It is currently Sun Dec 01, 2024 12:43 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 151 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next
Author Message
PostPosted: Sat Aug 16, 2014 5:00 pm 
Offline
Member
User avatar

Joined: Jul 21, 2014
Posts: 528
Gegliosch I just wanted to let you know how much I am enjoying the deck you posted. It is by far my favorite aggro deck to take for a spin so far. I keep getting hand after hand where I say this looks a little wonky I think I am finally going to lose a game, and wouldn't you know it the deck just finds ways to win.

The only cards that I questioned while building the deck were Maritime Guard and Time Warp. After playing the deck for about 12 games the only card that I felt went unused or under performed was Time Warp. Every time I could cast it there was no point because I had the option for lethal through casting anything else to either pump the Cloudfin Raptors, Pump all creatures with Paragon of Gathering Mists, Tap a blocker with Pestermite, or Bounce a blocker with Vapor Snag. I think I will sawp Time Warp with Hall of Triumph, because It is great in mono-aggro as a singleton.

10/10 would play again!


Thanks, glad you like it. I've been experimenting with it a bit lately and made a couple of changes you might wanna try.

First one is indeed the one you mentioned: -1 Time Warp, +1 Hall of Triumph. Mainly for the cost and they serve a similar purpose in this deck: Getting additional damage through.

Second one: -3 Paragon of Gathering Mist, +3 Quickling. Lower cost again, which helps to get a decent start a little more consistently. It's pretty good to save a creature from removal or as a surprise blocker against tokens. And it's very useful to buff a late Cloudfin Raptor twice or get a final buff via Kraken Hatchling.

Final change: -2 Chasm Skulker, +2 Void Snare. I wanted something to get rid of enchantments, e.g. to reset the counters on Beastmaster Ascension. It's useful in many situations and cheap enough to fit in without disrupting your flow. Basically another tempo card. Not sure if Chasm Skulker is the right card to remove, but he's kinda situational. There are some decks he's really not that good against.


Like this post
Top
 Profile  
 
PostPosted: Sat Aug 16, 2014 5:23 pm 
Offline
Member
User avatar

Joined: Jul 27, 2014
Posts: 40
If you are dropping the Paragons and the Time warp I would absolutely drop the mana down to 20 or 21 Islands, which, in turn, leaves some room to include the Chasm Skulkers. They really are better with Paragon in the deck mostly because you can make them fly over the top for a ton of damage, but I can't see a better replacement for this deck. If you go 21 Islands with no Paragons I would drop 1 Maritime Guard for the second Chasm Skulker.


Like this post
Top
 Profile  
 
PostPosted: Sat Aug 16, 2014 6:19 pm 
Offline
Member
User avatar

Joined: Jul 21, 2014
Posts: 528
That's what I thought, but with 20 lands I ran into quite a few 0-1 mana starting hands. Also, I was sometimes stuck on 2 mana, which is acceptable for a turn, but definitely not longer.

For now, I'll go with a more generous mana base to be able to mulligan more aggressively instead of looking for the right amount of mana. That might change though and I can certainly see 2 lands go for the Skulkers or more Void Snares.


Like this post
Top
 Profile  
 
PostPosted: Sun Aug 17, 2014 12:09 am 
Offline
Member
User avatar

Joined: Mar 03, 2014
Posts: 2181
Location: Invading Ravnica
Don't remove the Chasm Skulker, that card is a monster with that setup. Remove 2 Maritime Guard instead.


Last edited by HARBiNG3R on Tue Aug 19, 2014 9:14 am, edited 1 time in total.

Like this post
Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 7:38 am 
Offline
Member

Joined: Aug 18, 2014
Posts: 41
Frequent Flier

22 x Island

4 x Cloudfin Raptor
4 x Triton Shorestalker
3 x Quickling
3 x Military Intelligence
4 x Think Twice
4 x Negate
4 x Nullify
3 x Niblis of the Breath
3 x Dissolve
4 x Pestermite
2 x Bident of Thassa


Basically plays as many creatures as often as possible and tries to draw cards to keep this engine going with Intelligence and the Bident with unblockable Shorestalkers and tricky to block fliers.


