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PostPosted: Sat Aug 30, 2014 9:13 am 
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[manapie 90 w -u -b r -g][/manapie]

Thousand Suns

A one vs. one deck for Magic 2015.

60 Cards (18 :creature: , 17 :instant: , 25 :land:)

Cost 13 cards
■■
Stoneforge Mystic1/2
■■■
Truefire Paladin2/2
■■■
Wall of Omens0/4
■■■■
Nimbus Wings
■■■
Reprisal
Cost 9 cards
Brimaz, King of Oreskos3/4
■■
Anger of the Gods
■■■■
Lightning Talons
■■■■
Safe Passage
Cost 2 cards
■■
Avarice Amulet
Cost 6 cards
Baneslayer Angel5/5
■■
Creepy Doll1/1
Stormbreath Dragon4/4
■■■■
Angelic Edict
Cost 5 cards
■■
Aegis Angel5/5
Inferno Titan6/6
■■
Palisade Giant2/7
Land25 cards
■■■■
Boros Guildgate
9
Mountain
12
Plains


Information
After having built a generic rush deck for , I decided to go for a control deck instead, seeing as these two colors seem to have the best removal. This deck is fantastic at locking down the field.

One of my favorite tricks is to attack with everything, cast Safe Passage after they've declared blockers, then cast Anger of the Gods on my second main phase for, essentially, a one-sided board wipe. Even if you don't have Safe Passage, Anger of the Gods is still usually safe to cast as most of your creatures have 4 or more toughness or are indestructible.

Avarice Amulet is amazing, and not just the card draw but the +2/+0 and vigilance as well. Put one on a Creepy Doll and you have an unkillable attacker, blocker and draw engine all in one. Add Nimbus Wings and it becomes a flying unkillable attacker, blocker and draw engine. The Stoneforge Mystics act like Avarice Amulet numbers three and four and allow you to put them onto the battlefield for cheap and at instant speed, after which time they usually become a chump blocker.

There's also the Aegis Angel and Palisade Giant combo to make you undamagable, and another safe target for Avarice Amulet. And even if they do manage to get a hold of the Amulet, if they stick it on a creature it will boost its attack and you can kill it with Reprisal to get the Amulet back.

Nimbus Wings on a Palisade Giant will bring its toughness, and your damage buffer, up to 9 without bringing the Giant into Reprisal Range.

Lightning Talons can make any creature with vigilance a nightmare to deal with for your opponent.

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Last edited by djAMPnz on Wed Nov 12, 2014 8:55 pm, edited 1 time in total.

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PostPosted: Sat Aug 30, 2014 10:32 am 
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Not to do the whole "pat on the back" thing, but seriously Amp, I think you come up with more viable unique/interesting builds than anyone else around. Love the creepy doll/avarice thing and the reprisals to get the amulet back. I can't wait to take this deck for a spin.

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PostPosted: Sat Aug 30, 2014 12:34 pm 
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I agree with Nebula, you come up with some awesome "out-side-the-box" builds man. This is one I am going to give a try myself. I love the thought you put into it.

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PostPosted: Sat Aug 30, 2014 12:44 pm 
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I would try to fit in a Planar Cleansing somewhere just because it is such an awesome sweeper. Maybe -1 Safe Passage +1 Planar Cleansing? I have yet to test the deck out though.

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PostPosted: Sat Aug 30, 2014 1:02 pm 
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I am 100 percent with you guys on DJ. His builds are always a must read and usually a must run. So much fun to play. A true delight when I see a new one. I am definitely going to run this guy for a while tonight. The thought of the creepy doll (one of the coolest cards in this game if you ask me) with an amulet on it is making my pants tight...

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PostPosted: Sat Aug 30, 2014 7:07 pm 
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Thanks guys. Appreciate it. I do take a lot of inspiration from reading these forums. It's a great place to learn and develop ideas. One thing I noticed while testing this deck though is that opponents will often concede when you get them locked down, so be ready for that.

Nebula wrote:
I would try to fit in a Planar Cleansing somewhere just because it is such an awesome sweeper. Maybe -1 Safe Passage +1 Planar Cleansing? I have yet to test the deck out though.

I had two Planar Cleansing in there but I rarely had the occasion to use them, so I replaced them with two Angelic Edict which have done a lot of work.

