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Deck lists: The Secret's Out http://862838.jrbdt8wd.asia/viewtopic.php?f=61&t=14168 |
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Author: | The Secret of TIMH [ Tue Apr 05, 2016 6:33 pm ] |
Post subject: | Deck lists: The Secret's Out |
NIMH's experiments created the super intelligent rats! Also, I wanted to copy all the kool kids and make a deck thread for myself. Final Card Pool Lists: Temur Fog Tower Combo deck that likes to pop off for 20 damage. Really fun, and takes advantage of aftermath cards to charge up Dynavolt Towers.
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4 x Fog 2 x Thing in the Ice 2 x Baral, Chief of Compliance 3 x Telling Time 3 x Harnessed Lightning 3 x Trophy Mage 2 x Dynavolt Tower 2 x Heaven // Earth 2 x Radiant Flames 1 x Mechanized Production 3 x Glimmer of Genius 2 x Baral’s Expertise 1 x Torrential Gearhulk 2 x Insult // Injury 3 x Spring // Mind 1 x Commit // Memory 3 x Island 3 x Mountain 3 x Forest 2 x Lumbering Falls 2 x Wandering Fumarole 2 x Cinder Glade 2 x Rootbound Craig 2 x Hinterland Harbor 2 x Sulfur Falls 3 x Aether Hub Deck pops off and one shots opp when TITI flips off Insult with a Tower in play and 3 energy. TITI attacks for 14 and Tower deals 6. That’s a common way to win, and is a blast. There are different ways to build this based on what you see more in your meta. Primary pieces are TITI, Telling Time (to find pieces), Tower, Trophy Mages to find Towrs, Insult // Injury, Spring // Mind, and Torrential Gearhulk. Could run Shocks over Fogs, or tweak numbers to bring in Commence the Festivities (which I ran in earlier builds), etc, but this version is where I’m at currently Superfriends No Red Allowed superfriends. Trades some of the removal red offers 4c ‘Walkers lists for more card draw and scrying with blue. This version deals with land pockets very well, and helps you get correct tools on time.
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2 x Renegade Map 2 x Oath of Nissa 2 x Fatal Push 1 x Jace, Vyrn’s Prodigy 1 x Heart of Kiran 1 x Nissa, Stewart of Elements 1 x Nissa, Vastwood Seer 2 x Cultivator’s Caravan 1 x Oath of Gideon 1 x Oath of Jace 2 x Oath of Liliana 1 x Gideon of the Trials 1 x Liliana, the Last Hope 2 x Woodland Wanderer 2 x Languish 1 x Yahenni’s Expertise 1 x Gideon, Ally of Zendikar 1 x Tamiyo, Field Researcher 1 x Tezzeret the Schemer 2 x Planar Outburst 1 x Baral’s Expertise 1 x Jace, Unraveler of Secrets 1 x Ob Nixilis Reignited 1 x Liliana, Death’s Majesty 1 x Nissa, Vital Force 1 x Sorin, Grim Nemesis 1 x Ajani Unyielding 1 x Dusk // Dawn 2 x Plains 2 x Island 2 x Swamp 2 x Forest 2 x Sunken Hallow 2 x Canopy Vista 1 x Prairie Stream 2 x Drown Catacomb 1 x Hinterland Harbor 2 x Sunpetal Grove 4 x Evolving Wilds Big Lili is the one card I’m not sure about. Honestly might be better as 2nd Baral’s or 2nd Gideon’s Oath. Not much to reanimate (Wanderers come out as 2/2’s, creature Jace and creature Nissa have alternate versions that may be in play already, and Dawn gets all those already, with ability to recast Wanderers as 6/6’s), and self milling isn’t great when you’re dumping walkers in the yard. But sometimes 2/2 chump blockers are useful, and the ult is another sweeper for the deck, so I haven’t replaced yet. I wasn’t sure about Tezzeret in the beginning but he ults fast and the animated artifacts win a fair amount of games. Don’t crack maps unless you need the mana or revolt activation, as those and vehicles help his 2nd ability take things out. Reanimator Toolbox reanimator. Discard or self mill fatties and bring them back ahead of curve.
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1x Sinister Concoction 3x Lightening Axe 1x Jace, Vyrn’s Prodigy 4x Cathartic Reunion 2x Prized Amalgam 4x Pieces of the Puzzle 2x Radiant Flames 2x Languish 1x Yahenni’s Expertise 3x Necromantic Summons 2x Rise from the Grave 1x Liliana, Death’s Majesty 1x Noxious Gearhulk 1x Greenwarden of Murasa 1x Sire of Stagnation 1x Ever After 2x Gaea’s Revenge 2x Plated Crusher 1x Omnath, Locus of Rage 1x Ulamog, the Ceaseless Hunger 3 x Island 4 x Swamp 3 x Mountain 2 x Smoldering Marsh 2 x Sunken Hallow 2 x Drowned Catacomb 2 x Sulfur Falls 2 x Dragonskull Summit 4 x Evolving Wilds Toolbox fatties. Hastey Revenge to lili animate after board wipe. Those, Ulamog, and Crushers are your hard to touch fatties. Sire, Gearhulk, and Greenwarden are your utility fatties. Sire reanimated T5 on the play is brutal unless oops holding hard removal. Don’t use Greenwarden’s death trigger unless absolutely necessary - you’ll get more value reanimating him again. Omnath is your go wide direct damage dealer, but not the best reanimator target unless you’re holding land to drop right away. You want to use Reunions to find land early. It’s high priority to get 5 lands in play on curve. 6 is as high as you need (Ever After or hard casting Sire/Gearhulk), and at that point you can start holding lands for Omnath or Reunions. Use Jace to recast your sweepers and reanimating spells. Remember that T3 Pieces will flip him if you cast first then loot. Zomomomombies Midrange zombies with token subtheme. Versatile build that can straight race, go stompy, go wide, or even win without ever attacking. Fun and flavorful.
