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PostPosted: Thu Oct 02, 2014 3:38 pm 
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My take on a warstorm deck with a little twist. Using pyxis to do some work with warstorm surge. Haven't had a chance to test it out yet so all theory, but let me know what you all think.

How's the Pyxis working out for you with all of those instants and sorceries? And Genesis Hydra seems like it doesn't gel well with the Pyxis either.

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PostPosted: Thu Oct 02, 2014 5:32 pm 
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Hmm, I haven't actually tried it yet but that is something I had not taken into consideration. May need to rethink it a bit. Any suggestions?


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PostPosted: Thu Oct 02, 2014 7:12 pm 
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Hmm, I haven't actually tried it yet but that is something I had not taken into consideration. May need to rethink it a bit. Any suggestions?

Suggestions is where I come up blank. I've tried building a Pyxis deck and it always seemed to work out better for my opponents than it did for me. I guess just fill it with cool EtB effects?

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PostPosted: Fri Oct 24, 2014 10:15 am 
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[manapie 90 -w u -b r g][/manapie]

Hysterical Inquiry

A one vs. one deck for Magic 2015.

60 Cards (18 :creature: , 20 :instant: , 22 :land:)

Cost 4 cards
■■■■
Burning Inquiry
Cost 11 cards
■■■■
Elvish Visionary1/1
■■■
Ground Assault
■■■■
Voyage's End
Cost 11 cards
■■
Chasm Skulker1/1
■■■
Guttersnipe2/2
■■
Anger of the Gods
■■■■
Hysterical Blindness
Cost 5 cards
■■■■
Saruli Gatekeepers2/4
Talrand, Sky Summoner2/2
Cost 4 cards
Stormbreath Dragon4/4
■■■
Meteorite
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 1 card
Kozilek, Butcher of Truth12/12
Land22 cards
■■■■
Gruul Guildgate
■■■■
Izzet Guildgate
■■■■
Simic Guildgate
3
Forest
3
Island
4
Mountain


When I started looking through this forum about a month ago I decided right away that I was a bit late finding this place, and that a lot of decks I could post were already here or being worked on in these posts already. I kind of decided then also, that if I contribute something, its not going to be something you've likely played against/with. So don't get any preconceived notions that all my decks I post/play are crap. I am posting this one though, today, because I love this weird thing. /emo

So, commonly, the wins this deck gets are through picking away with Guttersnipe, plowing over crap with Chasm Skulker, or 14/4 (or other ugly) sized Charmbreaker being on the table, having removed or bounced all blockers. At it's core is (go ahead pick one: comically?/stupidly?) Burning Inquiry, a card you kind of have to tell yourself is an investment rather than a dead card in your hand the whole game. Played at the right time, its effect on many decks is to replace the killer cards they are holding and introduce an element of chaotic uncertainty into their plans. If they understand what Burning Inquiry is doing, they will likely overextend themselves playing as much as they can, and tap out.
You also have to know when to play it, like when you are pretty sure they have played all their creatures, sitting around with instants, awaiting the next turn. Or during the same turn as Chasm Skulker was cast to grow him and bring him out of Shock range. Or right after you bounce their Mythic Rare to their hand. Or when your hand just isn't jiving with the lands. Or when you draw the Kozilek and don't want him in your hand and would rather shuffle up the graveyard too. It's a cheap trigger for all the "whenever spell cast" effects.
The Hysterical Blindness seems to fill in all the other gaps of my defense (mostly) and is often a spell they are not expecting multiples of. Blocking is less painful, and if you are feeling cheeky, its good for attacking too.
Anger of the Gods kills guttersnipes, but not before they trigger, so they don't feel nonbo, actually.
The rest of the cards I'm sure you already know how to play, or why they are in here.

