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PostPosted: Sun Oct 02, 2016 6:49 pm 
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Welcome to the Tower of Terror! :evil:

Been testing and tweaking this deck these last couple of days with the help of Seeker and Wintervoid, the results so far have been a lot better than expected on ladder and in private gauntlet testing. When it comes to drawing cards and burning face this list is no slouch. The deck pumps out so much consistent incremental damage provided by Thermo-Alchemist, Dynavolt Tower, Saheeli Rai, and Chandra, Torch of Defiance while the bigger burn package finishes. I've tested a few different variations of this list and I think this might be the strongest.

Tower of Terror

Creature(7)
2 x Thing in the Ice
4 x Thermo-Alchemist
1 x Jace, Vryn's Prodigy

Instant(13)
4 x Galvanic Bombardment
3 x Harnessed Lightning
2 x Geistblast
4 x Fiery Temper

Sorcery(12)
4 x Take Inventory
2 x Cathartic Reunion
2 x Avacyn's Judgment
2 x Exquisite Firecraft
2 x Collective Defiance

Enchantment(2)
2 x Fevered Visions

Planeswalker(2)
1 x Saheeli Rai
1 x Chandra, Torch of Defiance

Artifact(2)
2 x Dynavolt Tower

Land(22)
5 x Island
2 x Wandering Fumarole
11 x Mountain
2 x Highland Lake
2 x Sulfur Falls


To view this deck go to: https://www.magicduelshelper.com/deckli ... 617166c30e

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PostPosted: Mon Oct 03, 2016 11:23 am 
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Looks good, not far from the list I posted:
viewtopic.php?f=61&t=16571
Glimmer of Genius could be good, even as a 1 of...
Land count may be low too and I'm no fan of going overboard on lands
Also, there are 6 madness cards and only 2 ways to discard them... Maybe a Geier Reach Sanitarium?

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PostPosted: Mon Oct 03, 2016 11:54 am 
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My list is closer to Haven's. This deck isn't going to be ultra fast like 5/6 turn kills. It feels still kind of an reactive/ controlish deck when I get board in a more secure state I start to get the face burns going with left over mana, accumulate damage and eventually reaches lethal. I play big chandra, red hulk over Avacyn's Judgements. I don't play big jace or Insidious though... those feel too slow.

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PostPosted: Mon Oct 03, 2016 1:49 pm 
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Haven_pt wrote:
Looks good, not far from the list I posted:
viewtopic.php?f=61&t=16571
Glimmer of Genius could be good, even as a 1 of...
Land count may be low too and I'm no fan of going overboard on lands
Also, there are 6 madness cards and only 2 ways to discard them... Maybe a Geier Reach Sanitarium?


So far I've been able to discard my madness cards just fine, between jace, reunions, and collective defiance. Even though the more and more I play with Avacyn's Judgement I like the card less. 22 Lands with this curve has been spot on so far, haven't run into any mana issues yet!

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PostPosted: Mon Oct 03, 2016 2:09 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
You know what card would be bananas in that deck, with the TI, the Visions,Titi, the madness etc?

The couple Fateful Showdown...just up to 4 the Cathartics and little more, it's all synergy for this deck...in fact, it's the one that I was brewing right now, lol


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PostPosted: Mon Oct 03, 2016 2:51 pm 
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Showdown was actually in the version before this one and it just wasn't very good much of the time. When it was good it was super fun and spicy though :p

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PostPosted: Mon Oct 03, 2016 3:15 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
WeCoexist wrote:
Showdown was actually in the version before this one and it just wasn't very good much of the time. When it was good it was super fun and spicy though :p


I have to try a version tuned for them, I refuse to believe it isn't amazing in a a very similar shell to this one haha... :P


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PostPosted: Mon Oct 03, 2016 3:37 pm 
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Its definitely a great card and it did amazing things In the list I tested with more draw power. But it just wasn't the direction or speed I was looking for :/

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PostPosted: Mon Oct 03, 2016 4:16 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
WeCoexist wrote:
Its definitely a great card and it did amazing things In the list I tested with more draw power. But it just wasn't the direction or speed I was looking for :/


