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PostPosted: Tue Aug 05, 2014 6:59 pm 
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That looks like a fun deck! You have the lands messed up though. I'm guessing you want to add one mountain and one island to make it 24?


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PostPosted: Fri Aug 08, 2014 8:59 am 
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Here's kind of an experimental deck I've been toying with. Couple different ways to win. Giant Squid or Rockslide, Tokens + Bombardment, Fling Giant Squid or Rockslide, or just lots of tokens. As always, looking for ways to improve the deck, so suggestions are welcome/encouraged! :)

Squiddish
11 x Island
11 x Mountain

4 x Goblin Bushwhacker
4 x Shock
4 x Triton Shorestalker
4 x Void Snare

2 x Fling
2 x Negate
3 x Military Intelligence

2 x Goblin Rabblemaster
4 x Bolt of Keranos
3 x Rockslide Elemental
2 x Chasm Skulker
3 x Raid Bombardment

2 x Talrand, Sky Summoner


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PostPosted: Fri Aug 08, 2014 11:11 am 
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New and Improved Spellslinger Deck:

4 x Kiln Fiend
3 x Guttersnipe
3 x Cunning Sparkmage
2 x Talrand, Sky Summoner
1 x Stormbreath Dragon

4 x Vapor Snag
4 x Shock
2 x Voyage's End
3 x Negate
4 x Think Twice
3 x Dissolve
2 x Bolt of Keranos
2 x Inspiration

4 x Izzet Guildgate
10 x Island
9 x Mountain


Cut the Electromancers in favor of Cunning Sparkmage, that card rips token decks apart and turns Shocks into Lightning Bolts and Bolt of Keranos into Lightning Blast,all while keeping a clock on the opponent. Haste guarantees you get damage on something even if it eats a removal spell.

Tossed out Artful dodge, it's only really good on Kiln Fiend, swapped with Inspiration, since inspiration draws you cards which helps you chain trigger more spells and it's generally more useful.

Tossed out Nullify in favor of more Negates, double blue is a pain on turn 2 and with all my bounce and burn, non-creatures seem to be the only thing I care about. Depending on your match-up it's best to wait till 4 mana to play a Kiln Fiend and have Vapor Snag, Voyage's End or Negate as back-up to ensure he stays in play.

Also felt the deck needed more land to get a creature with back-up set and in play and to help get to Talrand, inspiration or Stormbreath Dragon.

Depending on your match-up you are either the control deck or the aggro deck. Being able to switch gears pretty easily is what makes this deck fun and powerful.

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PostPosted: Fri Aug 08, 2014 11:25 am 
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That looks really solid bob, I like the new list. I somewhat disagree with Artful Dodge being "only for kiln fiend" but I'm also not going to say more draw is a bad substitute, lol.

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PostPosted: Fri Aug 08, 2014 10:32 pm 
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Nebula wrote:
That looks really solid bob, I like the new list. I somewhat disagree with Artful Dodge being "only for kiln fiend" but I'm also not going to say more draw is a bad substitute, lol.



Thanks,

That was poor wording I think on my part, should be more like "the main" reason to run Artful Dodge was for Kiln Fiend. It's also a cheap way to get triggers and flashback doubles it's potential. It's often really bad when your board is not impressive.

Inspiration draws you cards so, it also gives your more trigger (the Inspiration itself + the triggers off the cards you draw.) Plus the card draw is better if you happen to be behind and need an answer in order to keep up.

But I've probably just overexplaned things, as everyone already understands. :)

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PostPosted: Fri Aug 08, 2014 11:05 pm 
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Nebula wrote:
That looks really solid bob, I like the new list. I somewhat disagree with Artful Dodge being "only for kiln fiend" but I'm also not going to say more draw is a bad substitute, lol.



Thanks,

That was poor wording I think on my part, should be more like "the main" reason to run Artful Dodge was for Kiln Fiend. It's also a cheap way to get triggers and flashback doubles it's potential. It's often really bad when your board is not impressive.

Inspiration draws you cards so, it also gives your more trigger (the Inspiration itself + the triggers off the cards you draw.) Plus the card draw is better if you happen to be behind and need an answer in order to keep up.

But I've probably just overexplaned things, as everyone already understands. :)

I already understood, but I value your explanations for the new players and to help generate productive debate anyways! :party:

Great list Bob.


