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PostPosted: Fri Aug 08, 2014 12:11 pm 
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Can't wait for the Séance // Doubling Season bug to be fixed. Far too powerful.


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PostPosted: Fri Aug 08, 2014 9:19 pm 
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Abandon All Hope (Premium Heavy)

19 Creatures:
3 Wall Of Omens
4 Elvish Visionary
4 Phyrexian Rager
1 Baneslayer Angel
1 Soul Of Zendikar
2 Pelakka Wurm
2 Rune-Scarred Demon
1 Griselbrand
1 Kozilek, Butcher Of Truth

17 Spells:
4 Cultivate
4 Angelic Edict
3 Treasured Find
3 Arrest
2 Flesh To Dust
1 Planar Cleansing

24 Lands:

4 Orzhov Guildgate
4 Golgari Guildgate
4 Selesnya Guildgate
5 Forest
4 Swamp
3 Plains


All 3 low creatures draw cards for each color. Visionary, Wall of Omens, Phyrexian. So 11 of them. Easy to get rolling with that.
Have yet to have a bad start with it for some reason. Only played about 15 games, but still waiting for it to happen. lol
One kinda rough start I happened to draw into Planar and wiped my opponenets token Armada with it.
And Another wasn't really a rough start but he was playing a deck similar, Like End Of Days, But, once I got the upper hand it was over.
This deck gets the mana it needs to start laying down fatty after fatty. Angelic+Treasured Find are rockstars in the deck.
Pretty basic beatdown, With too many Win-More cards. Plus too many Premiums. 1st deck I play online where half my opponents say something to me. "So, how much to get all the premiums?" Etc. No hate, just point out the premiums.

But, fun to play a deck that can answer to almost anything. I treasured Find Angelic out of Graveyard 3 times in one match, plus used all 3 others when He kept dropping Séance, Séance, Doubling season, Sanguine bond, Beastmaster. Which is funny since that's the same 3 colors I was using only I was the counter deck to that. lol

A lot of fun for sure. Any Ideas are welcome. It's also pretty even in colors which helps. 14 green,12 black, 12 white. Went 14-1 so far.

EDIT: Removed Shadowborn Demon for a 2nd Flesh to dust.


Last edited by Hanika on Sun Aug 31, 2014 12:10 pm, edited 1 time in total.

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PostPosted: Sat Aug 09, 2014 8:38 am 
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You know what, someone should try to make an all premium deck and see how good it is, lol. Obviously lands have to be an exception before some smart-*** like myself says something, lol.

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PostPosted: Sat Aug 09, 2014 1:50 pm 
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Nebula wrote:
You know what, someone should try to make an all premium deck and see how good it is, lol. Obviously lands have to be an exception before some smart-*** like myself says something, lol.



I dunno the reality of that being competitive but at this point in time I haven't looked at the "Premium pool" in a long time to seriously know. I just think that the pool is kind of small for something serious to stem from it alone.

At one point I was playing with the idea of a 1-of deck list.

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PostPosted: Sat Aug 09, 2014 4:26 pm 
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2bestest wrote:
Nebula wrote:
You know what, someone should try to make an all premium deck and see how good it is, lol. Obviously lands have to be an exception before some smart-*** like myself says something, lol.



I dunno the reality of that being competitive but at this point in time I haven't looked at the "Premium pool" in a long time to seriously know. I just think that the pool is kind of small for something serious to stem from it alone.

At one point I was playing with the idea of a 1-of deck list.

Yeah, I wasn't really expecting it to be competitive, lol. Although that *would* be the goal.

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PostPosted: Tue Aug 12, 2014 2:27 am 
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knar-gnar wrote:
Can't wait for the Séance // Doubling Season bug to be fixed. Far too powerful.


The bug is win more anyway. When you have Seance and Doubling Season in play, it's hard to lose.


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PostPosted: Tue Aug 12, 2014 12:23 pm 
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Gegliosch wrote:
knar-gnar wrote:
Can't wait for the Séance // Doubling Season bug to be fixed. Far too powerful.


The bug is win more anyway. When you have Seance and Doubling Season in play, it's hard to lose.

I disagree. It definitely pulls my games from beyond the grave and past winnable for my opponent's. The health gain you get just from flashing back two Pelakka Wurms is enough to instantly put you out of the danger zone, and then having a Pelakka Wurm breathing down your opponent's deck when they already spent removal to get rid of it once.

I only wish it wasn't a bug, so I wouldn't feel guilty for winning with it. :angel:


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PostPosted: Wed Aug 13, 2014 10:42 pm 
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Hello again. I bring to you the jury of my peers another offering to the funeral pyre. Now while similar to lists previously posted here there are notable exclusions which I will go over after my take on lifepain

Drink From Me


- Removal package is scant at best and only used on key creatures.
- Planar Cleansing utterly clashes with what we're trying to do. By turn six your plan is already swinging or your already dead
- Rhox Faithmender was dropped during testing due to lack of ETB and always felt win-more when he stuck

Any questions or advice is welcome and I swear I have normal decks too I just thought people would appreciate something a little more fun than smashing creatures together :)

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PostPosted: Thu Aug 14, 2014 8:23 am 
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Overmaster wrote:
Gegliosch wrote:
knar-gnar wrote:
Can't wait for the Séance // Doubling Season bug to be fixed. Far too powerful.