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2 x Cryptbreaker 2 x Dread Wanderer 3 x Fatal Push 2 x Dark Salvation 4 x Binding Mummy 4 x Wayward Servant 3 x Grasp of Darkness 2 x Diregraf Colossus 3 x Lord of the Accursed 1 x Liliana, the Last Hope 1 x Kalitas, Traitor of Ghet 2 x Anointed Procession 1 x Gideon, Ally of Zendikar 2 x Liliana's Mastery 1 x From Under the Floorboards 1 x Liliana, Death's Majesty 3 x Stir the Sands 6 x Plains 10 x Swamp 2 x Shambling Vent 1 x Westvale Abbey 2 x Isolated Chapel 3 x Forsaken Sanctuary Sanctuary's could be Evolving Wilds to make Fatal Pushes better, but I found hitting my double color requirements to be more important. Deck has endless fodder tokens and suicide attacking to turn on revolt is fine enough that I went with the better mana. Don’t forget you can cycle Stir at instant speed or Generate a token with Cryptbreaker to tap a potential attacker with Binding Mummy. Adds extra versatility to the mummies. Anointed Procession may be cute, but they let this deck do some impressive things. They give some awesome wins and make the deck a ton of fun. Deck generates so many token zombies that you just need to have Procession in. Feels so good when opp thinks they’re safe with a gummed up board and a reasonably heathy life total, and you Stir the Sands at 6 mana with Procession and some Wayward Servants in play and suddenly drain them out on ETB triggers. Ledit Burn Fun spells deck. Ran into a player running this archetype on the ladder two games in a row and thought it looked interesting. Built this afterwards to enjoy. Surely not identical (I'm running Embermaw when I doubt the other person did, because I like what Jaya does for red damage spells in War of the Spark limited).
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4 x Renegade Map 3 x Fatal push 2 x Fall of the Titans 2 x Lava Axe 3 x Shock 2 x Abbot of Keral Keep 4 x Thermo-Alchemist 3 x Cathartic Reunion 4 x Fiery Temper 3 x Unlicensed Disintegration 3 x Alms of the Vein 2 x Collective Defiance 1 x Cut // Ribbons 1 x Chandra, Torch of Defiance 2 x Embermaw Hellion 1 x Chandra, Flamecaller 6 x Swamp 8 x Mountain 2 x Smoldering Marsh 2 x Dragonskull Summit 2 x Evolving Wilds Maps turn on Disintegration damage, revolt for Pushes, extra 1 mana spells to surge Falls, and let me run fewer lands. Not really taking up spell slots due to lowered land count. Also nice to fetch a land to hand for Reunions after mana is fixed. Abbots in for card draw, and buff attack off the spell theme. Could see trading them for Walking Ballistas for ping damage and turning on Disintegrations, but feeling the card draw more. Chandra Flamecaller might be too excessive in mana cost, and could see this traded out for another Cut // Ribbons, but I have her in for utility in sweeper effect, looting (turning on madness spells, cycling excess lands), and elemental attackers. Embermaw Hellions are great here. Making Shocks lightening bolts is good. Doubling damage output on Alchemists is amazing. Maybe it wants to be Bedlam Revelers instead, but I've been happy with Embermaws and their 4/5 bodies plus extra lethality on Alchemists and burn spells so far. Not sure if the quantity breakdowns on spells is exactly right, but feels like spell inclusions are pretty close to right. Might be doing some fine tuning as I get more games in with it, but it's a blast to play. Cascading Bond Midrange. Value and card advantage like a boss. When the engine gets rolling is very hard to stop the momentum.
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2 x Greenbelt Rampager 3 x Fatal Push 2 x Supernatural Stamina 2 x Syndicate Trafficker 2 x Scrapheap Scrounger 1 x Heart of Kiran 2 x Smuggler's Copter 2 x Grasp of Darkness 1 x Kefnet the Mindful 1 x Rhonas the Indomitable 2 x Tireless Tracker 3 x Rogue Refiner 2 x Matter Reshaper 3 x Elemental Bond 1 x Kalitas, Traitor of Ghet 3 x Treasure Keeper 1 x Skysovereign, Consul Flagship 1 x Woodland Bellower x1 2 x Never // Return x2 1 x Decimator of the Provinces x1 1 x Island 4 x Swamp 4 x Forest 1 x Wastes 2 x Woodland Cemetery 2 x Drowned Catacombs 2 x Hinterland Harbor 3 x Aether Hub 4 x Evolving Wilds I threw together an elemental bond deck trying to get stupid with Cascade effects, and it ended up being surprisingly solid. It's a total blast to play. One problem 3 power Bond decks tend to have is being able to punch through for the win if opponent is wide, but Decimator solves that here. Deckbuilder trying to say synergy is around 2 stars, but in reality it's over 9000 It's not bad at all as a 4c deck. Hubs suffice for requirements, Refiners and Rampagers refill the energy they consumed on cast. Only 4 spells need and 2 needing Inevitability Control, mill, burn: the outcome is inevitable.