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PostPosted: Sat Aug 09, 2014 3:24 am 
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Jesus Mobius' build here is a ton of fun to play! LOTS of options on card interactions!

Bob your build looks solid man! (As usual)

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PostPosted: Mon Aug 11, 2014 4:49 pm 
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The first deck I brewed was an Izzet control list and I've updated it for anyone interested:

4 x Izzet Guildgate
11 x Island
8 x Mountain

4 x Vapor Snag

4 x Nullify
4 x Voyage's End
4 x Think Twice
4 x Krenko's Command
1 x Volcanic Geyser

3 x Guttersnipe
3 x Dissolve
2 x Anger of the Gods

4 x Inspiration
2 x Talrand, Sky Summoner

1 x Time Warp

1 x Sphinx-Bone Wand


It's a pretty simple idea, really. Just counter what you can, bounce and counter what happens to resolve, and slow them down until you can resolve and protect one of your wincons.

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PostPosted: Mon Aug 11, 2014 10:18 pm 
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Goblinblaster deck.

This is a ridiculous idea for a deck I had that turned out to be very fun to play. It should probably be mono-red. It's red-blue mainly because I want to fling electromancers at things (also because I want to draw cards). Also I wanted Electromancers to reduce the mana requirements of stealing creatures and flinging them on the same turn.

4 Izzet Guildgate, 8 island, 12 mountains.

4x Think Twice
4x Inspiration

4x Fling
4x Krenko's Command
2x Goblin Rabblemaster
3x Guttersnipe
4x Act of Treason
4x Portent of Betrayal

3x Blasting Station
4x Goblin Electromancer

Suggestions are welcome, as long as they keep blue as a color (the mono-red version is the obvious improvement).

Arguably there is too much mana since nothing costs over 4cc; I kept lands at 24 mainly because flinging things after I steal them is mana-intensive without electromancers.

Edit - adjusted land count. Currently 8-1 with this. But I also drew Blasting Station in the first 4 turns 8 out of 9 times, so I think I've been pretty lucky. I've gotten more rage with this than I have the RB sacrifice deck I made, which is strange, but whatever. I'm always amazed that it wins, but so far it appears to do so despite itself.


Last edited by dh50 on Tue Aug 12, 2014 2:47 pm, edited 1 time in total.

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PostPosted: Tue Aug 12, 2014 10:39 am 
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3-0 so far with a stupid new deck :)
edit: 4-2*

RU "Fantastic Four" (no premiums)
13 Mountain
7 Island
4 Izzet Guildgate
-
4 Artful Dodge
4 Fleeting Distraction
-
4 Shock
4 Satyr Hoplite
4 Kiln Fiend
4 Inferno Fist
3 Cunning Sparkmage
3 Guttersnipe
4 Bolt of Keranos
2 Charmbreaker Devils

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"Species Horror" 4W 1L / (new) 4W 1L --- "History Channel" *3W 1L


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PostPosted: Tue Aug 12, 2014 1:41 pm 
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I just LOVE playing this deck.

Clearing the way for some early dmg, have draw if you're running out of gas and finish with Guttersnipe and Raid Bombardment for the last points of dmg .. if you even need to.

Give it a try, guys. Goblin Izzet is awesome.

13 x Island
8 x Mountain

2 x Vapor Snag
2 x Coordinated Assault
4 x Goblin Arsonist
4 x Foundry Street Denizen
4 x Shock

4 x Goblin Bushwhacker
4 x Krenko's Command
2 x Military Intelligence
4 x Think Twice
4 x Negate

2 x Goblin Rabblemaster
3 x Guttersnipe
2 x Raid Bombardment


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PostPosted: Tue Aug 12, 2014 3:45 pm 
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Hakeem928 wrote:
The first deck I brewed was an Izzet control list and I've updated it for anyone interested:

you really haven't been missing the shocks?


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PostPosted: Tue Aug 12, 2014 3:56 pm 
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Not so far, about ten games deep with the new list. My problem was running out of gas and having my wincons removed, so I maximized my draw power and added a Bone Wand.

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PostPosted: Wed Aug 13, 2014 3:54 pm 
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My deck thus far. So far it's 5-2. Win condition is Guttersnipe and Kiln Fiend combined with my spells. Any advice? Talrand? Coordinated Assault?

