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PostPosted: Thu Jul 31, 2014 6:23 pm 
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I would bet the guy was thinking that ground assault was the red one that deals damage based on the amount of mountains.

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PostPosted: Thu Jul 31, 2014 6:48 pm 
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2bestest wrote:
But you only saw 4 different cards in two games??! And he pinged you all the way to 0 with cunning both times?


Four that I can remember. :)

Actually, Tribute to Hunger was in there, too.

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PostPosted: Thu Jul 31, 2014 10:01 pm 
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Thank you for all your suggestions, HexStar!

Based on them I made these changes:

- Graveborn Muse: card draw with Ragers and Visionaries is consistent enough, plus your other advice - Genesis Hydra - is sooo so good, I really don't know how I missed it all this time...

- Shadowborn: it's not a deck for him

- 2 x Tormentors: I've decided to listen to everyone's advices and cut them. They're still a backbone of my MBC though :)

- Terra Stomper: I've cut it and immidietly run into mono-blue deck :D Still won, though. But I'm still not sure, is it a right decision or not. Uncounterable 8/8 trampler for 6 is too good

+ 2 x Genesis Hydra: man, this is the best addition ever! She saved my ass so many times already! Tried 1 copy and after two games I've immidietly decided to add the second one, this thing is absolute beast

+ 2 x Cultivate: I've been using it mostly not for color fixing or ramp (which Guildgates is there for) but to trim my library from lands. Works good for now

+ Stormbreath Dragon: would you believe that I had not run into him in all yesterday's matches? Still have to test him

+ Vengevine: just to try it. Actually, it works surpriingly well. Helps to keep pressure from the mid-game to the late - when I can cast Visionery+Rager or 2 Ragers/Visioneries to summon it back. He's first to cut, though

Also, I've added 2nd Rune-Scarred, removed another Undying Evil (still run 2) and added 4 more Guildgates. Last addition worked not so well for me - it slowed down my early game even more, so I'm thinking about going down to 8 GG again.

Overmaster wrote:
Ground Assault sounds a little underwhelming in tri-colour, but I wonder how that deck kept it's draw up. Lacking Blue splash sucks for control :[


Why is that?.. It works perfectly for me - killing Baneslayers and other 5/5 and 6/6 for just 2 mana. If you can support consistent land draw (vial Cultivate, Satyr or any other tools), that thing is monstrous for such a little cost. If you pack at lest 8 Guildgates, color requirements for it is just silly.

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PostPosted: Thu Jul 31, 2014 11:23 pm 
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This is my 4th deck with Spider Spawning in it. But I think it may be the best one of the bunch.

"Factory Farm" (no premiums)
7 Forest
6 Swamp
4 Golgari Guildgate
4 Gruul Guildgate
4 Rakdos Guildgate
-
3 Corpse Blockade
4 Necromancer's Assistant
4 Gravedigger
3 Rescue from the Underworld
2 Rune-Scarred Demon
-
2 Charmbreaker Devils
-
4 Elvish Visionary
4 Satyr Wayfinder
3 Reclamation Sage
3 Spider Spawning
-
3 Ground Assault

though I just had a thought, maybe this deck doesn't actually need Elvish Visionary? Maybe a defensive creature would be better. (Giant Scorpion or Cunning Sparkmage)

so far I am 1-0 with this list


edit: just won a game with a totally revamped list
2-0

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Last edited by rockshard on Mon Aug 18, 2014 5:15 pm, edited 1 time in total.

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PostPosted: Fri Aug 01, 2014 4:23 am 
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You're planning to cut a 2-drop (which replaces itself!), which would leave your deck with only 4 2-drops. Kinda hard for your deck to start on the draw and no sweepers (and little removal) to stabilize for late game


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PostPosted: Fri Aug 01, 2014 4:42 am 
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You may have a point. Its just that Visionary is mostly nothing but a chump blocker.

I was also considering cutting Reclamation Sage. Or since I have Charmbreakers what I could do is run 1 Reclamation Sage and 1 Naturaloize. Or simply 1 Reclamation Sage and leave it at that.