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I was a big fan of Wintervoid's Inevitability in its season, but hadn't played it since Kalidesh released. Have recently been revisiting old decks, and I decided to try my hand at updating it with final card pool. While this deck wasn't my original idea, I'm including it in my desk lists because I had a small hand in helping Wintervoid finalize some card choices in his original list, and I've updated it for final card pool version. This what I settled on: 1 x Fall of the Titans 4 x Galvanic Bombardment 3 x Blessed Alliance 2 x Declaration in Stone 4 x Take Inventory 1 x Kefnet the Mindful 3 x Sphinx's Tutelage 2 x Fevered Visions 2 x Radiant Flames 2 x Collective Defiance 1 x Gideon of the Trials 3 x Cast Out 1 x Nahiri, the Harbinger 2 x Planar Outburst 1 x Jace, Unraveler of Secrets 1 x Chandra, Flamecaller 1 x Commit // Memory 3 x Plains 3 x Island 3 x Mountain 2 x Wandering Fumarole 2 x Needle Spires 2 x Prairie Stream 2 x Clifftop Retreat 2 x Sulfur Falls 2 x Glacial Fortress 4 x Evolving Wilds Differences and explanations:
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Fall of the Titans could maybe be Chandra Tourch, 2nd Commit // Memory, or Kozy's Return for another sweeper effect, but I've been reasonably happy with Fall as a mini sweeper plus option to go to face. Removed Geistblasts. They were a little too cute, and I wanted to get more focused than the utility 2 damage for 3 mana offered. Removed Brutal Expulsion. Was useful at times, but Cast Out is waaay better use of 4 mana. Removed Exquisite Firecraft. Wanted to reduce the requirements at the 3 spot. Defiance is more versatile, plus Firecraft was mostly for Geistcasting (which got reduced) so Firecraft got the boot. Removed Zendikar Gideon. His ally tokens just die right away, his emblem is effectively useless (can pump man lands, Chandra elementals, and his creature form, sure - but you're hard pressed to spend 4 loyalty on that). Realized he mostly functioned as a diversion, so wanted to do something better with the mana. Added Trials Gideon. Waaay better than Zendikar Gideon in this build. Nurfing damage is very useful here and forces opp to add more to board, so sweepers can hit more targets. Rarely use emblem, but have to buy a turn, when I never used Zendikar emblem. 4/4 body an acceptable consolation prize from losing Zendikars slightly larger body. Yes, dies to Grasp, but the change has been worth that risk. Does more work here overall. Added Kefnet. Indestructible draw engine is good here. Also being able to pick up extra lands late game to loot them with Nahiri and wheel effects is useful. His 5/5 flying body has won games, and is a decent proxy for the 5/5 body I lost when cutting Zendikar Gideon. Added Cast Out. Versatile instant speed removal that can be cycled to mill harder is the best thing this deck got from the later sets. Yes please. Added 1 Commit//Memory. Card saved my butt a few times. Commit is effectively hard removal with 1 Tutelage in play, and with 2 or more in play Memory mills like a boss while refilling hand. Plays well with Visions out. Might be worth running both copies, but having trouble seeing what to cut with its casting demands. 1 has been good enough in practice. Added 1 land. This deck needs to hit its land drops, and there are plenty of ways to loot excess lands later game. Reworked colors in mana base slightly. Reducing the demands from Firecraft allows me to trade mountains for island/plains, and makes it a little easier to cast everything else. A few things considered but left unchanged: Removing Bombardments for something else. Thought about it, but in the end it was too important to have a 1 mana removal spell. Helps to have removal you can cast for 1 mana when playing 3cc spells T4 or 4cc spells T5, etc. with the looting this deck does, I still like this better than the other 1 mana burn options. Using Towers. Adding Cast Outs to the already notable number of planeswalker and enchantment spells just didn't feel right to run Towers. T3 I'd rather be casting other things. Using any creatures that aren't indestructible. One of the better features of the deck is blanking opps removal and making them hold more cards for Visions damage. Every non indestructible creature I tried just helped opp cast otherwise dead cards. This a major reason Zendikar Gideon got cut. General thoughts on the deck in post update Duels world: This has been an absolute blast to revisit. I run into so many goofy brews on the ladder, enchantment hate hasn't been much of a problem. Think it's hard to dedicate slots to that in a meta with so much strange variety. Mill might not work in a tourney with the full cardpool (especially w/ sideboards), but on ladder it's worthy of running. Hell is Where the Heart is Aggro. Live fast, live dangerous.
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2 x Dread Wanderer 3 x Flameblade Adept 1 x Insolent Neonate 2 x Bomat Courier 4 x Olivia's Dragoon 1 x Kari Zev, Skyship Raider 3 x Bloodrage Brawler 2 x Lupine Prototype 2 x Scrapheap Scrounger 1 x Heart of Kiran 2 x Smuggler's Copter 2 x Key to the City 1 x Olivia, Mobilized for War 4 x Fiery Temper 3 x Unlicensed Disintegration 4 x Alms of the Vein 1 x Hazoret the Fervent 1 x Heart-Piercer Manticore 2 x Bloodhall Priest 6 x Swamp 6 x Mountain 2 x Smoldering Marsh 2 x Dragonskull Summit 3 x Aether Hub Boros Valor Aggro. Attack for more than 20 damage on T4 *EXPLOSION*
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1 x Kytheon, Hero of Akros 2 x Hanweir Militia Captain 2 x Thalia's Lieutenant 2 x Selfless Spirit 2 x Kari Zev, Skyship Raider 4 x Aether Chaser 3 x Honored Crop-Captain 2 x Pia Nalaar 2 x Hanweir Garrison 3 x Thopter Engineer 2 x Pia and Kiran Nalaar 1 x Angel of Invention 1 x Gideon, Ally of Zendikar 3 x Valor in Akros 2 x Sram's Expertise 3 x Harnessed Lightning 1 x Declaration in Stone 7 x Plains 7 x Mountain 2 x Needle Spires 2 x Westvale Abbey 2 x Clifftop Retreat 1 x Hanweir Battlements 3 x Aether Hub General deck info and suggestions for some alternate card choices:
