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PostPosted: Fri Sep 19, 2014 11:46 am 
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In a lot of cases it doesn't come back until you move to the next phase. That's why Yondar specified after blocks have been declared.

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PostPosted: Sun Oct 12, 2014 3:30 am 
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I must admit that I shied away from building a weenie/soldier/white deck until a couple of weeks ago when I needed one to take one Grunt in the League. Unfortunately he dropped out of the League before I could play it against him. I have completed only one or two matches to the end with this deck.
People keep conceding.
As I've matured a bit with Magic in the time that I started with duels I've grown to appreciate a more "thinkinger" deck and not fast burn or rush like I started out stroking my ego with, but I must admit...
This deck is hella fun to play and very, very quick sometimes. I was bragging to Shadowcran about it one night last week and promised I'd post the build.
Took me a while.

I believe for most veterans my choices may be obvious but if not, feel free to ask about my choices of why this and not that.
I just looked through the thread and saw Hakeem built a deck along the same lines I was thinking and I must agree with his saying it may be too powerful for the meta. I've only lost a couple of games and one was with a 18 power Charmbreaker that smacked my ass as I was in the middle of being all cocky.
Here it is. Try it. It might make you like the game again.

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

Yes Sir!

A deck for Magic 2015.

60 Cards (25 :creature: , 13 :instant: , 22 :land:)

Cost 11 cards
■■■
Elite Vanguard2/1
■■■■
Loyal Pegasus2/1
■■■■
Gods Willing
Cost 7 cards
■■■■
Squadron Hawk1/1
■■■
Raise the Alarm
Cost 13 cards
■■■■
Attended Knight2/2
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Mentor of the Meek2/2
■■■■
Asha's Favor
Hall of Triumph
Cost 3 cards
■■■
Paragon of New Dawns2/2
Cost 1 card
Baneslayer Angel5/5
Cost 3 cards
■■■
Triplicate Spirits
Land22 cards
22
Plains

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Last edited by thedevilwuster on Wed Nov 26, 2014 3:12 pm, edited 1 time in total.

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PostPosted: Sun Oct 12, 2014 5:01 am 
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Cut the Cloudshifts because you don't really have many EtBs to abuse; Gods Willing is preferable because of the Scry so max out there. In place of the third Cloudshift, add the fourth copy of Triplicate Spirits; trust me, you want all four.

My deck splashes green for Beastmaster Ascension and then plays Selesnya Evangel just because it can so if you want to see what I'm doing it's in the Selesnya thread.

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PostPosted: Sun Oct 12, 2014 9:31 pm 
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I see some wisdom in what you are saying Hakeem but the shifting Banisher around wasn't just a one time deal. That has come up as an extremely valuable move WAY more than once. It is also nice to have the option to get, let's say Paragon, out of the way of getting burned for lethal.

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PostPosted: Mon Oct 13, 2014 4:34 am 
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Gods Willing protects all your cards for the same cost as Cloudshift but you get to Scry as a bonus. Moving Banisher Priest to a new target is something you can do with Cloudshift, but this deck is so powerful that you rarely would need to do that. Other than that, the only benefit Cloudshift provides over Gods Wiliing is the ability to retrigger Mentor of the Meek or the ability to create another token through Attended Knight. Gods Willing is just the better card in this deck so you should max there before adding Cloudshift IMO. If you want five of those effects it should be four Gods Willing and one Cloudshift, but I don't think you want five of those effects.

Either way you need the fourth Triplicate Spirits, the card is bonkers and castable on turn three in this deck.

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PostPosted: Mon Oct 13, 2014 5:12 pm 
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What's funny is that I kind of had forgotten that I've exploited Attended with Cloudshift also.
I don't want five, in that you are right. I might split it out a little more but I refuse to lose Cloudshift altogether no matter how compelling your argument. :D

:evil:

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PostPosted: Thu Oct 16, 2014 9:12 am 
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I have to say that I think your deck would be a little better with 4 god's willing and another triplicate spirits in place of the Cloudshifts.

Cloudshift is a great card, but the thing you guys are forgetting is that Gods Willing allows you to deal combat damage while taking none back. When we just played, there was a turn that I flashed in my Pestermite to block your Banisher Priest. I believe you cloud shifted it, which was ok but with a Gods Willing you kill the pestermite plus get the scry.

I considered myself lucky to not face any trip spirits when we played. I'd add a 4th.


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PostPosted: Fri Oct 17, 2014 10:17 am 
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I feel myself getting bent toward that. Hard though as you saw Cloudshift allow me to keep/change Banisher's status on a creature or keep Paragon on the field during attack phase when an attempt was made to remove/bounce it.

May try the change but I doubt it.

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PostPosted: Fri Oct 17, 2014 10:23 am 
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Hard though as you saw Cloudshift allow me to keep/change Banisher's status on a creature or keep Paragon on the field during attack phase when an attempt was made to remove/bounce it.


