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PostPosted: Tue Aug 05, 2014 5:26 pm 
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Ha! This deck's hilarious! Some players are so bad at understanding the interactions between stolen creatures. One guy played Dinrova Horror on his own creature! (Under my control)

By the way, this seems minor, but a big thank you Dj for how you organize your decklists. They're all in order of cost and colour as you would see when scrolling through the deck builder, so they're super convenient to build. :cloud9: Applause!


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PostPosted: Tue Aug 05, 2014 5:35 pm 
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Overmaster wrote:
By the way, this seems minor, but a big thank you Dj for how you organize your decklists. They're all in order of cost and colour as you would see when scrolling through the deck builder, so they're super convenient to build. :cloud9: Applause!


I would actually rather see the deck sorted by curve than by color.

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PostPosted: Tue Aug 05, 2014 6:17 pm 
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I'm a fan of sorting by color. Dj, maybe you could take an extra minute or two to post the curve at then end of your decklist? I do appreciate that you sort it by color though cuz I like testing out other people's decks since I'm pretty terrible at deck building.


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PostPosted: Tue Aug 05, 2014 8:20 pm 
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Hehe, and the mono-white one I posted is in alphabetical/cmc order. I'll try keep it in deck builder order in the future and add the curve.

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PostPosted: Wed Aug 06, 2014 3:03 am 
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djAMPnz wrote:
Overmaster wrote:
djAMPnz wrote:
Sure, if you like. Planar Cleansing could be worth considering too, for that extra insurance against pesky Enchantments. It is worth noting that Anger of the Gods will exile all of your creatures (and tokens) too, except the Walls.


Since we have access to white, I'd rather just run Solemn Offering. If you have nothing to steal (After Planar Cleansing) then your opponent is just going to draw-pass up to a full hand again. What do you think you would cut for Anger of the Gods?

The only other card I'd consider removing is Roil Elemental. He's cool and has synergy, but he's fragile, especially for his cost.


Dude, this deck literally begs for Vapor Snag. Consider synergy with Switcheroo. I'd drop the Elementals, the Elixir and one land and add 4x Snag.


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PostPosted: Wed Aug 06, 2014 4:37 am 
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OK, my take on this. Lets add more fun to this already fun deck!

Hose of Lies
Premium Deck

6 x Plains
7 x Island
4 x Mountain
3 x Azorius Guildgate
2 x Izzet Guildgate
2 x Boros Guildgate

4 x Cloudshift
3 x Wall of Omens
4 x Raise the Alarm

4 x Vapor Snag
4 x Think Twice
2 x Talrand, Sky Summoner
3 x Switcheroo
2 x Mercurial Pretender

4 x Act of Treason
4 x Portent of Betrayal

2 x Blasting Station


In other words:
- 2x Roil Elemental
- 2x Quicken
- 1x Elixir of Immortality
- 1x Mountain
+ 2x Mercurial Pretender
+ 4x Vapor Snag

The Pretender together with Treasons/Betrayals sometimes results in hilarity. In the worst case, it can pretend to be a Wall and draw a card.

I understand what you're trying to do with Quickens, make the opponent's creatures fight each other, but it's too conditional IMO.


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PostPosted: Wed Aug 06, 2014 5:00 am 
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It's so awesome when it works though. I took out an opponent's big fat Terra Stomper with his own Deathtouch 1/1 snake.


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PostPosted: Wed Aug 06, 2014 8:04 pm 
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Yondar wrote:
OK, my take on this. Lets add more fun to this already fun deck!

Hose of Lies
Premium Deck

...

In other words:
- 2x Roil Elemental
- 2x Quicken
- 1x Elixir of Immortality
- 1x Mountain
+ 2x Mercurial Pretender
+ 4x Vapor Snag

The Pretender together with Treasons/Betrayals sometimes results in hilarity. In the worst case, it can pretend to be a Wall and draw a card.

I understand what you're trying to do with Quickens, make the opponent's creatures fight each other, but it's too conditional IMO.

I like them changes. I might implement them, or something similar, later on and give it a try.

Also, Hose of Lies?