I have it...it's just that is a bipolar deck :V

Your initial hand (or first draws) tells you if you are gonna try to kill opponent by damage or by mill

Schizophrenia

4 x Galvanic Bombardment

2 x Thing in the Ice
4 x Thermo-Alchemist
1 x Jace, Vryn's Prodigy
3 x Harnessed Lightning
4 x Cathartic Reunion
2 x Displacement Wave

3 x Fiery Temper
1 x Kozilek's Return
2 x Collective Defiance
2 x Fevered Visions
3 x Sphinx's Tutelage

2 x Glimpse of Genius
2 x Fateful Showdown

1 x Torrential Gearhulk
1 x Chandra, Flamecaller

5 x Island
11 x Mountain

2 x Wandering Fumarole
2 x Sulfur Falls
3 x Aether Hub


3 Tutelages + 4 Reunions + 2 Showdowns + 2 C. Deff + Chandra + Hulk (3º showdown, with the added bonus of 4-6 instant damage to any creature) = hyper fast Mill, not counting the Visions, neither the Glimpses...

Or it can go burn, burn, burn if you start with Visions in hand

Just never play more than 6 lands unless you have 8 cards in hand righ before the end of turn phase...keep your hand as full as possible

An example, t7 mill in my first and only game...and I could have milled him even with a 75 cards deck, lol

http://imgur.com/a/N0u2c (notice I have seen already half my own deck by t6...so 2 Tutelages on the board wasn't that lucky...opponent played a Copter and a Freighter and pilots for them, so it wasn't a vanilla game...)

I'll try it a bit more and if it stands the test, make a thread :P but damn, so many, many decks to try


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PostPosted: Tue Oct 04, 2016 2:07 am 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
^ tested it a bit...and it lives up to its name, lol

You don't know if going Mill or Burn. You don't know if to dump your CF with your FS, or the other way. You don't know ii it's better to try to keep a big hand, or use all your cheap instants...I have won all the games I played (like 6) but every time it felt on the verge of disaster and full of difficult decisions...

It more or less works, but in an unjoyable, awkward way. For masochists


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PostPosted: Tue Oct 25, 2016 3:13 pm 
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I think this archetype is a real deal.

When it knows opponent plays creatureless control, all the Fiery temper, Firecraft even twinbolt stuff would just be thrown upstairs from the beginning.

When it knows opponent plays all in aggro, all the burn would 1 for 1 opponent's threats and win by card draw.

UR burn could be very flexible both anti-control and anti-aggro, by including those burns that can target both creature and player.

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PostPosted: Tue Oct 25, 2016 10:57 pm 
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Personally I'm liking the Dynavolt burn/control deck and my version is Jeskai for a bit of non-damage removal to hit the fatties, a bit of life gain and an extra sweeper.
White also gives you a few more walkers.
The tower is awesome with harnessed Lightning and glimmer, also turns all your other instants into an extra point of damage when you get 5 energy.
I threw in a few counterspells for good measure and its been pretty solid.
Only thing not to my liking is it takes a lllloooonnggg time to win, so you have to be really patient.
I ditched the Alchemist's because they're too vulnerable and its too much work to protect them.
I can provide a list of anyone is interested. :)

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PostPosted: Tue Oct 25, 2016 11:24 pm 
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Haven_pt wrote:
Personally I'm liking the Dynavolt burn/control deck and my version is Jeskai for a bit of non-damage removal to hit the fatties, a bit of life gain and an extra sweeper.
White also gives you a few more walkers.
The tower is awesome with harnessed Lightning and glimmer, also turns all your other instants into an extra point of damage when you get 5 energy.
I threw in a few counterspells for good measure and its been pretty solid.
Only thing not to my liking is it takes a lllloooonnggg time to win, so you have to be really patient.
I ditched the Alchemist's because they're too vulnerable and its too much work to protect them.
I can provide a list of anyone is interested. :)


I'm interested


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PostPosted: Wed Oct 26, 2016 6:29 am 
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You can just take the core of Dynavolt/Tutelage/Visions + draw (take inventory, cathartic, glimmer) and add whatever color and it's going to work.


