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PostPosted: Wed Oct 15, 2014 12:30 pm 
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Unless you find you really need the extra defense I would keep the specters. Maybe skew your mana base slightly with 13 swamp and 11 island if you don't want to throw in a couple gates (if you even see the :b::b: being a problem).

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PostPosted: Wed Oct 15, 2014 10:10 pm 
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Backhorn wrote:
[planner]...

It started out as a deck to use fun cards like Switcheroo but after a million tweaks, I feel I stumbled on something really strong. Went 16-3 last night (this proves nothing other than it's at least not a complete dud).

The Maritime Guards seem weak but they do their job well. They stop 1/1s and block 2/2s. They also make perfect fodder later for Switcheroo, Jailira and Shadowborn.

Suffer the past is often fetched by a Rune-Scarred Demon to end the game next turn so I don't mind having just 1.

The deck isn't tailored for Chasm Skulker but I feel this deck has enough draw to make him big enough, quickly enough. His squid tokens are useful fodder as well. It's risky to give an islandwalker to your opponent with a Switcheroo though :(

The ideal end game is a Dinrova Horror being recurred over and over by a mercurial pretender to the point where your bounce/discarding even his lands. Most of the time, the game ends up with a relatively clear board and you're just waiting for your opponent to come up with a game-ending creature that you'll just steal or sacrifice or bounce or kill... This deck takes a lot of patience: you and your opponent are both going to end up sinking deep into the abyss. Only, you can hold your breath for a looong time.

Wow, fantastic looking deck. Looks like a lot of fun and I really like your description of how it all works. I, too, prefer to run the Guildgates. How does it hold up against aggro? I can see how the Maritime Guards would be useful there. Does seem like a dangerous match-up though, with the Tributes netting less life gain (to offset the loss from Ulcerate and Phyrexian Rager) and the fact that you're more likely to take more damage, especially early on, against aggro.

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PostPosted: Thu Oct 16, 2014 8:04 am 
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I was wondering the same. If life loss was an issue I'd change Ulcerate to Dead Weight and if Tribute was an issue (killing that 1/1 token instead of the 5/5 flying lifelink first strike type) then I would suggest going with Assassinate. Either way it looks like a solid build, any changes would be minor I would think.

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PostPosted: Thu Oct 16, 2014 8:35 am 
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Aggro is a nail biter, yes. It helps that most of the draw and discard are also bodies. Still figuring things out, but blocking the right things, ulcerating the right things and getting a land drop every turn (not hard with all the draw) generally holds until the steam runs out. If Mercurial Pretender needs to be a Maritime Guard, then so be it. At turn 6 you're almost dead but a Dinrova Horror is a 3-for-1 if he still has a card in hand (remove token, discard, body) and you finally stabilize.

Maybe cutting a tribute would be a good idea. Like you said the results are usually underwhelming against aggro. Not sure for what. Another Jalira? She's also not great against aggro (too much setup) but such a removal magnet that I often wish I had a second one.

Nebula, you heartless bastard, why would you want to kill a beautiful angel? Just persuade her to fight for you, ask her to invite her hot friend and you've got a party.


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PostPosted: Thu Oct 16, 2014 6:41 pm 
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Lol, sounds like a plan Backhorn! I just bought a 12 of Sam Adams Oktoberfest so I'm good to go!

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PostPosted: Fri Oct 17, 2014 8:08 am 
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Hello fellow dimir-fans. I want to share with you my new deck wich works quite well and is a ton of fun to play. I absolutly love combat tricks, so i decided to work a deck around some of my favourite cards vom M15 like Undying Evil, Pestermite. I saw this deck posted a couple of pages back with Deathtouch-creatures and Bident of Thassa and got hooked on that idea. If this deck goes off, theres no stopping. Evolve is such an awesome mechanic wich flows very nicely in this deck, because some creatues will reentering the battlefield with undying evil or even a well times sac on Quest for the Gravelord can bump your Cloudfin Raptor even further. Might want to add some gates but have to test it a little bit more.

Let me know what you think and feel free to give suggestions.


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

Evolving Death

A one vs. one deck for Magic 2015.