It's your deck man, I think you did a great job. I am just offering up some friendly advice.

Watch the video you just posted of match 1. I go to bounce your paragon during your attack phase and you shift it, keeping it on the field to pump your other 3 creatures.

What would have been different with a Gods Willing? You deal 2 more damage as your paragon still gets to attack and you scry away the land you drew on the next turn. That's a huge plus for no increased cost.

But you have played this deck more than I so I will agree that you may have a better feel for how it runs.


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PostPosted: Fri Oct 17, 2014 11:28 am 
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Gods Willing is an amazing card and can lead to blowouts. If you're not set up for the EtB abuse of Cloudshift then Gods Willing is almost always the better choice.

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PostPosted: Fri Oct 17, 2014 1:12 pm 
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Hakeem928 wrote:
Gods Willing is an amazing card and can lead to blowouts. If you're not set up for the EtB abuse of Cloudshift then Gods Willing is almost always the better choice.

I think this line of thought is pretty much right on when considering Cloudshift vs. God's Willing in nearly any case.

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PostPosted: Fri Oct 17, 2014 3:12 pm 
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Exactly!
I have that with Banisher Priest and Attended Knight.
I do believe I will try dropping one Cloudshift and adding another Gods Willing this evening to see how it feels.

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PostPosted: Fri Oct 17, 2014 3:57 pm 
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Well, an additional 1/1 token isn't all that great. I'd rather have scry than 1 more 1/1 token. It can be a little more useful with the Priest but not that much so. That and Arrest is pretty much better than the Priest anyway so I would run Arrest instead. Sure there are some "synergies" with the Priest, but with the amount of creatures you have losing 3 priests for the more secure Arrests would be the way to go imo.

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PostPosted: Fri Oct 17, 2014 5:44 pm 
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In a deck with Mentors and the full set of Gods Willing, Priest > Arrest.

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PostPosted: Fri Oct 17, 2014 7:41 pm 
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You know what guys?
That's not a half ass idea.
It's full ass!

lol.

I have only made one change to the deck since I thought of it and I can't really even remember at the moment what that was. I've had Banisher in from the biggining as it's a creature that is pumped by Paragon with a really nice upside. I had not considered Arrest in it's place.
I think I will playtest this idea.
Solid wisdom. I was just tunnel visioning a white weenie deck. Crap, it may end up being better after the change.
I'm going to hop on in an hour or two and see what kind of streak I can run with it.

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PostPosted: Sat Oct 18, 2014 7:16 am 
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I just commented on a game on your channel; Gods Willing > Cloudshift here! :)

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PostPosted: Sat Oct 18, 2014 9:10 am 
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Hakeem928 wrote:
In a deck with Mentors and the full set of Gods Willing, Priest > Arrest.

I still think Arrest is better, mentor or no. God's Willing is just a waste on a Priest just to save it from being destroyed. If you had Arrest they never even attempt to destroy the Priest and God's Willing is there to protect something else like a Paragon or Mentor.

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PostPosted: Sat Oct 18, 2014 1:53 pm 
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Took out the Cloudshifts last night and replaced with the rest of GW and the other Triplicate. I only had the chance to play three games as we all had a late family hang last night and didn't see one GW or TP so I can't really tell if the switch did any good.
On the bright side, my kids loved watching Stop Making Sense and then we watched a couple of episodes of the Upright Citizens Brigade.

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PostPosted: Sat Oct 18, 2014 2:42 pm 
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Haha, don't you love it when you make changes, your deck is nearly unbeatable for 10 games straight, and you rarely if ever saw the cards you exchanged? Kills me every time, lol.

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PostPosted: Thu Oct 23, 2014 9:16 pm 
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[manapie 90 w -u -b -r -g][/manapie]

White Weenie

A one vs. one deck for Magic 2015.

60 Cards (25 :creature: , 12 :instant: , 23 :land:)

Creature25 cards
■■■
Elite Vanguard2/1
■■■■
Loyal Pegasus2/1
■■■■
Squadron Hawk1/1
■■■■
Attended Knight2/2
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Mentor of the Meek2/2
■■■
Paragon of New Dawns2/2
Baneslayer Angel5/5
■■
Seraph of the Masses*/*
Spell12 cards
■■■■
Raise the Alarm
■■
Hall of Triumph
■■■■
Inspired Charge
■■■■
Triplicate Spirits
Land23 cards
23
Plains


Made this tonight, so far it's about 5-0. Fairly typical white weenie. Cast creatures early and often, attack at will. Just beat a deck that had 2 Baneslayers (one copied) and a Palisade Giant out due to my massive number of creatures, Hall of Triumph, and a HUGE Seraph of the Masses
Recently removed 2 Attended Knights for the Inspired Charges. Weirdly haven't drawn the Charges though. Cards I have thought about adding are Gods Willing, Selfless Cathar, and subbing in more Attended Knights.


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