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PostPosted: Sat Nov 08, 2014 1:19 pm 
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I think I only want a single 6 drop (if any), I want to keep the mana costs low as there is no ramp. I will have a look tomorrow.

Edit - I thought Kresh cost 6 for some reason. He definitely goes in.

I may add Kresh, the third treasure find and some more removal spells.

I have updated my original post, I do think this combination has the potential to be the best deck but will take some work.


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PostPosted: Sun Nov 09, 2014 8:45 am 
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I want to find a way to add some more card advantage into the deck. Is there anything in these colours that I am missing. Preferably something that costs less than 5?


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PostPosted: Sun Nov 09, 2014 8:48 am 
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I don't think there's much outside of Rager and Dragger and I don't like either here.

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PostPosted: Sun Nov 09, 2014 9:44 am 
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There is Triumph of Ferocity, on a good day its a broken Phyrexian Arena. You just need a bugger big enough to trigger or make sure your opponents has nothing on the board.... You could also consider Hunter's Prowess.


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PostPosted: Sun Nov 09, 2014 12:26 pm 
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Hunter's Prowess could work here. You've got more than enough creatures for it.. ensuring you'll be able to cast it. Prowess on the Rabblemaster could be pretty awesome.

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PostPosted: Sun Nov 09, 2014 2:36 pm 
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This is my original list, but it's extremely similar to one Hakeem posted Here, so I'll comment on the differences.

The visionaries don't actually seem to do much for me. Against most decks the 1/1 body isn't really relevant, and I often need to play a tapland turn 2 to set up for turn 3 cultivate or removal spell. I wasn't running them before the expansion, but with the addition of sylvan bounty there's no way I would. We have spells that cost BBBB, GGG, and RR, and it's important to cast them all on time. The cycling option on Bounty is amazing, and this deck is so slow people often try to race us. Gaining 8 life on turn 5 or 6 actually wins a ton of games.

The Sprouting Thrinax seems to be the worst of the cycle in this format, but this deck does want the card. It can win the game against goblins by itself, and often gets in for at least an attack or two against slower five colour decks. In the worst case it can chump block an arbor colossus for 4 turns while you durdle around trying to deal with it, or becomes a sac outlet for your shadowborn demon.

With double Rune-Scarred Demon, Treasured Find, and Wayfinders, we have a lot of tutoring, so one-ofs are better than you might suspect. Obelisks, Seances, Doubling Seasons, and Beastmaster Ascensions all need to be killed pretty damn fast or we will have a rough time. At least one of Reclamation Sage or Mold Shambler is extremely good, and I'm considering adding a second to deal with artifact decks.

I do feel that Resounding Thunder's overall power level and versatility beats out Auger Spree's stronger early game, but if I were to draw multiples I'd probably rather have one of each. That said, I decided on a 3/1 split here. I also added in a single Banefire. It kills a foundry street Denizen on turn 2, a Rabblemaster on turn 3, Brimaz on turn 5, and Baneslayer Angel on turn 6. None of our fliers actually interact with Baneslayer Angel, so having spells that kill it is more important than you might think. Not to mention, you can win a ton of games by cycling/casting a Resounding Thunder into the enemy's face during their end step, then following up with a Banefire for 10 during your main phase. Yep, that's 15+ points of un-counterable burst. More and more I find I just want to tutor for banefire and end the game.

In regards to the mana base, I leaned heavily toward extra green in our tap lands so we can cast our early fixing and triple green spells, but kept more basic mountains because if I'm waiting on a red source for Anger of the Gods or Inferno Titan to clear some tokens, I'll lose the game if it's a turn late. I'm new to mana base theory, so opinions here would be helpful.

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

Monsters

A deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Cost 8 cards
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■
Treasured Find
Cost 13 cards
■■■
Sprouting Thrinax3/3
■■
Anger of the Gods
■■■
Auger Spree
■■■■
Cultivate
■■■
Resounding Thunder
Cost 3 cards
■■
Graveborn Muse3/3
■■■
Mold Shambler3/3
Cost 4 cards
■■
Arbor Colossus6/6
Shadowborn Demon5/6
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■■■
Sylvan Bounty
Cost 4 cards
■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Cost 1 card
Griselbrand7/7
Cost 1 card
Banefire
Land23 cards
■■
Crumbling Necropolis
■■■■
Golgari Guildgate
■■
Jungle Shrine
■■■
Savage Lands
4
Forest
5
Mountain
4
Swamp


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PostPosted: Mon Nov 10, 2014 3:43 am 
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I've said it many times before, but I suck at making decks. This is my attempt at a Jund build. I played a few games with it and haven't lost yet, but that's probably because my opponents weren't the greatest. Anyone have any suggestions to improve it? Are there any obvious includes that I've missed? Or any inclusions that I should remove? Let me know what you think. Thanks.

