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PostPosted: Thu Aug 07, 2014 12:08 pm 
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I'll checkout your build.

I'll be honest been poking around reading this forum for about 2 weeks, for some reason on my PC the Anti-Bot thing when you register doesn't show up so I had to go out of my way to another PC to register today. Kept forgetting.

But, been checking out some of the builds on here. Didn't even look at Green/Blue until I came here to post this one. But, finally had enough of the WOTC forums, and the Hate Campaign going on, instead of discussing what this forum seems all about. Deck Building. Love the way you all have it sorted in every color combo. Great site.

Only deck I've tried from here so far is the End of Days deck. Love that one.


Anyways, reason I take Vapor Snag is to remove creatures on enemies turn. Especially love doing it after they Hat trick a Hoplite, etc. Although it's almost instant rage and playing against AI when that happens. Same for Baneslayer, Terra Stomper, etc. Love my opponent wasting mana, Thinking there attacking with it, Maybe Using a Instant like Primal Bellow on it, just so I can slap it back in there hand.


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PostPosted: Thu Aug 07, 2014 12:22 pm 
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Also, Young wolf and Wandering wolf. I see these as pretty huge. In the early game they both Pump Cloudfins. Opponents don't like Young Wolf. They waste Exile cards to get rid of them.
Wandering Wolf can only be blocked by low end creatures the enemy generally doesn't want to lose. Like Mentor of the meek, Goblin Rabble, etc.
And my goal is to always hit the enemy. Always trigger Military and Thassa.
Attack and lay down another few creatures after attack.

I keep going back and forth on the Guildgates. Your prob right about that for sure. But, so far hasn't been an issue, since Most of the deck is 1 mana Creatures. a couple 2 mana, and 2 3 mana.
I wish the deck wasn't as strong as it is. The game really needs more sweepers for sure. And even if my opponent has Enchantment Removal usually doesn't matter I got 7 of them. lol


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PostPosted: Thu Aug 07, 2014 12:34 pm 
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Hanika wrote:
I'll checkout your build.

I'll be honest been poking around reading this forum for about 2 weeks, for some reason on my PC the Anti-Bot thing when you register doesn't show up so I had to go out of my way to another PC to register today. Kept forgetting.

But, been checking out some of the builds on here. Didn't even look at Green/Blue until I came here to post this one. But, finally had enough of the WOTC forums, and the Hate Campaign going on, instead of discussing what this forum seems all about. Deck Building. Love the way you all have it sorted in every color combo. Great site.

Only deck I've tried from here so far is the End of Days deck. Love that one.


Anyways, reason I take Vapor Snag is to remove creatures on enemies turn. Especially love doing it after they Hat trick a Hoplite, etc. Although it's almost instant rage and playing against AI when that happens. Same for Baneslayer, Terra Stomper, etc. Love my opponent wasting mana, Thinking there attacking with it, Maybe Using a Instant like Primal Bellow on it, just so I can slap it back in there hand.


Welcome and I am glad to see you enjoy the deck! That deck is probably still one of my favorites to date, if not for only the THEME alone! :P

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PostPosted: Thu Aug 07, 2014 12:57 pm 
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There's a couple reasons I like other options as opposed to the 2 wolves.

Hall of Triumph works really well in this build while having mostly blue creatures (in my build all but the 4x Spire Tracer for it's evasiveness are blue).

Kraken Hatchling is deceptively good here. It pumps up Cloudfin way more than either wolf will be able to and is much harder to kill. While normally I wouldn't run a defensive creature in an aggro build he works well with Military Intelligence as well.

The other options I use instead of the wolves are Quickling which will also work just as well pumping Cloudfin as the wolves, has flying to get damage through, and with Flash can be a good combat trick. I've taken out 2 attackers using Quickling while beefing up Cloudfin and blocking with both creatures. He's a great little cantrip which bring me to...

Pestermite. He can essentially be a 2 CMC creature, also with Flash and can also pump Cloudfin as easily as any of the wolves and also has flying to get past most defenses. He can untap a creature as well for other blocking shenanigans as well with his Flash.

As much as I like Scion of the Wild I think in a deck where being as fast as possible is the best strategy, having a 3 CMC creature needing 2 :g::g: can ultimately slow you down even though he has decent synergy with the numerous small creatures. Especially when overall we need more :u: sources than :g: sources and this will also make cutting those guildagtes a lot easier of a decision.

Also, Voyage's End is an instant as well as Vapor Snag so they can both work on the opponent's turn. But it is a tough call either way and after I do some more testing I will either decide to keep Voyage or replace it for the cheaper Snag. You certainly can't go wrong with either one.

I love talking back and forth and I have not been playing this build recently but I do plan testing it a lot more! Right now I'm focusing on fine-tuning my mono-green deck but might play with this some more after I'm done with green.

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PostPosted: Thu Aug 07, 2014 1:31 pm 
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I think you opt for Vapor Snag in aggressive builds and let Military Intelligence draw you into more gas. The cheaper cost allows you to play it and still develop your board, and the life loss is relevant to a deck that wants to race.