Lands (20):
11 Island
9 Mountain

Creatures (14):
3 Triton Shorestalker
4 Goblin Arsonist
4 Kiln Fiend
3 Guttersnipe

Spells (26):
4 Vapor Snag
4 Artful Dodge
4 Shock
2 Military Intelligence
4 Voyage's End
4 Think Twice
4 Kyrenko's Command


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PostPosted: Wed Aug 13, 2014 4:15 pm 
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If you play Kiln Fiend / Guttersnipe in a blue deck I believe you should really have 4 copies of Fleeting Distraction, that card is absolutely sick.

Here's my updated list, after finally receiving the premium boosters I paid for 2 weeks ago :ahem:


4 satyr hoplite
4 kiln fiend
3 guttersnipe
2 Talrand, sky summoner
2 cunning sparkmage

3 vapor snag
4 fleeting distraction
4 artful dodge
2 voyage's end
4 think twice
2 coordinated assault
4 shock
4 bolt of Keranos

7 island
7 mountain
4 Izzet guildgate

Yes that's 18 lands. Haters gonna hate, but with 8 cantrips and 6 scry cards, in a deck with only 2 cards above 3 mana, it seems a reasonable number to me.


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PostPosted: Wed Aug 13, 2014 5:37 pm 
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Goblin Blaster deck.

I substantially revised it from above. I actually think this is pretty competitive now. I'm currently 20-6 with it, and two of the losses were winnable but for stupid play errors. 3 had to do with not getting either red or blue mana, so I'm not quite sure about the land distribution here. It can be ridiculously fast at times, and there is a fair amount of synergy, which makes it fun to play. Blasting Station may be my favorite card in the pool.

8x Island
11x Mountain
4x Izzet Guildgate

3x Military Intelligence
4x Think Twice
2x Chasm Skulker

4x Goblin Electromancer

4x Fling
4x Krenko's Command
2x Goblin Rabblemaster
3x Guttersnipe
4x Act of Treason
4x Portent of Betrayal

3x Blasting Station


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PostPosted: Wed Aug 13, 2014 6:09 pm 
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Heh, Fling + a beefed up Chasm Skulker has got to be fun, lol.

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PostPosted: Wed Aug 13, 2014 6:47 pm 
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Nebula wrote:
Heh, Fling + a beefed up Chasm Skulker has got to be fun, lol.


It is! Even better is attacking into a Nemesis of Mortals with a 2/2 Chasm Skulker and a goblin token with 2 Military Intelligence on the board, casting Fling on the Skulker before damage is assigned, and then saccing the three tokens as soon as they are created via Blasting Station to deal the remaining 7 points of damage to the face for the win, as I did in the last game I played.

I absolutely love this deck.


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PostPosted: Thu Aug 14, 2014 1:54 pm 
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Hakeem928 wrote:
The first deck I brewed was an Izzet control list and I've updated it for anyone interested:

4 x Izzet Guildgate
11 x Island
8 x Mountain

4 x Vapor Snag

4 x Nullify
4 x Voyage's End
4 x Think Twice
4 x Krenko's Command
1 x Volcanic Geyser

3 x Guttersnipe
3 x Dissolve
2 x Anger of the Gods

4 x Inspiration
2 x Talrand, Sky Summoner

1 x Time Warp

1 x Sphinx-Bone Wand


It's a pretty simple idea, really. Just counter what you can, bounce and counter what happens to resolve, and slow them down until you can resolve and protect one of your wincons.

Why 4 Nullify and not Negate? If you want to protect your wincons, wouldn't Negate be better?


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PostPosted: Thu Aug 14, 2014 2:00 pm 
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ii AyJay o wrote:
Hakeem928 wrote:
The first deck I brewed was an Izzet control list and I've updated it for anyone interested:

4 x Izzet Guildgate
11 x Island
8 x Mountain

4 x Vapor Snag

4 x Nullify
4 x Voyage's End
4 x Think Twice
4 x Krenko's Command
1 x Volcanic Geyser

3 x Guttersnipe
3 x Dissolve
2 x Anger of the Gods

4 x Inspiration
2 x Talrand, Sky Summoner

1 x Time Warp

1 x Sphinx-Bone Wand


It's a pretty simple idea, really. Just counter what you can, bounce and counter what happens to resolve, and slow them down until you can resolve and protect one of your wincons.

Why 4 Nullify and not Negate? If you want to protect your wincons, wouldn't Negate be better?


Agreed, at least a split of negates and nullifies. You want to make sure your few creatures stay alive.

Krenko's Command seems kind of random too, I would definitely consider Shock

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