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PostPosted: Thu Oct 27, 2016 9:36 am 
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Syber wrote:
Haven_pt wrote:
Personally I'm liking the Dynavolt burn/control deck and my version is Jeskai for a bit of non-damage removal to hit the fatties, a bit of life gain and an extra sweeper.
White also gives you a few more walkers.
The tower is awesome with harnessed Lightning and glimmer, also turns all your other instants into an extra point of damage when you get 5 energy.
I threw in a few counterspells for good measure and its been pretty solid.
Only thing not to my liking is it takes a lllloooonnggg time to win, so you have to be really patient.
I ditched the Alchemist's because they're too vulnerable and its too much work to protect them.
I can provide a list of anyone is interested. :)


I'm interested

Here you go:

Jeskai dynavolt PW Control

Creature(2)
1x Disciple of the Ring (A wincon by itself)
1x Torrential Gearhulk (Usually for recasting confirm suspicions, but feel free to reuse anything you feel like...)

Instant(19)
3x Galvanic Bombardment (Only 3? Well, I had to cut something...)
1x Lightning Axe (For burning creatures with big buts ang getting some value out of the tempers, or broken concentrations)
2x Blessed Alliance (This card has saved my neck more than once... Only way to get rid of ulamog. Just be sure to burn all the other guys and ulamog is ripe for the sacking!)
3x Harnessed Lightning (You can easily cast this for double figures in this deck. If he has no creatures? Cast it on your own just for the energy)
2x Broken Concentration (For emergencies, mainly of the tutelage variety)
4x Fiery Temper (Main burn card in this deck, sorry firecraft, I need instant speed thank-you very much)
3x Glimmer of Genius (This is totally awesome with a tower)
1x Confirm Suspicions (When you can cast this, you can usually crack the clues next turn. I've had a couple of rage quits after dropping this, I mean, playing against control is already oppressive, playing against control when he can refill his hand...)

Sorcery(5)
2x Radiant Flames (Emergency sweeper)
2x Collective Defiance (Removal that hits face? Yes, please)
1x Planar Outburst (That extra sweeper)

Enchantment(2)
2x Fevered Visions (When his hand starts filling up useless removal, this is gonna hurt him plenty. Great against control match-ups)

Planeswalker(6) (Nearly a superfriends deck)
1x Saheeli Rai (she pings, she scryes and more importantly, copies the dynavolt tower for 4 energy off your instants/sorceries. Oh and she can tutor for the tower and hulk too)
1x Gideon, Ally of Zendikar (0 synergy, but who needs synergy when your an all-in-one wincon?)
1x Chandra, Torch of Defiance (She can hit for 4, but her +1 aren't very useful in this deck, unless you really want to hit your opponent for some damage, so she's in just to get to her ultimate... :evil:)
1x Nahiri, the Harbinger (Only enchantment/artifact hate. Use sparingly)
1x Jace, Unraveler of Secrets (Extra draw power)
1x Chandra, Flamecaller (For when you feel like winning a little bit faster)

Artifact(2)
2x Dynavolt Tower (The tower itself)

Land(24)
2x Prairie Stream
2x Plains
4x Island
2x Wandering Fumarole (Be careful about activating man-lands, because chances are your opponent has a hand full of removal since the deck is nearly creatureless)
3x Mountain
2x Needle Spires
2x Clifftop Retreat
2x Glacial Fortress
2x Sulfur Falls
3x Aether Hub

To view this deck go to: https://www.magicduelshelper.com/deckli ... 3d22e1120a

Created using Magic Duels Helper: http://www.magicduelshelper.com

Enjoy!

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PostPosted: Thu Oct 27, 2016 10:40 am 
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The idea is absolutely right. White splash for blessed alliance against fatty and nahiri are very well worth it. My experience however has been that the deck doesn't need aggressive walkers. It actually needed plenty of card draw and burns to get the board in control sooner + finding the right lands / answers. Tower likes cheap spells, not walkers. Also visions could be a huge liability against fast decks. I'd rather not use visions for draw.