60 Cards (21 :creature: , 16 :instant: , 23 :land:)

Cost 15 cards
■■■■
Cloudfin Raptor0/1
■■■■
Pharika's Chosen1/1
■■■
Quest for the Gravelord
■■■■
Undying Evil
Cost 9 cards
■■
Bloodghast2/1
■■■
Military Intelligence
■■■■
Voyage's End
Cost 11 cards
■■
Agent of the Fates3/2
■■
Chasm Skulker1/1
■■■
Giant Scorpion1/3
■■■■
Pestermite2/1
Cost 2 cards
■■
Bident of Thassa
Land23 cards
11
Island
12
Swamp


Post ALARA-DLC

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

Evolving Death 2.0

A one vs. one deck for Magic 2015.

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

Cost 18 cards
■■■■
Cloudfin Raptor0/1
■■■■
Pharika's Chosen1/1
■■■
Quest for the Gravelord
■■■
Ulcerate
■■■■
Undying Evil
Cost 9 cards
■■
Bloodghast2/1
■■■■
Tidehollow Strix2/1
■■■
Military Intelligence
Cost 8 cards
■■■■
Brackwater Elemental4/4
■■
Chasm Skulker1/1
■■■■
Pestermite2/1
Cost 2 cards
■■
Bident of Thassa
Cost 1 card
Shadowborn Demon5/6
Land22 cards
■■■■
Dimir Guildgate
9
Island
9
Swamp


Last edited by Caith on Thu Nov 13, 2014 5:13 am, edited 1 time in total.

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PostPosted: Wed Oct 22, 2014 10:59 am 
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Can't wait for the next extension. It's going to make U/B control even better :)


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PostPosted: Wed Oct 22, 2014 11:01 am 
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I gotta have more Moroii


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PostPosted: Sat Nov 01, 2014 10:44 pm 
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Edited my deck again following the discussion that went on it and after some further testing:

viewtopic.php?f=50&t=4683&p=218947#p218947

The change is pretty minor, in the end I just remove 1 Quickling to add 1 Swamp. After playing more games with the old setup, Hakeem's advice made a lot of sense to me (about drawing it in multiples and early). I found that I wouldn't play Quicklings that often with this setup, and I had sometimes trouble drawing lands. It's a little better now. Seeing Quicklings as basically additional Voyage's Ends makes the loss of 1 card totally acceptable. And as a creature they don't really combine well with bounce effects so having all 3 is not that necessary.

Regarding the Rescue from the Underworld I can understand the same argument but the card has performed very well for me in this deck so I can't really see myself cutting some. Yes it's expensive and generally you don't want to draw too many of them really, but they really saved my ass once in a game where I wasn't able to draw any of my late threats at all and was on the verge of losing.

I was drawing only 3 drops, Think Twices, Rescues, Mercurial Pretender and some bounce effects, but in this particular game having all 3 Rescues really saved my ass by allowing me to recur Frost Lynxs over and over and tapping my opponent threats while I beat him up to death with Liliana's Specters. Towards the end of the game I was down to 1 life for a long time, but still the opponent couldn't do anything and had concede at some point.

I tried Griselbrand in this deck but I was rarely able to actually play him. Sure it's a godly card but I don't think this deck needs it to win, so I chose to stick with the theme and not include him.

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PostPosted: Wed Nov 12, 2014 4:39 pm 
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Here's a deck a friend of mine just built. Ever encountered Dimir Aggro!?!? Well, you have now.

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

FFG Raoh's Dimir Aggro

A one vs. one deck for Magic 2015.

60 Cards (22 :creature: , 16 :instant: , 22 :land:)

Cost 12 cards
■■■■
Pharika's Chosen1/1
■■■■
Fleeting Distraction
■■■■
Undying Evil
Cost 6 cards
■■
Bloodghast2/1
■■■■
Tidehollow Strix2/1
Cost 11 cards
■■
Agent of the Fates3/2
■■■
Phyrexian Rager2/2
■■
Hall of Triumph
■■■■
Hysterical Blindness
Cost 9 cards
■■■
Paragon of Open Graves2/2
■■■■
Viscera Dragger3/3
■■
Bident of Thassa
Land22 cards
■■■■
Dimir Guildgate
7
Island
11
Swamp


So, the theme is Black creatures, stacked with lord effects and deathtouch, continually throwing in and forcing bad trades on the opponents, or a one-sided board wipe via Hysterical Blindness. Even if they refuse to block, you just use it as a form of Fog on the counterattack. Bident of Thassa demands they do though, and again, can be used with Blindness for a one-sided board wipe by forcing them to attack into deathtouchers.

