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PostPosted: Fri Jul 25, 2014 2:51 pm 
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I didn't mean to say Chorus of Might, I meant to say Hunter's Prowess; I think that card is very strong and under-rated. In a deck where the creatures are big on their own (Gorgers, for example), Prowess is definitely a stronger play than Enlarge, IMO.

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PostPosted: Fri Jul 25, 2014 3:07 pm 
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Hakeem928 wrote:
I didn't mean to say Chorus of Might, I meant to say Hunter's Prowess; I think that card is very strong and under-rated. In a deck where the creatures are big on their own (Gorgers, for example), Prowess is definitely a stronger play than Enlarge, IMO.

That is certainly a different story and I can't disagree there.

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PostPosted: Fri Jul 25, 2014 3:17 pm 
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I think you are right, as long as you can run prey upon, don't risk to have to block unprofitably the next turn just to survive spending all your mana on a spell that doesn't impact the board that much or have access at a color with actual removal, hunter's prowess seems better than enlarge, and that deck has enough fatties to make it work.


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PostPosted: Fri Jul 25, 2014 5:12 pm 
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HARBiNG3R wrote:
I present to you this abomination:

:g::u: Ancient Seas :g::u:
13 x Forest
12 x Island
4 x Elvish Pioneer
3 x Prey Upon
3 x Hedron Crab
4 x Coral Barrier
2 x Guard Gomazoa
4 x Cultivate
2 x Arbor Colossus
4 x Thassa's Bounty
1 x Soul of Zendikar
2 x Terra Stomper
3 x Pelakka Wurm
2 x Genesis Hydra
1 x Kozilek, Butcher of Truth


It may not look like it in hind sight be this was supposed to be a Mill deck. :D Basically I took the best I could from a mill deck and integrated a little more ancient depths into it and came up with that deck. Basically, this deck has 2 win conditions, one is Mill and the other is to pound someone's face in. If you get stalled the crabs should help you mill your opponent. I would not call it a super competitive deck but more of a "fun deck."


I like where your head is at. Why not take it a step further in the mill direction and replace the coral barrier with doorkeeper? It helps add the chance of earlier defense and adds to your milling capability. You could even add an illusionist's bracer or two to further add to that. I'm going to play with this concept a little and see what I come up with.

EDIT: I have been playing a VERY SIMILAR version of this deck for a few matches and so far it has been FAR more consistent than any traditional mill deck I have built previously. I took out the prey upons and added doorkeepers. I left one or two of the corals in the deck still. and I added the last guard.

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PostPosted: Fri Jul 25, 2014 7:07 pm 
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I am glad you like it, I took me a while to get a good mill build going and after more failures then success stories I came to the conclusion that to me that was the most optimal build. Sounds like you have even improved upon it.


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PostPosted: Fri Jul 25, 2014 7:29 pm 
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Yeah man, doorkeeper adds much needed early defense while giving an option to tap unused lands to further mill. Illusionists are not needed in this deck it would slow it down, it already mills very quickly. The power of this deck is its speed in getting to 6 mana for your big threats while setting up a decent early defense all while milling away the opponent with the lands your pulling out from cultivate. Great way to mill as it remains threatening even without the mill aspect.

I will post my build edit later for you to give a try.

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PostPosted: Sat Jul 26, 2014 4:27 pm 
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I'm currently running 7 decks, so thought I'd post them here for anyone interested.

Roiling Wilds

10 x Island
10 x Forest
4 x Simic Guildgate

3 x Quickling
4 x Negate
4 x Archaeomancer
1 x Time Warp
3 x Switcheroo
2 x Roil Elemental
3 x Elvish Visionary
3 x Satyr Wayfinder
4 x Titanic Growth
3 x Cultivate
2 x Mold Shambler
2 x Nemesis of Mortals
2 x Species Gorger


This one's a real mixed bag. It has elements of self-mill, spell recurr, self-bounce and creature theft, with a few nice surprises and interactions. Seems weak on the surface, but can pull a lot of surprise wins out, either getting infinite turns, stealing all your creatures, or just recurring Titanic Growths and beating face with boosted weenies.

It's a weird deck in that I've had many different win types, and rather than my other builds with unified strategies, this one takes you in a certain direction based on the way you draw, and the key is to go with it, as the deck is surprisingly malleable in how it can goes for its wins.


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PostPosted: Wed Jul 30, 2014 10:04 pm 
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Hey, guys. I have a U/G Turbomill deck that's pretty much in line with HARBiNG3R's and 2bestest's approach, except for I focused it solely on mill, so it's probably a little more efficient at that at the expense of... well, not being as good. It is definitely a for-fun deck, not a competitive deck. Honestly, I mostly made it to get the related achievements. I've only taken it to multiplayer a handful of times and I have had mixed results. Still, I like what it's going for. I think it could actually be viable if we were able to have 4 Hedron Crabs, but it's still decent with 3. Here it is. By the way, it does use premium cards:

U/G Turbomill (61)

Creatures (17)
3 Hedron Crab
3 Elvish Pioneer
3 Guard Gomozoa
4 Grazing Gladeheart
4 Archaeomancer

