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PostPosted: Fri Aug 29, 2014 1:15 pm 
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GoldenVoid wrote:
I repeat my assertion that 2 x Elder of Laurels takes this deck to the next level.


Thanks for the feedback. I'll try putting Elder of Laurels and dropping BeastMaster Ascension and compare.

It's been pretty rare that I've actually triggered the desired ascension in actual play (only once that I recall) as the game is usually already decided before then one way or the other so this is definitely worth testing out.



What is your current list carbon, how is aura gnarlid, I am not a fan of too many 3 drops. I like jade mages ability to help when you get flooded


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PostPosted: Fri Aug 29, 2014 8:07 pm 
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Monk1410 wrote:
GoldenVoid wrote:
I repeat my assertion that 2 x Elder of Laurels takes this deck to the next level.


Thanks for the feedback. I'll try putting Elder of Laurels and dropping BeastMaster Ascension and compare.

It's been pretty rare that I've actually triggered the desired ascension in actual play (only once that I recall) as the game is usually already decided before then one way or the other so this is definitely worth testing out.



What is your current list carbon, how is aura gnarlid, I am not a fan of too many 3 drops. I like jade mages ability to help when you get flooded


Hi Monk,
Currently its your original list with the following changes:
1 -Added: Aura Gnarlid (I believe 4, but all of them)
2 - Removed 2 @ BeastMaster Ascension
3 - Removed Dark Steel Axe
4 - Added: 2 @ Elder of Laurels
5 - Added 1 (for total of 2) Hall of Triumph

I put the Wolf back in and found he does do well, and I'm running Jade Mage for further testing. At this point deck is slightly oversized, at 63 cards.

I'll play more with it tonight and see how Elder of Laurels does, I added it earlier but will not have a chance to test it until after work tonight.


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PostPosted: Sat Aug 30, 2014 12:33 am 
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Monk1410 wrote:
So I thought I would break down another mono coloured aggro deck just like I did mono red.

As with most aggro decks we need a low curve. We have 12 one drops available to us

4 x young wolf
4 x spire tracer
4 x elvish pioneer


The pioneer looks a bit odd in an aggro deck but an extra 1 drop is important and pioneer on turn 1 leads to your best draws.

Next we have the 2 drops

4 x wandering wolf
4 x timberland guide
4 x elvish visionary
2 x jade mage


Again wolf and guide are obvious. Elvish visionary helps smooth out draws whilst also advancing your board. Jade mage is the best card available to protect against flood or recover from a sweeper.

We now want ways to push through damage and we all know green is great for pump spells.

3 x primal bellow
4 x gather courage
4 x titanic growth
1 x Darksteel axe


Now to top the curve with some anthem effects. We are playing 26 creatures so let's put that to good use.

1 x hall of triumph
2 x beastmaster's ascension


1 hall because it is legendary and beastmaster's is very easy to trigger in this deck

And finish with 19 land

So here is the list

19 x forest
1 x Darksteel axe
3 x primal bellow
4 x elvish Pioneer
4 x spire tracer
4 x young wolf
4 x gather courage
2 x jade mage
4 x elvish visionary
4 x timberland guide
4 x wandering wolf
4 x titanic growth
2 x beastmaster's ascension
1 x hall of triumph


As usual any feedback would be much appreciated.



I ran virtually this exact build for a good amount of time a long while back. I am with Void on the Laurels.

My differences were:

-2 beastmasters
+2 Elder of Laurels
-1 darksteel axe
+1 jade mage

I like the hall as a 1of in this deck as I never did feel I needed the second but if I were to add the second hall in, I would remove the third jade for it.

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PostPosted: Sat Aug 30, 2014 8:35 am 
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I do agree that running 2 Halls is better than 1. I think it is one of those things where you run 2 or 0. You pretty much want Hall to be out. Being legendary, if we had the option, I wouldn't run more than 2. But I think 2 is the right number.

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PostPosted: Sat Aug 30, 2014 8:50 am 
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I disagree, I don't like the idea of dead draws in my deck. If you want more anthems you could add the Paragons, but that probably pushes the curve up a bit too high.

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PostPosted: Sat Aug 30, 2014 9:05 am 
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I have updated the original list. It now features 1 of each hall of triumph and beastmaster's ascension as you don't want 2 hall and don't ever need 2 ascension but they both have a similar effect. The other 3 drops are elder of Laurels as this ups the creature count and like jade mage helps when flooded.


