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PostPosted: Mon Nov 10, 2014 2:29 pm 
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Hakeem928 wrote:
Here is my updated Grixis control list post-DLC. The main revisions were cutting the playset of Bolt of Keranos in favor of Resounding Thunder because it's an instant and easier to cast overall. I added Savage Lands instead of Rakdos Guildgate (good call 2best) because I can reasonably expect to see one of them by the time I get to eight mana when the cycling ability of Thunder comes online. I completely removed Flesh to Dust because the cycling on Thunder is very powerful and can kill most things on its own. The only other major changes were in the manabase where the trilands give me extra sources of all my colors and just make the mana better overall, which is always good. I've also discovered the nonsense that is Obelisk of Alara, so I've chopped the Bone Wand and Kozilek to fit them in.

If you like to play control then this is the deck for you. It just kills everything.

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

Grixis Control

A one vs. one deck for Magic 2015.

60 Cards (8 :creature: , 27 :instant: , 25 :land:)

Cost 4 cards
■■■■
Shock
Cost 4 cards
■■■■
Think Twice
Cost 13 cards
■■
Anger of the Gods
■■■■
Auger Spree
■■■■
Resounding Thunder
■■■
Tribute to Hunger
Cost 8 cards
■■■■
Ogre Jailbreaker4/4
■■■■
Inspiration
Cost 1 card
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■
Obelisk of Alara
Cost 2 cards
■■
Rune-Scarred Demon6/6
Land25 cards
■■■
Crumbling Necropolis
■■■
Dimir Guildgate
■■■
Izzet Guildgate
■■■
Savage Lands
1
Island
7
Mountain
5
Swamp


Hakeem you don't think having kozie in for the additional draw and reshuffle is worth the spot?! There are times where it is invaluable. Did you ever get around to testing the traumatic visions in place of the ogres? I think visions is probably my favorite card of the expansion.

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PostPosted: Mon Nov 10, 2014 2:34 pm 
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I don't need the reshuffle effect and Obelisk lets me loot, which is a fine replacement. I can stop playing land at a certain point to save them for discard fodder. I also have the cycling on Resounding Thunder as an additional source of card draw and I've added the fourth Inspiration. This deck draws better than ever. Ten mana is a lot and I have a lot of good burn now, I don't think I'll miss Kozilek in this deck.

I did get around to testing Visions, but it's a different deck called "The Monkeem Project". I still think this one has a place so I'm keeping it separate.

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PostPosted: Mon Nov 10, 2014 6:18 pm 
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Atharva wrote:
How have you found it, Steve? Any updated deck?


If the Brackwater Elemental/Cloudfin Raptor interaction is anything to go by in my Simic deck, I think that will be a key addition. I'm just starting to build and test this, so will update as I go. I'm working away later this week though, so it may be sometime next week before I can geta round to it properly.

Also, as a lot of your own creatures will be dying automatically, things like Switcheroo and Rockslide Elemental may be desirable. In fact, :u::r: may even be the way to go, but I want to keep it Grixis if I can for thematic reasons.

Like Zombies though, I'm not sure if it'll end up a workable deck unfortunately. It may just be the individual Unearth cards work better with other decks than they do each other.


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PostPosted: Mon Nov 10, 2014 8:29 pm 
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I just got the multiplayer going and am trying out Tidehollow Strix. A few games in and it seems ok, pretty solid against some typically hard-to-answer threats, and can switch gears and supplement burn damage to close things out. Anybody else trying those out?

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PostPosted: Mon Nov 10, 2014 9:46 pm 
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Hakeem, I came across your Grixis control with the revision of resounding thunder and it performs amazing like that, I will try your modifications but this deck has won me already, plenty of FFA and 1v1 games with Kozzie doing a fantastic job in shuffle or securing the win in a 1v1, Fantastic build anyway :)


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PostPosted: Tue Nov 11, 2014 4:45 am 
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I think once you play with the Obelisk you'll see how good it is for a control deck. If you're playing FFA, though, I'd recommend keeping Kozilek for that format.

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PostPosted: Tue Nov 11, 2014 9:40 am 
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Dayumn, 'Keezy. Your old Grixis was off the chains, can't wait to try out the refined edition, mate!

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PostPosted: Tue Nov 11, 2014 11:10 am 
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Having a very good day so far with this, using Hakeem's build as a jump-off point. I like the Darksteel Ingots as they ramp and let you gain life off the Obelisks late (which is relevant surprisingly often). As I mentioned above I'm trying the Strixes to interact with early threats and sometimes go on the offense, helpful when closing the game out with burn is very often the plan.