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

Jund

A one vs. one deck for Magic 2015.

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

Cost 6 cards
■■■
Hellspark Elemental3/1
■■■
Ground Assault
Cost 16 cards
■■■
Kathari Bomber2/2
■■■
Rockslide Elemental1/1
■■■
Sprouting Thrinax3/3
■■■■
Auger Spree
■■■
Cultivate
■■■■
Resounding Thunder
Cost 2 cards
■■
Ogre Battledriver3/3
Cost 5 cards
■■
Garruk's Packleader4/4
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Cost 2 cards
■■
Warstorm Surge
Cost 3 cards
■■■
Pelakka Wurm7/7
Cost 2 cards
■■
Banefire
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
5
Mountain
3
Swamp


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PostPosted: Mon Nov 10, 2014 8:34 pm 
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I am out watching football and don't have the list handy, but I just started some testing with a list that leans on Rescue From The Underworld and solid ETB critters. It's pretty fun and doing pretty well out there so far.

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PostPosted: Tue Nov 11, 2014 11:19 am 
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Finally got a chance to write this one out. Had a very solid morning with this. No changes to recommend at the moment.

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

Steel Jund

A one vs. one deck for Magic 2015.

60 Cards (18 :creature: , 18 :instant: , 24 :land:)

Creature18 cards
■■■■
Satyr Wayfinder1/1
■■■■
Phyrexian Rager2/2
■■■■
Saruli Gatekeepers2/4
Shadowborn Demon5/6
Stormbreath Dragon4/4
Inferno Titan6/6
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Spell18 cards
■■■
Ground Assault
■■
Treasured Find
■■
Anger of the Gods
■■■
Auger Spree
■■■■
Cultivate
■■■
Resounding Thunder
■■
Rescue from the Underworld
Land24 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
4
Mountain
3
Swamp

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PostPosted: Tue Nov 11, 2014 12:31 pm 
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I think you want visionary over rager. It gives you more 2 drops which is never bad. The extra power and toughness is pretty irrelevant when you are going over the top with fatties. Also it allows you to go gate, basic + 2 drop, gate + another 2 drop.


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PostPosted: Tue Nov 11, 2014 1:28 pm 
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Monk1410 wrote:
I think you want visionary over rager. It gives you more 2 drops which is never bad. The extra power and toughness is pretty irrelevant when you are going over the top with fatties. Also it allows you to go gate, basic + 2 drop, gate + another 2 drop.


Fair point. Every now and again the 2/2s become relevant, but it is probably worth giving up for smoother early game.

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PostPosted: Tue Nov 11, 2014 1:33 pm 
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In a three-color deck with a bunch of taplands, curving out two-drop into three-drop is a lot harder and sometimes requires you to sacrifice midgame plays.

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PostPosted: Thu Nov 13, 2014 5:53 pm 
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I wanted to create a deck featuring Kresh the Bloodbraided and a minor Devour subtheme and here's what I've come up with:

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

Jund Devour

A one vs. one deck for Magic 2015.

60 Cards (25 :creature: , 11 :instant: , 24 :land:)

Cost 4 cards
■■■■
Shock
Cost 15 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■■■
Krenko's Command
Cost 7 cards
■■■■
Phyrexian Rager2/2
■■■
Sprouting Thrinax3/3
Cost 4 cards
■■■
Thorn-Thrash Viashino2/2
Vengevine4/3
Cost 5 cards
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Shadowborn Demon5/6
Stormbreath Dragon4/4
Cost 1 card
Inferno Titan6/6
Land24 cards
■■■■
Golgari Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
7
Forest
6
Mountain


The idea is to just chip away with a lot of little dudes in the early game while staying gassed up and hitting land drops. There are only five Devour cards in the whole list because I really don't ever want to draw more than one or two over the course of a game. The Viashino is solid value even if you only eat two dudes and beyond that he gets into bomb territory because the trample ability is very aggressively costed. I think we can all read Mycoloth and tell that he's a bomb, but like Viashino he's still good value if you just eat two dudes. All this sacrificial fodder for Devour usually means that we can cast Shadowborn Demon without any sort of drawback, so he's obviously in the list. Rounding out the bomb suite are Stormbreath Dragon and Inferno Titan.