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PostPosted: Sat Aug 30, 2014 10:27 am 
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Hakeem928 wrote:
I disagree, I don't like the idea of dead draws in my deck. If you want more anthems you could add the Paragons, but that probably pushes the curve up a bit too high.

I agree to an extent, technically no one wants dead draws. I also think Paragon would drive up the curve a little too much, although I suppose it is worth considering. I think however, most of the time it will be the draw you need and rarely will it be a dead draw getting a 2nd Hall. On top of that, more people are starting to run enchant removal (which I think in duels right now are all combined with artifact removal as well). So with there being just 2 in the deck, as well as there being more and more removal, I don't see Hall being a dead draw very often at all. Will it be every great once in a while? Sure, but more than often not.

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PostPosted: Sat Aug 30, 2014 12:21 pm 
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If anything, I would run the second hall over running one of the beastmasters Monk. Beastmasters takes longer to see a benefit from, enchantment removal tends to be seen slightly more frequent than artifact removal, and there is a ton of pump spells available to work in the remaining damage needed to finish off the enemy.

I am with Hakeem though as I HATE the chance of a dead card, which I have experienced a number of times when I have ran hall as a 2of in decks before. Considering the deck is fully capable to win without hall, I just ran the 1of and look at it as an extra benefit to the gameplan when it makes an appearance. I don't view it as a crucial piece to the puzzle of victory.

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PostPosted: Sat Aug 30, 2014 12:40 pm 
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I will test it with all 3 jade mage and see how that plays out. I agree beastmaster's ascension is mediocre in this list.


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PostPosted: Sat Aug 30, 2014 3:06 pm 
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I run 2 Halls in almost every mono-coloured deck. I can count on the fingers of one hand the number of times it was a dead draw.


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PostPosted: Sat Aug 30, 2014 4:48 pm 
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I've only only just paid attention to the fact you folks had tried Beastmaster Ascension and found it sub-par. I didn't even think of trying that, and on paper it looks great: you have lots of weenies, some unblockable, always able to attack due to the growth effects. So can anyone pinpoint why it's bad?


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PostPosted: Sat Aug 30, 2014 4:59 pm 
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Usually by the time you have attacked with 7 creatures you are already pushing through a lot of damage due to the pump spells. You rarely assemble 7 creatures to trigger it first time so it takes 2 or 3 turns which gives your opponent time to answer it.


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PostPosted: Sat Aug 30, 2014 5:07 pm 
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The best Ascension decks have seven creatures in play before they spend the mana to cast it, like my Selesnya deck. It's the DotP equivalent of the Staples "Easy" button in that type of deck.

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PostPosted: Sat Aug 30, 2014 5:25 pm 
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Nice metaphor Hakeem

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PostPosted: Mon Sep 01, 2014 3:36 am 
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Not a big fan of Mono-G but I've decided to give it a try since I had started from the scratch on wife's tablet. Thing is I'm not planning to buy a second set of premiums because I rarely get to play with it :) So, that leaves me without beast-themed builds in general and specifically the most awesome card for big stompy decks - Garruck's Packleader. So, what do you guys think of this non-prem build?

Forest x 24

Creatures x 20

4 x Elvish Pioneer
4 x Elvish Visionary
1 x Vengevine
2 x Nylea's Disciple
2 x Arbor Colossus
1 x Soul of Zendikar
1 x Phytotitan
2 x Terra Stomper
3 x Pelakka Wurm

Spells x 16

3 x Prey Upon
3 x Primal Bellow
2 x Triumph of Ferocity
4 x Cultivate
2 x Enlarge
2 x Hunter's Prowess

I'd also like to stick some Primal Huntbeasts in here to 1) raise the creature count and 2) raise the 4cmc slot which is a little low now. So, what's your ideas?

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PostPosted: Mon Sep 01, 2014 8:08 am 
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1. It is a good build.
2. I have a very strong non-premium beasts deck, but it is in gruul.
3. I think the huntbeast's are a good idea because of: prey upon, primal bellow, Enlarge, Hunter's Prowess - they reduce the risk of playing these cards.
4. I stick a couple of radiant fountain in almost all my mono decks. here it goes against Primal Bellow&elvish pioneer.