My version runs full draw package
4 take inventory --- With these I can afford to run 25 lands. Without I would run 26 lands.
3 glimmer of genius
full sweepers package
2 radiant flames
2 planar outburst
removal package
3 harnessed lightning
3 blessed alliance
4 galvanic bombardment
2 dynavolt tower
control walkers
1 Nahiri
1 Chandra Flamecaller
counter spells
2 scatter
2 broken
1 confirm
creature
1 baby jace
1 torrential gearhulk
hate
3 fragmentize

4 island
1 plains
1 mountain
12 dual lands
3 hub
4 wilds

It's a fun. flexible / light weight control deck to play with.
Games are usually won by huge card advantage.

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PostPosted: Thu Oct 27, 2016 11:00 am 
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The above would fall into those traditional control decks however.

The real efficient tourney deck built around tower imo would be a crazy draw burn deck similar to what WeCoexist posted.

To play this deck to its full potential, you need to know what the opponent plays and wisely choose the right target(s) for the multi-purpose cards. Like I have put in above comments, when opponent plays heavy control, you only have 6 dedicated creature removals. All the rest can burn face. With visions help it would be a very favored game. When facing aggro, all the burns can 1 for 1 opponent's threats and win game by card draw.

Because of the same reason, this is not the best ladder deck when you don't know how janky the opponents deck can be. Still I manage to win 8 out of 10 games when I tested it on ladder for tourney. I'm not gonna use this though I have a deck that went 10 out of 10.

creature removals
3 lightning axe
3 harnessed lightning

multi-purpose burns
4 fiery temper
2 collective defiance
2 exquisite firecraft
3 geistblast
2 dynavolt tower

draw
4 take inventory
3 glimmer of genius
2 fevered visions

creatures
2 Thing in the ice
4 thermo alchemist
1 baby jace
1 torrential gearhulk

pw
1 Chandra Flamecaller

23 lands

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PostPosted: Thu Oct 27, 2016 1:13 pm 
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Nice deck Woody that looks pretty good to me as far as the current pool goes.

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PostPosted: Thu Oct 27, 2016 1:18 pm 
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Thanks. Yeah for an aggro deck the worst thing can happen is 3 consecutive removals from turn 2,3,4. This deck is very consistent 2 colored on mana, with easily 123 removal especially axe+temper+harnessed all hit 3+. No aggro creatures escape from the range. We don't even need bombardments.

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PostPosted: Thu Oct 27, 2016 2:29 pm 
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The idea is absolutely right. White splash for blessed alliance against fatty and nahiri are very well worth it. My experience however has been that the deck doesn't need aggressive walkers. It actually needed plenty of card draw and burns to get the board in control sooner + finding the right lands / answers. Tower likes cheap spells, not walkers. Also visions could be a huge liability against fast decks. I'd rather not use visions for draw.

My version runs full draw package
4 take inventory --- With these I can afford to run 25 lands. Without I would run 26 lands.
3 glimmer of genius
full sweepers package
2 radiant flames
2 planar outburst
removal package
3 harnessed lightning
3 blessed alliance
4 galvanic bombardment
2 dynavolt tower
control walkers
1 Nahiri
1 Chandra Flamecaller
counter spells
2 scatter
2 broken
1 confirm
creature
1 baby jace
1 torrential gearhulk
hate
3 fragmentize

4 island
1 plains
1 mountain
12 dual lands
3 hub
4 wilds

It's a fun. flexible / light weight control deck to play with.
Games are usually won by huge card advantage.


Its a bit light on win-cons. That's why I went overboard on PWs, because those 2 towers can end up at the bottom of your deck and PWs Act almost like lifegain, because they force your opponent to waste resources on them, often 2 or 3 cards to kill them... That sounds like card advantage to me :)
Visions is for use against control decks or late game when you have a tower and board control.

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