EDIT: Another thing to note is that despite the low count, there are still quite a few mountains as the Paladin's abilities requires an even spread. I haven't had any trouble with mana with this ratio, but I spent a bit of time tweaking the mana base to get it right.

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PostPosted: Sun Aug 31, 2014 8:13 am 
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Hakeem928 wrote:
I brewed up a quick deck, 5-0ed some randoms, and here is the list I played:

4 x Boros Guildgate
12 x Plains
8 x Mountain

4 x Trained Caracal
3 x Gods Willing

3 x Truefire Paladin
2 x Hero of Iroas
4 x Nimbus Wings
3 x Ordeal Of Heliod

3 x Banisher Priest
2 x Mentor of the Meek
2 x Goblin Rabblemaster
1 x Brimaz, King of Oreskos

3 x Brood Keeper
3 x Armored Ascension

2 x Wrecking Ogre
1 x Baneslayer Angel


As I was building the list in the deck editor, I was reading Gods Willing and realized that it was potentially going to cause my Auras to fall off, so I decided to play only white auras so I could more effectively use the pro-red option to save my creatures from removal and still have the aura attach/stay attached. I wanted to get the fourth copy in here, but I didn't want to cut a land for it and I felt all my other spells were too important to cut. Don't forget that this card can make your dudes unblockable on some boards, as well.

I also decided to try Trained Caracal because of the lifelink which lets it profitably attack while enchanted without having to sit back and threaten a block. He's also a cheap trigger for Mentor if nothing else.

I also decided to try Goblin Rabblemaster because he makes dudes, those dudes trigger Mentor, and I can give him flying to make sure he gets through. There is a lot of potential extra value on this card, but I haven't drawn it yet.

I also decided to forgo the red removal spells and use Banisher Priest instead; my logic was that it is a lot easier to protect in a deck with Gods Willing and it's a body to increase my creature count. I wouldn't enchant this unless it was a last resort, but the option is there, and the removal mode hits a wider variety of targets, albeit at sorcery-speed. In my first game I had an Indulgent Tormentor underneath a Priest and my opponent tried to release it with Ulcerate after I had declared my attack; fortunately I had the Gods Willing in hand and he was unable to successfully play that trick or I would have lost.

The Broodkeeper tokens are pretty good, I held off a 5/5 Ajani's Pridemate for several turns just by holding back a token with enough red mana open. I kind of wanted to boost my Plains a bit more because of Armored Ascension, but I want Truefire Paladin on T2 and excess red mana can be dumped into these guys.

I did get to beat somebody on T5 by bloodrushing my Wrecking Ogre onto a flying Brimaz to hit for 14. I also hardcasted the Ogre in another game but didn't get to enchant it. I still think it was worth five mana as a hardcast, because it would be a huge threat once you give it flying. I think he has tremendous value here.

I certainly don't think I have this deck figured out or anything, I'm sure it still needs a few tweaks, but if you're interested in trying out a WR aura deck then I feel that this is a good place to start.


I was reviewing this deck last night and realized that I'm running a red deck with 24 land and I don't have Inferno Titan in the build, so I cut a Broodkeeper to fit it in. Other than that swap, I haven't changed a single card and it still plays very well. It's really fun to play, too.

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Last edited by Hakeem928 on Sun Sep 14, 2014 7:07 pm, edited 2 times in total.

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PostPosted: Sun Aug 31, 2014 12:49 pm 
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@ DJ, Ok I hate running agro myself and have hardly touched Boros because of it. I like Control. Couldn't find that...something to make it different enough to enjoy running it. but switching out about 10 cards to make it like yours looks perfect.
The Safe passage+Anger is awesome. As is the Avarice with Reprisal to get it back. Awesome job man. Gonna run this for a few.


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PostPosted: Sun Aug 31, 2014 3:32 pm 
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Alright played 10 with it DJ, went 9-1.
Last win was against a spider spawn, the guy said a pay2win not pay4skill. Yet only premium ever on the field was Wall of omens. 1 of them. lol
He said it when I safe passaged a 3rd time.
I won because of 2 Creepy doll's with Avarice on them. Palasade, plus finally drew a Anger of the gods to stop the nonsense. like 35 spiders gone.

I did -1 Plains +1 Angelic edict.
Great deck. I just don't like ever going over 24 lands. And I love Edict.