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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: Fri Aug 01, 2014 5:02 am 
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You need to decide what you want to do. If you want to win with spiders then get all the self mill cards, max out the number of creatures, run Treasured Find and Beastmaster Ascension and win with overwhelming your opponent (don't need no enchantment removal here, since no enchantment is preventing you from winning that way). You want your creatures to die in this deck/build, so having a lot of chumps like Elvish Visionary is great.

If you want to win with powerful bombs, then get rid of spiders and get more ramp/removal. Don't neglect your early game too much, otherwise you'll be in trouble if you can't hit T3-5 Anger of the Gods


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PostPosted: Fri Aug 01, 2014 8:24 pm 
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Hmm... Jund control is kinda stumping me. Theoretically, it has the best removal package with access to Shock, Ground Assault, and Auger Spree. However, the deck lacks something. I know it's hurting for card draw, but something else just isn't feeling right about it.

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PostPosted: Fri Aug 01, 2014 9:17 pm 
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Hmm... Jund control is kinda stumping me. Theoretically, it has the best removal package with access to Shock, Ground Assault, and Auger Spree. However, the deck lacks something. I know it's hurting for card draw, but something else just isn't feeling right about it.


What kind of list are you running? People in the thread have posted decks they're having good success with - if you had a list, and some details about the problems you're running into with your games, we could provide more insight.


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PostPosted: Fri Aug 01, 2014 9:52 pm 
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Well, I had a list similar to what most people were running for their Grixis control decks: 6 finishers including a Sphinx Bone Wand, full sets of Shock, Ground Assault, Auger Spree, Anger of the Gods, Bolt of Keranos. I also ran a couple Mind Rots, Cunning Sparkmages, and 3 Saruli Gatekeepers. I found the deck to run out of steam in the mid to late game, especially if I start drawing into a pack of lands.

I think instead of modeling it after my Grixis control deck, I'm going to try modeling it after my Dega control deck, and put in Elvish Visionaries and Ogre Jailbreakers. That's what I'm working on testing anyways.

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PostPosted: Fri Aug 01, 2014 10:59 pm 
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Yeah the build I am toying with is kinda modeled after my End of Days build. The thing with that though is the white has a big point of being a part of my End of Days build. Modelling my JUND build after it with Green instead, green doesn't really feel like it brings much to the table with a theme modeled after End of Days.

I think this is the reason why I am not overly enthusiastic with my JUND yet. It wins.. but it just doesn't feel special in its own way like my other builds do.

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PostPosted: Sat Aug 02, 2014 1:43 am 
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2bestest wrote:
Yeah the build I am toying with is kinda modeled after my End of Days build. The thing with that though is the white has a big point of being a part of my End of Days build. Modelling my JUND build after it with Green instead, green doesn't really feel like it brings much to the table with a theme modeled after End of Days.

I think this is the reason why I am not overly enthusiastic with my JUND yet. It wins.. but it just doesn't feel special in its own way like my other builds do.

Well, I had a list similar to what most people were running for their Grixis control decks: 6 finishers including a Sphinx Bone Wand, full sets of Shock, Ground Assault, Auger Spree, Anger of the Gods, Bolt of Keranos. I also ran a couple Mind Rots, Cunning Sparkmages, and 3 Saruli Gatekeepers. I found the deck to run out of steam in the mid to late game, especially if I start drawing into a pack of lands.

I think instead of modeling it after my Grixis control deck, I'm going to try modeling it after my Dega control deck, and put in Elvish Visionaries and Ogre Jailbreakers. That's what I'm working on testing anyways.


Jund is a very different animal than any blue-based control. Classic blue-based control (UW, UB, Grixis, Esper) is generally 1-for-1 trades (removal and permission), card draw to pull ahead, and then 1 bomb to close the game out. Jund is basically high-quality cards that gain virtual card advantage, and efficient creatures and removal that gain incremental card advantage. Especially in the DotP 2015 cardpool, it's not overly focused or synergistic, but rather, just jamming the top cards typically creatures from the 3 colors available in a way that simply overwhelms opponents. Jund won't feel cute or creative - in it's heyday players didn't like playing it, didn't like playing against it, but it simply tended to put up a consistent ~55 win % against every other deck in the field. It's the definition of a "rock" deck.

