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PostPosted: Thu Aug 28, 2014 10:03 am 
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Heres my point though...

To have knowledge is only part of. To execute it and share it is when that knowledge is whole and realized.

I think we as a community can do better to help others and spread knowledge. Rather than refrain due to
some unwritten infractions or other excuses. Given the chance and a little help to grow, you never know
what knowledge a once young player could bring back. But if this is how they are received they are likely
to turn away.

Not many forums were implementing auto-card early on. Found a link that shows it was released by
wotc back in 2002. But I was on forums in 2007 that were not using it to my memory. We were still
linking cards to gatherer.

None the less. How hard is it for us who know how to implement it? To take a list without auto-card and
drop a tag and hit preview to see what we are looking at. A few minutes and we can get to work.

Sorry if it seemed like I had a blowout. I just feel like we can and should do better. If someone has helped
you along the way freely without expectation then pay it forward. Thats all for now...


Last edited by Neqtan on Thu Aug 28, 2014 10:14 am, edited 2 times in total.

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PostPosted: Thu Aug 28, 2014 10:08 am 
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Lol, a bit jaded perhaps Hakeem? ;)

I get it though, on account of criticizing anyone's deck seems to be off limits here. I've seen you go from multiple paragraph explanations, down to one-liners like that over the last month or so. It saddens me greatly as your one of my favorite posters on here, and between you and Mobius I've gone from a garbage player and deck builder to just below competent over the last couple years.


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PostPosted: Thu Aug 28, 2014 10:19 am 
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Lol, a bit jaded perhaps Hakeem? ;)

I get it though, on account of criticizing anyone's deck seems to be off limits here. I've seen you go from multiple paragraph explanations, down to one-liners like that over the last month or so.


Yeah, jaded is a good word. You can put forth the effort to help people, but if no one is listening then what's the point? I'm getting a bit weary of this place lately and mostly ignore the lists that I see popping up because people aren't interested in discourse, just high-fives and hoorays about their amazing lists.

I suppose it doesn't matter, though, because I'm just regurgitating dogmatic ideology that I don't even understand.

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PostPosted: Thu Aug 28, 2014 10:25 am 
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Hakeem928 wrote:
Lol, a bit jaded perhaps Hakeem? ;)

I get it though, on account of criticizing anyone's deck seems to be off limits here. I've seen you go from multiple paragraph explanations, down to one-liners like that over the last month or so.


Yeah, jaded is a good word. You can put forth the effort to help people, but if no one is listening then what's the point? I'm getting a bit weary of this place lately.

I suppose it doesn't matter, though, because I'm just regurgitating dogmatic ideology that I don't even understand.


I can respect where your coming from Hakeem. But if thats how you feel. Why do you keep coming back. The love of the
game must drive you I assume. But if your at a wall where you feel like it dont matter. Your not just wasting your time but
others as well. Like new players that still need a little nudge. ;)


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PostPosted: Thu Aug 28, 2014 12:25 pm 
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The first time I read Hakeem's comment, I thought he was talking about the auto-complete feature if you don't want to actually build a deck in the game.

That lasted 2 seconds, and then I remembered what it was. I wonder if anyone else, especially those new to posting decklists, mistakenly viewed it that way.

I get that it didn't help on a card-choice basis but I think you are all correct to an extent. Maybe i'll post something relevant to the point of this thread next time. Sorry in advance.


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PostPosted: Thu Aug 28, 2014 4:13 pm 
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Well by all means, harsh or not, critique my lists, any that I post. I may not always agree, but I am always open to suggestion and ideas.


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PostPosted: Fri Aug 29, 2014 1:07 am 
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The first time I read Hakeem's comment, I thought he was talking about the auto-complete feature if you don't want to actually build a deck in the game.

That lasted 2 seconds, and then I remembered what it was. I wonder if anyone else, especially those new to posting decklists, mistakenly viewed it that way.

I get that it didn't help on a card-choice basis but I think you are all correct to an extent. Maybe i'll post something relevant to the point of this thread next time. Sorry in advance.


I thought the same!

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PostPosted: Fri Aug 29, 2014 1:54 pm 
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Just a few thoughts on Maelstrom Angel,

It sucks. Why is it in so many lists?

1. You are never getting it out on curve with the poor duel lands available
2. it is extremely conditional in that it needs to get through first, then have something in hand woRth playing. Most 5c lists dont run a ton of threats so its ability will wiff often.
3. If you are getting through with a 5/5 flyer your opponent has 3 more turns to find an answer before he or she loses the game, the ability is win more stapled to a greedy creature.