I think this deck and the idea behind it would be much better served by being Blue/White (gives Loyal Pegasus, Mentor, the 3/3 flier whose name I forget, and superior removal to replace the counters and bounce - meaning you do not need to hold back mana, etc) OR Blue/Green (gives even more unblockables, giant growth effects, Elder of Laurels and Beastmaster Ascencion!).


Like this post
Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 8:24 am 
Offline
Member
User avatar

Joined: Jul 27, 2014
Posts: 40
Gegliosch wrote:
Gegliosch I just wanted to let you know how much I am enjoying the deck you posted. It is by far my favorite aggro deck to take for a spin so far. I keep getting hand after hand where I say this looks a little wonky I think I am finally going to lose a game, and wouldn't you know it the deck just finds ways to win.

The only cards that I questioned while building the deck were Maritime Guard and Time Warp. After playing the deck for about 12 games the only card that I felt went unused or under performed was Time Warp. Every time I could cast it there was no point because I had the option for lethal through casting anything else to either pump the Cloudfin Raptors, Pump all creatures with Paragon of Gathering Mists, Tap a blocker with Pestermite, or Bounce a blocker with Vapor Snag. I think I will sawp Time Warp with Hall of Triumph, because It is great in mono-aggro as a singleton.

10/10 would play again!


Thanks, glad you like it. I've been experimenting with it a bit lately and made a couple of changes you might wanna try.

First one is indeed the one you mentioned: -1 Time Warp, +1 Hall of Triumph. Mainly for the cost and they serve a similar purpose in this deck: Getting additional damage through.

Second one: -3 Paragon of Gathering Mist, +3 Quickling. Lower cost again, which helps to get a decent start a little more consistently. It's pretty good to save a creature from removal or as a surprise blocker against tokens. And it's very useful to buff a late Cloudfin Raptor twice or get a final buff via Kraken Hatchling.

Final change: -2 Chasm Skulker, +2 Void Snare. I wanted something to get rid of enchantments, e.g. to reset the counters on Beastmaster Ascension. It's useful in many situations and cheap enough to fit in without disrupting your flow. Basically another tempo card. Not sure if Chasm Skulker is the right card to remove, but he's kinda situational. There are some decks he's really not that good against.


After trying out this deck w/ the changes I think that the original decklist is best with just a few changes.
-1 Time Warp
-1 Paragon of Gathering Mist
-2 Maritime Guard

+2 Quickling
+2 Void Snare

Try running it this way and see how it goes. I still think Chasm Skulker is staple because the draw power of this deck when it gets going is insane.


Like this post
Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 9:24 am 
Offline
Member
User avatar

Joined: Nov 11, 2013
Posts: 1261
GoldenVoid wrote:
Frequent Flier

22 x Island

4 x Cloudfin Raptor
4 x Triton Shorestalker
3 x Quickling
3 x Military Intelligence
4 x Think Twice
4 x Negate
4 x Nullify
3 x Niblis of the Breath
3 x Dissolve
4 x Pestermite
2 x Bident of Thassa


Basically plays as many creatures as often as possible and tries to draw cards to keep this engine going with Intelligence and the Bident with unblockable Shorestalkers and tricky to block fliers.


I think this deck and the idea behind it would be much better served by being Blue/White (gives Loyal Pegasus, Mentor, the 3/3 flier whose name I forget, and superior removal to replace the counters and bounce - meaning you do not need to hold back mana, etc) OR Blue/Green (gives even more unblockables, giant growth effects, Elder of Laurels and Beastmaster Ascencion!).

While you may be right, most of us posting in the mono-colored threads know that adding another color will probably help things out. Our goal here in the Mono threads is to try and make the best Mono-colored deck.

_________________
iOS Username: minddrifter
Steam Profile Name: minddrifter
BattleTag: minddrifter#1397
NGA: Formerly known as "Nebula"


Like this post
Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 10:15 am 
Offline
Member
User avatar

Joined: Jun 02, 2014
Posts: 1185
Nebula wrote:
While you may be right, most of us posting in the mono-colored threads know that adding another color will probably help things out. Our goal here in the Mono threads is to try and make the best Mono-colored deck.


True. Also in my deck he mentioned, I specifically avoided going 2 colours as I wanted the deck to have a completely consistent mana base so I wouldn't lose any beats. The deck is all about attacking early and often, and stalling is often fatal.