IMO the removal you listed is too much - you need enough removal to deal with early aggression, and then a handful of removal options to deal with a couple of problematic creatures in the late game. On turns 1-5, you should feel ok trading Shocks for 2/2s and maybe not doing much else, but by the time turn 7 rolls around you should be dropping an Inferno Titan that clearly states "this game is mine now." If it gets removed, you follow up with a Pelakka Wurm that states "I can do this for days." Basically, I'd classify the playstyle as more of a late blooming mid-range deck than a true control deck. Purists will say you can't make a true control deck without blue (counters), because you can't control what comes off the top of the opponent's deck.


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PostPosted: Sat Aug 02, 2014 5:16 am 
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The only thing JUND really lacks is card draw and general bomb protection, that's why you need to run the most efficient and resilient creatures available. I've been running Avarice Amulet, since I had little success with Triumph of Ferocity and because you have more removal than your opponent controlling the amulet shouldn't be a problem.

The control version needs a lot of bombs, because you can't protect the ones on the field, and from my experience it's really only effective against other midrange decks. Classic control usually out controls you and you struggle against aggro without an Anger of the Gods or if you don't hit a triggered T4 Saruli Gatekeepers. Thankfully the meta is filled with badish aggro decks and weird midrange-control mixtures, but if you ever stumble a good blue player you'll most likely fold


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PostPosted: Sat Aug 02, 2014 12:41 pm 
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Lacks draw?! Visionaries, Ragers and Muses would give you enough, with Triumph of Ferocity and Genesis Hydras giving even more, if it's not enough for you. As for bombs... Well, you have the best ones in the game (except for the Baneslayer, of course), IMHO - red, black and green.

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PostPosted: Sat Aug 02, 2014 3:43 pm 
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So I just went 12-1 with this Jund build below:

[manapie 90 -w -u b r g][/manapie]

Mastergater

A one vs. one deck for Magic 2015.

60 Cards (16 :creature: , 21 :instant: , 23 :land:)

Cost 3 cards
■■■
Shock
Cost 3 cards
■■■
Ground Assault
Cost 12 cards
■■
Anger of the Gods
■■■■
Auger Spree
■■■■
Cultivate
■■
Darksteel Ingot
Cost 9 cards
■■
Graveborn Muse3/3
■■■
Ogre Jailbreaker4/4
■■■■
Saruli Gatekeepers2/4
Cost 1 card
Stormbreath Dragon4/4
Cost 1 card
Inferno Titan6/6
Cost 4 cards
■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Sphinx-Bone Wand
Cost 1 card
Griselbrand7/7
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Volcanic Geyser
Land23 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
4
Forest
4
Mountain
3
Swamp


This deck has been very impressive. 3 of the games I won I was literally stuck with 4 lands forever (if not the entire game) and the Jailbreakers/Gatekeepers kept me in it until finally getting more land or just winning on their own along with cheap destroys/burn.


My main idea was to build around the Jailbreakers/Gatekeepers and from there took a couple ideas from my Gruul build and some of the control Grixis builds and previous listed Jund builds to come up with this beast. Enjoy!

Any suggestions are welcome and feel free to take it out for a spin!

Notes on Edit #4: So after some thinking I realized Stormbreath Dragon should not be left out, he is just too good. I figured in most cases something costing 4 or 5 cmc won't make all that much of a difference and with the Dragon having haste it doesn't slow down the attacking as Jailbreaker wouldn't be able to attack until the next turn anyhow.

I also started thinking about how to fit in Volcanic Geyser in a build with so much ramp it seemed silly not to include it. That's when I figured on most occasions, if I have enough mana for Flesh, a Geyser would work just as well with the added benefit of being able to burn someone's face off. I have so many ways to kill off creatures I often have Fesh sitting in my hand until really late game anyway when I typically have a tone of lands out. This is also why I went back to Shock over Ulcerate. That and the damage did get me in trouble against aggro decks, even with the lifegain.

I was also thinking how I just completely overlooked Grisel here. By the time I get him out I've probably healed a decent bit of life, not to mention he has lifelink as well. Often times if you can get grisel out and grab 7 cards late-game it will be game-over when someone else is still top-decking hoping for the best.

I'm testing out the ingots. 3 was too much but I'm thinking 2 might be just right. If not then I would think I will at least keep 1. I will update when/if needed.