Remember, the point of a strong 5c deck is risking consistancy in favor of having the best cards available for your game plan. If it is a conscience decision to jam it in for the cute effect then that is perfectly ok but there are better things you can be doing on turn 7 then dropping a lightning rod for removal with no value :)


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PostPosted: Fri Aug 29, 2014 3:59 pm 
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I agree about Maelstrom. I haven't tried a Conflux deck yet, but it seems with what we have by the time you could actually cast Maelstrom you could cast anything you would be able to bring out with it anyhow. I mean sometimes it may work out well, but I would think more often than not it is a hard to cast 5/5 Flyer.

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PostPosted: Fri Aug 29, 2014 6:12 pm 
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I think Maelstrom is a situational card, good when the deck is built to properly to make use of its effect. Jamming it in there for no reason won't work tho.

The biggest problem with it currently that I've personally seen is that there is only 1 copy of it and it tends to die almost immediately to removal.

Speaking from the perspective of the deck I posted, I haven't had any issue dropping it on curve and I can remember at least 2-3 instances where I dropped it straight on the board on turn 4 after ramping on 3. More often than not, I simply don't have it in hand or else I'd play it more often.


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PostPosted: Fri Aug 29, 2014 8:29 pm 
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premium cards hoooee
lands 24
dimir guildgate 3
selesnya guildgate 3
gruul guildgate 3
forest 3
mountain 3
swamp 3
island 3
plains 3

creatures 20
wall of omens 3
gravedigger 2
mercurial pretender 2
baneslayer angel 1
shadowborn demon 1
maelstrom archangel 1
phytotitan 1
inferno titan 1
soul of ravanica 1
pelakka wurm 2
rune-scarred demon 2
genesis hydra 2
kozilek, the butcher of truth 1

non creatures 16
treasured find 2
cultivate 4
triumph of ferocity 2
darksteel ingot 3
timewarp 1
switcheroo 2
warstorm surge 2

......... whew, all those one ofs made this list a pain. my thoughts on the deck so far are obiously suffers against agrro but destroys everything else so far. i love the synergy between warstorm surge, hydra, and rune-scarred. gravedigger and mercurial go really well with the etb effect powerhouses.
triumph of ferocity so far has been easy drawpower, ussualy play it on turn 4 when i have nothin better to play(not an ideal turn and would rather play ramp) rarly play it after tho but it really sets me up later.
soul of rav is nice but hasnt done me alot of favors. switcheroo adds alot of adaptability but suffers abit from lack weak creatures(has still helped alot)

for the most part i agree that maelstrom is a bad card however in this deck that doesn't expend its hand very fast and i usually have a card or 2 i want played for free, often ends up a death threat that they have to kill and not play the expensive card they wanted to( i ussaly get him out on curve if i draw him but i wont miss him if i dont) if i get a free timewarp cast or warstorm gg. all that said only havin one makes him not effect the deck much with or without him, just a few fun times is all.

im not sold on soul of rav or timewarp in this deck, not sold on the mana but i like 10 or less gates as i only need 2 at most usually and want to have the best odds of playing cultivate turn 3
if u could suggest changes to help the consistency without hurting the capabilities too much i would appreciate it, thx.


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PostPosted: Sat Aug 30, 2014 12:43 am 
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I feel you are vulnerable to tokens. No real removal to speak of, how do you stabilize? And as for Archangel, I am a fan. I get it out as consistently as I do almost every other card on curve. And it can be a win, not a win-more.
nightcloud wrote:
premium cards hoooee
lands 24
dimir guildgate 3
selesnya guildgate 3
gruul guildgate 3
forest 3
mountain 3
swamp 3
island 3
plains 3

creatures 20
wall of omens 3
gravedigger 2
mercurial pretender 2
baneslayer angel 1
shadowborn demon 1
maelstrom archangel 1
phytotitan 1
inferno titan 1
soul of ravanica 1
pelakka wurm 2
rune-scarred demon 2
genesis hydra 2
kozilek, the butcher of truth 1

non creatures 16
treasured find 2
cultivate 4
triumph of ferocity 2
darksteel ingot 3
timewarp 1
switcheroo 2
warstorm surge 2

......... whew, all those one ofs made this list a pain. my thoughts on the deck so far are obiously suffers against agrro but destroys everything else so far. i love the synergy between warstorm surge, hydra, and rune-scarred. gravedigger and mercurial go really well with the etb effect powerhouses.
triumph of ferocity so far has been easy drawpower, ussualy play it on turn 4 when i have nothin better to play(not an ideal turn and would rather play ramp) rarly play it after tho but it really sets me up later.
soul of rav is nice but hasnt done me alot of favors. switcheroo adds alot of adaptability but suffers abit from lack weak creatures(has still helped alot)

for the most part i agree that maelstrom is a bad card however in this deck that doesn't expend its hand very fast and i usually have a card or 2 i want played for free, often ends up a death threat that they have to kill and not play the expensive card they wanted to( i ussaly get him out on curve if i draw him but i wont miss him if i dont) if i get a free timewarp cast or warstorm gg. all that said only havin one makes him not effect the deck much with or without him, just a few fun times is all.

im not sold on soul of rav or timewarp in this deck, not sold on the mana but i like 10 or less gates as i only need 2 at most usually and want to have the best odds of playing cultivate turn 3
if u could suggest changes to help the consistency without hurting the capabilities too much i would appreciate it, thx.