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PostPosted: Sun Aug 31, 2014 6:09 pm 
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Hanika wrote:
Alright played 10 with it DJ, went 9-1.
Last win was against a spider spawn, the guy said a pay2win not pay4skill. Yet only premium ever on the field was Wall of omens. 1 of them. lol
He said it when I safe passaged a 3rd time.
I won because of 2 Creepy doll's with Avarice on them. Palasade, plus finally drew a Anger of the gods to stop the nonsense. like 35 spiders gone.

I did -1 Plains +1 Angelic edict.
Great deck. I just don't like ever going over 24 lands. And I love Edict.

Hmm, that sound like a good change. Angelic Edict has always been a welcome sight in this deck. I might make that change and see how it runs.

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PostPosted: Sun Aug 31, 2014 6:20 pm 
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Like the deck DJ! My friend runs a W/U/R build with similar elements and the Doll + Amulet is an all-star for him, although he uses Void Snare to recover it, as people learn to put it on 1/1s once they see Reprisal. It's got a lot of defenders in too, so he tends to get away with putting it on them to as they can't be Shocked, Reprisaled or Ulcerated.

Essentially, once the Doll gets going the deck is largely unstoppable unless you have an Angelic Edict spare, which of course won't give you the Amulet anyway as it exiles instead of kills. Something to be aware of if you want to use it to recover your own amulet, as it won't.

It gets funnier in 3/4 player as people assume the killer gets the Amulet, but that's incorrect. The owner chooses any opponent they wish, so he tends to give it to the person who didn't kill it, giving people less of an incentive to kill the carrier as they won't get it.

Rather than Auras he runs Darksteel Axes. Mainly as they give the Mystics more use, but also as they're indestructable, they're ideal to out on a Stuffy Doll as even a Planar Cleansing can't stop it or lower its threat level. In a W/R deck they may even make using one yourself more desirable. Especially with Aegis Angels too.

Have you considered Gods Willing at all? It can act as a one-time Aegis Angel for your Giant, or allow your Doll to get some unblockable damage through.


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PostPosted: Mon Sep 01, 2014 8:29 am 
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I like the idea of 2x Darksteel Axe over 2x Lightning Talons. It also gives more targets for Stoneforge Mystic if you are good on Avarice Amulets or if you think it may be better for whatever scenario to grab an Axe.

I don't think Gods Willing would be a good fit with there already being 4x Safe Passage. A bit of an overload I would think. It is a great card though.

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PostPosted: Mon Sep 01, 2014 9:49 pm 
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I have been running DJ's build off and on this week and I really like your suggestion of the Axes Nebula. Going to sub those and see what happens. More than once I HAD to swipe the board, losing amulets and other enchantments on my creepy doll's, this would be a welcome addition I would think. I guess I should note that I dropped a land and added a Planar Cleansing.

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PostPosted: Sat Sep 06, 2014 12:28 pm 
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[manapie 90 w -u -b r -g][/manapie]

Boros Control

A one vs. one deck for Magic 2015.

60 Cards (15 :creature: , 21 :instant: , 24 :land:)

Color 16 cards
■■
Reprisal
■■■■
Squadron Hawk1/1
■■■
Wall of Omens0/4
■■■■
Divine Verdict
■■■
Angelic Edict
■■
Planar Cleansing
■■
Resolute Archangel4/4
Color 9 cards
■■
Anger of the Gods
■■■■
Vent Sentinel2/4
Stormbreath Dragon4/4
Inferno Titan6/6
■■■
Volcanic Geyser
Colorless35 cards
■■■
Darksteel Axe
■■■
Elixir of Immortality
■■■
Darksteel Ingot
■■
Creepy Doll1/1
■■■■
Boros Guildgate
6
Mountain
14
Plains


Description: This is not an easy deck to play, but I believe it's in the top tier. There are some dissynergies, but they're fine if you know to play around them. The two primary problems are anger of the gods and squadron hawk/pitchburn devils. We don't have enough sweepers, and anger is necessary, so just make sure you clear your creatures out of the way first - you should almost always be able to do so. DO NOT - I REPEAT - DO NOT play your elixirs unless you plan to use them right away, or at least before your next turn. You do not want them on the field, you want them in your hand, under most circumstances.

Beyond that, this deck is all about card advantage. You wipe the board, and all of your permanents stay, or hurt your opponent as they go. You have good early defense with the hawks, and the walls, and great late game plays once you hit 5 or more mana. It's actually surprisingly powerful, IMO.