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This deck is all about exploding for a ton of damage around T4/5. Aim is to play out doods capable of generating bodies during the attach phase on T2/3, then cast Valor in Akros T4 to generate immediate value and create an explosive attack. Mana base is pretty greedy, but I'm ok trading a game here and there where I mulligan a string of Hub/Battlements/Abbey (no stable color source) hands to death for those games here and there where I flip Abbey or transform a Garrison for a glorious victory. If you prefer consistency, trade in some Stone Quarrys to help you hit your T4 double color spells on curve (only a single 1 drop makes it no problem to spend T1 playing a tapped land). I wouldn't go above 24 lands cause flooding out with this deck is the worst. Deck is very resilient and can overcome some awkward draws or stalled board states - but it doesn't have any way to power through floods in this version, so taking out a couple spells for Boros tapped lands is no bueno. Thalia's Lieutenant, Crop-Captain, and Gideon Emblems help you pump weenies to win games you don't draw Valor in. Abbey helps you win stalled games where you can't find/stick pumpers, and I'd run a single copy even in decks I'm subbing Stone Quarrys in for better color consistency. Battlements is primarily a just for fun card - occasionally you'll use the haste option to send in a creature who just valor pumped your team for a bigger swing, and every so often you'll be able to transform Garrison for a Feels Good Man attack. Mostly it's just a colorless land source that's as likely to frustrate you by not producing a color as it is to entertain you with its abilities tho. If you're looking to establish a stronger mana base, this is an easy first cut for Quarry. I've run versions with Smuggler's Copter for the loot effect to power through floods, and that's a viable option to sub in (just remember to pilot it before your Valor triggers resolve so you can get dem big Copter swings). Another vehicle I've run at times is Aethersphere Harvester - more energy plays well with Hubs, Lightning, and Chasers - lifegain is useful at times, and it's a big butt on defense. They're good cards and proved powerful options in other versions - but current version doesn't use any vehicles cause I got bored with using them in decks. This version is more focused on aggressive synergy and T4/5 wins. If opp durdles till turn 3 or 4, they're ded. This goldfishes like a mother****er, and doesn't leave time for opp to mess around. There are different ways you can go to make the deck more midrange - using cards like Collective Effort, Chandra, Flamecaller, more removal, vehicles, or even Dragon Fodder. I've tried a bunch of versions and even took Boros Body Bag: Valor in Asskros (posted down in SOI era lists below) to a decent finish in a tourney NGA did - but the list above is best version IMO for ladder play in a post updates Duels world. Best here meaning just the right combination of lethality and fun. ___________________________________________________________ Meme decks. Less competitive than above, but can meme out. Rhonas' Simic Super Slide Beatdown. Draw a bunch of cards, pump a bunch of doods; explode and overrun.
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2 x Greenbelt Rampager 3 x Blossoming Defense 2 x Sylvan Advocate 2 x Duskwatch Recruiter 3 x Longtusk Cub 3 x Elvish Visionary 2 x Smuggler's Copter 1 x Trophy Mage 1 x Rhonas the Indomitable 2 x Tireless Tracker 3 x Bounding Krasis 3 x Rogue Refiner 1 x Aethersphere Harvester 3 x Rhonas's Monument 2 x Bristling Hydra 1 x Kiora, Master of the Depths 2 x Elder Deep-Fiend 6 x Island 8 x Forest 2 x Lumbering Falls 2 x Hinterland Harbor 3 x Aether Hub 3 x Evolving Wilds Hazoret's Fury Aggro. Aggressively suicidal so hard you suicide opps creatures too
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2 x Abbot of Keral Keep 2 x Kari Zev, Skyship Raider 3 x Akoum Stonewalker 4 x Elvish Visionary 3 x Voltaic Brawler 2 x Evolutionary Leap 2 x Wrangle 2 x Hanweir Garrison 2 x Tireless Tracker 2 x Khenra's Charioteer 2 x Hazoret's Favor 2 x Kari Zev's Expertise 2 x Act of Treason 1 x Hijack 1 x Nissa, Voice of Zendikar 2 x Pia and Kiran Nalaar 1 x Arlin Kord 1 x Chandra, Flamecaller 7 x Mountain 7 x Forest 2 x Cinder Glade 2 x Rootbound Craig 4 x Evolving Wilds 2 x Hanweir Battlements Comments:
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Fun aggro deck with a twist. Idea is to play out a sacrifice outlet ASAP - looking to cast Evolutionary Leap and/or Hazoret's Favor as high priority. Once those are in play, you can start stealing opps creatures with treason effects, attacking with them, and sacrificing them EOT. If having trouble drawing a sac outlet, deck is able to play more straight forward aggro and if you can get any creature advantage, you can just steal their blockers and overwhelm them. But it's way more fun when you can steal/sac. Charioteer's are to give trample to things that are Favor pumped. Maybe they should be replaced for something with better raw stats, but team trample is winning that spot for now. Evoleap, Visionaries, Abbots, and Stonewalkers work to keep gas in the tank. I should probably trade out Arlin for Chandra Torch (for even more gas), but haven't done that yet. Without instant speed removal (and with the only removal it does have being contingent on other cards), it struggles mightily against certain types of decks. But it's hella fun the rest of the time EDIT: Cleaned up the old deck lists thread. Revised format so only post-updates lists that I enjoy playing are in the OP. Moved past season deck lists to comments in the thread below. Want to hang on to some of those ideas in case I ever get around to revising them with cards released later... |
Author: | Black Barney [ Wed Apr 06, 2016 6:51 am ] |
Post subject: | Re: Deck lists: The Secret's Out |
I love that movie I cry when Nicodemus bites it Dom Deluises best role ever? The Sparkly!! |
Author: | The Secret of TIMH [ Tue Jun 05, 2018 5:27 pm ] |
Post subject: | Re: Deck lists: The Secret's Out |
AKH Era Deck Lists: My Archfiend Drake Control the game, grind out value, make a bunch of Drakes.