Noncreatures (21)
4 Voyage's End
4 Fog
4 Cultivate
4 Think Twice
4 Inspiration
1 Time Warp

Land (23)
11 Island
8 Forest
4 Radiant Fountain

So, as you can see, pretty much every card in here is geared towards one of two things: either facilitating Landfall to utilize the Crabs or staving off lethal damage. That's it. There's just no room for cards like Tome Scours, Doorkeepers, Millstones, Thassa's Bounty etc. that have a decent effect on their own but ultimately don't contribute as much milling as making the Landfall trip as often as you possibly can. The Gladehearts are a strong reason why as well. More than anything else in this deck they will be saving your ass. I really think the on thing stopping this deck from being at least somewhat viable is that 4th Crab. One card. Such a shame. Still pretty fun to play with though.


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PostPosted: Wed Jul 30, 2014 10:50 pm 
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:g::u: Ancient Seas v2.0 :g::u:
13 x Forest
12 x Island
4 x Elvish Pioneer
3 x Hedron Crab
4 x Doorkeeper
2 x Coral Barrier
3 x Guard Gomazoa
4 x Cultivate
2 x Arbor Colossus
4 x Thassa's Bounty
1 x Soul of Zendikar
2 x Terra Stomper
3 x Pelakka Wurm
2 x Genesis Hydra
1 x Kozilek, Butcher of Truth


I didn't really feel the Prey Upons were REALLY needed. This variant of Harb's build removes the prey upon and 2 of the Coral Barrier for 4 doorkeeper and 3 guard Gomazoa. Giving it a better defense all around as well as a better milling capacity in the ability to further mill with unused lands. Many times the doorkeeper helped mill off that last little bit of their library for the win. I honestly haven't missed prey upon much as the deck tends to pop out the fatboys frequently enough to hold back enemy big boys.


Stevolutionary, I like how deadset your decks are at playing "tricky".

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PostPosted: Thu Jul 31, 2014 3:55 pm 
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I'm giving this a try

Blue spiders (non premium)

3x Hedron Crab
4x Tome Scour

4x Elvish Visionary
4x Satyr Wayfinder
3x Ior Ruin Expedition
2x Voyage's End

2x Chasm Skulker
3x Guard Gomazoa
1x Chill of Foreboding

4x Archaeomancer
1x Vengevine

1x Time Warp
3x Spider Spawning

2x Nemesis of Mortals

11x Island
10x Forest
2x Simic Guildgate


Just target yourself with everything. Got mixed results, it sometimes struggles to finish the game off, but its a fun deck. No counterspells can cause a few problems, I'm currently figuring out what to remove for 2x or 3x Dissolve


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PostPosted: Thu Jul 31, 2014 4:13 pm 
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Tome Scour is a great place to start if your looking for cards to remove.

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PostPosted: Thu Jul 31, 2014 4:52 pm 
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I feel like you need sources of black mana because milled Spawnings have no value. Subbing basics for some number of gates would be my suggestion.

Twenty-three creatures also feels a little light, but the raw power of Hedron Crab could mean that it is not as much of an issue as it could be.

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PostPosted: Sun Aug 03, 2014 3:47 am 
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Icy Recurrence

Has lost once out of 20 and that was mana flooded
Almost all creatures have etb effects
Tends to be a come from behind deck, but has been known to knock lights out early.
Very fun to play.

5 Island
7 Forest
3 Dimir Guildgate
4 Simic Guildgate
3 Golgari Guildgate
22 lands

4 x Think Twice
3 x Negate
2 x Nullify
3 x Frost Lynx(don't know why this card isn't used by others)
3 x Pestermite
1 x Talrand, Sky Summoner
1 x Jalira, Master Polymorphist
4 x Inspiration
1 x Soul of Ravnica

4 x Elvish Visionary
2 x Reclamation Sage
2 x Cultivate
3 x Saruli Gatekeepers
2 x Pelakka Wurm

1 x Kozilek, Butcher of Truth
2 x Species Gorger

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PostPosted: Mon Aug 04, 2014 9:20 pm 
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I just threw together this really aggressive Simic build that has done surprsingly well so far:

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

Simic's Surprise

A one vs. one deck for Magic 2015.

60 Cards (23 :creature: , 15 :instant: , 22 :land:)

Cost 20 cards
■■■■
Cloudfin Raptor0/1
■■■■
Kraken Hatchling0/4
■■■■
Spire Tracer1/1
■■■■
Triton Shorestalker1/1
■■■■
Vapor Snag
Cost 9 cards
■■
Quickling2/2
■■■
Military Intelligence
■■■■
Think Twice
Cost 9 cards
■■
Chasm Skulker1/1
■■■
Pestermite2/1
■■
Beastmaster Ascension
■■
Hall of Triumph
Land22 cards
9
Forest
13
Island


Fast, mean, and a lot of draw. Pretty straight forward.

Any suggestions are welcome, it is a fairly new build!

Edit: -4 Voyage's End, +4 Vapor Snag

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Last edited by minddrifter on Wed Oct 01, 2014 5:34 pm, edited 2 times in total.