UPDATE 11/17: Dropped 2 Banefire, Added 2 Strix, Changed Inspiration to Think Twice, found room for an Elixir of Immortality in there, cut gates for like-colored tri-lands and moved some mana around. Having excellent results so far.

I feel like Kozilek is a better choice than Elixir, but there's a high density of expensive threats as it is, and the life gain is relevant against the deck's bad matchups.

UPDATE 11/25: Dropped Elixir and brought in Kozilek, Butcher of Friendship. A week later and no regrets.

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

Steel Grixis Mk. III

A one vs. one deck for Magic 2015.

60 Cards (10 :creature: , 26 :instant: , 24 :land:)

Creature10 cards
■■■■
Tidehollow Strix2/1
Stormbreath Dragon4/4
Inferno Titan6/6
■■
Rune-Scarred Demon6/6
Griselbrand7/7
Kozilek, Butcher of Truth12/12
Spell26 cards
■■■■
Think Twice
■■
Anger of the Gods
■■■■
Auger Spree
■■
Darksteel Ingot
■■■■
Resounding Thunder
■■
Tribute to Hunger
■■■■
Flesh to Dust
■■■■
Traumatic Visions
■■
Obelisk of Alara
Land24 cards
■■■
Arcane Sanctum
■■■
Crumbling Necropolis
■■■
Izzet Guildgate
■■■
Savage Lands
4
Island
5
Mountain
3
Swamp

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Last edited by Steely Danno on Tue Nov 25, 2014 11:13 am, edited 2 times in total.

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PostPosted: Tue Nov 11, 2014 11:15 am 
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The curve seems too high for my tastes, so the following advice is based strictly from that viewpoint. If you don't draw one of your two Strixes you can't casy anything until T3. On the draw, that's super-dangerous and still not that great on the play.

If you're only choosing four draw spells, I'd pick Think Twice over Inspiration. You end up paying an extra mana for your cards but being able to space out the payments gives a lot more flexibility. I think if you want to play Strix that you should add the full set. I think you could trim one Flesh to Dust and one Banefire or perhaps both copies of Flesh to Dust.

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PostPosted: Tue Nov 11, 2014 11:23 am 
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Hakeem928 wrote:
The curve seems too high for my tastes, so the following advice is based strictly from that viewpoint. If you don't draw one of your two Strixes you can't casy anything until T3. On the draw, that's super-dangerous and still not that great on the play.

If you're only choosing four draw spells, I'd pick Think Twice over Inspiration. You end up paying an extra mana for your cards but being able to space out the payments gives a lot more flexibility. I think if you want to play Strix that you should add the full set. I think you could trim one Flesh to Dust and one Banefire or perhaps both copies of Flesh to Dust.


Normally I'd agree with you...rarely leave home without my full set of Shocks, but I think the novelty of the new cards has led to a lot of people trying midrange decks with slower mana and less aggro. That's what I've seen in the last 24 hours anyway, I'm sure that will eventually change. I'll try out the Thinks Twice and I agree that a Banefire can afford to be cut.

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PostPosted: Tue Nov 11, 2014 3:40 pm 
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2bestest wrote:
Hakeem928 wrote:
Here is my updated Grixis control list post-DLC. The main revisions were cutting the playset of Bolt of Keranos in favor of Resounding Thunder because it's an instant and easier to cast overall. I added Savage Lands instead of Rakdos Guildgate (good call 2best) because I can reasonably expect to see one of them by the time I get to eight mana when the cycling ability of Thunder comes online. I completely removed Flesh to Dust because the cycling on Thunder is very powerful and can kill most things on its own. The only other major changes were in the manabase where the trilands give me extra sources of all my colors and just make the mana better overall, which is always good. I've also discovered the nonsense that is Obelisk of Alara, so I've chopped the Bone Wand and Kozilek to fit them in.

If you like to play control then this is the deck for you. It just kills everything.

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

Grixis Control

A one vs. one deck for Magic 2015.

60 Cards (8 :creature: , 27 :instant: , 25 :land:)

Cost 4 cards
■■■■
Shock
Cost 4 cards
■■■■
Think Twice
Cost 13 cards
■■
Anger of the Gods
■■■■
Auger Spree
■■■■
Resounding Thunder
■■■
Tribute to Hunger
Cost 8 cards
■■■■
Ogre Jailbreaker4/4
■■■■
Inspiration
Cost 1 card
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■
Obelisk of Alara
Cost 2 cards
■■
Rune-Scarred Demon6/6
Land25 cards
■■■
Crumbling Necropolis
■■■
Dimir Guildgate
■■■
Izzet Guildgate
■■■
Savage Lands
1
Island
7
Mountain
5
Swamp


Hakeem you don't think having kozie in for the additional draw and reshuffle is worth the spot?! There are times where it is invaluable. Did you ever get around to testing the traumatic visions in place of the ogres? I think visions is probably my favorite card of the expansion.