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2 x Dread Wanderer 3 x Lightning Axe 1 x Jace, Vryn's Prodigy 2 x Scrapheap Scrounger 2 x Smuggler's Copter 2 x Key to the City 4 x Cathartic Reunion 2 x Cut // Ribbons 2 x Prized Amalgam 2 x Drake Haven 4 x Fiery Temper 2 x Radiant Flames 2 x Curator of Mysteries 3 x Haunted Dead 1 x Hieroglyphic Illumination 2 x Archfiend of Ifnir 3 x Island 3 x Swamp 3 x Mountain 2 x Wandering Fumarole 2 x Smoldering Marsh 2 x Sunken Hallow 2 x Drowned Catacomb 2 x Sulfur Falls 2 x Dragonskull Summit 3 x Aether Hubs Aristocats Mother ****ing aristoCATS.
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4 x Sacred Cat 1 x Fatal Push 3 x Anointer Priest 3 x Doomed Dissenter 2 x Hidden Stockpile 1 x Bontu the Glorified 2 x Yahenni, Undying Partisan 3 x Weaponcraft Enthusiast 3 x Nantuko Husk 2 x Anguished Unmaking 2 x Collective Effort 1 x Oketra the True 1 x Kalitas, Traitor of Ghet 2 x Anointed Procession 2 x Sram's Expertise 1 x Gideon, Ally of Zendikar 2 x Regal Caracal 1 x Angel of Invention 1 x Dusk // Dawn 7 x Plains 7 x Swamp 2 x Shambling Vent 2 x Westvale Abbey 2 x Isolated Chapel 1 x Rogue's Passage 3 x Forsaken Sanctuary Big Bad Bant Tokens Make giant tokens, give them flying/vigilance and/or unblockable. Not a great deck, but fun when it goes off. Idea is there; execution is clunky tho.
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2 x Oviya Pashiri, Sage Lifecrafter 4 x Cartouche of Solidarity 4 x Anointer Priest 2 x Temmet, Vizier of Naktamun 2 x Declaration in Stone 1 x Nissa, Vastwood Seer 3 x Trial of Strength 1 x Nissa, Voice of Zendikar 2 x Mouth // Feed 1 x Oketra the True 3 x Aven Wind Guide 2 x Annointed Procession 2 x Trial of Knowledge 1 x Gideon, Ally of Zendikar 1 x Angel of Invention 1 x Glyph Keeper 2 x Baral's Expertise 1 x Honored Hydra 4 x Plains 2 x Island 4 x Forest 2 x Canopy Vista 2 x Prairie Stream 1 x Westvale Abbey 2 x Hinterland Harbor 2 x Glacial Fortress 2 x Sunpetal Grove 4 x Evolving Wilds Defiant Jank JFF deck built for NGA Lifegain Challenge. Gain a bunch of life, get the fun kill with super jank Defiant Bloodlord.
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3 x Lone Rider
3 x Blessed Alliance 1 x Declaration in Stone 2 x Sylvan Advocate 1 x Ayli, Eternal Pilgrim 1 x Liliana, the Last Hope 1 x Nissa, Vastwood Seer 1 x Reclamation Sage 4 x Gift of Paradise 2 x Pulse of Murasa 2 x Anguished Unmaking 1 x Kalitas, Traitor of Ghet 2 x Yahenni's Expertise 2 x Regal Caracal 1 x Liliana, Death's Majesty 2 x Arborback Stomper 1 x Greenwarden of Murasa 1 x Ever After 1 x Nissa's Renewal 1 x Sorin, Grim Nemesis 2 x Defiant Bloodlord 3 x Plains 3 x Swamp 4 x Forest 2 x Hissing Quagmire 2 x Shambling Vent 2 x Canopy Vista 2 x Woodland Cemetery 2 x Isolated Chapel 2 x Sunpetal Grove 3 x Evolving Wilds Piloting tips:
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#1 Tip = be aware of the way the game is wanting to auto tap your mana when you have Gift of Paradise enchanting a land. If your spell isn't needing the double color from it and/or isn't requiring all your mana to cast, the game likes to tap the land for a single mana rather than the 2 mana the enchantment ability grants. This can screw you if you're needing the extra mana to hold up an instant. General Piloting Tips: Depending on the draw the deck can have aggressive starts, like T2 Lone Rider into T3 Gift of Paradise. Outside of that type of opening, the deck wants to play defensively until you can get your Bloodlord combos rolling. There are several ways to recur creatures (Pulse of Murasa, Greenwarden of Murasa, Ever After, both Lilianas), so don't worry about losing doods along the way. You've got a ton of lifegain in this build so your focus is staying alive until Bloodlord combos or planeswalker ultimate win you the game. Depending on the situation, you may not want to trigger Greenwarden's card recursion on death, since you can get him back with other GY recursion spells and get more than two total triggers off him through the course of a game. If you don't need some spell to keep you alive when he dies, it's often better to not use the ability that exiles him - so put thought into that decision before you pull the trigger. It's ok to cast Nissa on curve just to make sure you're hitting your land drops (very important with this deck as it has a lot of high end spells). You can recur her later when at 6+ lands to flip her, and you want to draw out removals to help your Bloodlord stick later anyways. Pulse of Murasa on Lone Rider with mana to cast both is a nice play. Obviously you don't want Bloodlord to die, but he's a high priority target when he drops so he invariably will draw out removal. That's why there are several ways to recur creatures. Ever After fetching back Bloodlord + Arborback Stomper is a nice combo. EA can put a metric **** ton of power toughness on the board fetching back a pair of Caracals, and can auto flip Lone Rider fetching him back plus an Arborback. Don't forget Shambling Vent has lifelink. Unless multiple GoP's got you to cast Bloodlord, you should have 6 mana to get Sylvan Advocate's buff when you untap, so Vent can help you close out quick in those situations. Ayli, Eternal Pilgrim can get her 2nd ability going in this deck, and deck has ways to generate zombie tokens for expendable removal/sac fodder. Remember that Lone Rider has 1st strike, so if he's going to die in combat, you can trigger her first or second ability targeting Rider after he gains you 4 life but before other damage resolves. Use her abilities to gain life or kill things when your other creatures are