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PostPosted: Wed Aug 27, 2014 1:43 pm 
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The problem with spider spawning is they get 6 uses of it to your 2 uses of anger of the gods. Few good players will commit both of their uses of a spider spawning if they know their opponent is playing red ( for anger of the gods) or white ( for planar cleansing).

Yeah, so you should try and win the same turn you cast Anger. By that time you should have some of their fatties on your side. Anger clears their weenie blockers. Act of Treason their remaining fatty, if any (should be possible with all the red mana sources) and swing for lethal. The right strategy for Golgari Spiders against this deck is never cast any fatties and win with the spiders only, but I have yet to see an opponent who does it.
Plus Anger of the Gods is at odds with most of your creatures.

True, but if you play this deck, you'll see that this is not a big deal. First of all, there are only two of the Angers in the deck; if you draw one by the time you have a great board position with Talrand and drakes, just don't cast it -- and this is not specific to this deck; you'll have to make this kind of decision with sweepers in many decks. However, this deck normally wins with the opponents' fatties, who survive the Anger. Your tokens are chump blockers and Switcheroo trade material, so you don't care; just don't play out all of them if you see an Anger coming. Talrand should be held and played after the Anger. If your Mentor has been on the board for a few turns by the time you cast Anger, it usually has already paid for itself in terms of card advantage.
I wonder if you would be better suited to hold a couple negates or dissolves in their place?

Unfortunately no, because Negates and Dissolves don't kill goblins.


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PostPosted: Wed Aug 27, 2014 2:34 pm 
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Yondar wrote:
Plus Anger of the Gods is at odds with most of your creatures.

True, but if you play this deck, you'll see that this is not a big deal. First of all, there are only two of the Angers in the deck; if you draw one by the time you have a great board position with Talrand and drakes, just don't cast it -- and this is not specific to this deck; you'll have to make this kind of decision with sweepers in many decks.

This. Yondar is right on. That is the great thing about sweepers in nearly any deck, and why most the time (not all, but most) sweepers are a great idea. The only time you need them is when you are losing. If you are winning, it doesn't matter if you draw it or not. If you are losing, there's pretty much not a better card to draw/have in hand (especially in Duels).

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PostPosted: Wed Sep 03, 2014 10:53 am 
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Would love some opinions and advice on this new deck I've built, very proud of the concept so far but I need help optimizing lands and ingots, and any other advice would be appreciated.

Deck concept is galvanic juggernaut and blasting station some steampunk artifact FUN! You're popping tokens, scaring early with juggernaut and pulling something fat mid game. Has been working well but any help would be appreciated.

Behold..

The Mechanic

Creatures x 17

2 wall of omens
1 brimaz, king of oreskos
2 attended knight
1 baneslayer angel
2 chasm skulker
1 soul of ravnica
2 goblin rabblemaster
2 ogre battledriver
1 inferno titan
3 galvanic juggernaut

Spells, artifacts x 19

2 reprisal
2 planar cleansing
4 raise the alarm
3 think twice
3 krenko's command
3 blasting station
2 darksteel ingot

Land x 24

5 plains
5 island
5 mountain
3 boros guildgate
3 izzet guildgate
3 azorius guildgate


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PostPosted: Wed Sep 03, 2014 5:52 pm 
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i'm a big fan of Chasm Skulker but not sure he's great in that deck; i'd trade him out for Act of Treason to combo with Blasting Station and the Juggernaut


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PostPosted: Wed Sep 03, 2014 6:19 pm 
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I'm not sure what the purpose of Galvanic Juggernaut is in this deck besides "scaring them early". With this much token generation going on you could go full in with a playset of Triplicate Spirits instead.


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PostPosted: Thu Sep 04, 2014 9:07 am 
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Yondar wrote:
I'm not sure what the purpose of Galvanic Juggernaut is in this deck besides "scaring them early". With this much token generation going on you could go full in with a playset of Triplicate Spirits instead.

Tokens + Juggernaut works really well together. Either people chump tokens to untap juggernaut or let tokens through and either way get damage done to them. I mean I am not against triplicate spirits, but it doesn't make juggernaut a bad choice.