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PostPosted: Fri Aug 08, 2014 11:07 pm 
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djAMPnz wrote:
Haze of Lies
Premium Deck

6 x Plains
7 x Island
5 x Mountain
3 x Azorius Guildgate
2 x Izzet Guildgate
2 x Boros Guildgate

4 x Cloudshift
3 x Wall of Omens
4 x Raise the Alarm

2 x Quicken
4 x Think Twice
2 x Talrand, Sky Summoner
3 x Switcheroo
2 x Roil Elemental

4 x Act of Treason
4 x Portent of Betrayal

1 x Elixir of Immortality
2 x Blasting Station


Breakdown:
Cloudshift: Steal their creatures then Cloudshift them to keep them forever.

Wall of Omens: Stall, draw and Switcheroo fodder.

Raise the Alarm: Instant speed chump blockers and Switcheroo fodder.

Quicken: Allows you to cast Switcheroo, Act of Treason and Portent of Betrayal at instant speed (while replacing itself) to allow you to make great trades... with your opponent's own creatures.

Think Twice: Instant speed draw that triggers Talrand twice.

Talrand, Sky Summoner: Generates tokens for trading, switching and blocking in the air.

Switcheroo: Trade your tokens and walls for... something better... of theirs.

Roil Elemental: Steal creatures from your opponent. He is fragile though, so Cloudshift can allow you to keep the creatures if he were to die.

Act of Treason/Portent of Betrayal: Crux of the deck. Combine with Cloudshift to keep creatures forever. Combine with Switcheroo to swap one of their creatures for another one of their creatures. Or just use it to remove blockers.

Elixir of Immortality: Cycle all of your spells back into your deck for more use.

Blasting Station: Repeatable sacrifice outlet, if you don't have a way to keep their creature forever. Or sacrifice your tokens for profit.


I took this deck out for a drive last night and here is the result. Must be a good deck because I won and I'm a horrible player.

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PostPosted: Fri Aug 08, 2014 11:28 pm 
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This is one of the coolest looking builds I have seen in a while DJ! Gonna take it out for a spin and see how things go.

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PostPosted: Sat Aug 09, 2014 1:48 am 
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Interesting build dj ima take it out for a spin myself after devil made it look hella fun

Edit: alright I'm pretty sure I creeped out my kids sitting here with a moronic smile pasted on my mug as I used stolen goods to enact righteous punishment. How do you stem maniacal glee when playing a deck so utterly mean hah

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PostPosted: Sat Aug 09, 2014 5:08 am 
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Thanks guys, glad you like it. Especially you devil, never seen anyone else take one of my decks for a spin before.

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PostPosted: Sat Aug 09, 2014 1:04 pm 
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Ok, hats off for the deck. Amazingly fun, yet part of me wishes It didn't exist.

Love the Quicken into Act of Treason stuff. But, the whole Act or Portent into Cloudshift. no no no. lol
I feel bad inside when I used it, and the 5 matches I had 3 of those left after freezing the timer and obviously trying to figure out what happened.
A couple asking. "Wait...how's that work?" "What just happened?"

So I guess personally wish Cloudshift wasn't in the game. But, no denying the power of the build. But, I'd hate to fight against it so not sure I want to use it since that will just help spread the disease. lol
No doubt at least one of my opponenets went off to copy the deck after defeat. IF they have premiums. That or cursing their existence. lol


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PostPosted: Sun Aug 10, 2014 3:41 pm 
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So, I do have other colors I work with even though this is only my second build and it's in this same thread...

I was trying to open the achievement, "defensive line", you know using Vent Dentinel to cause 20 damage. Well, I did it albeit against a complete newbie who spent turn 1 throwing away shock to the face and then having no creature with power over three to break the walls...but of course, the iOS didn't recognize my achievement, probably since my opponent didn't concede and after over 400 multiplayer duels I apparently still haven't won 100 nor my victory v. All the bosses I beat to get the cards...

Anyways, I usually don't post because I can't type and I don't get much feedback to the last one, but maybe since I have some specific questions, y'all can help.