Viscera Dragger and Phyrexian Rager essentially replace themselves (the Dragger is always cycled), and Undying Evil is a cantrip when used on the latter. Bloodghast constantly returning, with P/T boosts adds to the unequal trades, and Fleeting Distraction acts as a mini-Blindness, as well as with Undying evil, acting as Agent of the Fates triggers.

This isn't my deck, so I'm not looking for advice or changes, just posting it so people can take it for a spin if they want to. I think it's a great deck, and deceptively strong. I've not seen anything like it online either and have been very impressed when facing it.


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PostPosted: Wed Nov 12, 2014 5:18 pm 
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This looks like a REALLY cool and interesting take on things! Thanks for sharing, I am taking it out for a spin.

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PostPosted: Wed Nov 12, 2014 5:24 pm 
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2bestest wrote:
This looks like a REALLY cool and interesting take on things! Thanks for sharing, I am taking it out for a spin.


Be good to see how you find it! i've not played it yet, only against it when helping him test, and it was an absolute nightmare to face. Token decks may have an easier time as they don't care about trades as much, but anything else has real dilemmas when choosing to attack or block this.

I just love decks that take advantage of unusual cards, and as I've never seen anyone cast Blindness or Distraction online, this gets my vote!


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PostPosted: Wed Nov 12, 2014 5:44 pm 
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This deck is CRAZY FUN. OMG one of my favorites now I think.

All decks have their strengths and weaknesses.. This deck is NASTY haha. Forcing attacks and hysterical blinding while blocking with deathtouch.. That stuff is MEAN!

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PostPosted: Wed Nov 12, 2014 5:55 pm 
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2bestest wrote:
This deck is CRAZY FUN. OMG one of my favorites now I think.

All decks have their strengths and weaknesses.. This deck is NASTY haha. Forcing attacks and hysterical blinding while blocking with deathtouch.. That stuff is MEAN!


Haha! Glad you like it! :)

We tried and failed to make a version pre-DLC based on the same concept, but it wasn't until we got the Strixes and Draggers that it finally came together.


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PostPosted: Wed Nov 12, 2014 6:01 pm 
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Yeah, 5-0 right now. Just beat a white tokens deck. :D

The thought behind this deck is awesome. It does what it wants to do VERY well.

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PostPosted: Wed Nov 12, 2014 7:22 pm 
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2bestest wrote:
Yeah, 5-0 right now. Just beat a white tokens deck. :D

The thought behind this deck is awesome. It does what it wants to do VERY well.


Totally agree. Currently 9-1. My single loss came due to mana screw after going down to 5 cards, so not really a fault of the deck. I'm properly jealous it wasn't my idea. I share credit for coming up with the concept pre-DLC (Deathtouch/Bident/Blindness), but it's all FFG Raoh's inspiration in the current build. The Draggers especially are superb!


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PostPosted: Wed Nov 12, 2014 9:35 pm 
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The draggers are amazing here!

I have lost a couple now (only 1 due to mana issues) but this deck is excellent in my opinion. It's like all the pieces just work so well together. I am totally jocking you're friends deck! But it is seriously a very original build and just feels so disgustingly nasty virtually every game you play, that it is amazingly addicting!

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PostPosted: Wed Nov 12, 2014 10:28 pm 
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i'm gonna try making an Esper version of that deck, mainly splashing white for Gods Willing (another Agent trigger) and possibly Arrest. looks fun.


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PostPosted: Wed Nov 12, 2014 10:42 pm 
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gods willing isn't needed and I feel splashing will muck up the flow of things.

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PostPosted: Wed Nov 12, 2014 10:53 pm 
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2bestest wrote:
gods willing isn't needed and I feel splashing will muck up the flow of things.


Totally agree. It's aggro. 3 colours will likely kill it.

One thing I should add is that he does quite a weird thing with the deck that I haven't replicated because I can't see the logic in it. He goes to 18 lands and puts in 4 Traveller's Amulets. His logic being it's the same as 22 lands, but he strips future lands he won't need from the deck.

It shouldn't work, but in the 20 games I had with him today he never once stalled. In fact, he got flooded once or twice. It seems absurd, but it works for him, so if you want to try that and see how it goes, it may work for you too. Maybe I'm the crazy one for not having faith in it and instead running 22 lands.

That said, he also lost more playing against my decks today than I did online against randoms, so possibly losing a turn of speed harmed the deck, or it could just be that I'm a better player than the average online person, with the additional advantage of knowing what the deck is trying to do, which helps counter it.


Last edited by Stevolutionary on Wed Nov 12, 2014 11:07 pm, edited 1 time in total.

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