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PostPosted: Sat Aug 30, 2014 11:51 am 
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depends on luck against tokens, in the rock-paper-scissors aspect of magic tokens ussualy wins. if i ramp into inferno titan and pelkka wurm they usually kill inferno but buys me a turn or 2 and things look up from there but that requires luck/ Mulligan. i have tried the 3 damage field bomb, the 2 fire mana needed has been a problem. i dont like plannar cleansing very much so the only bomb i would use is the 3 damage bomb. and lack of removal late game hasnt been a real problem for me, its just getting to the late game is all


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PostPosted: Sat Aug 30, 2014 12:28 pm 
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If you squeeze traveler's in it can make your land consistency that much more consistent. Thus giving you greater odds of firing off those wipes like Anger and Planar.

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PostPosted: Sat Aug 30, 2014 1:01 pm 
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il give those travlers a try, with travlers in the deck should i use less guildgates?


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PostPosted: Sat Aug 30, 2014 1:44 pm 
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Deck: "Father Time"

Land: 22
x3 Plains
x3 Island
x2 Swamp
x2 Mountain
x2 Forest
x1 Azorius Guildgate
x2 Selesnya Guildgate
x2 Gruul Guildgate
x2 Simic Guildgate
x3 Golgari Guildgate

Creatures: 16
x3 Wall of Omens
x3 Guard Gomazoa
x2 Archaeomancer
x2 Mercurial Pretender
x1 Gravedigger
x2 Rune-Scarred Demon
x1 Charmbreaker Devils
x2 Pelakka Wurm

Other: 22
x2 Cloudshift
x2 Planar Cleansing
x1 Time warp
x2 Undying Evil
x2 Rescue from the Underworld
x2 Anger of the Gods
x4 Cultivate
x2 Treasured Find
x2 Ground Assault
x3 Darksteel Ingot

This deck was made for four player in mind. Currently it is weak vs aggression decks unless you receive lucky Anger of the Gods on draw. On the bright side you generally see little to no aggression in a four player duel directed at you because many do not see you as an immediate threat until it is too late.

The main focus of this deck is to lie in wait with few defenders while you build your mana pool and toss out removal when needed or the occasional board wipe. Once you have mana to work with you can begin to form your Time Warp loop.

This decks main combo would be the Time Warp loop paired with multiple cards. EX: Archaeomancer+Mercurial Pretender or Archaeomancer+Cloudshift or Archaeomancer+Undying Evil

Other combo EX: Undying Evil+Planar Cleansing

Deck is still a work in progress but it is preforming quite well currently on four player. Played about 25 games so far and have only lost two. (There were times when I could have been killed but was over looked, but as I said before when they realize that it is already to late. :D)


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PostPosted: Sat Aug 30, 2014 2:18 pm 
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@pwnurface
is possible deckout a issue? i have survived 3 timewarp loops with my lifegain deck because they decked out. ifso they one elixier of immortality can make the loop perpetual, if not ignore


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PostPosted: Sat Aug 30, 2014 2:22 pm 
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nightcloud wrote:
@pwnurface
is possible deckout a issue? i have survived 3 timewarp loops with my lifegain deck because they decked out. ifso they one elixier of immortality can make the loop perpetual, if not ignore


I did have an Elixir of Immortality in the deck at one point but it did really have any effect on deck. As to decking out I have never decked out once with this deck and killed multiple life gain decks.


Last edited by PwnUrFace on Sat Aug 30, 2014 3:31 pm, edited 1 time in total.

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PostPosted: Sat Aug 30, 2014 2:37 pm 
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i suppose with the low draw power you wouldnt have that problem, i might give this deck a try in a 4player sometime. is there a reason you only run 1 charmbreaker cause i think im going to run 2


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PostPosted: Sat Aug 30, 2014 2:57 pm 
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nightcloud wrote:
i suppose with the low draw power you wouldnt have that problem, i might give this deck a try in a 4player sometime. is there a reason you only run 1 charmbreaker cause i think im going to run 2


Charmbreaker Devils is a great card and originally I had two in deck but as I stated before this deck lacks early game so I needed a few more trash defenders. I removed one of these to add an additional Guard Gomazoa.


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