I feel like I need more draw here than the wall of omens, but what to nix? Counter spells for Think Twice? Lose some walls? Also, can a Vent Sentinel Build compete outside of the achievement goal? Does it need negate to supplement cloudshift and Gods willing? Is it too slow without green? I assume the crappier green walls aren't worth the benefit of cultivate?

Letting Off Some Steam...

LAND
3 izzet Guildgate
3 Boros Guildgate
3 Azorius Guildgate
5 plains
5 islands
5 mountains

by Cost

0 mana: zilch (ah-doy)

1 mana: Shock x4, Gods Willing x2, Cloudshift x4

2 mana: Wall of Omens x3, Doorkeeper x4, Nullify x2

3 mana: Anger of the Gods x2, Banisher Priest x3, Guard Gomazoa x3, Dissolve x2, Gargoyle Sentinel x3

4 mana: Vent Sentinel x4

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PostPosted: Sun Aug 10, 2014 4:12 pm 
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Here are some things to ask yourself:

1) Do you really need 24 land in a deck with only four spells above three mana?

2) Why are you running Shock when your deck is designed to block little dudes all day? Have you thought about swapping them out for Voyage's End so you can bounce and counter big guys that slip through your counterspells?

3) Do you really need to spend six slots on the Cloudshift/Gods Willing protection plan? That seems like a lot and I'm not certain you need it at all. Negate would be fine protection and it has extra utility because it can counter stuff like Triplicate Spirits.

4) I'm not sure I like Banisher Priest here, since you're playing Anger of the Gods.

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PostPosted: Sun Aug 10, 2014 4:32 pm 
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Hakeem928 wrote:
Here are some things to ask yourself:

1) Do you really need 24 land in a deck with only four spells above three mana?

2) Why are you running Shock when your deck is designed to block little dudes all day? Have you thought about swapping them out for Voyage's End so you can bounce and counter big guys that slip through your counterspells?

3) Do you really need to spend six slots on the Cloudshift/Gods Willing protection plan? That seems like a lot and I'm not certain you need it at all. Negate would be fine protection and it has extra utility because it can counter stuff like Triplicate Spirits.

4) I'm not sure I like Banisher Priest here, since you're playing Anger of the Gods.


1) I wasn't sure either...but three colors with 9 gates? Should I sack four-six basic lands and maybe add the remaining gates? (Thus having 21-23 net).
2) Good point, but I was thinking of tokens that crawl over my walls. Also, they can finish growing creatures like Chasm Skulker...and the ever present mentor of the meek? That dude is a pain. Having just gotten trampled by a Terra Stomper though, I'm thinking bounce too now...
3) Both spells have protected my Vent Sentinels and Banishers in the past, albeit in only three multiplayer trials. With the meta shifting a bit towards removal of weenies, I'm a little partial there, but I think I'll need to experiment more.
4) He was there for the biggies, especially with trample, but your bounce sounds better...

So possible revisions might be:
-3 Banisher Priests
-2 lands (perhaps through losing basics and adding gates)
-2 shock
+4 vapor snag
+2 voyages end
+1 of...uh...the unsummon sorcery that works on enchantments...just forgot the name...

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PostPosted: Sun Aug 10, 2014 5:47 pm 
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Hrm, maybe less bounce, more draw.

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PostPosted: Sun Aug 10, 2014 5:53 pm 
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I would use Voyage's End over Vapor Snag in this list and I would get a full playset of Think Twice in there. Bounce is fine, but I wouldn't go all in on it; three slots is probably okay.

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PostPosted: Sun Aug 10, 2014 6:00 pm 
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The way I got that achievement done was by making a 5 color deck with almost all the walls, 4x Think Twice, Palasade Giant, Aegis Angel, Resolute Archangel, and a few Switcheroos. It worked against human opponents too. The Palasade Giant/Aegis Angel combo buys you a lot of time.

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PostPosted: Mon Aug 11, 2014 10:52 am 
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I ran into someone running that Cloudshift/Act of Treason/Switcheroo build yesterday.. it seemed to be the exact same card for card as the one posted here. It was pretty cool, but it ran out of tricks fast, then he sat there spamming Think Twice over and over again while the Fattledriver ran him over.

I felt like he needed more draw and more control. Bident of Thasa would have really hurt me IMO.

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