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Superpals! (Mardu Control) [AKH] http://862838.jrbdt8wd.asia/viewtopic.php?f=61&t=18735 |
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Author: | JoeVoigt [ Tue May 09, 2017 11:01 pm ] |
Post subject: | Superpals! (Mardu Control) [AKH] |
So I've only posted here a few times, but this list has gotten me through the ladder for 2 seasons with so few hiccups that I had to share and see if you guys had any input on its Tier 0 validity. I've seen a lot of variants of superfriends on duels, but very few in straight Mardu, which I feel offers the best walkers with the most consistent mana base. Being able to run baby Lily, big Gideon and baby Chandra in the same deck should be rough, but with access to 12 duel lands, 4 Evolving Wilds and 3 Hubs, I rarely have an issue. Amonkhet only added three cards to the deck from the last season, but Cut to Ribbons has been an absolutely insane card on both sides in this build. Facing your opponent for 8 or 9 is usually pretty easy to accomplish as the games progress to turn 12 or 13 regularly. Big Lily has been hit or miss with the low creature count, but she helps clog the board and any planeswalker is great at distracting opponents from going at your face. *EDIT* Dropped big Lily and 1 UD for 2 copies of Never to Return. It's been okay. Currently sitting at level 40 with 2 losses, both due to bad keeps. SUPERPALS! The Crew 1x Liliana, the Last Hope 1x Gideon, Ally of Zendikar 1x Chandra, Torch of Defiance 1x Nahiri, the Harbringer 1x Ob Nixilis Reignited 1x Chandra, Flamecaller 1x Sorin, Grim Nemesis The Blockers 1x Heart of Kiran 2x Thalia, Heretic Cathar 3x Filigree Familiar 1x Noxious Gearhulk 1x Combustible Gearhulk The Obligatory Additonal Card Advantage 2x Read the Bones The Brooms 2x Radiant Flames 2x Languish 2x Planar Outburst The Axes 1x Fragmentize 2x Declaration in Stone 2x Anguished Unmaking 2x Unlicensed Disintegration 2x Cut // Ribbons 2x Never // Return The Mana 2x Plains 3x Swamp 2x Mountain 2x Needle Spires 2x Shambling Vent 2x Smoldering Marsh 2x Clifftop Retreat 2x Isolated Chapel 2x Dragonskull Summit 3x Aether Hub 4x Evolving Wilds |
Author: | Black Barney [ Tue May 09, 2017 11:03 pm ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
This thing went 37-2?! |
Author: | JoeVoigt [ Tue May 09, 2017 11:07 pm ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
I feel like out of all the main antagonists on this board, your opinions are by far the easiest to ignore as chaff. Alas, this deck is very much the real deal, sir. |
Author: | Black Barney [ Tue May 09, 2017 11:13 pm ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Pffff, you haven't even met Mythic yet! Anyway I was legitamitely asking, The deck looks cool. I just wanted to confirm the record. I'd love to take it for a spin |
Author: | JoeVoigt [ Tue May 09, 2017 11:23 pm ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Hahahaha so used to you trolling people and it seemed like you were kind of scoffing at the idea of such a thing being so good. |
Author: | BounceBurnBuff [ Wed May 10, 2017 3:04 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
JoeVoigt wrote: I feel like out of all the main antagonists on this board, your opinions are by far the easiest to ignore as chaff. Alas, this deck is very much the real deal, sir. How do I rank? |
Author: | Kel'Thuzad [ Wed May 10, 2017 4:31 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
We all know decks like this can be made.. but actually doing it is not very friendly, lol. With only 4 artefacts in the deck (3 of which I imagine don't stick around for long), might it be better to run something more flexible than Disintegration? Since it only destroys creatures and won't always do 3 damage. Something like Never // Return for zapping enemy walkers? I also wouldn't mind seeing a bit more life gain, since you're taking a potential 10 damage from your own spells (Bones/Unmaking). Maybe Blessed Alliance? Have you ever been screwed by the Hubs after the initial once-only-colour-of-your-choosing? |
Author: | Megalodon [ Wed May 10, 2017 5:01 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Hey i test this deck for like 14 games and i have to say it is very fun to play and very strong . The thing is i would like Kel says maybe put Never/Return for UD its very rare to have the 3 dmg trigger . |
Author: | Banedon [ Wed May 10, 2017 6:15 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Lemme netdeck this and see how it goes. EDIT: Lost my first game, against the AI no less! On the play he went T1 1/2 red menace, T2 4/3 discard a swamp, T3 put cartouche on the 1/2 menace guy. All I had was Heart of Kiran T2 and Thalia T3, and Thalia can't block a creature with menace. Took too much damage (had to cast RtB turn 4 too since only other nonland cards were Combustible Gearhulk and big Chandra) and died to burn. Might've been bad luck or bad play (could've played big Chandra on turn 6 to clear the board, instead of more creatures). We'll see. |
Author: | Black Barney [ Wed May 10, 2017 6:58 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
I think he has 13 t3 (or earlier) answers to that kind of situation so the deck should be ok. It doesn't seem too greedy in that respect. I really like that it's 3 colours. I've had enormous success with Jolys superfriends and it's four colours, so this should be even better Also he has five lifegain cards, that seems like enough, no? Maybe you guys are right about Blessed Alliance instead of Distentigration or something but it's hard to argue with the decks results |