Oh, right: Replace StormShadowBreath with Inferno Titan if you have no biases against Titan like I do. (Kind of on a kick lately that while he's awesomeestststsststtsssstst ever, that he is OP, and just comes out and wins games all by hisself. Kinda Boring. ) I like Stormbreath's monstrosity effect/haste too.

Have fun.

Edit: Not Pioneers, Visionaries


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PostPosted: Sat Oct 25, 2014 2:48 pm 
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How do you get Charbreakers to be 14/4What do you do with a Burning Inquiry if you have a hand full of goodies that you can't cast yet?


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PostPosted: Sat Oct 25, 2014 3:23 pm 
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You're right, its 12/4 or 16/4. You cast Burning Inquiry pretty much after you have your permanants down, and usually after you play other sorc/instants. And generally, what you throw out might be what you get back. Play it to disrupt the other guy, try to minimize your own disruption by it. Sometimes though its actually best to bounce his angel or whatever to his hand and then BI even if you have them goodies.


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PostPosted: Sat Oct 25, 2014 6:35 pm 
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I dunno. I tried to play BI, but I hated it because it was dead weight in my hand most of the time. Also, I can't believe you're not running Think Twice, it's a perfect BI fodder. Meteorites.... Yuck. I would replace them with Cultivate, which, incidentally, is also good BI fodder mid-late game, not to mention all the stuff it triggers. 1x Talrand is pretty much 0x Talrand in a deck with so little draw and creature protection. Hysterical Blindness... why not Fog if you're running green anyway and are speed-challenged with all the gates? I think this deck is going to lose to aggro a lot.


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PostPosted: Sun Oct 26, 2014 6:01 am 
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Thanks for the suggestions, I was thinking no one would take this semi-seriouslyish. I almost re-conceded to the Fog sugggestion, but rerealized the reason is because when you get the hole in their defense to shove a Devil through pumped up, you still want to do suprise damage and not negate it. I guess I also value the ability to do damage on defense with a Guttersnipe to their attacking crap by the time I have 3 mana for Hysterical Blindness. Cultivates were in here because they were so good with the Devil also but also at the same time while mana was king, I was getting killed by Rabblemaster and other token factories so the Meteorites is a nod to the need of removal, as is the Ground Assaults. Token Factories must die. However I can see this all working with the suggestions you made. I love Talrand in here, had 2, but too many draws of him x2 made me sad because I'm like that as he's Legendary so his 2nd card in here is replaced by the Stormbreath (Inferno Titan if you want to win) Dragon. Talrand is more to the spirit of this deck but replacing him with Stormy and Titan led to more wins. I highly suggest those changes if you want this to win ruthlessly. I ran Think Twice, another great suggestion that was in this deck before, but replaced by visionaries which I found better in the early game as blocking bodies.
Above all, glad you replied thanks.


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PostPosted: Fri Nov 07, 2014 11:52 pm 
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I have been working very hard on this deck, and I would like some advice on how to make it better.

Lands - 24

5 mountain
5 island
6 forest
2 izzet guildgate
3 gruul guildgate
3 simic guildgate

Creatures - 23

2 chasm skulker
2 jalira, master polymorphist
1 soul of ravnica

2 goblin rabblemaster
3 cunning sparkmage
1 stormbreath dragon
1 inferno titan

3 jade mage
2 mycolyth
2 arbor colossus
1 soul of zendikar
3 pelakka wurm


Noncreatures - 13

3 courier's capsule
4 think twice

2 anger of the gods

4 cultivate





This deck...... has been fun, and I just recently added some red to it.


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PostPosted: Sat Nov 08, 2014 2:42 am 
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Needs more removal IMO.

-1 Jade Mage
-1 Pelakka
-1 Cunning Sparkmage

+3 Ground Assault

..or just cut whatever.. but, in a Cultivate deck with Red.. Ground Assault is almost a must run IMO.