The removal suite is fairly well-rounded with Shock to kill early threats and utility creatures while Ground Assault and Shadowborn Demon take care of the bigger targets. Then there's Inferno Titan on top of that.

I've played five games so far and gone 4-1 and the deck feels fairly solid, though not top tier by any stretch.

Thoughts and opinions?

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PostPosted: Thu Nov 13, 2014 7:08 pm 
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Why Shock rather than Thunder?


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PostPosted: Thu Nov 13, 2014 7:12 pm 
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Mana curve. I want to be able to advance my board and still have the option to use removal on the same turn.

The deck isn't very good, though; the third color necessitates a lot of taplands so it really slows the deck down. It's nice to think about chipping away with 1/1s but if you're not casting them until T3 then you aren't getting much value. I'm still winning with the deck because there are still some ridiculous cards at the top end, but it's not that powerful as a whole.

I have been very impressed with the Viashino, though. I think he could be a solid curve-topper in a very aggressive Gruul build featuring Young Wolf and other small green creatures.

I also think that perhaps Kresh would be a good card for a Jund Control deck, which may be possible now with Resounding Thunder and Banefire.

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PostPosted: Thu Nov 13, 2014 8:31 pm 
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Do you like how Kresh is performing? He looks rather bland to me. Doesn't even have trample. Kind of lacks the magnitude to be called a "bomb".


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PostPosted: Fri Nov 14, 2014 1:13 am 
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i've had Kresh win me games, but he's not really a rock star or anything.


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PostPosted: Fri Nov 14, 2014 6:01 am 
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Protip I found out by accident..

If you use auger spree on a creature that will die from it, lets say your opponents 1/1, it dies but is also buffed by the +4 atk. Last known information kicks in, adding 5 counters instead of one to kresh the bloodbraided

*also on kresh's usefullness, I have won games with him alone when he comes out, gotta be careful with him as timing is everything of course. Picking when to use him etc

His ability is so versatile, also works well with fling / triumph of ferocity / burning anger


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PostPosted: Fri Nov 14, 2014 11:02 am 
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Good call on the Auger Spree. Now I have to try that as a combat trick. :)


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PostPosted: Fri Nov 14, 2014 10:50 pm 
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This is my take on the Jund Devour archetype:

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

Devouring Horde

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 16 :instant: , 24 :land:)

Cost 3 cards
■■■
Quest for the Gravelord
Cost 11 cards
■■■■
Elvish Visionary1/1
■■■
Ground Assault
■■■■
Krenko's Command
Cost 9 cards
■■
Goblin Rabblemaster2/2
■■■■
Kathari Bomber2/2
■■■
Sprouting Thrinax3/3
Cost 8 cards
■■
Scavenger Drake1/1
■■■
Thorn-Thrash Viashino2/2
■■■
Chorus of Might
Cost 4 cards
■■
Mycoloth4/4
■■
Doubling Season
Cost 1 card
Warstorm Surge
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
6
Mountain
5
Swamp

In my opinion the strategy goes through 3 phases:

1) Create a maximum of tokens and creatures, attacking as much as possible.

2) If you cannot win simply with 1), stall the game until you can play one of your wincons.

3) Play one or several of your wincons and end the match asap.

After some testing, I also feel like the deck is very vulnerable to fliers, so it is essential you deal with them in a proper manner, which I will explain further down. Below I will detail the role I think each card fills in the deck and how they fit in the whole strategy.


Multicolored:

Ground Assault: One of the best removal spells in the game, it fits perfectly into this deck. Due to the low number of removal spells in the deck it should be used wisely but can be used to remove problematic creatures and particularly fliers.

Kathari Bomber: This card's role as a token creator is obvious, but this is also one of the few creatures with flying in the deck, so it can also be used for early defense against decks with fliers. The unearth cost is expensive, but at least it gives you an option to use him again as a token creator if you had to use him for defense or something.

