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PostPosted: Fri Aug 15, 2014 1:12 pm 
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I've gone for the 3/4 Vanguard/Pegasus, and kept the 9/10/3 ratio in the initial build. The mana worked when they were Cathars, and without the ability they're less demanding, so it still works.

I just beat a lifegain deck with my Boros build. The key was not letting him block with Shortcutters, Snarecasters and Tectonics, and then finishing him with Raid Bombardment. It was very close, but it is possible if you get out the gates quickly and never give them a chance to consolidate.


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PostPosted: Fri Aug 15, 2014 2:25 pm 
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Hakeem928 wrote:
If you're playing Hoplites, Heroes, and Paladins then you should also be playing Nimbus Wings. Hoplite becomes a 3/4 flier, Hero a 4/5 flier, and Paladin a 3/4 Vigilant flier with "firebreathing". Plus the wings are sexy on Brimaz, as well.


My stubborn side said no enchantments you will only get 2 for 1'd. Thanks for the suggestion.

I've gone for the 3/4 Vanguard/Pegasus, and kept the 9/10/3 ratio in the initial build. The mana worked when they were Cathars, and without the ability they're less demanding, so it still works.

I just beat a lifegain deck with my Boros build. The key was not letting him block with Shortcutters, Snarecasters and Tectonics, and then finishing him with Raid Bombardment. It was very close, but it is possible if you get out the gates quickly and never give them a chance to consolidate.


Sounds great Steve. Glad to hear it. Vanguard sounded like the optimal choice as well.


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PostPosted: Mon Aug 18, 2014 12:48 am 
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BUMPDATE

RW KILLER GOATS

20 CREATURES

4 Satyr Hoplite
4 Goblin Arsonist
3 Bloodcrazed Neonate
3 Truefire Paladin
2 Hero of Iroas
3 Banisher Priest
1 Attended Knight

20 SPELLS

4 Swift Justice
4 Shock
4 Nimbus Wings
1 Inferno Fist
3 Skullcrack
4 Bolt of Keranos

20 LAND

10 Mountain
8 Plains
2 Boros Guildgate

MANA CURVE

16:1cc / 16:2cc / 8:3cc

COLOR MAKEUP

26 Red / 17 White

Currently 10-1 for the night. The adjustments have made the deck far more consistent.
However mana is still causing hiccups. I wonder sometimes if its the algorithm within the
game causing the bad hands and other irregularities?

I may take out the 1:inferno fist and the 2:guildgates for 2:mountain and 1:Plains


Last edited by Neqtan on Thu Aug 21, 2014 4:16 am, edited 1 time in total.

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PostPosted: Mon Aug 18, 2014 8:47 am 
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2bestest wrote:


I do not see the point of the Hoplite and the Hero of Ironas when you are running only 3 Spells that can target them? You can do better than both those cards I think. Goblin Bushwhacker over the Hoplite for example would be sick in this deck. Maybe Leonin Snarecaster or Goblin Shortcutter over the Hero? Removing blockers is great for this deck. There's always Truefire Paladin as well.


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PostPosted: Wed Aug 20, 2014 12:29 pm 
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2bestest wrote:
Amass the Army (2.0) (Unlocked all premiums)

Lands

9 x plains
9 x mountains
4 x boros guildgate

Creatures (counting tokens as creatures)
3 x Elite Vanguard
4 x Selfless Cathar
4 x Squadron Hawk
4 x Goblin Bushwhacker
4 x Raise the Alarm
4 x Krenko's Command
1 x Brimaz, King of Oreskos
2 x Mentor of the Meek
4 x Attended Knight
2 x Goblin Rabblemaster
3 x Banisher Priest

Spells

3 x Inspired Charge


EDIT: Raid Bombardment was really not very helpful at all over the long run. Removed and put a third Attended!


After further testing, I feel I finally got this deck EXACTLY where I want it and think I am done with any future changes. (Maybe once DLC comes I may make more)

I decided to revamp the mana since after the changes, I began to realize inconsistency in getting the lands needed. When I decided to drop satyr I no longer needed to worry so strongly about a turn1 drop as there are usually only 8 I am willing to drop on turn one anyway. (And 4 of those I don't mind holding onto either!)

I evened out the mana as there are several cards that need early doubles, Bushwacker, priest, and brimaz.

