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PostPosted: Tue Aug 19, 2014 12:26 pm 
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Not sure, Hakeem. I think you were right in the first place about Species Gorger and Bant. I have that kind of shell and Mentor of the Meek do all kinds of silly stuff with Chasm Skulker.

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PostPosted: Tue Aug 19, 2014 10:26 pm 
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2bestest wrote:
CATASTROPHE

4 x Think Twice
3 x Nullify
3 x Dissolve
2 x Archaeomancer
2 x Inspiration
4 x Shock
2 x Anger of the Gods
3 x Tectonic Rift
4 x Elvish Visionary
4 x Cultivate
2 x Terra Stomper
2 x Plekka Worm
1 x Kozilek, Butcher of Truth

4 x Island
4 x Mountain
4 x Forest
4 x Izzet Guildgate
4 x Gruul Guildgate
4 x Simic Guildgate


Drawing, counters, and removal to hold off the enemy while you ramp to your big boys! Tectonic Rift has two uses murder off your enemies vital lands in hopes of crippling their ability to cast certain spells (which really can hurt in the current meta), or make your dudes unblockable for the killing blow!

I am currently playing around with this deck once more. It still works awesomely! I currently am tweaking lands as guildgates and cultivate seem counter intuitive. However, sometimes with less guildgates it takes a little longer to be able to cast certain key spells. (Anger, counters, archeo, sometimes the big boys.) I am thinking I had the land right the way it is currently reflected here.


Have you modified it since then, best? Gonna try this beast tonight, already feel sorry for my opponents :) This build rocked yesterday!

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PostPosted: Wed Aug 20, 2014 2:06 am 
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So I figured I'd take a look through this thread and see if anyone else had anything similar. Turns out that self-bounce with Warstorm Surge is a common theme. I was surprised because I'd never had it played against me but I use mine quite a bit.

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PostPosted: Wed Aug 20, 2014 3:30 am 
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Lexxx20 wrote:
2bestest wrote:
CATASTROPHE

4 x Think Twice
3 x Nullify
3 x Dissolve
2 x Archaeomancer
2 x Inspiration
4 x Shock
2 x Anger of the Gods
3 x Tectonic Rift
4 x Elvish Visionary
4 x Cultivate
2 x Terra Stomper
2 x Plekka Worm
1 x Kozilek, Butcher of Truth

4 x Island
4 x Mountain
4 x Forest
4 x Izzet Guildgate
4 x Gruul Guildgate
4 x Simic Guildgate


Drawing, counters, and removal to hold off the enemy while you ramp to your big boys! Tectonic Rift has two uses murder off your enemies vital lands in hopes of crippling their ability to cast certain spells (which really can hurt in the current meta), or make your dudes unblockable for the killing blow!

I am currently playing around with this deck once more. It still works awesomely! I currently am tweaking lands as guildgates and cultivate seem counter intuitive. However, sometimes with less guildgates it takes a little longer to be able to cast certain key spells. (Anger, counters, archeo, sometimes the big boys.) I am thinking I had the land right the way it is currently reflected here.


Have you modified it since then, best? Gonna try this beast tonight, already feel sorry for my opponents :) This build rocked yesterday!


-1 nullify +1 Plekka

I will edit the list to reflect that change as I am totally happy with it.

I had tested different land counts and reduced gates but the consistency fell with all the double costs in the spells, I want the gates there to assure I have what it needs.

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PostPosted: Wed Aug 20, 2014 3:37 am 
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djAMPnz wrote:
So I figured I'd take a look through this thread and see if anyone else had anything similar. Turns out that self-bounce with Warstorm Surge is a common theme. I was surprised because I'd never had it played against me but I use mine quite a bit.