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PostPosted: Thu Aug 07, 2014 2:04 pm 
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Yeah, the more I think about Voyage vs. Vapor here the more I'm starting to change my tune on that one towards Vapor.

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PostPosted: Thu Aug 07, 2014 6:08 pm 
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Yeah the 1 mana cost of Vapor is a plus. Seem to have 1 mana open enough. And if Military/Bident are doing there thing, You can easily drop creatures, and leave 1 mana open for their turn.

I purposely tried to keep an even count of green/red in the deck. But I do see the point about Kraken.

I'd be interested in your Mono Green. I keep changing mine. Never happy enough. Sometimes it's a rockstar and just works, but most of the time It....don't. lol


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PostPosted: Thu Aug 07, 2014 6:48 pm 
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I have had success with mono green in a couple ways.

I have done the beast deck I posted in that section. It is VERY consistent. I have also taken mono-green in the evasive weenies and pump spells direction and had GREAT success with that too. (Wins far faster than the beast one.)

I can see other ways to run mono-green successfully as well. Green has a ton of options for success as well as great bombs.

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PostPosted: Fri Aug 08, 2014 2:01 pm 
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Nebula wrote:
I just threw together this really aggressive Simic build that has done surprsingly well so far:

"Simic's Surprise"
13 x Island
9 x Forest

4 x Kraken Hatchling
4 x Cloudfin Raptor
4 x Triton Shorestalker
4 x Vapor Snag
4 x Spire Tracer

2 x Quickling
3 x Military Intelligence
4 x Think Twice

2 x Chasm Skulker
3 x Pestermite
2 x Beastmaster Ascension
2 x Hall of Triumph


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

I edited the OP to reflect the changes. After running this build 10 more games I went 8-2. One loss was before I forgot to exchange the Voyages for Vapors and sure enough, that literally cost me the game with 1 Island open, Voyage in hand, and no way to bounce the creature coming at me ftw without being able to do enough damage by holding someone back instead to block. My other loss was a mull to 4 that I damn near pulled off and won anyhow against a solid hurt/heal Orzhov deck.

Overall, I'm very happy with this build and Vapor certainly works better than Voyage here.

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PostPosted: Wed Aug 20, 2014 3:36 pm 
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Genesis 2015 deck (Genesis)
60 Cards. 37 nonlands (10 creatures, 23 spells). 23 Lands (10, 6 ).

Creature 10
3 x Archaeomancer
2 x Species Gorger
3 x Pelakka Wurm
2 x Genesis Hydra


Spell 27
3 x Fog
1 x Elixir of Immortality
4 x Vapor Snag
4 x Think Twice
2 x Voyage's End
3 x Negate
2 x Nullify
4 x Cultivate
3 x Dissolve
1 x Time Warp


Land
4 x Simic Guildgate
3 x Radiant Fountain


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PostPosted: Thu Aug 21, 2014 5:24 pm 
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Here's my as-of-yet unnamed Simic build. Coming towards the end of testing, so a few changes may be afoot, but this is pretty close to the final build, if not the actual one.

7 x Island
13 x Forest
4 x Simic Guildgate

4 x Elvish Visionary
4 x Satyr Wayfinder
3 x Military Intelligence
2 x Chasm Skulker
3 x Triumph of Ferocity
2 x Bident of Thassa
1 x Vengevine
3 x Phantasmal Dragon
2 x Arbor Colossus
3 x Garruk's Packleader
1 x Soul of Zendikar
2 x Terra Stomper
3 x Nemesis of Reason
3 x Pelakka Wurm


A deck built for constant, increasingly dangerous aggression, and a ton of card draw to fuel it. The Satyrs find land to build towards threats, but also help get out the Vengevine and Nemesis. With all the draw the Skulkers grow huge quite quickly, and a lot of the big creatures are ahead of the curve, putting your opponents under a lot of pressure, and also fuel more draw, creating a self-sustaining combo.

The Bident is handy as not only does it allow draw, but with having the better creatures, forcing your opponents to attack will often let you kill their field at a small cost to yourself.

Milling yourself can be a problem, so It's a good idea to be judicious with the optional draw if a lot of mandatory draw is out. Often you will have such an overwhelming board though that it won't matter. Every card is a permanent as this deck was originally designed with Pyxis of Pandemonium in mind, but with the Satyrs and draw, I was milling myself often and realised the Wayfinders helped the deck more than the Pyxis.


Last edited by Stevolutionary on Thu Aug 21, 2014 5:30 pm, edited 1 time in total.

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PostPosted: Thu Aug 21, 2014 5:30 pm 
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@Stevo

How often do you draw the wrong half of your deck? Something like the small creatures and Triumph of Ferocity or expensive creatures and Military Intelligence. Does it happen at all?

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PostPosted: Thu Aug 21, 2014 5:36 pm 
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felbatista wrote:
@Stevo

How often do you draw the wrong half of your deck? Something like the small creatures and Triumph of Ferocity or expensive creatures and Military Intelligence. Does it happen at all?