After further tweaking I decided to cut ONE of the Inspired Charge, as with all the changes I felt 4 was a little much. (Not to mention I ran 4 before I discovered the greatness of Bushwhacker.)

I attempted dropping the squadron hawks, mentors, and priests but in doing so saw a great fall in consistency. I tried running the 3 flying token gen here too but it felt too slow. I would rather be tapping those lands to pump my army and attack than tapping lands/creatures to produce more.

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PostPosted: Thu Aug 21, 2014 5:45 pm 
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Boros Aggro Tokens (no Premium)

12x Plains
10x Mountain

3x Elite Vanguard
4x Loyal Pegasus
4x Shock

4x Raise the Alarm
4x Krenko's Command
3x Truefire Paladin

1x Brimaz, King of Oreskos
4x Trumpet Blast
1x Raid Bombardment
4x Attended Knight
2x Goblin Rabblemaster

4x Triplicate Spirits

Notes:
Unsure if I want Loyal Pegasus or Selfless Cathar. The activation is a little expensive, so I'm using Pegasus for now.
So far, a very consistant and explosive deck. Definitely faster than the green token decks.
No need for card advantage from Mentor of the Meek or removal from Banisher Priest.

Gameplay:
https://www.youtube.com/watch?v=iGJCapsYSdU

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PostPosted: Thu Aug 21, 2014 10:38 pm 
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LegenVD

Im curious as to how yours and 2bestest's deck styles do against midrange and aggro.
What with no spot removal, evasion or any other kinds of combat tricks to ensure damage
getting through while protecting your army.

Is it sheer mass of consistent bodys hitting the field that can get enough damage through?
With a little protection and removal couldn't the consistency improve?


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PostPosted: Fri Aug 22, 2014 6:55 am 
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Vs. Aggro

Especially when you're playing with Trumpet Blast in your deck and the opponent doesn't know it, if they're also an aggro deck they will try to race you.
But you will almost always have at least 4 creatures in play, meaning Trumpet Blast can deal 8 unexpected damage, which is often enough to win.

If you don't draw the Trumpet Blast, it can be a little harder, but most aggro decks have creatures with 1 toughness, meaning your token generators can often trade for more than one creature,
which is a form of card advantage too. Attended Knight and Truefire Paladin can hold the fort, and you can use Shock to kill key creatures like Banisher Priest, Mentor of the Meek
or Goblin Rabblemaster. Triplicate Spirits is also a great finisher there.

TL;DR: We try to be faster.

Vs. Midrange

A well built Midrange deck can definitely beat us, but they will need to draw key cards like Anger of the Gods.
White midrange decks should really be running Raise the Alarm of their own to use it as a combat trick to trade tokens for tokens.
Most other Removal will only be able to trade 1 for 1, meaning every token generator leaves you with an additional token. So they really need to have a strong blocker out early.
In this case, simply build up a giant board until you can attack for lethal or until you draw into a finisher. They often won't be able to attack you because the attack back will be too big.

TL;DR: Their removal trades 1 for 1.

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PostPosted: Fri Aug 22, 2014 8:51 am 
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Location: [loh-key-shuh n] n. A place of settlement, activity, or residence.
Allied Assault
Premium Deck


Land (22)
9 x Plains
9 x Mountain
4 x Boros Guildgate

White Cards (20)
3 x Elite Vanguard
3 x Reprisal
4 x Raise the Alarm
1 x Brimaz, King of Oreskos
2 x Mentor of the Meek
3 x Attended Knight
4 x Inspired Charge

Red Cards (18)
3 x Coordinated Assault
3 x Goblin Bushwhacker
4 x Krenko's Command
2 x Goblin Rabblemaster
4 x Trumpet Blast
2 x Ogre Battledriver

---

Information
Okay, so the premise here is simple, just amass as many critters as you can then overrun your opponent with a little instant speed help from Inspired Charge or Trumpet Blast. Truefire Paladin tested as too slow and was merely a Bear in this deck. Shock was in here, but was removed for Trumpet Blast (somehow I always seem to forget Trumpet Blast exists).

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PostPosted: Sun Aug 24, 2014 6:38 am 
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Ever since I saw Stevo's list containing galvanic juggernaut and burning anger I knew I wanted to put them in a deck.

I did not want to go all in on the combo and wanted to make both cards good when drew without the other. I then realised that marked by honor does this.

I went with a RW aura theme, here is the list.

