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PostPosted: Fri Sep 12, 2014 7:42 pm 
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PostPosted: Sat Sep 13, 2014 2:46 am 
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I would add 1 archeomancer and 1 time warp. It only takes 2 slots but gives you an infinite combo. Also both cards are good enough on their own.


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PostPosted: Sun Sep 14, 2014 9:59 pm 
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Gift of Life
x6 Forest
x3 Island
x3 Plains
x4 Azorius Guildgate
x4 Selesnya Guildgate
x4 Simic Guildgate

x4 Cloudshift
x4 Elvish Visionary
x3 Quickling
x3 Wall of Omens
x2 Military Intelligence
x4 Cultivate
x3 Darksteel Ingot
x4 Saruli Gatekeepers
x3 Angelic Accord
x3 Species Gorger
x3 Pelakka Wurm

So this actually started out with Nuke2099's suggestion to make a deck focused on lifegain. I ended up adding in some blue for more bounce option and draw effects to keep my hand full late game. Although originally just an experiment the thing turns out to run surprisingly well - three or more toughness and three or less power seems to be a magical 'safe zone' that makes you creatures immune to most of the games removal while still being able to take down the tokens that are so prevalent in the game.

For the record the game plan is to ramp up the mana a little, drop an Angelic Accord then keep spawning angels with Saruli Gatekeepers and Pelakka Wurm. Use the bounce and flicker effects to double up token production (Accord activates during every end step I discovered) and you can quite quickly have a small force of 4/4 angels to beat the opponent off with - all the while taking in life hand over fist.


This deck is quite flexible after couple of games I have a better idea, drop 4 Elvish Visionary and add Time Warp and 3 Archaeomancer

If your Time Warp is not near the bottom of your deck, you win the game by not letting your opponent play his/her turn
with combo Species Gorger+Time Warp +Archaeomancer

but then you lose all the friend probably lol


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PostPosted: Mon Sep 15, 2014 4:26 pm 
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Kirah_WoNg wrote:
This deck is quite flexible after couple of games I have a better idea, drop 4 Elvish Visionary and add Time Warp and 3 Archaeomancer

If your Time Warp is not near the bottom of your deck, you win the game by not letting your opponent play his/her turn
with combo Species Gorger+Time Warp +Archaeomancer

but then you lose all the friend probably lol


Is cloudhsift, quickling, and gorger to much of a good thing? As is cloudhsift does not offer much in terms of investment. The flicker is good for abusing etb or avoiding key creature death. But with the other 2 slots fulfilling this mechanic I think it is overkill.


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PostPosted: Mon Sep 15, 2014 5:08 pm 
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Kirah_WoNg wrote:
This deck is quite flexible after couple of games I have a better idea, drop 4 Elvish Visionary and add Time Warp and 3 Archaeomancer

If your Time Warp is not near the bottom of your deck, you win the game by not letting your opponent play his/her turn
with combo Species Gorger+Time Warp +Archaeomancer

but then you lose all the friend probably lol


Neqtan wrote:
Is cloudhsift, quickling, and gorger to much of a good thing? As is cloudhsift does not offer much in terms of investment. The flicker is good for abusing etb or avoiding key creature death. But with the other 2 slots fulfilling this mechanic I think it is overkill.


Thanks for the feedback guys. Just a heads up that's actually an older version of the deck. The newer one can be found here. That said lets address your points.

@ Kirah_WoNg
I actually did think about including Archaeomancer in this build but ended up going against it. As much as I would love to get the infinite turn loop going I don't think this is really the build for it - I'd have to up the mana a little (nine mana a turn is a little intensive for this deck). Plus outside of the Time Warp their isn't really much for the Archaeomancer's to do. If I draw all three before Time Warp they're basically dead cards. I did end up building a Simic deck to work around the Time Warp recursion though.

@ Neqtan
At this point yeah almost certainly. Gorger and Cloudshift do the job admirably by themselves as is; Quickling is just an added bonus. I've been meaning to cut it for a while now for something with a little more impact. Only real issue is blue is kinda thin on the ground as is so I'd prefer to cut from there. Maybe a little draw to help clear out clumps of lands? I don't know I'll work out something.

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PostPosted: Mon Sep 15, 2014 9:06 pm 
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Kirah_WoNg wrote:
This deck is quite flexible after couple of games I have a better idea, drop 4 Elvish Visionary and add Time Warp and 3 Archaeomancer

If your Time Warp is not near the bottom of your deck, you win the game by not letting your opponent play his/her turn
with combo Species Gorger+Time Warp +Archaeomancer

but then you lose all the friend probably lol


Neqtan wrote:
Is cloudhsift, quickling, and gorger to much of a good thing? As is cloudhsift does not offer much in terms of investment. The flicker is good for abusing etb or avoiding key creature death. But with the other 2 slots fulfilling this mechanic I think it is overkill.