One final thought, Keep your Archangel in hand until your are almost dead, or can see a clear victory from its presence on the board. It is not in the deck to be played when you are at 16 life and have already stalled the game. Keep that in mind.

Main combos:
Squadron Hawk + Elixirs - Just always keep one hawk in hand, and you can keep bringing them back so long as they aren't in exile. This will allow you to stall for an exceedingly long time against many opponents.
Elixirs + cards in the graveyard - you wipe the board, or simply kill one of their creatures, play an elixir, gain long term card advantage, and deck filtering. As the game progresses, this gets much more powerful.

Finishers:
Kozilek, the Dragon, and the Devils (especially if you Planar Cleanse them, lol)

Updated: I made some major adjustments to the deck. I basically wanted to add some more finisher options. So I added walls, and Volcanic Geysers (which double as removal in a pinch). The deck plays a bit differently, but it curves better, and I think it's a lot more consistent. Check it out. The main change is the removal of Pitchburn Devils, which were a bit slow, and really didn't work well with Anger of the Gods.


Last edited by DJ0045 on Fri Oct 03, 2014 10:13 am, edited 2 times in total.

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PostPosted: Sat Sep 06, 2014 10:47 pm 
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DJ0045 wrote:
This is not an easy deck to play, but I believe it's in the top tier. There are some dissynergies, but they're fine if you know to play around them. The two primary problems are anger of the gods and squadron hawk/pitchburn devils. We don't have enough sweepers, and anger is necessary, so just make sure you clear your creatures out of the way first - you should almost always be able to do so. DO NOT - I REPEAT - DO NOT play your elixirs unless you plan to use them right away, or at least before your next turn. You do not want them on the field, you want them in your hand, under most circumstances.

Have you considered Safe Passage? Combined with Anger of the Gods it allows for a one-sided board wipe. It also allows you to perform advantageous trades and just generally Fog (but only yourself) when you need to.

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PostPosted: Sat Sep 06, 2014 11:54 pm 
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djAMPnz wrote:
DJ0045 wrote:
This is not an easy deck to play, but I believe it's in the top tier. There are some dissynergies, but they're fine if you know to play around them. The two primary problems are anger of the gods and squadron hawk/pitchburn devils. We don't have enough sweepers, and anger is necessary, so just make sure you clear your creatures out of the way first - you should almost always be able to do so. DO NOT - I REPEAT - DO NOT play your elixirs unless you plan to use them right away, or at least before your next turn. You do not want them on the field, you want them in your hand, under most circumstances.

Have you considered Safe Passage? Combined with Anger of the Gods it allows for a one-sided board wipe. It also allows you to perform advantageous trades and just generally Fog (but only yourself) when you need to.


Tbh I hadn't. It's a great idea, but I don't know what I'd remove. Other than the finishers, there aren't any non essential cards, IMO. And without the finishers, the deck may lack an end game. That said, you could probably pull an axe, kozilek, and the dragon, plus some other card, users choice, and add them.

I wouldn't though, this deck doesn't need stall. In fact it's not stalling, it's playing cards every turn, under normal circumstances.


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PostPosted: Sun Sep 14, 2014 7:08 pm 
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Hakeem928 wrote:
Hakeem928 wrote:
I brewed up a quick deck, 5-0ed some randoms, and here is the list I played:

4 x Boros Guildgate
12 x Plains
8 x Mountain

4 x Trained Caracal
4 x Gods Willing

3 x Truefire Paladin
2 x Hero of Iroas
4 x Nimbus Wings
3 x Ordeal Of Heliod

3 x Banisher Priest
2 x Mentor of the Meek
2 x Goblin Rabblemaster
1 x Brimaz, King of Oreskos

3 x Armored Ascension

2 x Wrecking Ogre
1 x Baneslayer Angel
1 x Stormbreath Dragon

1 x Inferno Titan


As I was building the list in the deck editor, I was reading Gods Willing and realized that it was potentially going to cause my Auras to fall off, so I decided to play only white auras so I could more effectively use the pro-red option to save my creatures from removal and still have the aura attach/stay attached. I wanted to get the fourth copy in here, but I didn't want to cut a land for it and I felt all my other spells were too important to cut. Don't forget that this card can make your dudes unblockable on some boards, as well.

I also decided to try Trained Caracal because of the lifelink which lets it profitably attack while enchanted without having to sit back and threaten a block. He's also a cheap trigger for Mentor if nothing else.