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PostPosted: Sat Nov 08, 2014 5:54 am 
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Jalira is just way too slow, I'd start trimming there. Beast is spot-on that Ground Assault is a must run, but like I said I'd cut Jalira first and the Soul of Zendikar to fit them in. I've played Soul in a lot of decks and he's really kinda boring and not particularly threatening. Don't dare cut a Pelakka Wurm, he's one of the best bombs in the format and he's an uncommon!

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PostPosted: Sat Nov 08, 2014 12:50 pm 
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Hakeem928 wrote:
Jalira is just way too slow, I'd start trimming there. Beast is spot-on that Ground Assault is a must run, but like I said I'd cut Jalira first and the Soul of Zendikar to fit them in. I've played Soul in a lot of decks and he's really kinda boring and not particularly threatening. Don't dare cut a Pelakka Wurm, he's one of the best bombs in the format and he's an uncommon!


I think Jalira is the whole point of his build.. since he's got a bunch of token generators and Chasm Skulker which can be cracked open into all his bombs. I don't really like the card either.

Also.. Terra Stomper > Pelakka Wurm AND Soul of Zendikar : )

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PostPosted: Tue Nov 11, 2014 6:16 am 
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I have been having great success with this list. It plans to go big with monsters with good card draw from, Soul fo Ravinca, Species Gorger + Elvis Visionary combo and Hunter's Prowess. The prowess is an all star in this deck drawing 7 cards is not uncommon. Removal and control takes the form of anger of the gods, ground assault and one burning anger. 2 chamber devils also recurse your removal giving you a lock on the game. Early defense against aggro with elvis visionary and grave bramble.

Mana base is ok, espeically with cultivate to help out. Still 3 color deck does suffer sometimes. Otherwise if you get your mana, it can survive aggro, out draw and out power mid-range and even has decent match up against control deck because of the raw power level of every card. Against token decks, it really depends if you draw your anger of the gods. If you do, you win and if you don't you lose. Kind of like a 50/50 affair.

Anyway, have fun trying it out.

PS: Just had a game last night where I drew 7 cards with hunter's prowess attached to a soul. (He blocked some damage) That grew my chasm skulker to an 11/11. He responded by playing a bunch of tokens. I did not have anger of the gods but I drew my burning anger, attached it to my chasm skulker and burn him in the face to win the game. If you are a timmy, you would love this deck.

PPS: I was working from memory. Actual deck is as below but -1 Grave Bramble and + 1 forest

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

Temur Monster

A one vs. one deck for Magic 2015.

60 Cards (24 :creature: , 12 :instant: , 24 :land:)

Creature24 cards
■■■■
Elvish Visionary1/1
■■
Chasm Skulker1/1
■■■■
Grave Bramble3/4
■■
Arbor Colossus6/6
■■■■
Nessian Asp4/5
■■
Species Gorger6/6
■■
Charmbreaker Devils4/4
Inferno Titan6/6
Soul of Ravnica6/6
Soul of Zendikar6/6
Terra Stomper8/8
■■
Genesis Hydra0/0
Spell12 cards
■■■
Ground Assault
■■
Anger of the Gods
■■■■
Cultivate
Burning Anger
■■
Hunter's Prowess
Land24 cards
■■■
Gruul Guildgate
■■■
Izzet Guildgate
■■■
Simic Guildgate
8
Forest
2
Island
5
Mountain


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PostPosted: Thu Dec 11, 2014 5:55 pm 
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[manapie 90 -w u -b r g][/manapie]

Land Ho!

A deck for Magic 2015.

60 Cards (18 :creature: , 19 :instant: , 23 :land:)

Cost 3 cards
■■■■
Vapor Snag
■■■
Void Snare
Cost 14 cards
■■■■
Goblin Electromancer2/2
■■■
Quickling2/2
■■■
Ground Assault
■■■■
Voyage's End
Cost 2 cards
■■
Anger of the Gods
Cost 15 cards
■■■■
Archaeomancer1/2
■■■■
Mold Shambler3/3
■■■■
Demolish
■■■
Tectonic Rift
Cost 3 cards
■■■
Species Gorger6/6
Land23 cards
■■■■
Gruul Guildgate
■■■■
Izzet Guildgate
■■■■
Simic Guildgate
2
Forest
6
Island
7
Mountain


I am posting this land destruction deck because I was asked about it on another post. This deck has been on my bar for a while, so I take no credit for it. I can't remember if I got it from here or if I brewed it myself. Enjoy.