Thanks for the feedback guys. Just a heads up that's actually an older version of the deck. The newer one can be found here. That said lets address your points.

@ Kirah_WoNg
I actually did think about including Archaeomancer in this build but ended up going against it. As much as I would love to get the infinite turn loop going I don't think this is really the build for it - I'd have to up the mana a little (nine mana a turn is a little intensive for this deck). Plus outside of the Time Warp their isn't really much for the Archaeomancer's to do. If I draw all three before Time Warp they're basically dead cards. I did end up building a Simic deck to work around the Time Warp recursion though.

@ Neqtan
At this point yeah almost certainly. Gorger and Cloudshift do the job admirably by themselves as is; Quickling is just an added bonus. I've been meaning to cut it for a while now for something with a little more impact. Only real issue is blue is kinda thin on the ground as is so I'd prefer to cut from there. Maybe a little draw to help clear out clumps of lands? I don't know I'll work out something.


I can see you are quite professional, but in my opinion if you draw three Archaeomancer at early term they still have their jobs, bring back Cloudshift and Cultivate too accelerate the tune if you would never grab Time Warp at the game, Cloudshift is also a tricky card to keep the tune, protecting your creatures, re-activate their inbound abilities, after couple of games, I don't feel your deck would stuck from planting lands anyway, well, that's my view only lol


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PostPosted: Mon Sep 15, 2014 9:50 pm 
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Garren have you tried the Hydra in this build? But either way something with ETB would be good to add to the theme.


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PostPosted: Mon Sep 15, 2014 10:20 pm 
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Kirah_WoNg wrote:
I can see you are quite professional, but in my opinion if you draw three Archaeomancer at early term they still have their jobs, bring back Cloudshift and Cultivate too accelerate the tune if you would never grab Time Warp at the game, Cloudshift is also a tricky card to keep the tune, protecting your creatures, re-activate their inbound abilities, after couple of games, I don't feel your deck would stuck from planting lands anyway, well, that's my view only lol


Ah I completely forgot I ran Cultivate in that version. Hmm. That does change things quite a bit actually - mana issues certainly wouldn't be as prevalent (though I would have to alter the land/gate ratio a little I think). Early Archaeomancers wouldn't actually be that bad in that case - very worst they can do is help thing the deck and ramp me up. I may have to go back and tinker with the older version now.

Neqtan wrote:
Garren have you tried the Hydra in this build? But either way something with ETB would be good to add to the theme.


I actually ended up subbing in a fair few more ETB creatures into the later build; specifically Lone Missionary and Mentor of the Meek (not technically ETB but he triggers on a good 2/3rds of the deck). The Hydra might actually be a decent addition though - would certainly give me something to do if I find myself with excess mana and I must admit I've had great success with him in my Simic deck.

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PostPosted: Wed Sep 17, 2014 11:29 am 
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Neqtan wrote:
Garren have you tried the Hydra in this build? But either way something with ETB would be good to add to the theme.


I tried it and found it lacking.

1) It is double green which is not good in a 3-colour deck. You want as few double mana symbols as possible.
2) It's not really worth casting until X = 3 or more, and once it's that big you do not really want to bounce it due to massive tempo loss.
3) Terrible with Cloudshift?? I didn't get to try this as it never came up, and Wizards keep changing these rules for exiling. I *assume* it comes back with X=0?
4) It can sometimes fetch nothing (duh)


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PostPosted: Thu Sep 18, 2014 12:00 am 
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All your points are true. But a card that offers similar ability would be nice in this deck. Something to fish through the deck a bit would be great. Hydra offers that but is there a more optimal choice?


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PostPosted: Sun Oct 05, 2014 2:10 pm 
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In a moment of rage due to repeated land draws (no I'm not running too much), I decided to create a deck where land draws late in the game are good.

Land Bomb
Land

5 x plains
5 x island
4 x forest
2 x Azorius Guildgate
2 x Selesnya Guildgate
2 x Simic Guildgate
3 x Radiant Fountain

White

3 x Ajani's Pridemate
3 x Wall of Omens
4 x Lone Missionary
3 x angelic accord
1 x baneslayer angel

Blue

3 x Hedron crab
4 x Doorkeeper
4 x Ior ruin expedition
3 x guard gomazoa

Green

4 x Grazing Gladeheart
4 x Cultivate

Other

1 x Elixir of immortality


Late game land can gain life, mill, boost Pridemate and summon angel (with 2 Gladehearts). Overall the deck is slow though. Still looking for that certain something to make it better while keeping the theme. Suggestions welcome.