targeted with temoval - ESPECIALLY if Bloodlord is being targeted with exile removal. You can do nifty things with her in this deck - and she's one way to quickly close out a game when you cast Bloodlord (sacing creatures to gain life for a single mana). If you are planning to do this with more than one creature using a GoP enchanted land, remember #1 Tip and manually tap GoP to generate 2 mana first. In testing, this deck didn't lose to AI ever so it's at least that good. I went 3-0 on xbone ladder with this exact version, and total games with other versions in testing process were better than 50% wins so it's not total garbage there. Probably will be rough on Steam ladder at higher ranks tho... def a deck built more to have fun with Bloodlord than to steamroll opponents. Requires a good deal of thought with what to cast your removal on, what to recur from graveyard, and what to do with your planeswalkers. But when you get those sick Bloodlord combos going it Feels Good Man. |
Author: | The Secret of TIMH [ Tue Jun 05, 2018 5:30 pm ] |
Post subject: | Re: Deck lists: The Secret's Out |
SOI Era Deck Lists: Menacing Shenanigans Super goofy deck that does super goofy things. Primary goal is to create unblockable beaters by combining menace with creatures that can only be blocked by 1 creature. This version is bad and curve is awful, but core of Prowler/Rats/Scavengers/Colossus is fun, and deck is better with lower curve and cards from subsequent sets.
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3 x Kessig Prowler 2 x Graf Rats 2 x Deathcap Cultivator 2 x Sylvan Advocate 2 x Giant Spectacle 1 x Evolutionary Leap 1 x Nissa, Vastwood Seer 2 x Tireless Tracker 2 x Chitinous Cloak 1 x Kozilek's Return 1 x Liliana, the Last Hope 2 x Woodland Wanderer 2 x Mina and Denn, Wildborn 1 x Arlinn Kord 2 x Midnight Scavengers 1 x Verdurous Gearhulk 2 x Outland Colossus 2 x Chandra's Ignition 1 x Ob Nixilis Reignited 1 x Nissa, Vital Force 1 x Noxious Hearhulk 1 x Chandra, Flamecaller 2 x Swamp 2 x Mountain 6 x Forest 2 x Hissing Quagmire 1 x Smoldering Marsh 2 x Cinder Glade 2 x Woodland Cemetery 2 x Rootbound Craig 2 x Dragonskull Summit 1 x Rogue's Passage 4 x Evolving Wilds Jeskai's Electric Bouncehouse Fun idea to bounce creatures repeatedly, keeping opps hand full for Fevered Visions to punish.
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7 Creatures 1 x Jace, Vryn's Prodigy 2 x Thing in the Ice 3 x Wall of Resurgence 1 x Archangel Avacyn 3 Planeswalkers 1 x Gideon, Ally of Zendikar 1 x Jace, Unraveler of Secrets 1 x Chandra, Flamecaller 2 Enchantments 2 x Fevered Visions 24 Other Spells 4 x Clutch of Currents 3 x Telling Time 2 x Displacement Wave 2 x Scatter to the Winds 2 x Spell Shrivel 1 x Kozilek's Return 1 x Radiant Flames 2 x Geistblast 2 x Roil Spout 2 x Brutal Expulsion 2 x Planar Outburst 1 x Crush of Tentacles 24 Land 7 x Island 3 x Plains 2 x Mountain 2 x Prairie Stream 2 x Glacial Fortress 2 x Clifftop Retreat 2 x Wandering Fumarole 2 x Needle Spires 2 x Evolving Wilds Control deck that bounces creatures to disrupt opps tempo and keep their hand full so Fevered Visions can wreck them. Awaken gives the deck more creatures than the 7 creature spells. Battlelands love the awaken counters. All but TITI's global bounce effects will leave awakened lands on the board - if you awaken a land with the spell that triggers TITI's transformation, the bounce will occur before the land awakens, allowing you to attack with both. Sweepers in the deck allow you to work around your awoken lands as well, and you can Geistcast Radiant/Return to sweep for 6/4 (respectively) if you need to clear bigger threats. Deck might want Reflector Mages. Don't have a playset unlocked currently, so haven't been able to test if they will improve anything. *late edit*: deck had fun moments but was never as good as imagined. Kept list up because I think it could be improved with cards that were released later. Bouncehaus (original dream version; pre-build before set releases)
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Haven't unlocked all the cards for the following list, so not Play Tested, Mother Approved yet. I have an alternate version of the core idea I'm currently using with SOI/BFZ/ORI cards that works fine and is a ton of fun to play with. I expect once I get and add the OGW, it will only get better... 8 Creatures 2 x Thing in the Ice 3 x Reflector Mage 3 x Wall of Resurgence 2 Plainswalkers 1 x Jace, Unraveler of Secrets 1 x Gideon, Ally of Zendikar 26 Other Spells 4 x Clutch of Currents 3 x Telling Time 2 x Displacement Wave 2 x Roil Spout 2 x Scatter to the Winds 2 x Spell Shrivel 2 x Radiant Flames 2 x Geistblast 2 x Fevered Visions 2 x Brutal Expulsion 2 x Planar Outburst 1 x Crush of Tentacles 24 Land 7 x Island 3 x Plains 2 x Mountain 2 x Prairie Stream 2 x Glacial Fortress 2 x Clifftop Retreat 2 x Evolving Wilds 2 x Wandering Fumarole 2 x Needle Spires Idea is to control the board early, create some man-lands along the way, and then start the big bounce. Excluding Thing in the Ice's transformation, all global bounce spells will leave your awoken lands alone; Planar Outburst does the same. Awaken man-lands for some larger beaters post board wipe. Fevered Visions might be better substituted for a 3rd Geistblast and Scatter to the Wind / Roil Spout, but wouldn't know till play testing (really wanted to cause some pain post global bounce, so that's why it's there for now). Might not work like I want it to, but really wanted to play with the idea. Horcrux Super goofy deck that does super goofy things. Goal is to flip Neglected Heirloom for the beatdown.