Keep in mind that aggro destroys this deck unless they go all out and you have Anger of the gods.

The idea behind it is to get your land destruction going early via Goblin Electromancer and keep recurring that land destruction via graveyard or bounce.


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PostPosted: Thu Dec 11, 2014 6:00 pm 
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If you're maxing out on Gorgers and Archaeomancers, you need a singleton Time Warp. I'd also cut the Vapor Snags, Void Snare, and a Quickling for four Shocks, just to help a bit against the aggro decks.

I think everything else is pretty much necessary, though you could swap the other two Quicklings with Pestermites to keep a big threat locked down through Gorger.

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PostPosted: Thu Dec 11, 2014 6:08 pm 
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Hakeem928 wrote:
If you're maxing out on Gorgers and Archaeomancers, you need a singleton Time Warp. I'd also cut the Vapor Snags, Void Snare, and a Quickling for four Shocks, just to help a bit against the aggro decks.

I think everything else is pretty much necessary, though you could swap the other two Quicklings with Pestermites to keep a big threat locked down through Gorger.


You are 100% right about the time warp. I was so wrapped up in trolling lands that I forgot the biggest troll of all! I will trade out the Vapor Snags and the Quickling for 3 shocks, but I need to test the Void Snare. I remember it being super helpful in the few games I got it and it was never a dead draw when I was losing.


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PostPosted: Thu Dec 11, 2014 6:13 pm 
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[manapie 90 -w u -b r g][/manapie]

Land Ho!

A deck for Magic 2015.

60 Cards (18 :creature: , 19 :instant: , 23 :land:)

Cost 3 cards
■■■■
Vapor Snag
■■■
Void Snare
Cost 14 cards
■■■■
Goblin Electromancer2/2
■■■
Quickling2/2
■■■
Ground Assault
■■■■
Voyage's End
Cost 2 cards
■■
Anger of the Gods
Cost 15 cards
■■■■
Archaeomancer1/2
■■■■
Mold Shambler3/3
■■■■
Demolish
■■■
Tectonic Rift
Cost 3 cards
■■■
Species Gorger6/6
Land23 cards
■■■■
Gruul Guildgate
■■■■
Izzet Guildgate
■■■■
Simic Guildgate
2
Forest
6
Island
7
Mountain


I am posting this land destruction deck because I was asked about it on another post. This deck has been on my bar for a while, so I take no credit for it. I can't remember if I got it from here or if I brewed it myself. Enjoy.

Keep in mind that aggro destroys this deck unless they go all out and you have Anger of the gods.

The idea behind it is to get your land destruction going early via Goblin Electromancer and keep recurring that land destruction via graveyard or bounce.


Feel like you ever miss card draw?

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PostPosted: Thu Dec 11, 2014 6:38 pm 
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Card draw isn't a factor if you can get the deck rolling because you will always have more to play than an opponent that can't play anything from his hand. This is not a tier 1 deck by any means, but it has been working better since the expansion. That probably has a lot to do with more tri-colored decks due to the land additions.


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PostPosted: Thu Dec 11, 2014 6:42 pm 
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I think your four-pack of Mold Shamblers should handle any problematic permanents without the need for a Void Snare. You have Voyage's End for the Mycoloth problems.

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PostPosted: Thu Dec 11, 2014 9:24 pm 
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True the Mold Shambles "can" do it, but if they are killing other permanents then they aren't killing lands. I will keep testing it and see how it plays.


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