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PostPosted: Mon Sep 01, 2014 8:23 am 
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Lexxx20 wrote:
Not a big fan of Mono-G but I've decided to give it a try since I had started from the scratch on wife's tablet. Thing is I'm not planning to buy a second set of premiums because I rarely get to play with it :) So, that leaves me without beast-themed builds in general and specifically the most awesome card for big stompy decks - Garruck's Packleader. So, what do you guys think of this non-prem build?

Forest x 24

Creatures x 20

4 x Elvish Pioneer
4 x Elvish Visionary
1 x Vengevine
2 x Nylea's Disciple
2 x Arbor Colossus
1 x Soul of Zendikar
1 x Phytotitan
2 x Terra Stomper
3 x Pelakka Wurm

Spells x 16

3 x Prey Upon
3 x Primal Bellow
2 x Triumph of Ferocity
4 x Cultivate
2 x Enlarge
2 x Hunter's Prowess

I'd also like to stick some Primal Huntbeasts in here to 1) raise the creature count and 2) raise the 4cmc slot which is a little low now. So, what's your ideas?


You are running a bunch of cards that are simply weak/bad: Triumph of Ferocity, Phytotitan, Nylea's Dsciple; and at least one very risky card for the cost: Hunter's Prowess. You are NOT running one of the strongest cards in the entire green pool (Elder of Laurels - if he is not answered, you have won) and one of the best one-drops (Young Wolf).

But yeah, needs premium to get to the next level (Hall of Triumph, Paragons, Packleaders). I also do not think you need as much ramp as you have. You highest cmc is 7, which is not that much really. I'd run either the Cultivates or the Pioneers, but not both.

Finally, your creature/spell ratio is bad. A 60-card deck that plans to win by tapping attackers needs 20 creatures minimum, 24 creatures ideally. But I think you already noted that.


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PostPosted: Mon Sep 01, 2014 9:45 pm 
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Okay, thanks for the advices, guys! I'm gonna cut some powerups and add 2 Elder of Laurels and 2 Huntbeasts.

Regarding Triumph - In my playtesting it helped a lot, because 3cmc is fairly cheap and you'll almost certainly get it to work starting turn 4. But I might cut it to get more creatures, I guess.

Nylea's Disciples I'm still not sure about. Not a fan of lifegain and x/3 creatures but I just don't know what to swap it for. Huntbeasts?

I don't think there's more ramp than needed - with all the draw it's pretty convinient to cast all the spells that Hunter's Prowess might fetch you. It can be a game changer.

Oh, and GoldenVoid, Young Wolf is premium :( I'd LOVE to add this cool dude but...

bentz, mind sharing your non-prem Gruul build, mate? G/R was my starter deck but I've decided to switch to mono-G because I lacked good R cards while still unlocking stuff.

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PostPosted: Tue Sep 02, 2014 3:36 am 
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Nylea's Disciple is a relatively early and sturdy creature with some lifegain, which makes it a strong choice for stabilizing against aggro decks. I would recommend it over Primal Huntbeast in a mono-green deck that leans towards the late-game.
Are you satisfied with Elvish Pioneers? To me they were simple 1/1's most of the time, only rarely allowing me to ramp up faster. I cut them and accepted that fast ramping simply is not all that feasible with the current card pool. Slow, defensive ramping seems more viable, and for that you'll want things like Nylea's Disciple (and/or Grave Bramble).


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PostPosted: Tue Sep 02, 2014 4:19 am 
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Grave Rambler was in my list for a long time, but I switched it out for something... It's good for Triumph and Prey Upons so taking a couple of walls instead of Pioneers might be cool. Need to test them again.

Pioneers are good for early ramp and can be used to easily revive Vengevine so I'm not ready to cut all of them, I think.

Thing with Disciple is, it's underpowered in early game because it will gain you what, 4-5 life, and also not too great later because for 4cmc I'd better have Hexproof to carry on all my powerups, as bentz has already mentioned. With all the bouncing in current meta it turned out VERY useful.

Still testing things though. Currently, -2 Nylea's Disciple, -Phytotitan, -2 Pioneer, -Cultivate, +4 Primal Huntbeast, +2 Elder of Laurels. Titan is out because it gets destroyed by literally everyone and useless for a turn after that.

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