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17 Creatures 3 x Thraben Gargoyle 3 x Heir of Falkenrath 2 x Thing in the Ice 1 x Jace, Vryn's Prodigy 1 x Liliana, Heretical Healer 3 x Kindly Stranger 2 x Aberrant Researcher 2 x Elusive Tormentor 3 Equipment 3 x Neglected Heirloom 10 Instants 3 x Telling Time 4 x Just the Wind 3 x Grasp of Darkness 7 Sorceries 3 x Murderous Compulsion 2 x Welcome to the Fold 2 x From Under the Floorboards 23 Land 7 x Swamp 6 x Island 2 x Sunken Hallow 2 x Drowned Catacomb 2 x Drownyard Temple 4 x Evolving Wilds Put the Heirloom on a creature, flip it, and beat down. Fun deck that can win surprisingly quickly if it starts with Heirloom in hand. If you're questioning Thraben's presence here, it serves several purposes and is worth inclusion in this deck - gives another turn 1 play aside from Heirloom, provides aggro defense, gives 1/2 delirium conditions, is prob the best 1CMC late game top deck you can get in this deck - with Heirloom in play, it attacks for 7/5 the turn after it lands. Flashy Draw-No Counterspells and flash creatures. Play all your things on opps turn.
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16 Creatures 2 x Rattlechains 2 x Dimensional Infiltrator 3 x Bounding Krasis 3 x Void Grafter 1 x Pack Guardian 3 x Thunderclap Wyvern 1 x Hixus, Prison Warden 1 x Archangel Avacyn 17 Instants 3 x Horribly Awry 2 x Scatter to the Winds 3 x Broken Concentration 3 x Spell Shrivel 2 x Bone to Ash 2 x Countermand 2 x Confirm Suspicions 2 Sorceries 2 x Declaration in Stone 25 Land 3 x Plains 3 x Forest 5 x Island 2 x Lumbering Falls 2 x Canopy Vista 2 x Prairie Stream 2 x Glacial Fortress 2 x Sunpetal Grove 4 x Evolving Wilds Total permission deck. Never have to play anything on your turn, unless it's Declaration in Stone - but you should be able to hold those until you have enough resources to keep counter spell mana open. Keep your opp in a constant state of paranoia, and punish them with flash creatures on the end-step if they try to play around your counter spells, waiting for you to tap out. Valor Blues Valor in Akros deck that utilizes instant speed pump effects for surprise buffs.
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15 Creatures 1 x Kytheon, Hero of Akros 1 x Jace, Vryn's Prodigy 2 x Hanweir Militia Captain 2 x Rattlechains 4 x Eldrazi Skyspawner 3 x Whirler Rogue 2 x Drowner of Hope 2 Planeswalkers 1 x Gideon, Ally of Zendikar 1 x Jace, Unraveler of Secrets 6 Enchantments 2 x Vessel of Ephemera 1 x Oath of Gideon 3 x Valor in Akros 10 Instants 3 x Essence Flux 2 x Reprisal 2 x Gideon's Reproach 3 x Telling Time 3 Sorceries 2 x Declaration in Stone 1 x Rise from the Tides 24 Land 6 x Plains 6 x Island 2 x Prairie Stream 2 x Glacial Fortress 2 x Westvale Abbey 3 x Foundry of the Consuls 3 x Evolving Wilds Updated changes from original: -2 Allied Reinforcements, -1 Rise from the Tides. +2 Vessel of Ephemera, +1 Oath of Gideon. Pretty straight forward - get Valor in play and Go The **** Off. Come-Atme Bro Super goofy deck that does super goofy things. Primary goal is to force opp to kill themselves with their own creatures. STOP HITTING YOURSELF!