I feel like I'm missing something with Kozilek not being in there. Although I had one round where I lost to a Bone Sphinx which made me angrysad that y'all'd decided to take them both out. Still working great. But would the Kozy Bone as apposed to double Obilecks more of a preference? I think you answered my question about the preference for FFA, Hakeem. Thanks :)

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PostPosted: Tue Nov 11, 2014 4:38 pm 
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I've been running the Obelisks over the Wand and Kozilek all day, and honestly the Obelisks provide more utility. It'd be nice to have the ability to heal, for when I need to recover from Tokens, but the brutal beatdowns provided by Angry Gods makes it easier to comeback.

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PostPosted: Tue Nov 11, 2014 5:00 pm 
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I've been running the Obelisks over the Wand and Kozilek all day, and honestly the Obelisks provide more utility. It'd be nice to have the ability to heal, for when I need to recover from Tokens, but the brutal beatdowns provided by Angry Gods makes it easier to comeback.


Replace dimir with arcane sanctum. You're welcome.

Hakeemypoo why have you not done this already?!

EDIT: Oh because of the ogre. Witty you could run visions in place of ogre and run the arcane sanctum.

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PostPosted: Tue Nov 11, 2014 5:28 pm 
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I'd like to have white mana for value, but the Ogre prevents a lot of damage. I don't have much experience with the new metagame, but it seems hostile to this deck right now. This is an anti-aggro deck. I'll test it further once things settle down a bit.

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PostPosted: Thu Nov 13, 2014 1:08 am 
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Anyone tried Elder Mastery in a deck yet? It's work great with Triton Shorestalker and even Cunning Sparkmage. It doesn't specify combat damage afterall, and you could make people discard as soon as they draw. Unless its an instant, they're never playing another card.


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PostPosted: Thu Nov 13, 2014 1:34 am 
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Anyone tried Elder Mastery in a deck yet? It's work great with Triton Shorestalker and even Cunning Sparkmage. It doesn't specify combat damage afterall, and you could make people discard as soon as they draw. Unless its an instant, they're never playing another card.


It is really pricey, that's why I haven't tried messing with it. Hero of Iroas could be nice for it potentially..

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PostPosted: Thu Nov 13, 2014 7:29 am 
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ultimobobo wrote:
Unearth actually runs pretty smoothly. Feel free to try this build but I haven't tested it online yet.

2x hedron crab
Cloudfin raptor
Artful dodge
Think twice
Brackwater elemental
Bident of thassa
Bloodghast
Viscera dragger
Burning inquiry
Hellspark elemental
Kathari bomber

7 islands, 3 swamps, 6 mountains, 3 crumbling necropolis, 2 rakdos guildgate, 2 dimir guild gate


Thanks for this - I played some games but it didn't go well regretfully. I really wanted this deck to do well because I like the theme.

  • With little defence or removal the deck falls back to a full-on aggro damage race however it's hard to build much of any momentum until the mid-to-late game. It almost feels like the deck needs/wants to stall as much as possible early game and use the unearth creatures to deliver the Coup de grâce once the opponent is exhausted (his cards).
  • Any sort of life gain is a serious problem, if it's recurrable life again you may as well walk away.
  • Burning Inquiry is quite good, I'd noticed it's use when I'd previously done some 'unearth deck' research on google so I'd already been experimenting with it.
  • You really want Cloudfin raptor in your opening hand. Of course your opponent will remove it because it's more worrisome than the crab and more vulnerable than the ghast.
  • I feel like undying evil may have a place here and that the self mill sub-theme doesn't actually contribute that much due to lack of mana in the early game.


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PostPosted: Thu Nov 13, 2014 8:05 am 
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Unearth is probably best used as a sub-component of a different main theme. Jund Devour would be able to extract additional value from Unearth creatures without having to include a bunch of bad cards to enable them.

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PostPosted: Thu Nov 13, 2014 11:36 am 
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Yeah, I am not feeling hedron crab here to try and capitalize on unearth..

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PostPosted: Thu Nov 13, 2014 11:44 am 
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Sounds like an unearth deck could probably capitalize on Thassa's Bounty.


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