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PostPosted: Sun Sep 24, 2017 1:33 pm 
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I have wanted to brew an updated prowess deck for ages, but everyone I tried, I'd delete it before finishing it because it always ended up being a mess. This time, I've finally built one that looks smooth.

Don't throw a fit over the 20 lands, even with the Duels Rng and the tendency to oscilate between flood and screw, the deck's gazillion cantrips, low curve and draw effects can usually smooth it out (unfortunately 1 Land hands you have to muliganing into another 1 lander happens a bit, but I've won with a mull to 5, so there's that...)

Riders on the Storm

Creature(20)
2 x Abbot of Keral Keep
2 x Mage-Ring Bully
3 x Stormchaser Mage
1 x Baral, Chief of Compliance
2 x Jhessian Thief
3 x Enigma Drake
2 x Jori En, Ruin Diver
2 x Niblis of Frost
2 x Cryptic Serpent
1 x Bedlam Reveler

Instant(10)
3 x Titan's Strength
2 x Fall of the Titans
3 x Expedite
2 x Hieroglyphic Illumination

Sorcery(7)
3 x Slip Through Space
2 x Open into Wonder
2 x Baral's Expertise

Enchantment(2)
2 x Fevered Visions

Planeswalker(1)
1 x Chandra, Torch of Defiance

Land(20)
8 x Island
2 x Wandering Fumarole
8 x Mountain
2 x Sulfur Falls

To view this deck go to: https://www.magicduelshelper.com/deckli ... 9a55e3bad4

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

I really missed casting titan's strength on a Stormchaser... If that's the kind of stuff that tackle your fancy, try it out.

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PostPosted: Sun Sep 24, 2017 4:05 pm 
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Love prowess! Been meaning to get back to it, I was bummed we didn't get that 1cc prowess guy from Amonkhet. This looks like a good start; open into Wonder is a good call.

Thoughts:
Invigorated Rampage is stronger and more flexible than Titan's Strength, especially considering your Thieves.
I don't love Fall of the Titans, especially with your tiny mana base. For targeted removal I think Harnessed Lightning, for Surge I like Grip of the Roil.
I'd run Fleetwheel Cruiser over Serpent for sure. Activates Prowess, hasty, saves your bullies from suicide.
Kinda feel like those Illuminations should either be Glimmers (especially if you start running lightning) or just 4th copies of your 1cc cantrips. Probably the latter, cause the cycling doesn't activate Prowess and there's already a lot going on above 3cc with very little land.


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PostPosted: Sun Sep 24, 2017 5:05 pm 
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Another Prowess fan here.
I like dispel on this kind of build -at least one copy- there are far too many instant speed removals which are basically prowess kryptonite.

I will take it for a spin before making more comments, I have long time deleted my prowess decks to really know how this will hold up on the ladder.
:D

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PostPosted: Mon Sep 25, 2017 5:03 am 
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Ok, so here are my reasons for the choices:

Titan's is one of my favourite cards. Its great early to smooth out your draws and get Land when you keep a risky hand. That's the same reason for Illumination, 1cc cards early to get Land and have instants and sorceries in the yard for drakes and snakes. Glimmer would be better later, but with low Land count, you may never see 4 mana if you've got nothing to cast early.
Also, Fall of Titans works best with lots of 1cc cards, even with few lands and you can always cast it for 0 to get s prowess pump or another spell in the yard.
As for the Land, I believe karsten's theory counts cantrips as portal Lands so the 20 can be deceptive, but it is less prone to flooding.
I went with very little removal, except for the expertise and Falls. More testing on the ladder may Force me to change that, but I like the way it plays atm.
I had 2 Barals, but cut 1 to test a Reveler, but Baral actually helped alot with the x spells and Illuminations and it may make opponents think your running counterspells.

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PostPosted: Mon Sep 25, 2017 9:14 am 
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I don't have anything against the Titan's Strength itself, I like it a lot and wonder if there's a way to fit max copies of both that and Rampage. The 1cc is definitely big, I just hate burning a card and wasting all that power with no trample.

One other thing I ran is Kozilek's Return- pumps all your guys (except Abbots) to safety and wrecks aggro weenies & tokens.


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PostPosted: Mon Sep 25, 2017 11:33 am 
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After getting wrecked on the ladder (faced 3 rdw with god draws and flooded the other game. YES! I FLOOD WITH 20 LAND DECKS! And I had 2 fevered visions in play...)
I made some meta orientated changes:

Cut the titan's strengths and the Thiefs for 4x Shock and kozilek's return (thanks nomad!)

Then I went 3-0. Totally crushed an orzhov zombie deck, a grixis graveyard recursion deck (who kept a 1 lander for some reason) and a 70 card monstrosity that played Vehicles and hidden stockpile (?) thanks to a timeline top-decked baral's expertise. :D

Shock is so very good in the current 50% Rdw steam meta, that is very aggro-heavy and control is scarce (although control is probably best with the current cardpool). Gives you time to set up your big hits without having to race.

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PostPosted: Wed Sep 27, 2017 12:27 pm 
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I started rebrewing with prowess thanks to this and got a little sidetracked. Got to my favorite Fleetwheels and thought "what if there were other vehicles?" Added Harvesters and Copters and thought "what if we utilized madness?" Added Fiery Temper and Just the Wind and thought "needs more discard." Added Cathartic Reunion and Key to the City and thought "Needs more discard targets." Doubled up on the legendaries. So, stream of consciousness vehicular prowess deck building. The results:

1 x Jace, Vryn's Prodigy
2 x Abbot of Keral Keep
4 x Mage-ring Bully
3 x Stormchaser Mage
2 x Baral, Chief of Compliance
2 x Jori En, Ruin Diver
1 x Niblis of Frost

4 x Cathartic Reunion
4 x Just the Wind
4 x Fiery Temper
1 x Kozilek's Return

2 x Fevered Visions

2 x Smuggler's Copter
2 x Aethersphere Harvester
2 x Fleetwheel Cruiser
2 x Key to the City
2 x Throne of the God-Pharaoh

6 x Island
2 x Wandering Fumarole
10 x Mountain
2 x Sulfur Falls


Not sure it's great, the whole madness thing may ultimately be less efficient than standard combat tricks, but vehicles really do have great synergy with prowess wimps, allowing you to keep attacking for significant damage while building up to a big prowess turn or get use out of Baral and Jori En when you don't want to lose them in combat, and also making your board much more resilient against sweepers.


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PostPosted: Thu Sep 28, 2017 1:11 pm 
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Its amazing how often I flood with a 20 Land deck...

I have pretty consistently drawn 9-10 lands in the top 20 cards. I sure as hell am not gonna miss the infamous stainless shuffler.

Anyway, I've been messing around with the build to adapt to the meta and I've changed it so much, that its become almost a control deck.
The current build is running Dynavolt towers, Censor, Harnessed Lightning and Thermo-Alchemists. I'm getting the feeling I'm running too many creatures...

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PostPosted: Thu Sep 28, 2017 8:56 pm 
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Yeah, I feel like adding counters to prowess is a slippery slope that leads out of prowess entirely and into thermo-alchemist control.

My build ditched the madness angle, got even more vehicles, added Esperzoa and bone saws and hardly has any instants left.


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