4 x boros guildgate
10 x mountain
10 x plains
4 x satyr hoplite
4 x nimbus wings
3 x ordeal of Heliod
3 x truefire paladin
2 x hero of iroas
1 x brimaz, king of oreskos
2 x anger of the gods
2 x mentor of the meek
3 x cunning sparkmage
2 x marked by honor
3 x galvanic juggernaut
3 x brood keeper
2 x burning anger
1 x baneslayer Angel
1 x wrecking ogre


Anger of the gods and cunning sparkmage are a concession to all the aggro decks. This deck is capable of explosive starts along with a good late game.


Last edited by Monk1410 on Sun Aug 24, 2014 8:05 am, edited 1 time in total.

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PostPosted: Sun Aug 24, 2014 7:27 am 
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I have to say Monk, that looks deadly! I look forward to giving this a shot. Btw, you can have Brimaz say "king of krenkos" (which I found hilarious, lol) and still link him properly. Also Ordeal isn't linking. Quote my reply to see Brimaz. Brimaz, King of Krenko's

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PostPosted: Sun Aug 24, 2014 8:06 am 
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Thanks it was my auto correct on my phone, I have fixed it. Vigilance plus anger is very good (much better than I thought actually)


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PostPosted: Sun Aug 24, 2014 8:08 am 
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Monk1410 wrote:
Thanks it was my auto correct on my phone, I have fixed it. Vigilance plus anger is very good (much better than I thought actually)

I use that exact same combo in my Naya aura build. It rocks!

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PostPosted: Sun Aug 24, 2014 5:14 pm 
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2bestest wrote:
2bestest wrote:
[deck]Amass the Army (2.0) (Unlocked all premiums)

After further testing, I feel I finally got this deck EXACTLY where I want it and think I am done with any future changes. (Maybe once DLC comes I may make more)



Thanks for posting this deck. The consistency is outstanding - I tested it and have been running it as one of my main decks for online 1v1 and it's undefeated so far, and I think it win's the award for "Opponent has been replaced by AI" frequency.

You usually have a swarm of attackers by turn 6-7 and from there, unless they have some kind of board sweeper, it's pretty clear they're done - hence the very high % of 'replaced by AI' :) .

Nice work with developing this deck.


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PostPosted: Sun Aug 24, 2014 7:57 pm 
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EDIT:

I think many decks need to be run through a Gauntlet of sorts.
I would truly like to know witch rw aggro is the best or how it could be better.
But there are many decks that Im curious as to witch are Tier 1.

For my findings. Many ranked players on the 360 have been very green. So it is
hard to say if a deck is good or not.


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PostPosted: Sun Aug 24, 2014 11:52 pm 
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Neqtan wrote:
EDIT:

I think many decks need to be run through a Gauntlet of sorts.
I would truly like to know witch rw aggro is the best or how it could be better.
But there are many decks that Im curious as to witch are Tier 1.

For my findings. Many ranked players on the 360 have been very green. So it is
hard to say if a deck is good or not.


As a general rule, I playtest against the AI on medium for a few rounds, and then if that goes well overall, I play it online for at least 5 matches or more to determine a decks overall feel/consistency, etc.

I'm on Android so I don't know how good or not good players are except by watching how they play and their fluidity/dexterity (unclear if you can see stats/rankings on other platforms directly in 1v1). And for that matter, I'm not playing all the decks 'perfectly' either as I just found out last night I didn't fully understand wrecking ogre and bloodrush effect (now do and it was a huge power boost), sometimes on a new deck I think a card is an instant and go to play when I can't use it, etc.

I did play a 'The Champion' last night (has won 100+ games online) and was looking forward to that. I won with the 2bestest Amass the Army...however, he pulled out right up front likely due to over-drawing on his hand so that wasn't the true match I was hoping for.

The arguably best way to test a deck would be an automated setup that can proficiently play and then plays 1000 matches of random AI decks. By running such a large spectrum, the law of averages would kick in and eliminate a lot of randomness from a bad draw in one game, a perfect draw in another, etc. and I'm pretty sure the best decks would rise to the top.

I'm going to reply to your other thread, that looks interesting.