Getting the wrong creatures for the mana would kill this build. You could of course make a 2 colour variant that had more survivability, but then it would have a different strategy and be a different deck.


Like this post
Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 2:18 pm 
Offline
Member
User avatar

Joined: Jul 14, 2014
Posts: 36
GoldenVoid wrote:

I think this deck and the idea behind it would be much better served by being Blue/White (gives Loyal Pegasus, Mentor, the 3/3 flier whose name I forget, and superior removal to replace the counters and bounce - meaning you do not need to hold back mana, etc) OR Blue/Green (gives even more unblockables, giant growth effects, Elder of Laurels and Beastmaster Ascencion!).


Before i had all the cards unlocked i was running my deck with white mixed in, but like the others have mentioned consistancy is a problem. Our duel lands are slow and getting held up by missing a colour will ruin a chance to win as this deck doesnt have a terribly large window to win if your opponent has larger flyers. It costs us more tempo to play out evasive wienies, compared to goblins for example, who hae the ability to just spam the board to get dmg through, so my idea was to compensate by disrupting problem creatures so that i can still get through to win the race. With the flash faeries it isnt a problem holding counters/bounce mana up and they really are what make the deck work imo.

Dont quite think the power level is quite there yet for my idea though since cloudfin is just not reliable enough without the 0/4 and 1/3 creatures, and those cards are... So awful :/

Hopefully a couple of strong faeries get released, or even better living the dream with delver of secrets, but that might be too OP, lol


Like this post
Top
 Profile  
 
PostPosted: Thu Aug 21, 2014 7:45 pm 
Offline
Member
User avatar

Joined: Oct 30, 2013
Posts: 7305
Location: England
Lord of Denial
x24 Island

x4 Vapor Snag
x4 Negate
x4 Nullify
x4 Think Twice
x4 Voyage's End
x2 Chasm Skulker
x3 Guard Gomazoa
x3 Dissolve
x2 Talrand, Sky Summoner
x4 Inspiration
x2 Roil Elemental

A mono-blue deck I threw together last minute for a tournament. Just your standard 'counter everything that could even be considered a threat while drawing cards hand over fist to ensure you can keep up the countering thing'. Obviously the thing pretty much crumbles when up against fast aggro but hey it does pretty well against anything slower then it.

_________________
Welcome! I'm Garren and I'll be your designated villain for the evening.


Like this post
Top
 Profile  
 
PostPosted: Thu Aug 21, 2014 8:12 pm 
Offline
Member
User avatar

Joined: Jul 27, 2014
Posts: 40
Sphinx-Bone Wand seems like it would make a great finisher in your deck Garren


Like this post
Top
 Profile  
 
PostPosted: Thu Aug 21, 2014 8:28 pm 
Offline
Member
User avatar

Joined: Nov 11, 2013
Posts: 1261
I've been playing against a lot of solid mono-blue aggro-draw builds lately. I think I might work on something like that next.

_________________
iOS Username: minddrifter
Steam Profile Name: minddrifter
BattleTag: minddrifter#1397
NGA: Formerly known as "Nebula"


Like this post
Top
 Profile  
 
PostPosted: Mon Sep 22, 2014 7:06 pm 
Offline
Member

Joined: Aug 05, 2014
Posts: 108
Here is my list that I have been running to great success. It is consistent and gets around a lot of threats. Planar and anger are big hosers, and I may try and squeeze negate in here for that. How many and what to cut...ugh
4 x Cloudfin Raptor
4 x Triton Shorestalker
4 x Maritime Guard
3 x Quickling
4 x Pestermite
4 x Frost Lynx
2 x Chasm Skulker

4 x Vapor Snag
4 x Voyage's End
3 x Military Intelligence
2 x Hall of Triumph
2 x Bident of Thassa

20 x Island


Last edited by knar-gnar on Wed Nov 19, 2014 6:17 pm, edited 1 time in total.