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PostPosted: Sat Sep 06, 2014 12:03 pm 
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Deck: Murica Control! (Contains Premiums)

Counts : 60 main

White:8
4 Cloudshift
4 Raise the Alarm

Blue:18
4 Vapor Snag
4 Think Twice
4 Archaeomancer
2 Talrand, Sky Summoner
3 Switcheroo
1 Time Warp

Red:7
4 Act of Treason
3 Guttersnipe

Artfifact:5
3 Darksteel Ingot
2 Sphinx-Bone Wand

Land:12
4 Azorius Guildgate
4 Boros Guildgate
4 Izzet Guildgate

Basic Land:10
7 Island
1 Mountain
2 Plains

Description: This is not a simple deck to play, in fact it can be quite challenging to play it correctly, but it's a lot of fun. None of the mechanics are particularly fresh at this point, but I've been playing it since day one, and posted an early version of it prior to the game's release. It's basically a storm deck, which uses cards that benefit from playing spells, and spells that can be played over and over again. Once it's up and running it can close out games very quickly - often within a turn or two at most.

Some less obvious interactions (that everyone should know about by now, but still):
Act of Treason > then Cloudshift to keep their card
Switcheroo > then vapor snag your creature back
Cloudshift Archeomancer as many times as you want, just keep bringing Cloudshift back (you can also do this with Vapor Snag, but it will cost you eventually - and it's much more expensive)

Have fun!


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PostPosted: Sat Sep 06, 2014 10:35 pm 
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DJ0045 wrote:
Deck: Murica Control! (Contains Premiums)

Deck List


Description: This is not a simple deck to play, in fact it can be quite challenging to play it correctly, but it's a lot of fun. None of the mechanics are particularly fresh at this point, but I've been playing it since day one, and posted an early version of it prior to the game's release. It's basically a storm deck, which uses cards that benefit from playing spells, and spells that can be played over and over again. Once it's up and running it can close out games very quickly - often within a turn or two at most.

Some less obvious interactions (that everyone should know about by now, but still):
Act of Treason > then Cloudshift to keep their card
Switcheroo > then vapor snag your creature back
Cloudshift Archeomancer as many times as you want, just keep bringing Cloudshift back (you can also do this with Vapor Snag, but it will cost you eventually - and it's much more expensive)

Have fun!

Wow! I really like it. If I may compare it to Haze of Lies; it's like HoL but with a lot more going for it. More combos. More resilience. Seems like it could go multiple directions and evolve with the battle instead of being the one-trick-pony that HoL is. My hat's off to you, man, very cool. Are you considering throwing your decks in to Consortium? You should, you're very good at building 'em.

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PostPosted: Sat Sep 06, 2014 11:56 pm 
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djAMPnz wrote:
DJ0045 wrote:
Deck: Murica Control! (Contains Premiums)

Deck List


Description: This is not a simple deck to play, in fact it can be quite challenging to play it correctly, but it's a lot of fun. None of the mechanics are particularly fresh at this point, but I've been playing it since day one, and posted an early version of it prior to the game's release. It's basically a storm deck, which uses cards that benefit from playing spells, and spells that can be played over and over again. Once it's up and running it can close out games very quickly - often within a turn or two at most.

Some less obvious interactions (that everyone should know about by now, but still):
Act of Treason > then Cloudshift to keep their card
Switcheroo > then vapor snag your creature back
Cloudshift Archeomancer as many times as you want, just keep bringing Cloudshift back (you can also do this with Vapor Snag, but it will cost you eventually - and it's much more expensive)

Have fun!

Wow! I really like it. If I may compare it to Haze of Lies; it's like HoL but with a lot more going for it. More combos. More resilience. Seems like it could go multiple directions and evolve with the battle instead of being the one-trick-pony that HoL is. My hat's off to you, man, very cool. Are you considering throwing your decks in to Consortium? You should, you're very good at building 'em.


Sure, I guess. I don't even know how. Is it by invite only?


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PostPosted: Sun Sep 07, 2014 2:49 am 
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DJ0045 wrote:
Sure, I guess. I don't even know how. Is it by invite only?

Nope, free-for-all, just visit this thread and link your deck lists and I'll add them to the Consortium.

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PostPosted: Sun Sep 07, 2014 9:28 am 
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djAMPnz wrote:
DJ0045 wrote:
Sure, I guess. I don't even know how. Is it by invite only?

Nope, free-for-all, just visit this thread and link your deck lists and I'll add them to the Consortium.