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PostPosted: Mon Oct 06, 2014 9:50 am 
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I have a deck with similar goals but still different, it does constant drawing and Burning Inquiryies to recycle my library a lot with Kozilek, Butcher of Truth (If I can't find him, he's inside the Pyxis of Pandemonium, which means I should pop it open for a surprise)

Some things I have going on in it you may consider for the 'extra something'?

Roil Elemental
Avarice Amulet
Ground Assault

Adventuring Gear, is, a card I don't want to admit is in there, but ok, it is. It is kind of fun on my disposable BloodGhast

Happy land drawing!


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PostPosted: Mon Oct 06, 2014 5:38 pm 
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I have a deck with similar goals but still different, it does constant drawing and Burning Inquiryies to recycle my library a lot with Kozilek, Butcher of Truth (If I can't find him, he's inside the Pyxis of Pandemonium, which means I should pop it open for a surprise)

Some things I have going on in it you may consider for the 'extra something'?

Roil Elemental
Avarice Amulet
Ground Assault

Adventuring Gear, is, a card I don't want to admit is in there, but ok, it is. It is kind of fun on my disposable BloodGhast

Happy land drawing!



How did I miss Roil Elemental? Not sure I want Adventuring Gear since this deck is more about stalling than attacking. Thanks for input.


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PostPosted: Thu Nov 06, 2014 2:42 am 
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Always looking out for things and I think I found a decent Bant Exalted deck. Let me run this a couple times before I post a deck list.
Give you a hint... Gnarlid's fit into the picture.

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PostPosted: Thu Nov 06, 2014 8:04 pm 
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From the depths of Hell comes the dreaded.
BANT ARTIFACT DECK
[manapie 90 w u -b -r g][/manapie]

Up to Bant

A deck for Magic 2015.

60 Cards (23 :creature: , 15 :instant: , 22 :land:)

Creature23 cards
■■■■
Etherium Sculptor1/2
■■■
Knight of the Skyward Eye2/2
■■■
Satyr Wayfinder1/1
■■■
Esperzoa4/3
■■
Rhox War Monk3/4
Rafiq of the Many3/3
■■■
Sanctum Gargoyle2/3
■■
Battlegrace Angel4/4
■■
Sharding Sphinx4/4
Spell15 cards
■■■■
Traveler's Amulet
■■■
Courier's Capsule
■■■
Negate
■■■
Titanic Growth
■■■
Darksteel Ingot
Obelisk of Alara
Land22 cards
■■
Arcane Sanctum
■■■
Jungle Shrine
■■
Seaside Citadel
4
Forest
6
Island
5
Plains

I think you really get the best of both worlds, so to speak, here. And, I'm partial to Bant. The idea of quickly using the graveyard to your advantage came from Hakeem, base landgrabs from Stevo and awesome Obelisk tech from Elk. So, thanks.

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Last edited by thedevilwuster on Fri Nov 07, 2014 12:31 am, edited 1 time in total.

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PostPosted: Thu Nov 06, 2014 8:09 pm 
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I'm trying to digest the part where it says you only have 20 land in this deck. Is that a Mirage or is that real?

:evil:

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PostPosted: Thu Nov 06, 2014 9:01 pm 
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Took that out for a spin devil and it performs pretty well so far. I did take the liberty to trim and add a few lands but it's overall solid thus far I'll let you know if I have any suggestions but good work

Edit: Henceforth this deck is named The Wustershire

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Last edited by Mortivore666 on Thu Nov 06, 2014 10:40 pm, edited 1 time in total.

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PostPosted: Thu Nov 06, 2014 10:13 pm 
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After running it against Gemini's Esper Artifacts I will agree that it needs more land Hakeem. My first thought was shoving and letting Shards do the magic. In the two games I played with it so far it seemed rather unbalanced.

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PostPosted: Thu Nov 06, 2014 11:28 pm 
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Sharding seems counter intuitive with the exalted theme?

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PostPosted: Fri Nov 07, 2014 12:30 am 
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The shards are for a little more mana fixing and more importantly the Obelisk.
I trimmed a bit and added some land and it smoothed out. Not a match for Gemini's Eper but I just need a little more wingtime with it.
I edited my original deck list to reflect the changes.

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