Like this post
Top
 Profile  
 
PostPosted: Sat Oct 18, 2014 12:15 pm 
Offline
Member
User avatar

Joined: Dec 10, 2013
Posts: 446
I've seen some players building a mill deck, and I have a great suggestion for all of you:
Pyxis of Pandemonium - It is one of the best cards in my mono blue mill deck.
Since the mill is very slow, it is on average mills more than Tome Scour. you mill one card a turn, and the fact that it exiles is fantastic, considering the graveyard activity in this dotp, it might even exile kozilek. and the 7 mana ability is also great: use it after opponent declared attackers for his final strike. get some defenders that saves you from the strike. next turn you will probably have enough defenders for a great usage of doorkeeper for the win.
If you have hedron crab (or phxis exiled it), it will usually end things on the spot with the lands you'll get (consider using it on your turn when you have the crab on field).

good mill card, and great finisher.


Like this post
Top
 Profile  
 
PostPosted: Sat Oct 18, 2014 1:02 pm 
Offline
Member
User avatar

Joined: Nov 11, 2013
Posts: 1261
I ran pyxis in my "mill" deck and you're right, it was probably my most effective mill outside of crabs. Unfortunately mill is still pretty bad.

_________________
iOS Username: minddrifter
Steam Profile Name: minddrifter
BattleTag: minddrifter#1397
NGA: Formerly known as "Nebula"


Like this post
Top
 Profile  
 
PostPosted: Wed Nov 05, 2014 10:09 am 
Offline
Member

Joined: Jul 13, 2014
Posts: 139
I wonder how good could a monoblue control artifact/ramp deck could be with the new DLC.
Something like that :

4x Etherium Sculptor
4x Courier's Capsule
4x Voyage's End

3x Negate
3x Nullify

3x Gargoyle Sentinel
3x Darksteel Ingot
3x Dissolve

2x Archaeomancer
2x Talrand, Sky Summoner

1x Time Warp

2x Sharding Sphinx
2x Obelisk of Alara

1x Kozilek, Butcher of Truth

20xIsland
4xRadiant Fountain

Win conditions are Kozilek, Sphinx, Obelisk.


Like this post
Top
 Profile  
 
PostPosted: Sun Nov 16, 2014 1:29 pm 
Offline
Member
User avatar

Joined: Nov 16, 2013
Posts: 78
Here is a Mono Blue aggro decklist similar to some of the others posted in this thread.
23 Island
4xKraken Hatchling
4xCloudfin Raptor
4xTriton Shorestalker
3xVapor Snag
3xQuickling
3xMilitary Intelligence
3xNegate
3xNullify
2xChasm Skulker
2xFrost Lynx
4xPestermite
2xBident of Thassa

I feel like most of these are cards are uncontroversial.

Kraken Hatchling seems like an odd card to include in an aggro deck. But actually it has been playing very well. It is the number one most effective creature in the deck at triggering Cloudfin Raptor. The highest base stats among our other creatures is 2/2, which means that sometimes the Raptor hits a point where it struggles to Evolve further. The Hatchling fixes this problem. It recurs well with Quickling to buff the Raptor, attacks without fear to trigger a Military Intelligence, and works wonders in aggro matchups. I'm not saying it is an essential card, but for this build I haven't been disappointed with it.

Chasm Skulker combos well with your draw step and the 5 Curiosity effects we are running. People might be skeptical of its slow burner nature in an aggressive deck, but our Military Intelligence's and Bidents buff it up quickly. Think Twice is also good with the Skulker, but Think Twice doesn't seem a card for an aggressive list. Maybe I'm wrong, but we're really pushed for space as it is I feel.

Pestermite and Frost Lynx provide roughly the same role. They tap down your opponent's creatures so you can get in for essential damage and card draw. I find Pestermite better most of the time however, considering it has flying and flash. Frost Lynx is a card I've been consistently happy with but not enough to warrant the full playset.

A playset of Vapor Snag might be correct, but I'm juggling it with the counterspell numbers. In all the games I've played I've wanted to draw at least one counterspell. I started off running fewer Nullify's, but I quickly found that this deck needs some form of removal and that tapping and bouncing sometimes just didn't cut it. Negate is also very useful. It trades with removal, combat tricks, sweepers. They're both sitting at 3 copies currently. This is up for change. Dissolve is good but I often found that leaving three mana open happened less often than leaving two mana open.

Despite 23 Islands I still get mana flooded. This shouldn't really happen but I don't feel confident dipping into 22 lands.