I faced a deck like that for the first time yesterday. It was a slow, painful loss for me :bigeyes:


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PostPosted: Wed Aug 20, 2014 7:52 am 
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I have been using a deck focused around all of the copies of the land destruction spells, archaeomancer, the frog beast, mold shambler, spot removal, and anger of the rage quits. When you have six to eight mana at your disposal, a frog beast, and a mold shambler on the board it is truly a beautiful thing. Throw in a negate to protect said gentlemen, and you have a very frustrating loss for your opponent. The problem I run into with the build, like most problems with decks outside of agro in this meta, is getting started fast enough to establish board control. It is imperative that I play one of the land destruction spells on turn 4 with a visionary on the board as a chump or something along those lines. Very fun and rewarding way to play while still being one of the more rarely used deck types so far. I will gladly post the build if requested, but it is very similar to Thead's minus some of the bounce, sub Shocks. -Elixers +Kozilev and Pelukkas. I also snuck a reclamation sage in there as a silver bullet. Still a work in progress, but a fun change of pace from my normal control play-style.


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PostPosted: Wed Aug 20, 2014 5:17 pm 
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Hakeem928 wrote:
I wanted to build and playtest my own a little bit before checking out anyone else's, and here's what I came up with:

:r::u::g: Species Surger :g::u::r:

4 x Simic Guildgate
4 x Gruul Guildgate
4 x Izzet Guildgate
6 x Forest
3 x Island
3 x Mountain

4 x Elvish Visionary
4 x Think Twice
3 x Ground Assault
2 x Genesis Hydra

4 x Pestermite
4 x Frost Lynx

4 x Cultivate
3 x Saruli Gatekeepers
1 x Vengevine

3 x Species Gorger

2 x Warstorm Surge
1 x Soul of Zendikar
1 x Inferno Titan


Elvish Visionary and Think Twice keep you churning through your deck and hitting land drops. Quickling is a value card that lets you save key pieces of your combo or reuse beneficial EtBs. Genesis Hydra is a combo enabler because it lets you dig deep for your pieces and it's a great creature to recast every turn for immense value. Ground Assault is our removal for the opposing big guns because most of our Warstorm Surge triggers are only Shocks.

Frost Lynx and Pestermite let you annoy your opponent and slow him down until you get your pieces together.

Saruli Gatekeepers is stabilization against aggressive strategies and the Vengevine is just an amazing creature. In a Species Gorger deck, there's a good chance you can cast two creatures in a single turn to keep this guy coming back.

Then we have the two six-mana bombs, Soul of Zendikar and Inferno Titan; Titan has an amazing EtB and the Soul poops out dudes to flood the board or trigger Surge.



Love this deck hakeem. Didn't realize you changed a couple things. after a lot of testing. I changed out -1 Volcanic, -2 Quickling for 3 Cultivates. Real close to what you did, except I still have 4 Saruli's in it. I love bouncing them. Triggering Warstorm and Healing. lol
One of my favs if not my fav so far out of the decks I run. Good stuff man.

Edit: looking back, how did I miss that post about adding cultivates? lol. Don't drink and deck test yall.


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PostPosted: Thu Aug 21, 2014 8:53 am 
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The only thing I'm not sold on is the Soul. I mean he is a great card, but it seems he doesn't really fit the theme. Wouldn't a singleton Pelakka maybe work better?

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PostPosted: Thu Aug 21, 2014 10:08 am 
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He doesn't fit the bounce theme, but he can create tokens and those tokens trigger Warstorm Surge.

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PostPosted: Thu Aug 21, 2014 2:50 pm 
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Hakeem928 wrote:
He doesn't fit the bounce theme, but he can create tokens and those tokens trigger Warstorm Surge.

He doesn't fit the bounce theme, but the tokens cost quite a bit to make. It seems like it would be rare that you don't have the bounce thing going and at the same time have Soul out to bring out tokens, at least that's what I was thinking, I haven't tried it. When you have the bounce thing going on you usually won't have the mana to do both very often I wouldn't think.

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PostPosted: Thu Aug 21, 2014 3:20 pm 
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You are correct that he's very mana-intensive, so perhaps the Wurm is the way to go.