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PostPosted: Mon Aug 04, 2014 10:53 pm 
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Shadowcran wrote:
Icy Recurrence

Has lost once out of 20 and that was mana flooded
Almost all creatures have etb effects
Tends to be a come from behind deck, but has been known to knock lights out early.
Very fun to play.

5 Island
7 Forest
3 Dimir Guildgate
4 Simic Guildgate
3 Golgari Guildgate
22 lands

4 x Think Twice
3 x Negate
2 x Nullify
3 x Frost Lynx(don't know why this card isn't used by others)
3 x Pestermite
1 x Talrand, Sky Summoner
1 x Jalira, Master Polymorphist
4 x Inspiration
1 x Soul of Ravnica

4 x Elvish Visionary
2 x Reclamation Sage
2 x Cultivate
3 x Saruli Gatekeepers
2 x Pelakka Wurm

1 x Kozilek, Butcher of Truth
2 x Species Gorger

Why do you have black mana sources? The guildgates aren't colored permanents, so they don't make you draw an extra card with Soul of Ravnica. I don't see any other use for the black, unless there's something right under my nose that I'm missing.


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PostPosted: Tue Aug 05, 2014 12:50 am 
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ii AyJay o wrote:
Why do you have black mana sources? The guildgates aren't colored permanents, so they don't make you draw an extra card with Soul of Ravnica. I don't see any other use for the black, unless there's something right under my nose that I'm missing.


I would guess they're substitute Forests and Islands to help trigger the Saruli Gatekeepers as he's maxed on Simics, and the Black is just arbitrary, or chosen specifically over other colours to make people worry about removal (though I'd have gone White or Red if that was the reason)

Can't think of any other reason. If so, I don't feel slowing yourself down for that reason is worth it personally.


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PostPosted: Tue Aug 05, 2014 1:11 am 
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ii AyJay o wrote:
Why do you have black mana sources? The guildgates aren't colored permanents, so they don't make you draw an extra card with Soul of Ravnica. I don't see any other use for the black, unless there's something right under my nose that I'm missing.


I would guess they're substitute Forests and Islands to help trigger the Saruli Gatekeepers as he's maxed on Simics, and the Black is just arbitrary, or chosen specifically over other colours to make people worry about removal (though I'd have gone White or Red if that was the reason)

Can't think of any other reason. If so, I don't feel slowing yourself down for that reason is worth it personally.

Oh yeah, I would guess it would be for the Gatekeeper. Didn't even notice it in there at first glance. Do you play on Xbox Stevo?


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PostPosted: Tue Aug 05, 2014 1:27 am 
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Yup, not often though. Been pretty busy with work, so haven't put as much time into this Duels as the last one. I may even put it to one side and wait for DLC and put a lot of time into it then instead.


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PostPosted: Thu Aug 07, 2014 9:45 am 
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Here's my Green/Blue. Made it actually to out Aggro the Aggro. And it does. Young wolfs die and pump Cloudfins. The amount of Card draw by turn 4-5 usually gets out of hand. Where after attack I have 8-9 cards in hand and drop 4-5+ creatures a turn. Biggest Prob I've had is against a Mill deck. Since we both are Milling me. lol
This is simply a creature swarming deck. No Goblin, or red white Rush has beat me with it. I win quick or Beastmaster to seal the deal. Pretty much every form of removal cost my opponent more then it cost me to put out.

I actually thought it would be a joke and not work. But, with them enchantments it's pretty much unstoppable.


Unblockable Mob

25 Creatures:
3 Kraken Hatchling
4 Cloudfin
4 Triton Shorestalker
4 Young Wolf
4 Spire Tracer
4 Wandering Wolf
2 Scion Of The Wild

4 Spells:
4 Vapor Snag

7 Enchantments:
3 Military Intelligence
2 Bident Of Thassa
2 Beastmaster Ascension

24 Lands:
4 Simic Guildgate
11 Islands
9 Forest


Last edited by Hanika on Wed Aug 20, 2014 12:25 am, edited 1 time in total.

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PostPosted: Thu Aug 07, 2014 10:53 am 
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@Hanika You should check out my aggro build a few posts above. It is faster, has a lower curve, less lands, and focuses more on :u: creatures to take advantage of Hall of Triumph. Young Wolf is nice but Kraken Hatchling will nearly always beef up your Cloudfin when it comes out and is more durable and can still attack to trigger Military Intelligence. I love Bident of Thassa but I wanted to keep the curve maxed out at 3 and with all the other draw it isn't that big of a deal to leave out for a lower curved and more streamlined aggression. Another note is that the gates shouldn't really be used in a really fast aggro build like this as starting out with a creature on T1 is fairly critical.

Just some thoughts, I'm not saying one build is better than the other, but I like how my build is a little faster.

The one thing I struggled over was Vapor Snag vs. Voyage's End. The Scry can really help with putting lands on the bottom to grab more creatures or hopefully get closer to Beastmaster Ascension. However the 1 less cost for Snag can also be helpful. I leaned towards Voyage for the Scry here.

Also, welcome to NGA!

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