I have played maybe 10 games with this list so far and I have only lost one - and if that I had drawn a Vapor Snag in that game, I would have won on the spot. I think it is really good. But it can only get better through testing. If anybody wants to try this out and suggest some improvements, I'd be honored.


Like this post
Top
 Profile  
 
PostPosted: Wed Dec 03, 2014 8:45 pm 
Offline
Member
User avatar

Joined: Aug 12, 2014
Posts: 36
Here's my version of this blue aggro deck...

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

Mono Blue Aggro

A deck for Magic 2015.

60 Cards (27 :creature: , 12 :instant: , 21 :land:)

Cost 16 cards
■■■■
Cloudfin Raptor0/1
■■■■
Kraken Hatchling0/4
■■■■
Triton Shorestalker1/1
■■■■
Vapor Snag
Cost 6 cards
■■■
Maritime Guard1/3
■■■
Military Intelligence
Cost 9 cards
■■
Chasm Skulker1/1
■■■
Niblis of the Breath2/1
■■■■
Pestermite2/1
Cost 5 cards
■■■
Paragon of Gathering Mists2/2
■■
Bident of Thassa
Cost 3 cards
■■■
Switcheroo
Land21 cards
21
Island


I went with 3 Switcheroo to enable me to use the Kraken Hatchling's and Maritime Guard's as fodder to steal opponent's trouble creatures, and 3 Niblis of the Breath's to lock others down.

In my last game with this deck, I drew 15 more cards than my opponent did, and I'm loving it.


Like this post
Top
 Profile  
 
PostPosted: Sun Dec 07, 2014 6:01 pm 
Offline
Member
User avatar

Joined: Aug 13, 2014
Posts: 16
Lord of Denial
x24 Island

x4 Vapor Snag
x4 Negate
x4 Nullify
x4 Think Twice
x4 Voyage's End
x2 Chasm Skulker
x3 Guard Gomazoa
x3 Dissolve
x2 Talrand, Sky Summoner
x4 Inspiration
x2 Roil Elemental

A mono-blue deck I threw together last minute for a tournament. Just your standard 'counter everything that could even be considered a threat while drawing cards hand over fist to ensure you can keep up the countering thing'. Obviously the thing pretty much crumbles when up against fast aggro but hey it does pretty well against anything slower then it.


I'm running a build very similar to this. Only difference is Sphinx-Bond Wand instead of the Roil Elementals and a Kozilek in place of a Nullify. So far it's been successful. I'm almost done with a 10 games in a row series on it..

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

Mono U

A deck for Magic 2015.

60 Cards (8 :creature: , 28 :instant: , 24 :land:)

Creature8 cards
■■
Chasm Skulker1/1
■■■
Guard Gomazoa1/3
■■
Talrand, Sky Summoner2/2
Kozilek, Butcher of Truth12/12
Spell28 cards
■■■■
Vapor Snag
■■■
Negate
■■■■
Nullify
■■■■
Think Twice
■■■■
Voyage's End
■■■
Dissolve
■■■■
Inspiration
■■
Sphinx-Bone Wand
Land24 cards
24
Island


Like this post
Top
 Profile  
 
PostPosted: Tue Dec 23, 2014 3:13 pm 
Offline
Member
User avatar

Joined: Nov 29, 2014
Posts: 309
Just testing to see if this works, this deck gives me some of my better winning %'s and fun to play

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

Blue Devo temp/aggro

A deck for Magic 2015.

60 Cards (22 :creature: , 16 :instant: , 22 :land:)

Cost 12 cards
■■■■
Cloudfin Raptor0/1
■■■■
Triton Shorestalker1/1
■■■■
Vapor Snag
Cost 11 cards
■■■
Quickling2/2
■■
Military Intelligence
■■■
Negate
■■■■
Nullify
■■■■
Voyage's End
Cost 8 cards
■■
Chasm Skulker1/1
■■■■
Pestermite2/1
■■
Dissolve
Hall of Triumph
Cost 6 cards
■■■■
Breaching Hippocamp3/2
■■
Paragon of Gathering Mists2/2
Bident of Thassa
Cost 1 card
Time Warp
Land22 cards
22
Island

_________________
Thurgood Jenkins


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 151 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7, 8  Next

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group