Btw- as an aside, one of the very, very best people I ever played back on PS3 turned out to be some guy named 'Richard Garfield'. He beat me when I was in the top 100, and I mean beat me in a way that I realized he knew this game inside out, upside down and backwards - no pause, or hesitation just constant optimal strategic adjustments to everything I did. I was blown away because he wasn't ranked at all - I looked him up afterwards b/c I was so impressed - found he is/was the inventor of Magic :)


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PostPosted: Mon Aug 25, 2014 12:26 am 
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Well yes thats the basics of how see if I even want to take a new deck to ranked matches.

The program idea you have would be ideal. Im not sure if something like this exists or could even be created. The level of intellect and understanding that would need to get coded into the AI would possibly take longer to perfect than playing the 1000 matches by hand. Sure would be nice though. A program like this would break the evolution mold of magic all together.

Not sure if you really played Richard Garfield or not but that would be awesome if it was.


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PostPosted: Mon Aug 25, 2014 1:25 am 
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GoldenVoid wrote:
2bestest wrote:


I do not see the point of the Hoplite and the Hero of Ironas when you are running only 3 Spells that can target them? You can do better than both those cards I think. Goblin Bushwhacker over the Hoplite for example would be sick in this deck. Maybe Leonin Snarecaster or Goblin Shortcutter over the Hero? Removing blockers is great for this deck. There's always Truefire Paladin as well.

That was the original. It has been a LONG time since it looked like that. After further testing I realized the best consistency came from focusing on the deck as an army and making it work together as a unit.

2bestest wrote:
2bestest wrote:
[deck]Amass the Army (2.0) (Unlocked all premiums)

After further testing, I feel I finally got this deck EXACTLY where I want it and think I am done with any future changes. (Maybe once DLC comes I may make more)



Thanks for posting this deck. The consistency is outstanding - I tested it and have been running it as one of my main decks for online 1v1 and it's undefeated so far, and I think it win's the award for "Opponent has been replaced by AI" frequency.

You usually have a swarm of attackers by turn 6-7 and from there, unless they have some kind of board sweeper, it's pretty clear they're done - hence the very high % of 'replaced by AI' :) .

Nice work with developing this deck.


Yeah, I tried a lot of different things and that is the most consistency I can squeeze out of it for my personal taste. I have actually setup after boardwipes and still came out for the wins in those matches more than a few games. This deck is easily the most consistent I have. Some friends have tried building decks to beat it but nothing has been consistent at doing so.

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PostPosted: Mon Aug 25, 2014 11:36 am 
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Raid Bombardment (Premium)
Land:
9x Plains
10x Mountain
4x Boros Guildgate

Spells:
1x Reprisal
1x Arrest
4x Raise the Alarm
4x Triplicate Spirits
2x Shock
4x Krenko's Command
4x Raid Bombardment
3x Bolt of Keranos
2x Anger of the Gods

Creatures:
2x Goblin Bushwacker
2x Mentor of the Meek
3x Phantom General
2x Ogre Battledriver
3x Wall of Omens

So this used to be "Gutter Bombardment" and used Guttersnipes, but I found them less effective than I wanted and they slowed down the deck. In this version I either go full out token generation and then kill with Raid Bombardment, Phantom General, or Goblin Bushwacker/Ogre Battledriver, or I wait to use an Anger of the Gods to destroy their army and then play my hand. Still testing how the Ogre Battledriver is going to work. I figure it should be pretty good with Triplicate Spirits.


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PostPosted: Thu Aug 28, 2014 1:46 pm 
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libraridan wrote:
Raid Bombardment (Premium)
Land:
9x Plains
10x Mountain
4x Boros Guildgate

Spells:
1x Reprisal
1x Arrest
4x Raise the Alarm
4x Triplicate Spirits
2x Shock
4x Krenko's Command
4x Raid Bombardment
3x Bolt of Keranos
2x Anger of the Gods

Creatures:
2x Goblin Bushwacker
2x Mentor of the Meek
3x Phantom General
2x Ogre Battledriver
3x Wall of Omens

So this used to be "Gutter Bombardment" and used Guttersnipes, but I found them less effective than I wanted and they slowed down the deck. In this version I either go full out token generation and then kill with Raid Bombardment, Phantom General, or Goblin Bushwacker/Ogre Battledriver, or I wait to use an Anger of the Gods to destroy their army and then play my hand. Still testing how the Ogre Battledriver is going to work. I figure it should be pretty good with Triplicate Spirits.



After playing with and against players using Raid Bombardment, I have to say that it is, without a doubt, the most annoying card of all time in the DOTP.

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