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PostPosted: Thu Jul 17, 2014 3:58 pm 
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Dropping Another Deck, this one's balls to the walls:

DECK: Evil Heros

3 x Tormented Hero
4 x Satyr Hoplite
4 x Asphodel Wanderer

3 x Child of Night
4 x Drudge Skeletons

2 x Agent of the Fates
2 x Two-Headed Cerberus

2 x Brood Keeper

4 x Furor of the Bitten
4 x Deviant Glee
4 x Inferno Fist
3 x Lightning Talons

12 x Swamp
9 x Mountain


Drudge skeletons never looked so good...

Two-headed Cerberus is probably getting too greedy on the mana base, considering swapping with Liliana's Specter

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PostPosted: Thu Jul 17, 2014 4:53 pm 
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Why are you running more swaps though? If I didn't miscount, you have 19 red cards and 20 black but do run that double :r::r: hound. I think the lands should be split closer to the middle.


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PostPosted: Thu Jul 17, 2014 5:11 pm 
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maybe try to fit in coordinated assault, if it works well for you maybe cutthroat maneuver. they might be good with your 9 heroic creatures.


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PostPosted: Thu Jul 17, 2014 6:04 pm 
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HARBiNG3R wrote:
Why are you running more swaps though? If I didn't miscount, you have 19 red cards and 20 black but do run that double :r::r: hound. I think the lands should be split closer to the middle.


Almost all my early drops are black, so I figured having a little more black was better.

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PostPosted: Fri Jul 18, 2014 5:51 am 
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So here is a good build. vamps and heroes mashed together in one big aggro pile.

[1v1] "Starter"
A library for the Rakdos 2015 deck (Heroic Vamps)
60 Cards. 40 nonlands (22 creatures, 18 spells). 20 Lands (9 9; 2 other).
Land
-- 2x Rakdos Guildgate
cost  
-- 3x Tormented Hero
-- 4x Satyr Hoplite
-- 4x Deviant Glee
-- 4x Furor of the Bitten
-- 3x Coordinated Assault
cost  
-- 2x Bloodghast
-- 4x Child of Night
-- 4x Bloodcrazed Neonate
-- 3x Inferno Fist
cost  
-- 2x Agent of the Fates
-- 3x Rakish Heir
-- 4x Lightning Talons


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PostPosted: Fri Jul 18, 2014 2:40 pm 
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Been trying out Mobius build and I have to say its interesting. Not the typical aggro Rakdos deck but then without unleash I'm not sure its worth doing an aggro version. I mean its possible to still go aggro it just wouldn't be as effective as a deck with unleash in it and more haste creatures. Most of the decks can be built aggro anyway so its nice to see a steal and sac build. Btw I have named Mobius build, Rakdos Mutiny.


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PostPosted: Sat Jul 19, 2014 1:25 pm 
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Deleted


Last edited by Wisely on Sat Jul 19, 2014 1:31 pm, edited 1 time in total.

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PostPosted: Sat Jul 19, 2014 1:27 pm 
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both


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PostPosted: Sat Jul 19, 2014 1:31 pm 
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sefiani wrote:
both


Thanks. Tried out in a duel and found that out too.


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PostPosted: Sun Jul 20, 2014 2:11 am 
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I don't see any vamp ducks yet. If I missed it I apologize. Probably not the best theme out there but there's enough cards to make it work.

Lands:
10x Swamp
10x Mountain
4x Rakdos Guildgate

Creatures: 20
4x Child of Night
2x Bloodcrazed Neonate
2x Bloodghast
3x Goblin Shortcutter
3x Rakish Heir
3x Bloodflow Connoisseur
3x Shadowcloak Vampire

Non creature Spells:16
3x Coordinated Assault
2x Elixir of Immortality
3x Krenko's Command
2x Cobbled Wings
3x Tectonic Rift
1x Sanguine Bond
2x Burning Anger

Red symbols slightly outnumber black, but only black cards require two colored sources so an even land split is fine. This isn't quite aggro, but you need to get these frail creatures to hit their face early and often. That's what all of the evasion is for. Sanguine Bond provides an alternate win condition via lifegain.


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PostPosted: Sun Jul 20, 2014 4:09 am 
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I would drop sanguine bond and elixir if immortality, they do not belong in this deck. Also tectonic rift is just bad.


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PostPosted: Sun Jul 20, 2014 7:56 am 
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Eohwae wrote:
I don't see any vamp ducks yet. If I missed it I apologize. Probably not the best theme out there but there's enough cards to make it work.

Lands:
10x Swamp
10x Mountain
4x Rakdos Guildgate

Creatures: 20
4x Child of Night
2x Bloodcrazed Neonate
2x Bloodghast
3x Goblin Shortcutter
3x Rakish Heir
3x Bloodflow Connoisseur
3x Shadowcloak Vampire

Non creature Spells:16
3x Coordinated Assault
2x Elixir of Immortality
3x Krenko's Command
2x Cobbled Wings
3x Tectonic Rift
1x Sanguine Bond
2x Burning Anger

Red symbols slightly outnumber black, but only black cards require two colored sources so an even land split is fine. This isn't quite aggro, but you need to get these frail creatures to hit their face early and often. That's what all of the evasion is for. Sanguine Bond provides an alternate win condition via lifegain.


Look up 5 posts.


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PostPosted: Mon Jul 21, 2014 5:43 pm 
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I'm bored at work so I'll throw a Rakdos deck together around it. Lots of premiums, obviously


I'm the Juggernaut, Ma'am
8 x Mountain
11 x Swamp
4 x Rakdos Guildgate

4 x Goblin Arsonist
4 x Act of Treason
4 x Portent of Betrayal
2 x Burning Anger

4 x Deviant Glee
2 x Agent of the Fates
4 x Corpse Blockade
4 x Devouring Swarm
2 x Indulgent Tormentor
1 x Shadowborn Demon

3 x Galvanic Juggernaut

3 x Auger Spree


Basically just a deck built around Act of Treason, Sacrifice and Burning Anger with the Juggernaut or a Deathtouch creature.


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PostPosted: Tue Jul 22, 2014 5:19 am 
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Just wanted to share my B/R Control Deck.

[1v1] "B/R Control"
A library for the Rakdos 2015 deck
60 Cards. 36 nonlands (14 creatures, 22 spells). 24 Lands (10 10; 4 other).
Land
-- 4x Rakdos Guildgate
cost  
-- 3x Ulcerate
-- 4x Shock
cost  
-- 3x Tribute to Hunger
-- 4x Liliana's Specter
-- 2x Phyrexian Rager
-- 2x Anger of the Gods
-- 4x Bolt of Keranos
-- 4x Auger Spree
cost  
-- 2x Graveborn Muse
cost  
-- 1x Shadowborn Demon
-- 2x Indulgent Tormentor
-- 1x Stormbreath Dragon
cost  
-- 1x Inferno Titan
-- 1x Charmbreaker Devils

The good thing about the deck is that you don't really have to run any bad cards. Every card in this deck can generate good value for you. And all the bombs are true bombs, they can win you the game easily.

The deck can have problems against blue control decks, because they have the advantage of counters. Also it can have problems dealing with really big creatures because all the removal is thoughness based. Maybe we want to fit some number of Flesh to Dust to avert that, but 5 mana really expensive just to kill something. It's kind of a meta call and right now I don't see that many big creature decks.

Token/weenie decks also might be able to overwhelm this deck if you don't draw Anger of the Gods. (Wizards please, give us a sweeper in black? :hand:)

I really want to fit the second copy of Charmbreaker Devils, but I'm not sure what to take out yet. Maybe Shadowborn Demon isn't the greatest or maybe we have actually too much removal and should take out some Bolt of Keranos or Ulcerate.

If you wan't to see how the deck performs I streamed some games with it yesterday, I won most of the matches but didn't really play against a lot of strong decks. I also made a lot of mistakes though. Also note that I totally forgot about including Charmbreaker Devils and ran a Mind Rot instead. Don't play Mind Rot though, that card is not good. :) But its fun to make your opponent discard. :)

VOD of the deck building: http://www.twitch.tv/nevius22/b/549694009?t=7h13m30s
VOD of more gameplay: http://www.twitch.tv/nevius22/b/549774855 (Huge mistakes in the first game)

Let me know what you think and how to improve on the deck. I quite enjoyed playing it and removing everything my opponent plays.


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PostPosted: Tue Jul 22, 2014 2:28 pm 
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I made a b/r Vampire deck that's surprisingly effective. Tends to win on turn 5 or 6.

Rakdos Vampires(name needs work)

8 Swamp
8 Mountain
4 Rakdos Guildgate
4 Radiant Fountain

3 x Deviant Glee
2 x Bloodghast
4 x Child of Night
4 x Vicious Hunger
4 x Phyrexian Rager
2 x Indulgent Tormentor
2 x Blood Tribute

3 x Furor of the Bitten
4 x Shock
4 x Bloodcrazed Neonate
3 x Rakish Heir
1 x Inferno Titan

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If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Wed Jul 23, 2014 4:49 pm 
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Hey Shadow mind if I ask what the Fountains are doing for you in this deck? It seems like it would work best when it hits the field fast and hard - don't you find the fountains are slowing you down a little? You have 6 cards requiring BB and 3 requiring BR (if you want to use the Trample effect of Deviant Glee) and for +2 life it doesn't seem all that worth it to me. Especially since you have plentiful lifegain from buffed Child of Nights.

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PostPosted: Thu Jul 24, 2014 10:49 am 
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Hey Shadow mind if I ask what the Fountains are doing for you in this deck? It seems like it would work best when it hits the field fast and hard - don't you find the fountains are slowing you down a little? You have 6 cards requiring BB and 3 requiring BR (if you want to use the Trample effect of Deviant Glee) and for +2 life it doesn't seem all that worth it to me. Especially since you have plentiful lifegain from buffed Child of Nights.

I agree, they seem a bit out of place in any tri-color deck tbh. And outside a heal/hurt dual colored I wouldn't use them in anything outside a mono-colored deck that didn't have abilities depending on amounts of lands (such as Nightmare, Primal Bellow, etc.)

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PostPosted: Thu Jul 24, 2014 12:00 pm 
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No, they haven't hurt at all. I see your points, but they haven't hurt the build. Look at the cards, Only the titan, the ragers and the Vicious Hunger are the only 2 mana requirement. I suppose you could go 9 swamp, 7 mountain and it would more than assure you getting those lands, but the thing is, I haven't had a single mana issue with this deck. Staying power if the initial onslaught fails is the only problem that I wish you guys could think of ways to help with.

Many players blanch at lifegain. They even have a blind spot to it and fail to see what it brings to the table. Right now, this is the only thing building time if the initial onslaught fails.

Defense and Lifegain, both of these concepts are largely ignored by a lot of players. You want an edge over a lot of others? Work on understanding these 2 better. I'm not preaching about it to you from all high, but saying it's an advantage, and aren't we all looking for that edge?

1. You'll play against them better
2. You'll be able to adapt some of the concepts into aggro
3. Your aggro will have staying power
4. You'll then be able to adapt aggro into your control better

Last version, I built a defensive elf deck opposed to the aggro one. (this is just one example of many I can give). In a mirror match vs the aggro one, I built up lifegain and defense to the point I was shrugging off, and I'm not exaggerating, 85 hp strikes to my hp. In the meantime, I had room to wait it out, taking shots when I could, and eventually winning.

The reason I understand and laud defense so well is I've studied Military strategy and history since I was 7, and I'm 43 now. The straightforward frontal assault vs a dug in defense is mass suicide. Even if you win the battle, you lose the war. http://en.wikipedia.org/wiki/Pyrrhic_victory and the Alamo are just 2 examples of that. Look at the incredibly sad and stupid frontal assaults on trenches in WW1. (I've read over 200 books on WW1) Dug in troops with machine gun nests and millions died just rushing forward straight into it. Victories were measured in a few yards gained at the cost of multi thousands.

The best way to know good war philosophy is to read the The Art of War by Sun-Tzu, translated into english of course.

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Thu Jul 24, 2014 12:00 pm 
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No, they haven't hurt at all. I see your points, but they haven't hurt the build. Look at the cards, Only the titan, the ragers and the Vicious Hunger are the only 2 mana requirement. I suppose you could go 9 swamp, 7 mountain and it would more than assure you getting those lands, but the thing is, I haven't had a single mana issue with this deck. Staying power if the initial onslaught fails is the only problem that I wish you guys could think of ways to help with.

Many players blanch at lifegain. They even have a blind spot to it and fail to see what it brings to the table. Right now, this is the only thing building time if the initial onslaught fails.

Defense and Lifegain, both of these concepts are largely ignored by a lot of players. You want an edge over a lot of others? Work on understanding these 2 better. I'm not preaching about it to you from all high, but saying it's an advantage, and aren't we all looking for that edge?

1. You'll play against them better
2. You'll be able to adapt some of the concepts into aggro
3. Your aggro will have staying power
4. You'll then be able to adapt aggro into your control better

Last version, I built a defensive elf deck opposed to the aggro one. (this is just one example of many I can give). In a mirror match vs the aggro one, I built up lifegain and defense to the point I was shrugging off, and I'm not exaggerating, 85 hp strikes to my hp. In the meantime, I had room to wait it out, taking shots when I could, and eventually winning.

The reason I understand and laud defense so well is I've studied Military strategy and history since I was 7, and I'm 43 now. The straightforward frontal assault vs a dug in defense is mass suicide. Even if you win the battle, you lose the war. http://en.wikipedia.org/wiki/Pyrrhic_victory and the Alamo are just 2 examples of that. Look at the incredibly sad and stupid frontal assaults on trenches in WW1. (I've read over 200 books on WW1) Dug in troops with machine gun nests and millions died just rushing forward straight into it. Victories were measured in a few yards gained at the cost of multi thousands.

The best way to know good war philosophy is to read the The Art of War by Sun-Tzu, translated into english of course.http://en.wikipedia.org/wiki/The_Art_of_War

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Sat Jul 26, 2014 4:40 pm 
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I'm currently running 7 decks, so thought I'd post them here for anyone interested.

Dark Sacrifice (crap name, but I'm limited by characters for my preferred one!)

11 x Swamp
9 x Mountain
4 x Rakdos Guildgate

4 x Pharika's Chosen
2 x Bloodghast
3 x Tribute to Hunger
4 x Bloodflow Connoisseur
4 x Corpse Blockade
2 x Indulgent Tormentor
4 x Krenko's Command
2 x Goblin Rabblemaster
3 x Rockslide Elemental
4 x Act of Treason
4 x Portent of Betrayal


This is easily my most conventional deck. You see a few people online running similar builds as they do tend to contruct themselves, and while I've avoided making a Goblin, Boros, Lifegain Punisher or Convoke deck for the same reasons, I do love this archetype so run it anyway. Steal and eat - quite self explanatory.


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