Author: | Kel'Thuzad [ Wed May 10, 2017 7:00 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Banedon wrote: Lemme netdeck this and see how it goes. EDIT: Lost my first game, against the AI no less! On the draw he went T1 1/2 red menace, T2 4/3 discard a swamp, T3 put cartouche on the 1/2 menace guy. All I had was Heart of Kiran T2 and Thalia T3, and Thalia can't block a creature with menace. Took too much damage (had to cast RtB turn 4 too since only other nonland cards were Combustible Gearhulk and big Chandra) and died to burn. Might've been bad luck or bad play (could've played big Chandra on turn 6 to clear the board, instead of more creatures). We'll see. I've lost a few games to A.I with various strong decks. It's playing some nasty aggro/tempo in this expansion which with a good start can beat anything. I don't think it says too much about this deck. I'm trying this deck also but; -3 UD, -1 Land +2 Never/Return, +2 Blessed Alliance Considering Gisela over the 2nd Thalia. |
Author: | Hello World [ Wed May 10, 2017 7:07 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Why would you want more double colored stuff over splashable removal tho. |
Author: | Sl33pHumper [ Wed May 10, 2017 7:11 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Kel'Thuzad wrote: I'm trying this deck also but; -3 UD, -1 Land +2 Never/Return, +2 Blessed Alliance Considering Gisela over the 2nd Thalia. I would cut combustable GH before cutting a land. |
Author: | Sjokwaave [ Wed May 10, 2017 7:14 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Black Barney wrote: I think he has 13 t3 (or earlier) answers to that kind of situation so the deck should be ok. It doesn't seem too greedy in that respect. I really like that it's 3 colours. I've had enormous success with Jolys superfriends and it's four colours, so this should be even better Also he has five lifegain cards, that seems like enough, no? Maybe you guys are right about Blessed Alliance instead of Distentigration or something but it's hard to argue with the decks results If this deck is on the draw against aggro I can see it folding. A lot. Super low on the instant speed interaction when it's in the colours tailor made for it. Push, Grasp, Alliance and Lightning are all conspicuous in their absence. Way to many sweepers and sorcery speed removal. |
Author: | Hello World [ Wed May 10, 2017 7:43 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Wait, you mean that the generic SF deck has less than 7 (6 + big chandra) sweepers? I might have played the match-up wrong all this time. |
Author: | Snakejuice [ Wed May 10, 2017 8:28 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
JoeVoigt wrote: 3x Aether Hub I've seen this in a lot of different decks posted in this forum. Do most of you guys really think the hubs (all three of them even!) are worth it in decks that has no other way of generating energy? Try to convince me to not do this change! -3x Aether Hub +1x Plains +1x Swamp +1x Mountain |
Author: | Black Barney [ Wed May 10, 2017 8:49 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
I'm sure the Math supports the use of hubs. It basically guarantees you have that missing land early to be able to cast Languish or whatever on curve. It buys you time to draw the missing land |
Author: | Auunj [ Wed May 10, 2017 8:57 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
The problem with mardu control is, that it folds completely to a good counter control deck. I'm talking from experience :-( |
Author: | Snakejuice [ Wed May 10, 2017 9:18 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Black Barney wrote: I'm sure the Math supports the use of hubs. It basically guarantees you have that missing land early to be able to cast Languish or whatever on curve. It buys you time to draw the missing land I'm not convinced it buys enough time often enough. In decks where I do use the hubs (decks with other sources of energy like Glimmer or Harvester) I often end up pumping more than one energy into my hubs to be able to cast my spells. |
Author: | elk [ Wed May 10, 2017 9:39 am ] |
Post subject: | Re: Superpals! (Mardu Control) [AKH] |
Kel'Thuzad wrote: With only 4 artefacts in the deck (3 of which I imagine don't stick around for long), might it be better to run something more flexible than Disintegration? Since it only destroys creatures and won't always do 3 damage. Something like Never // Return for zapping enemy walkers? I also wouldn't mind seeing a bit more life gain, since you're taking a potential 10 damage from your own spells (Bones/Unmaking). Maybe Blessed Alliance? Have you ever been screwed by the Hubs after the initial once-only-colour-of-your-choosing? The 3 damage is not the point of Disintegration and there are 6 Artifacts which is fine for the 'chance' at an additional upside. Regarding life gain: 1 x Sorin, Grim Nemesis 3 x Filigree Familiar 1 x Noxious Gearhulk 2 x Shambling Vent vs. 1 x Ob Nixilis Reignited 2 x Read the Bones 2 x Anguished Unmaking and of course the opponent. I'm guessing if you're playing any sort of creature control correctly (Grixis, Jund, Mardu, Esper), you should be able to minimize your opponents threats and manage your life total with minimal to no life gain. With what's available here, it seems like you could offset your own down tick and stabilize (haven't played it but it does appear like it could be managed). Draw/go control, burn, mill, haste/flash and hard to remove creature decks (hexproof, indestructible) seem to be the worst match ups but realistically what % of the meta has that been in the past several seasons? elk |
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