The bug is win more anyway. When you have Seance and Doubling Season in play, it's hard to lose.

I disagree. It definitely pulls my games from beyond the grave and past winnable for my opponent's. The health gain you get just from flashing back two Pelakka Wurms is enough to instantly put you out of the danger zone, and then having a Pelakka Wurm breathing down your opponent's deck when they already spent removal to get rid of it once.

I only wish it wasn't a bug, so I wouldn't feel guilty for winning with it. :angel:


Just explain that its a bug to your opponent and don't attack or block with it after the initial turn. There aren't many effects that would care if its around....unless your playing Triumph of Ferocity.


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PostPosted: Thu Aug 14, 2014 6:35 pm 
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Overmaster wrote:
Gegliosch wrote:

The bug is win more anyway. When you have Seance and Doubling Season in play, it's hard to lose.

I disagree. It definitely pulls my games from beyond the grave and past winnable for my opponent's. The health gain you get just from flashing back two Pelakka Wurms is enough to instantly put you out of the danger zone, and then having a Pelakka Wurm breathing down your opponent's deck when they already spent removal to get rid of it once.

I only wish it wasn't a bug, so I wouldn't feel guilty for winning with it. :angel:


Just explain that its a bug to your opponent and don't attack or block with it after the initial turn. There aren't many effects that would care if its around....unless your playing Triumph of Ferocity.

I considered doing that actually-- so I could play the deck again because I really do like it even without the exploit. But not enough people listen, and it seems like a hassle. I'll wait for Wizards or whoever programs the game to get their crap together! :smirk:


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PostPosted: Thu Aug 14, 2014 8:16 pm 
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Overmaster wrote:
Overmaster wrote:
I disagree. It definitely pulls my games from beyond the grave and past winnable for my opponent's. The health gain you get just from flashing back two Pelakka Wurms is enough to instantly put you out of the danger zone, and then having a Pelakka Wurm breathing down your opponent's deck when they already spent removal to get rid of it once.

I only wish it wasn't a bug, so I wouldn't feel guilty for winning with it. :angel:


Just explain that its a bug to your opponent and don't attack or block with it after the initial turn. There aren't many effects that would care if its around....unless your playing Triumph of Ferocity.

I considered doing that actually-- so I could play the deck again because I really do like it even without the exploit. But not enough people listen, and it seems like a hassle. I'll wait for Wizards or whoever programs the game to get their crap together! :smirk:

LMAO, I hope you have more lifetimes than the rest of us! Trust me, Stainless will always suck at programming this game correctly. At least it has since the beginning of DotP in '09. Basically at this point, if you have been with DotP as long as some of us, you just learn to "accept" and play with the bugs they give us.

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PostPosted: Sat Aug 16, 2014 7:01 am 
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This is my favourite non-Premium deck by far.

Junk Reanimator (no Premium)

4x Golgari Guildgate
4x Selesnya Guildgate
4x Orzhov Guildgate
4x Swamp
4x Plains
6x Forest

4x Satyr Wayfinder
4x Elvish Visionary

4x Necromancer's Assistant

4x Saruli Gatekeepers
2x Séance
1x Vengevine

3x Rescue from the Underworld
3x Spider Spawning
1x Baneslayer Angel
1x Shadowborn Demon

1x Soul of Zendikar
3x Nemesis of Mortals

2x Rune-Scarred Demon

1x Griselbrand

Gameplay:
https://www.youtube.com/watch?v=34LJpg05-IE

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PostPosted: Wed Aug 20, 2014 8:52 am 
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Legen - you played white for 2xSenace+1xBaneslayer Angel

Senace activation exiles the creature which goes against Rescue from the Underworld,spider Spawning,Nemesis of Mortals. There are also of creatures in the build that don't have ETB and many times in late game you don't want to use Necromancer's Assistant.
Baneslayer Angel is great but: 1. the 5 CMC slot is already full 2. doesn't have ETB, so not a good rescuer 3. you have better targets for rescue.

So I suggest that you try to cut white from your build (which means Saruli will leave also). pelakka is a strong inclusion. and now that the 4th slot is cleared cultivate seems right.


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PostPosted: Thu Aug 21, 2014 5:34 pm 
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I know it sounds counter-intuitive, but Seance is a worthwhile addition. You don't have to use Seance if you don't want to, and the value it provides far exceeds the drawback of losing some creatures from the graveyard. We're already trying to fill our graveyard, so we might as well take full advantage. Plus, if you use Seance on a Wayfinder or Assistant, you will likely end up putting more creatures in the grave.

The only creatures that don't have ETB effects, have other graveyard synergies. Baneslayer is the most powerful creature in the game for its cost, and since we're already playing white, it's a free inclusion. Being able to gain 7 life on turn 4 with Saruli is also important in a meta full of weenies, Pelakka is often too slow.