Edit #1: -1 Charmbreaker Devils, +1 Mountain.
Edit #2: -1 Mountain, +1 Shock.
Edit #3: -4 Shock, +3 Ulcerate, +1 Swamp (back to 25 lands).
Edit #4: -2 Swamp, -3 Ulcerate, -1 Ogre Jailbreaker, -2 Flesh to Dust, -1 Pelakka Wurm, +2 Darksteel Ingot, +3 Shock, +1 Stormbreath Dragon, +2 Volcanic Geyser, +1 Griselbrand

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Last edited by minddrifter on Wed Oct 01, 2014 5:42 pm, edited 9 times in total.

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PostPosted: Sat Aug 02, 2014 6:50 pm 
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You don't ever wish you had the visionaries for added early defense and draw? What about cunnings? Ever a time when you wish you could ping 1 dmg at some tokens or ping that 1 dmg that you need to take out that creature thats out of reach of shock/ground assualt/augre?

Cunnings have been great in my Jund/ Shocks, Angers, Visionary, and cunnings can really help with faster decks.

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PostPosted: Sun Aug 03, 2014 1:33 am 
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Gift of Death
x5 Forest
x5 Mountain
x7 Swamp
x4 Golgari Guildgate
x3 Rakdos Guildgate

x4 Goblin Arsonist
x4 Young Wolf
x3 Quest for the Gravelord
x2 Bloodghast
x3 Jade Mage
x2 Treasured Find
x4 Bloodflow Connoisseur
x2 Goblin Rabblemaster
x3 Rockslide Elemental
x2 Blasting Station
x2 Graveborn Muse
x1 Vengevine
x3 Portent of Betrayal
x1 Doubling Season

Rakdos 'Steal Your Stuff' + Golgari 'Self-Sacrifice' = Two great tastes which taste great together! Yeah this was basically me just slapping together two preexisting decks I had when I realized they are both basically attempting to do the same thing - kill wave after wave of tokens until the enemy pretty much gets so depressed by my wanton disregard for the sanctity of life they concede. Basic strategy is pretty simple; Jade Mage and Goblin Rabblemaster keep a steady flow of tokens hitting the field which are used to fuel just about every other card; either making bigger creatures, a more solid defense, or just blasting them. Portent of Betrayal is in there as removal that also supports the theme, Treasured Find is in as a way to get my token generators back if they eat removal and I threw in a single Doubling Season to help tip things over to my side if things get a bit stalemate-y by doubling up everything the deck is already doing.

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PostPosted: Mon Aug 04, 2014 1:10 am 
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Power Jund(boy, do I need deck naming help)

24 lands

4 swamp
4 mountain
4 forest
4 Rakdos Guildgate
4 Gruul Guildgate
4 Golgari Guildgate

1 Suffer the Past
2 Graveborn Muse
2 Rune-Scarred Demon
1 Griselbrand

3 shock
2 Anger of the Gods
1 Inferno Titan

2 Genesis Hydra
4 Elvish Visionary
2 Reclamation Sage
2 Cultivate
4 Saruli gatekeepers

1 Kozilek, Butcher of Truth

3 Auger Spree
3 Treasured Find
3 Ground Assault

My go to deck atm. It hasn't lost...no idea why. It's consistent, it's powerful, has just enough lifegain and draw. I don't even sweat when I play this one.

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Last edited by Shadowcran on Mon Aug 04, 2014 12:13 pm, edited 1 time in total.

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PostPosted: Mon Aug 04, 2014 2:55 am 
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Overmaster wrote:
With the obvious lack of as much indiscriminate removal we had in 2014, I think the Sparkmage is deceptively powerful. He extends the reach of all your spells. Shock hits 3-tough creatures, Bolt hits 4-tough, and Auger hits all the way up to 5.

Ground Assault sounds a little underwhelming in tri-colour, but I wonder how that deck kept it's draw up. Lacking Blue splash sucks for control :[


Why would it matter how many colors you were playing, as to how strong Ground Assault is?


2bestest wrote:
I would bet the guy was thinking that ground assault was the red one that deals damage based on the amount of mountains.

H-hey, I don't need you all pouncing at me!

Ground Assault is the one that deals damage equal to the number of Mountains you control!
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PostPosted: Mon Aug 04, 2014 3:37 am 
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Shadowcran, what card is Trick Play? Did you mean Treasured Find?


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