Okay... Last question: how do I link directly to posts?


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PostPosted: Sun Sep 07, 2014 12:58 pm 
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Here is a brew to exploit a lot of synergies between tokens. I have named it ''kids of America'' named after the trio of mentor of the meek, goblin rabblemaster and chasm skulker.

First here is the list.

4 x boros guildgate
3 x izzet guildgate
3 x azorius guildgate
6 x mountain
5 x plains
3 x island
4 x shock
4 x raise the alarm
4 x krenko's command
3 x military intelligence
1 x brimaz, king of oreskos
2 x mentor of the meek
2 x chasm skulker
2 x goblin rabblemaster
2 x anger of the gods
1 x Jalira, master polymorphist
2 x ogre battledriver
1 x Bident of Thassa
2 x phantom general
1 x baneslayer Angel
1 x inferno titan
4 x triplicate spirits


So there is a lot of cards here that are powerful on their own but also work extremely well together.

We have 12 cards that produce multiple tokens. To assist these we have battledriver, military intelligence, mentor of the meek, phantom general and Bident.

The 3 drops are where the power in this deck lies. Rabblemaster with mentor is amazing and chasm skulker loves mentor too. Brimaz is just a bomb.

Then we top it off with inferno titan and baneslayer.

The only slight issue is the mana. This is why there are not more blue cards in the deck. The mana is ok and the deck can function without blue cards.

The only decks I was losing to were red aggro or token decks, I have added anger of the gods. This may seem like it goes against a weenie deck but you can easily force them to over extend, wipe the board then re build.
Any feedback would be great.


Last edited by Monk1410 on Tue Sep 09, 2014 4:53 pm, edited 6 times in total.

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PostPosted: Sun Sep 07, 2014 3:01 pm 
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DJ0045 wrote:
Okay... Last question: how do I link directly to posts?


Here's the excerpt from the second post of the Consortium:
djAMPnz wrote:
To link exact posts use URL tags. To do this find your post and click on the title of it next to the words "Post subject" at the top of your post. Then copy the URL from your address bar and insert it in URL tags like so:
[url=http://forum.nogoblinsallowed.com/viewtopic.php?f=50&t=4684&start=140#p183293]Raging Wilds[/url] becomes Raging Wilds.

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PostPosted: Sun Sep 07, 2014 4:15 pm 
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So much fun, just had rabblemaster, mentor and skulker in play. Rabblemaster makes a token, mentor draws me a card which pumps the skulker.


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PostPosted: Sun Sep 07, 2014 4:32 pm 
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How about sneaking in a copy of Jalira? She would give you a way to crack open your Skulker on-demand while also giving you something to do with your tokens (especially those throwaway Rabblemaster tokens). I feel like this deck should be able to operate on 24 land, I'd cut there.

When you activate Jalira, you'll either receive one of your three "kids", a Battledriver, or one of your two top-end bombs. I guess there's the risk of hitting a Hawk, but it's worth it IMO.

Thoughts?

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PostPosted: Sun Sep 07, 2014 4:49 pm 
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Your build is missing four cards, Monk. Triplicate Spirits, maybe? Think Twice?

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PostPosted: Sun Sep 07, 2014 5:01 pm 
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So in my first game with the deck I got to cast Jalira with a Battledriver on board and activate her right away, grabbing a Baneslayer Angel and winning on the spot. Yeah it's seven mana, but it's a synergy I didn't consider when suggesting her.

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PostPosted: Sun Sep 07, 2014 5:09 pm 
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Yes it was triplicate spirits, playing battledriver into spirits is great. I cut 1 mountain for Jalira. I will test that it sounds good. How have you find the mana?

I wanted a sac outlet for skulker but hadn't consider Jalira, good catch.


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PostPosted: Sun Sep 07, 2014 5:14 pm 
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I've only played three games, but I cut a Plains because you want Shock early and Battledriver is a beating. Brimaz is a singleton and Baneslayer is a five-drop, so I think :w::w: is less important to the deck than :r::r:

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PostPosted: Sun Sep 07, 2014 5:46 pm 
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Yeah you're probably right the land.

I just used Jalira on my opponents end step and hit a battledriver, then on my turn did it again and hit the second battledriver. Then cast triplicate spirits with my opponent at 15 and no flyers.


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