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11 Creatures
1 x Kytheon, Hero of Akros 4 x Sanitarium Skeleton 3 x Heliod's Pilgrim 1 x Liliana, Heretical Healer 1 x Akoum Firebird 1 x Archangel Avacyn 3 Planeswalkers 1 x Nahiri, the Harbinger 1 x Sorin, Grim Nemesis 1 x Chandra, Flamecaller 11 Enchantments 2 x Call the Bloodline 3 x Visions of Brutality 4 x Infectious Bloodlust 2 x Suppression Bonds 11 Sorceries 3 x Murderous Compulsion 2 x Avacyn's Judgment 2 x Radiant Flames 2 x Biting Rain 2 x From Under the Floorboards 24 Land 4 x Swamp 4 x Plains 3 x Mountain 2 x Needle Spire 2 x Shambling Vent 2 x Smoldering Marsh 2 x Clifftop Retreat 2 x Isolated Chapel 1 x Dragonskull Summit 2 x Evolving Wilds This is a JFF deck, who's goal is to get your opponents to kill themselves with their own creatures. You want to find Brutality and Bloodlust ASAP and enchant both on an opps creature. Bonus for you if they're running something like Mage-Ring Bully or Juggernaut that does 1/2 the work for you. Skeletons, Call the Bloodline, and pre-flip Kytheon give you endless blockers, and post-flip Kytheon gives you another Bloodlust effect to force Brutality'd creatures to attack. Murderous Compulsion and Nahiri are there to punish opp for attacking with creatures who don't have Brutality on them. Suppression Bonds is emergency planeswalker control. Sweeper package is designed to clear clutter while keeping the Brutality/Bloodlusted creature on the board. Akoum Firebird and Chandra help seal the deal - or put you ahead on damage if you're having trouble maintaining blockers vs their B/B'd creature. Spikes will dislike the deck and insist Brutality/Bloodlust should go into an aggro deck where Brutality removes blockers and Bloodlust pumps your guy while replacing itself and the combo is just incidental - but this is a Johnny deck that insists on winning with the combo. |
Author: | The Secret of TIMH [ Tue Jun 05, 2018 5:32 pm ] |
Post subject: | Re: Deck lists: The Secret's Out |
Pre-SOI Era Deck Lists: I was obsessed with Elemental Bond decks in pre-SOI era. I liked abusing that card and spent a good deal of time messing around with it. Everything typed after this is historical (untouched from original postings) This first one is Jund Bond created pre-SOI. I'd like to update it with OGW cards once I get them, but this is the current version. Juhnny-Bond-Lately:
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23 Creatures 2x Akoum Stonewaker 3x Forerunner of Slaughter 4x Dominator Drone 2x Wasteland Strangler 2x Vile Aggregate 2x Fleshbag Marauder 1x Akoum Firebird 2x Dust Stalker 2x Smothering Abomination 2x Gilt-Leaf Winnower 1x Barrage Tyrant 13 Other Spells 2x Slab Hammer 4x Touch of the Void 2x Radiant Flames 2x Retreat to Hagra 3x Elemental Bond 24 Land 6x Swamp 3x Mountain 3x Forrest 2x Smoldering Marsh 2x Rootbound Crag 2x Woodland Cemetery 2x Looming Spires 2x Mortuary Mire 2x Evolving Wilds Pretty straight forward to pilot. Just keep throwing attackers at your opponent till they're dead. Mortuary Mire + Slab Hammer lets you keep recurring creatures - so you won't need to worry about your sweepers hurting your game, and you'll welcome sweepers played by your opponent which remove their blockers. With Elemental Bond in play, you'll rebuild your board extremely quickly. Retreat to Hagra is there primarily to insure you can kill just about everything with your Gilt-Leaf Winnowers, but the life trade and death touch are very relevant too. Not needing more than 5 lands to cast anything (and only the Phoenix needing 6 to exit your graveyard) means you can start abusing the hammer early and often. Current Bond decks updated with SOI cards that I'm having fun with. If you've noticed, I really like exploiting Slab Hammer in my Bond decks... Sultai's Bond
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22 Creatures 1 x Jace, Vryn's Prodigy 3 x Lambholt Pacifist 3 x Fleshbag Marauder 2 x Deathbridge Shaman 1 x Nissa, Vastwood Seer 2 x Inexorable Blob 2 x Woodland Wanderer 1 x Seed Guardian 1 x Altered Ego 2 x Gilt-Leaf Winnower 1 x Possessed Skaab 1 x The Gitrog Monster 1 x Drowner of Hope 1 x Greenwarden of Murasa 14 Other Spells 2 x Slab Hammer 2 x Evolutionary Leap 2 x Murderous Compulsion 3 x Elemental Bond 2 x Languish 2 x Cruel Revival 1 x Ob Nixilis Reignited 24 Land 2 x Island 4 x Swamp 4 x Forrest 2 x Sunken Hallow 2 x Woodland Cemetery 2 x Drowned Catacomb 2 x Hinterland Harbor 2 x Skyline Cascade 2 x Mortuary Mire 2 x Warped Landscape Bant's Bond
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23 Creatures
1 x Kytheon, Hero of Akros 1 x Jace, Vryn's Prodigy 3 x Lambholt Pacifist 3 x Skyrider Elf 3 x Bounding Krasis 1 x Eldrazi Displacer 1 x Nissa, Vastwood Seer 2 x Inexorable Blob 2 x Tireless Tracker 2 x Woodland Wanderer 2 x Altered Ego 1 x Archangel Avacyn 1 x Greenwarden of Murasa 13 Other Spells 2 x Slab Hammer 3 x Telling Time 2 x Declaration in Stone 3 x Elemental Bond 1 x Invocation of Saint Traft 1 x Gideon, Ally of Zendikar 1 x Kiora, Master of the Depths 24 Lands 2 x Plains 4 x Island 6 x Forrest 2 x Hinterland Harbor 2 x Glacial Fortress 2 x Sunpetal Grove 2 x Sandstone Bridge 2 x Skyline Cascade 2 x Warped Landscape Pre-SOI version: Bant's Bond
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22 Creatures 1x Kytheon, Hero of Akros 4x Kor Castigator 1x Jace, Vryn's Prodigy 3x Skyrider Elf 3x Bounding Krasis 1x Nissa, Vastwood Seer 2x Woodland Wanderer 2x Primal Huntbeast 2x Outland Colossus 1x Greenwarden of Murasa 2x Plated Crusher 2 Plainswalkers 1x Gideon, Ally of Zendikar 1x Kiora, Master of the Depths 12 Other Spells 2x Slab Hammer 3x Telling Time 3x Elemental Bond 2x Wildsize 2x Sheer Drop 24 Land 2x Plains 3x Island 6x Forest 2x Prairie Stream 2x Hinterland Harbor 2x Sunpetal Grove 1x Rogue's Passage 2x Skyline Cascade 2x Sandstone Bridge 2x Evolving Wilds This requires more thought and skill to pilot than the Jund version. Variety of options and choices keeps it feeling fresh even after you've played with it a lot. Looking forward to adjusting/improving it with new cards though. Having more 5+ CMC creatures than the Jund version creates some problems with the hammer that I'd like to clean up. |
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