodigy as well. doesn't seem like too many cards where his -3 is super essential |
Author: | The Lockhammer [ Mon Aug 17, 2015 11:13 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
babassoonist wrote: I feel like Kytheon, Hero of Akros isn't exactly the best card for this deck, seems like you want to control where flipping kytheon is all about tempo edit: oh and Jace, Vryn's Prodigy as well. doesn't seem like too many cards where his -3 is super essential Nissa ftw! |
Author: | babassoonist [ Tue Aug 18, 2015 11:10 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
in fact I'd go so far as to say any deck which has enough creatures to warrant Lily is too instants/sorceries light for Jacey-poo |
Author: | Left4Doner [ Wed Aug 19, 2015 12:28 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
A merfolk looter with a huge removal magnet that occasionally gets to recur some spells seems decent enough. |
Author: | roundhouse [ Fri Aug 21, 2015 8:15 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
I saw someone using a pretty exotic B/U/G/R deck in 2HG. It had tons of card draw, mill, and other goodies such Elemental Bond and Evolutionary Leap, Sphinx's Tutelage, Flameshadow Conjuring, etc. I don't think he ever had less than about 6 cards in his hand and was playing cards like crazy the entire time. He was obviously paired up with someone he knew and I was with a random. Luckily I got one of those rare games where I got a teammate that was actually really good and we ended up winning. My partner was able to finish them off with Shadows of the Past just as we were about to die with only 2 health left. Was a good game. |
Author: | The Lockhammer [ Fri Aug 21, 2015 9:44 pm ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
roundhouse wrote: I saw someone using a pretty exotic B/U/G/R deck in 2HG. It had tons of card draw, mill, and other goodies such Elemental Bond and Evolutionary Leap, Sphinx's Tutelage, Flameshadow Conjuring, etc. I don't think he ever had less than about 6 cards in his hand and was playing cards like crazy the entire time. He was obviously paired up with someone he knew and I was with a random. Luckily I got one of those rare games where I got a teammate that was actually really good and we ended up winning. My partner was able to finish them off with Shadows of the Past just as we were about to die with only 2 health left. Was a good game. Huh, odd list choice. |
Author: | Illeprih [ Wed Sep 02, 2015 3:17 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Hey, I've been messing around with some control decks lately... And ended up with Witch (WUBG) combination. It does need some fiddeling with the mana sources and such, but so far it looks decent and might have some actual potencial. I guess I can write a little explanation to why I play certain cards and I would love to hear some suggestions on how to tweak it into perfection. So the decklist... 2 Drops: 1x Jace, Vryn's Prodigy - Jayce oftens buys you a lot of time and replaying your removal is just too good to ignore. 4x Gatecreeper Vine - Playing 4 colors... Being able to search for a certain color can be crutial. 3x Reprisal - Big stuff just has to die. 3x Celestial Flare - You face Gaea's Revenge in every other game. This saved my life many times. 3x Telling Time - Some card selection is much needed. 4x Reave Soul - This deck still struggles a bit with aggro, wich can be quite fast in this format, so no reason not to include 4 of these. 3 Drops: 1x Nissa, Vastwood Seer - Amazing planeswalker. One of the main reasons to play green. Gives you card/mana advantage and -7 is a win condition. 1x Reclamation Sage - There are plenty annoying enchantments you need to get rid of. 1x Solemn Offering - 4 Life can mean a difference between life and death against RDW and such. Hitting a Infectious Bloodlust with it can win you a game. 4 Drops: 1x Suppression Bonds - Our only answer to planeswalkers in a format so far. 3x Inspiration - Draw engine. 2x Languish - Your main sweeper. 5 Drops: 1x Hixus, Prison Warden - Semi - sweeper. Destroys tokens and enchantments. 1x Disciple of the Ring - Just amazing utility card. Can survive Languish and deal with all sorts of nasty shenanigans. 2x Possessed Skaab - Getting a sweeper or win con from a graveyard can be crucial. Sometimes you do it just for a Reprisal or Inspiration if game drags for too long and you lack a win con. 2x Tragic Arrogance - Having 4 sweepers is better than having 2. This can also deal with Gaea's Revenge or anything with toughness higher than 4. 6 Drops: 1x Woodland Bellower - I don't consider this a good card, but it's pretty much another copy of Reclamation Sage and the 6/5 body can give you that little extra to win the game vs. other control strategies. 7 Drops: 1x Alhammarret, High Arbiter - He's hard to get rid of and has flying. Control decks often don't run too many different removal spells, so he can just win the game in 4 turns. 1x Gaea's Revenge - This card just wins games. It's strong and impossible to get rid of for many decks. 1x Plains 4x Island 4x Swamp 2x Forest 1x Woodland Cemetery 2x Drowned Catacomb 1x Hinterland Harbor 2x Isolated Chapel 2x Glacial Fortress 1x Sunpetal Grove 4x Evolving Wilds You often gonna find yourself playing those as a tap lands. But it's always nice to have that extra option not to. (Edited) |
Author: | Empo [ Wed Oct 07, 2015 1:20 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
White-less Nephilim I really REALLY hate your lands 1 x Jace, Prodigy of Vryn 4 x Inspiration 4 x Gatecreeper Vine 4 x Elvish Visionary 1 x Nissa, Vastwood Seer 3 x Reclamation Sage 4 x Mwonvulli Acid-Moss 1 x Woodland Bellower 3 x Into the Maw of Hell 1 x Liliana, Heretical Healer 3 x Fleshbag Marauder 2 x Languish 3 x Bounding Krasis 3 x Possessed Skaab 3 x Island 3 x Swamp 3 x Mountain 4 x Forest 2 x Woodland Cemetary 2 x Drowned Catacomb 2 x Hinterland Harbor 2 x Sulfur Falls 2 x Dragonskull Summit |
Author: | babassoonist [ Wed Oct 07, 2015 4:21 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
so an even worse LD deck then that gruul mess cool beans |
Author: | Empo [ Wed Oct 07, 2015 4:27 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
babassoonist wrote: so an even worse LD deck then that gruul mess cool beans I have to try right? It's not like there are any 'good' decks to be made with the current cardpool so why the fudge not? |
Author: | Black Barney [ Wed Oct 07, 2015 7:10 am ] |
Post subject: | Re: Magic Origins - Nephilim (Four Color) Decklists |
Let's clean up the language please |
Author: | zzmorg82 [ Wed Oct 07, 2015 1:39 pm ] |
Post subject: | Re: Magic Origins - Nephilim #Four Color# Decklists |
Empo wrote: babassoonist wrote: so an even worse LD deck then that gruul mess cool beans I have to try right? It's not like there are any 'good' decks to be made with the current cardpool so why the fudge not? |
Page 1 of 11 | All times are UTC - 6 hours [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |