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PostPosted: Fri Jul 25, 2014 4:32 pm 
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Often times those mana sources are in play tapped as well though. And the ogre being targeted by the removal is a GOOD thing. It helps remove their hands of removal for the game winners..

I do like the inclusion of charmbreaker though. And it fits my "theme"! :D

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PostPosted: Fri Jul 25, 2014 6:06 pm 
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2bestest wrote:
Often times those mana sources are in play tapped as well though. And the ogre being targeted by the removal is a GOOD thing. It helps remove their hands of removal for the game winners..


And how does Brimaz not do that? And if playing Brimaz on turn 4 due to guildgates is that detrimental to its value, then what does that say about playing an Ogre on turn 5 for the same reason?

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PostPosted: Fri Jul 25, 2014 6:23 pm 
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The ogre is easier to get on the field. He will more consistently get on the field earlier. And it is a lightning rod for MORE removal (namely the ones that can target your big bombs too.) Sometimes he is underestimated, getting in some hits before ultimately sucking out that removal.

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PostPosted: Fri Aug 01, 2014 1:48 pm 
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Ok, where did these new names for the Wedges come from. Mardu? never heard of it.

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PostPosted: Fri Aug 01, 2014 1:56 pm 
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It's new!

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PostPosted: Fri Aug 01, 2014 1:57 pm 
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Ok, where did these new names for the Wedges come from. Mardu? never heard of it.


The new set, Khans of Tarkir, is a wedge set. A reverse Alara if you will. At Comic-Con, Wizards released a bunch of new information about upcoming products, including this. Within the lore of the set, these names are the names of different warring clans that inhabit the plane, and will likely become offical terms, in the same way as Ranvica's and Alara's did.


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PostPosted: Fri Aug 01, 2014 2:25 pm 
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That sounds really cool. Now I want to start collecting from this block. That's... great... I think... Well, maybe I'll go to a prerelease or 2.

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PostPosted: Thu Aug 07, 2014 1:21 pm 
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After further play testing, I decided to remove Suffer the Past. I want to like this card here but it just isn't relevant enough in my build. Too often when I draw it, it is too early to be of use and I would rather have an ulcerate or another card available to knockout a problematic enemy unit early. If I had more draw options, I would consider it stronger but in my build I want the cards to count when they show up!

I also removed one of the ashes for the second angel to give more possibilities for the restoration to 20 life to offset ulcerate and another body.

I think these should be far more consistent than what I had before.

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PostPosted: Thu Aug 07, 2014 6:09 pm 
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this person just beat me on turn 4

t2 hero of iroas
t3 talons, nimbus wing, swing for 8
t4 coordinated assault, shock


Attachments:
_20140807_190714.JPG
_20140807_190714.JPG [ 27.06 KiB | Viewed 18437 times ]

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PostPosted: Thu Aug 07, 2014 9:43 pm 
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I have to wonder about the consistency of a 3 color aggro deck in this game, although, I have been considering trying a Mardu Hero deck.

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PostPosted: Fri Aug 08, 2014 5:04 am 
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I think the mana would be too inconsistent and slow to play three color aggressive decks.

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PostPosted: Fri Aug 08, 2014 7:03 am 
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I would agree 100%


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PostPosted: Fri Aug 08, 2014 9:45 am 
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I also agree, although who knows, we may be wrong. The main thing is you can get away doing an aggressive dual colored deck with no gates and being heavy towards one color while basically splashing another...with 3 colors? Pretty much have to use gates and getting the right card with the right land to start out aggressive will be rather tough to do. They make excellent control decks though!

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PostPosted: Sat Aug 09, 2014 1:28 am 
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3-0 so far with deck I made today. Though I did run it against the AI first a few times (agsinst my own decks) while tweaking the build.

WBR "Aura Champions" (no premiums)
5 Plains
5 Mountain
4 Swamp
4 Rakdos Guildgate
4 Boris Guildgate
4 Orzhov Guildgate
-
2 Hero of Iroas
4 Nimbus Wings
1 Baneslayer Angel
-
4 Child of Night
4 Ogre Jailbreaker
4 Deviant Glee
-
4 Furor of the Bitten
3 Brood Keeper
1 Stormbreath Dragon
1 Inferno Titan
-
3 Vizkopa Guildmage
3 Truefire Paladin

edit: 3-2
magic is hard x(

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"Spider Scion" (old) *23W 3L --- "Spider Scion" (new) 9W 2L
"Species Horror" 4W 1L / (new) 4W 1L --- "History Channel" *3W 1L


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PostPosted: Sun Aug 10, 2014 2:14 am 
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2bestest wrote:
I built this deck modelling it after a deck I had in sealed play in duels 2014. Loved it then, and I am loving this new version as well! It runs great so far and I have not yet lost a match with it. Looking forward to more field playing to see how it shapes over the long haul.

This is including premium cards

END OF DAYS

3 x Wall of Omens
3 x Reprisal
1 x Baneslayer Angel
1 x Planar Cleansing
2 x Resolute Archangel
3 x Quest for the Gravelord
3 x Ulcerate
4 x Ogre Jailbreaker
2 x Rune-Scarred Demon
4 x Shock
1 x Volcanic Geyser
2 x Anger of the Gods
1 x Inferno Titan
2 x Darksteel Ingot
4 x Auger Spree


4 x Plains
4 x Swamps
4 x Mountains
4 x Rakdos Guildgate
4 x Boros Guildgate
4 x Orzhov Guildgate


This deck is AWESOME AND I ABSOLUTELY LOVE THE THEME!

Raise up the walls in defense as you murder your enemies troops viciously with your dark magic. Rain fires to burn units or incinerate entire armies as Angels and Demons make appearances in the skies above. Ogres will tromp the lands free to attack the enemy since your relentless magic has cleared the path and once in a while the dead will join your cause. When the enemy is within killing range, you will finish him with a unit who has nothing blocking his path, a malicious fireball, or smite him for his past sins!

Can you fathom why I named it what I did?


Made some tweaks to the list. Felt I needed to kick the suffer. There are some other changes but I don't recall what they were before I edited my post!

I really wanted to like suffer as I said before but with the lack of sufficient deck thinning, I want every card to count as much as possible when it is drawn. Suffer is never good to have sitting in my hand early and while yes, one would almost always want access to it vs graveyard, having it there for one deck type is outrageous in my book.

I think for now I am happy where it is.. I may bust this build out for more play time once I am happy with my JUND build. (It's coming along very well and I feel I will post it soon.)

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PostPosted: Sun Aug 10, 2014 7:48 pm 
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Here's my newest Connoction, after a million and one changes, I think I finally have it where I want it.

so then he asks: "What do you call yourselves?"

The Aristocrats!

2 x Bloodghast
4 x Squadron Hawk
3 x Rockslide Elemental
4 x Bloodflow Connoisseur
3 x Mausoleum Guard
3 x Galvanic Juggernaut

3 x Quest for the Gravelord
4 x Krenko's Command
4 x Raise the Alarm
1 x Act of Treason
3 x Blasting Station
2 x Burning Anger

2 x Orzhov Guildgate
2 x Boros Guildgate
2 x Rakdos Guildgate
6 x Mountain
6 x Plains
6 x Swamp


The deck is alot of fun! It's also very difficult to pilot. There are so many interactions here that you can miss during a game or so many triggers that fly around, but if your a fan of doing lots of little tricks, this one is probably for you!

EDIT: So many times people toldly miss out on the interaction as well, like when people run into a suddenly untapped Galvanic Juggernaut becauser I had a meaningless token and a Blasting Station in play.

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Last edited by Bobtheratkiller on Wed Aug 13, 2014 11:31 am, edited 1 time in total.

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PostPosted: Wed Aug 13, 2014 10:21 am 
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Looks like fun bob! I would try to fit a Burning Anger in there somewhere too!

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PostPosted: Wed Aug 13, 2014 11:10 am 
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Nebula wrote:
Looks like fun bob! I would try to fit a Burning Anger in there somewhere too!


Oh man! I've been totally ignoring that card, that seems like the nuts!

On a Bloodflow Connoisseur or a Rockslide elemental it seems very good, but on a Galvanic Juggernaut its like an automatic rocket launcher!

Looking for room ASAP!

EDIT: I guess I don't need 3 act of treasons, so 2 out for 2 Burning Anger

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PostPosted: Sat Aug 23, 2014 7:11 pm 
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Seems mardu is pretty unpopular, as it's been on the bottom of the forums for a while now.

Well anyway, I've got an update to my Aristocrats deck, it runs much smoother now.

The Aristocrats Act.II

4 x Squadron Hawk
2 x Bloodghast
2 x Mentor of the Meek
4 x Bloodflow Connoisseur
3 x Rockslide Elemental
2 x Goblin Rabblemaster
3 x Mausoleum Guard
3 x Galvanic Juggernaut

4 x Raise the Alarm
4 x Krenko's Command
3 x Blasting Station
3 x Quest for the Gravelord

4 x Boros Guildgate
4 x Orzhov Guildgate
5 x Plains
5 x Mountain
5 x Swamp


Felt I needed a little more draw power/ card advantage generation, as I would fizzle out too quickly. Unfortunetly, Burning Anger had to go, it was often a dead card if I couldn't get a large creature on the board.

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PostPosted: Sat Aug 23, 2014 7:35 pm 
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I got a killer build in mind, but I'm waiting until I play my opponent in my tourney who is using Mardu, LOL. Stay tuned!

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