I also decided to try Goblin Rabblemaster because he makes dudes, those dudes trigger Mentor, and I can give him flying to make sure he gets through. There is a lot of potential extra value on this card, but I haven't drawn it yet.

I also decided to forgo the red removal spells and use Banisher Priest instead; my logic was that it is a lot easier to protect in a deck with Gods Willing and it's a body to increase my creature count. I wouldn't enchant this unless it was a last resort, but the option is there, and the removal mode hits a wider variety of targets, albeit at sorcery-speed. In my first game I had an Indulgent Tormentor underneath a Priest and my opponent tried to release it with Ulcerate after I had declared my attack; fortunately I had the Gods Willing in hand and he was unable to successfully play that trick or I would have lost.

The Broodkeeper tokens are pretty good, I held off a 5/5 Ajani's Pridemate for several turns just by holding back a token with enough red mana open. I kind of wanted to boost my Plains a bit more because of Armored Ascension, but I want Truefire Paladin on T2 and excess red mana can be dumped into these guys.

I did get to beat somebody on T5 by bloodrushing my Wrecking Ogre onto a flying Brimaz to hit for 14. I also hardcasted the Ogre in another game but didn't get to enchant it. I still think it was worth five mana as a hardcast, because it would be a huge threat once you give it flying. I think he has tremendous value here.

I certainly don't think I have this deck figured out or anything, I'm sure it still needs a few tweaks, but if you're interested in trying out a WR aura deck then I feel that this is a good place to start.


I was reviewing this deck last night and realized that I'm running a red deck with 24 land and I don't have Inferno Titan in the build, so I cut a Broodkeeper to fit it in. Other than that swap, I haven't changed a single card and it still plays very well. It's really fun to play, too.


Okay, fel, I cut another Broodkeeper to squeeze in your pet Stormbreath; heading online now! And I've decided that a singleton Broodkeeper is hardly worth it since I'll rarely draw it, so I've added the fourth Gods Willing because the card is actually pretty busted; I've had some tremendous blowout wins because of it. I've edited the above quote with the updated decklist.

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PostPosted: Fri Oct 03, 2014 10:15 am 
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Updated: Boros Control: viewtopic.php?p=198787#p198787


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PostPosted: Sun Oct 05, 2014 7:02 am 
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Boros Heroic post-DLC didn't change much, but I feel that Asha's Favor is a strict upgrade to Ordeal of Heliod so that was the only swap.

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

Boros Heroic

A one vs. one deck for Magic 2015.

60 Cards (22 :creature: , 14 :instant: , 24 :land:)

Cost 11 cards
■■■■
Satyr Hoplite1/1
■■■
Coordinated Assault
■■■■
Gods Willing
Cost 9 cards
■■
Hero of Iroas2/2
■■■
Truefire Paladin2/2
■■■■
Nimbus Wings
Cost 11 cards
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Goblin Rabblemaster2/2
■■
Mentor of the Meek2/2
■■■
Asha's Favor
Cost 4 cards
Baneslayer Angel5/5
Stormbreath Dragon4/4
■■
Wrecking Ogre3/3
Cost 1 card
Inferno Titan6/6
Land24 cards
■■■■
Boros Guildgate
10
Mountain
10
Plains

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Last edited by Hakeem928 on Sat Nov 08, 2014 6:34 pm, edited 1 time in total.

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PostPosted: Tue Oct 07, 2014 7:36 am 
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I felt it was necessary to give credit where credit is due when it comes to Rockshard and his non-premium builds. I had an issue with my computer last week and lost my game data for duels, including my premium cards. Frustrated with the events that transpired, I boycotted rebuying the premiums and have been playing this week without them. It has been challenging and a lot of fun along the way, having to use different cards than the ones I had been used to running with the full set. Rockshard's Truefire build under this thread along with "Spider Scion" and "The Chemist" have been especially fun to play utilizing cards like Kor Cartographer and Cruel Sadist and others that I hadn't previously felt made the cut in my former decks. I have to say, I really miss think twice, The Butcher, Phyrexian Rager, Skullcrack, etc. I guess I didn't realize just how powerful our "pay to win" cards are. That being said, I still don't understand the rage opponents display right before they quit to a deck with premiums leaving behind a salty chat message before they go disparaging the player who is using said cards. How is it justified to get pissy because someone loved a game enough to want to experience the full product at whatever the cost? Super lame on the part of the complainers.

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