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PostPosted: Thu Aug 21, 2014 8:35 pm 
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Yeah I could see cutting Soul Of Zendikar. love the deck but hardly ever have mana to make tokens. Not when you can bounce Hydra, etc. There was one game it was fun without Gorgers out. I had Soul out and Warstorm. And that was game. But usually I don't seem to have mana for such things.

Love when the Core combo of Gorger and Warstorm are active. So much fun. And even a nice Effect when it shouts off. lol


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PostPosted: Sat Aug 23, 2014 6:04 pm 
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I had another thought about this build too Hakeem. I'm gonna test this out with -2 Elvish Visionary and +2 Reclamation Sage. I see quite a bit of enchantments and having a back-up plan that can be played repeatedly if needed might be a good idea.

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PostPosted: Sat Aug 23, 2014 7:43 pm 
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I wouldn't drop a Visionary, and I think Mold Shambler could be better than Sage because it's bigger and can hit lands.

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PostPosted: Sat Aug 23, 2014 9:24 pm 
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Mold Shambler costs a lot more as well, not sure if that is the way to go. I don't know what else you would drop if not Visionary.

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PostPosted: Sat Aug 23, 2014 10:06 pm 
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Hakeem928 wrote:

I loved your deck too Hakeem, but made some changes...

I thought 4 each of Pestermite and Frost Lynx were a bit much, so I went with 2 each, and added one Mold Shambler, one Garruk's Pathfinder, one Kozilek, Butcher of Truth, and a Naturalize to replace them.

I also dropped a Genesis Hydra for an Elixir of Immortality, and went with 3 each, instead of 4, of the Guild gates (a personal preference).

It's a fun deck and quite a beating.


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PostPosted: Sun Aug 24, 2014 3:19 am 
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Titan Storm
Premium Deck


Land (24)
4 x Island
5 x Mountain
7 x Forest
2 x Izzet Guildgate
3 x Gruul Guildgate
3 x Simic Guildgate

Blue Cards (9)
3 x Guard Gomazoa
2 x Jalira, Master Polymorphist
2 x Bident of Thassa
1 x Time Warp
1 x Soul of Ravnica

Red Cards (9)
3 x Skullcrack
2 x Anger of the Gods
1 x Stormbreath Dragon
1 x Inferno Titan
2 x Charmbreaker Devils

Green Cards (13)
4 x Fog
4 x Grave Bramble
4 x Cultivate
1 x Pelakka Wurm

Colorless Cards (2)
2 x Elixir of Immortality

Multicolor Cards (3)
3 x Ground Assault

---

Information
You guys all read the Gruul deck list thread right? Good. So you will all remember this post by Stevolutionary describing an fantastically odd combo? Good. This deck hopes to pull that trick off. Ah, but that's not its only trick. Use the activated ability of Bident of Thassa to make your opponent attack into the Fog (or if you have greater board position; into your creatures) and then alpha strike them the next turn. Sacrifice your walls to Jalira to upgrade them. Use Charmbreaker Devils in conjunction with Time Warp and the Elixir for infinite turns (another combo I read on these forums, let me know if it's yours and I'll give you credit here). There is one conflict of interests I must warn you about though, and that is to be careful casting Skullcrack around Guard Gomazoa.

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PostPosted: Sun Aug 24, 2014 4:03 am 
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I count a few cards, like fog, Skullcrack, Jalira that Im not even using in a deck so I'll give this deck a try tomorrow for sure. I want as much diversity as I can get.


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PostPosted: Sun Aug 24, 2014 9:45 pm 
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Holy hell! Stevolutionary, I could kiss you! That combo is amazing! I'm still shaking from the win. Anway, this is how the final turn went down. Titan Storm can be a little inconsistent at times, but when it gets going, its wins are spectacular.

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PostPosted: Mon Aug 25, 2014 3:14 am 
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Steve that is so delisously evil. I freaking love it

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