Now and again, but I have 8 x 4 drops, 2 x 3 drops and 3 x 4 drops, so my early game isn't bad - in fact its almost half my creatures. That early curve is likely comparable to many regular decks. And my early creatures support my later game as the Visionaries draw into it and the Satyrs can support an early Nemesis. As I have a lot of creatures, I've cast a Nemesis turn 3 on occasion.

Military Intelligence is fine with big creatures, I don't mind it at all as they're always attacking by nature, and Triumph can often trigger even with small creatures versus weenie decks, but as I say, I have 3 large 4 drops, and 3 more possibles with the Nemesis, so I can grow big quite early.

Still testing to be done though and this is relatively early. There' a good core there, I just need to work out what's underperforming as it has been a bit more inconsistent since last posted.


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PostPosted: Tue Aug 26, 2014 7:05 am 
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Location: [loh-key-shuh n] n. A place of settlement, activity, or residence.
Howling Mists
Premium Deck


Land (20)
8 x Island
8 x Forest
4 x Simic Guildgate

Blue Cards (19)
4 x Kraken Hatchling
4 x Triton Shorestalker
3 x Military Intelligence
4 x Think Twice
2 x Chasm Skulker
2 x Bident of Thassa

Green Cards (18)
4 x Young Wolf
4 x Fog
4 x Wandering Wolf
4 x Titanic Growth
2 x Beastmaster Ascension

Colorless Cards (3)
3 x Darksteel Axe

---

Information
A fast, aggressive and deck that uses unblockable weenies to bite your opponent to death while you generate card advantage. Kraken Hatchling works as early defense but can also help trigger Military Intelligence. If you need to go in for a final swing, make your opponents attack into the Fog with Bident of Thassa.

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PostPosted: Tue Aug 26, 2014 7:18 am 
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To you folks using the Bident/Intelligence/Ascension decks with difficult to block creatures....have you tried Niblis of the Breath? It fits the theme, and is imo better than Pestermite as its tap ability is repeatable. Just a thought.


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PostPosted: Tue Aug 26, 2014 7:22 am 
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GoldenVoid wrote:
To you folks using the Bident/Intelligence/Ascension decks with difficult to block creatures....have you tried Niblis of the Breath? It fits the theme, and is imo better than Pestermite as its tap ability is repeatable. Just a thought.

No, I haven't. Could be worth considering. Might look into it.

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PostPosted: Tue Aug 26, 2014 8:06 am 
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Niblis is too slow and often can't attack. Pestermite has "haste" and helps you win the race. Pestermite is miles better in this type of deck.

I think you need to cut the Fogs for Cloudfin Raptors and cut the Axes and one Bident for Timberland Guides. I also wouldn't play gates and would probably cut a Think Twice for a 21st land.

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PostPosted: Tue Aug 26, 2014 8:09 am 
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I swear by it. I've had several games where my Bident/Intelligence creatures (both Blue/Green and Blue/White versions) had issues with a large annoying creatures that you cannot deal with (e.g Arbor Colossus, Baneslayer, Inferno Titan to name 3 very popular ones). Niblis has just tapped the fatty down over and over for the win.


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PostPosted: Tue Aug 26, 2014 8:11 am 
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I'm not saying Niblis doesn't deserve some slots; I'm saying don't cut Pestermite to fit it in.

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PostPosted: Tue Aug 26, 2014 10:15 am 
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Here's my as-of-yet unnamed Simic build. Coming towards the end of testing, so a few changes may be afoot, but this is pretty close to the final build, if not the actual one.

7 x Island
13 x Forest
4 x Simic Guildgate

4 x Elvish Visionary
4 x Satyr Wayfinder
3 x Military Intelligence
2 x Chasm Skulker
3 x Triumph of Ferocity
2 x Bident of Thassa
1 x Vengevine
3 x Phantasmal Dragon
2 x Arbor Colossus
3 x Garruk's Packleader
1 x Soul of Zendikar
2 x Terra Stomper
3 x Nemesis of Reason
3 x Pelakka Wurm


A deck built for constant, increasingly dangerous aggression, and a ton of card draw to fuel it. The Satyrs find land to build towards threats, but also help get out the Vengevine and Nemesis. With all the draw the Skulkers grow huge quite quickly, and a lot of the big creatures are ahead of the curve, putting your opponents under a lot of pressure, and also fuel more draw, creating a self-sustaining combo.

The Bident is handy as not only does it allow draw, but with having the better creatures, forcing your opponents to attack will often let you kill their field at a small cost to yourself.

Milling yourself can be a problem, so It's a good idea to be judicious with the optional draw if a lot of mandatory draw is out. Often you will have such an overwhelming board though that it won't matter. Every card is a permanent as this deck was originally designed with Pyxis of Pandemonium in mind, but with the Satyrs and draw, I was milling myself often and realised the Wayfinders helped the deck more than the Pyxis.


Wait a minute.. Nemesis of Reason? I think you mean Nemesis of Mortals?

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