I also want to limit noncreature spells, so Cultivate would go against that. Playing one land every turn is still fine in this deck, and we are playing 26 lands + 4 Wayfinders, so mana is not an issue.

I have a Green Black version, which focuses more on Spider Spawning and Beastmasters Ascension, but it's a lot less fun than the version with white. The Spider Spawning in this version is there for value and for chumpblockers, not as a wincon.

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PostPosted: Fri Aug 22, 2014 7:40 pm 
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Hey, I've got some good deck ideas from this site, so I thought it's only fair to register and contribute myself. Here is the decklist for one of my favourite and best-performing decks:

"Angelic Séance"

(no premium cards)

White:

4x Lone Missionary
2x Séance
3x Angelic Accord
2x Planar Cleansing

Black:

3x Necromancer's Assistant
1x Shadowborn Demon
2x Rune-Scarred Demon
1x Griselbrand

Green:

4x Satyr Wayfinder
2x Cultivate
4x Saruli Gatekeepers
3x Pelakka Wurm

Multicolor:

3x Vizkopa Guildmage
3x Treasured Find

Land:

4x Plains
3x Swamp
4x Forest
4x Selesnya Guildgate
4x Golgari Guildgate
4x Orzhov Guildgate

About the deck:

This deck uses cards like Satyr and Necromancer to fill your grave with cards and then reuse them as much as possible. Key card of the deck is Séance, which lets you reuse cards put in grave by these fillers, as well as reuse the fillers themselves for additional grave fill.

Your main win-cons are gonna be: tokens from Angelic Accord, Vizkopa Guildmage's second ability, beatdown by demons and wurms

Tips:

- If you start with Planar Cleansing, try to stall with small creatures until you can't hold the enemy off any longer, then wipe the board for highest card advantage.
- Try to never drop your lifegainers before you can use their ETB lifegain with Accord/Vizkopa for best advantage.
- Always reanimate larger creatures with Séance in your opponent's turn, you can block with them/discourage your opponent from attacking! Reanimate smaller creatures in your turn.
- If you control a Shadowborn Demon, you can reanimate Pelakka Wurm and sacrifise it then to the demon, granting you the card from the wurm which you would otherwise not get, as wurm would get exiled by Séance, not destroyed.

If you have any questions or suggestions, post them and we can discuss. Have fun with this deck!


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PostPosted: Thu Aug 28, 2014 7:36 pm 
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I've been meaning to put together my take on an Abzan lifegain deck for some time now and have finally gotten around to it. Let me know your thoughts on the decklist and/or archetype:

UPDATED DECKLIST

4 x Selesnya Guildgate
4 x Golgari Guildgate
4 x Orzhov Guildgate
5 x Plains
4 x Forest
3 x Swamp

4 x Satyr Wayfinder
4 x Lone Missionary
3 x Wall of Omens
1 x Treasured Find

4 x Cultivate

4 x Saruli Gatekeepers
3 x Angelic Accord

2 x Angelic Edict
1 x Baneslayer Angel
1 x Rescue from the Underworld

2 x Planar Cleansing

2 x Rune-Scarred Demon
3 x Pelakka Wurm

1 x Griselbrand

1 x Kozilek, Butcher of Truth

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Last edited by Hakeem928 on Fri Sep 12, 2014 6:15 am, edited 4 times in total.

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PostPosted: Thu Aug 28, 2014 10:18 pm 
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Okay so I've been playing this list all night and it is nuts. I think this is potentially a tier-one deck, is anyone willing to help me work on it?

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PostPosted: Fri Aug 29, 2014 1:52 am 
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I have been playing around with a séance deck using gatekeepers/Peluka/Lone Visionaries with angelic accord and Sanguine bond. I used all copies of the Necromancer, ramped using cultivate, and anti-mill with the Butcher. I had trouble getting started now and then and while I won a majority of my games, it wasn't as consistent as I prefer when I play online. This deck by Hakeem however (after 12 undefeated online games) is just what I wish I would have come up with. I was coming to the realization that one of the two enchantments other than séance had to go but I couldn't decide which. Great choices in this pile. Had a great time driving this beast tonight and look forward to more pub stomping in the near future. This deck drops the Gris on the reg and produces angels at an alarming clip all while being fast enough to recover from a board swipe. On first glance I wanted to play 2 copies of séance, but after my extended test drive I have seen that it is not necessary. :thumbsup: Well played sir.

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PostPosted: Fri Aug 29, 2014 3:42 am 
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Looks good Hakeem, the only card I would like to squeeze in would be rescue from the underworld. I haven't played the deck yet so not sure where the cuts would be, I will test and let you know.

Possibly genesis hydra as you already have rune-scarred for a similar role and possibly 1 gate keeper for 2 rescue. I had a self mill deck that used fatties and rescue and any time I fetched rescue with rune-scarred it felt amazing.


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PostPosted: Fri Aug 29, 2014 4:02 am 
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Just at first glance I can tell that this one is a real monster, I'll give it a shot and see how it does!

I do agree with Monk that Genesis Hydra would likely be the first card to go if you're gonna make changes, but maybe it'll convince me


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