Sprouting Thrinax: Great cost/value early on and also a wonderful token producer. On top of that it can help you stall the game in phase 2) by dissuading your opponent from attacking. Overall an essential card in this deck IMO.


Black:

Quest for the Gravelord: This card is also great as it can have a role in pretty much every phase of your gameplan. Early on it can provide a big creature if the opponent is not careful enough. It is also a great dissuasive measure preventing your opponent from attacking. And finally, in the later game it can be especially devastating with Doubling Season and/or Warstorm Surge in play.

Scavenger Drake: To be honest I don't really like this card so much as it starts as a 1/1 for 4 mana, so there is no immediate value. However aside from your removal tools this is your only way to deal with big fliers and it can also be a wincon by itself if your opponent has no answer to flying, so it still has its place in this deck IMO. It grows exceptionally fast with devour creatures and with Doubling Season.


Red:

Krenko's Command: Very obvious choice for cheap token production and early aggro. I don't think there is much need to explain here.

Goblin Rabblemaster: Originally Jade Mage was in its place, but I found the Rabblemaster to be much more effective in general. Since you have a lot of goblin tokens in this deck and generally want to keep them alive as much as possible, it may look like a bad idea to have him in. But it works great with cards like Quest for the Gravelord or Doubling Season, generates tokens constantly and serves as another wincon against slow decks, allowing you sometimes to win as early as phase 1). Also makes a great target for Chorus of Might if you have enough goblins in play.

Thorn-Thrash Viashino: Well, people have already discussed about it in this thread but I personally think this guy is an absolute bomb. It can simply win games by itself with his trample ability. You can play him as early as possible with relatively few creatures in play if needed: with this deck it easily has the potential to become a 6/6 or 8/8 by turn 4. Or you can just wait for Doubling Season and or Mycoloth to be already in play and make him absolutely gigantic before swinging for the win.

Warstorm Surge: Not absolutely necessary in this deck, but its synergy with devour and token producing creatures is very obvious. It's mainly here as an additional wincon and as a way to regulate the enemy's board with creatures entering in play. If you play Mycoloth with this in play you can deal potentially game winning damage, and if it's not enough you can just wait your next turn for what is essentially tailored board wipe.


Green:

Elvish Visionary: Early creature to help filter through your deck and also provides a cheap body to sacrifice later on. Not much else to say, this deck needed some cheap draw and I think this the best option for these colors.

Chorus of Might: A much underused card, but IMO it is a star in this deck and fits perfectly in it as a wincon. First, this is the cheapest way to give trample to a creature in our current card pool barring the green Paragon which hardly fits in a 3-color deck. Second, it boosts the power and toughness of one creature by the number of creatures you have in play, which will usually be a lot. With Mycoloth in play, this card is pretty much autowin, but you can also use it early on to kill your opponent's most annoying creatures when he carelessly chooses to block with them.

Doubling Season: Almost every card in this deck plays with either counters and/or tokens, so the choice to include this card is pretty much self explanatory. I don't think it can win the game by itself, but it just combines so well with other cards that it can make a difference by making your victory faster or giving you more tokens/counters to stall the game if you need to wait for your wincons.

Mycoloth: The sole presence of this card makes the deck a lot more threatening. It has the double role of wincon and massive token producer. Two ways to use him: either early on to have a massive token producer engine and fuel Chorus of Might or Thorn-Thrash Viashino or later in the game to get him very big and pull out the win with Chorus of Might, Warstorm Surge or simply by a token swarm.


That's pretty much it, I used to include Kresh the Bloodbraided in the deck but I didn't really like it. IMO Mycoloth is just way better for its token production effect and gets very big immediately. Kresh suffers from pretty much the same problem as Scavenger Drake in that he needs time to get big, but more than that his main problem is that he doesn't have any built-in evasion capacity. Assuming he was in this deck, Chorus of Might would almost always be better used on Mycoloth as he will already be big enough and can benefit immediately from trample.

Sorry for the long post, but if you have any advice or opinions on this deck, I am always open to comments.

2014/11/18: Some small changes on lands, -1 Forest, -1 Mountain, +1 Golgari Guildgate, +1 Rakdos Guildgate

2014/12/31: Small changes but makes the deck stronger in general. -2 Jade Mage, +2 Goblin Rabblemaster, -1 Forest, +1 Mountain

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Last edited by Dream Maker on Wed Dec 31, 2014 4:40 am, edited 3 times in total.

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