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PostPosted: Wed Nov 26, 2014 6:16 am 
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I would swap reprisal for angelic edict, it is so much better.


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PostPosted: Wed Nov 26, 2014 7:49 am 
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swobeas wrote:
OK guys, I will give the priest a go :)

here is the new cut:

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

Seance Revenge

A deck for Magic 2015.

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

Color 21 cards
■■■■
Cloudshift
■■■■
Lone Missionary2/1
■■
Reprisal
■■■
Wall of Omens0/4
■■■
Banisher Priest2/2
■■
Séance
■■
Planar Cleansing
Resolute Archangel4/4
Color 6 cards
■■■
Phyrexian Rager2/2
Shadowborn Demon5/6
■■
Rune-Scarred Demon6/6
Color 7 cards
■■■
Shock
■■
Anger of the Gods
Inferno Titan6/6
Warstorm Surge
Colorless26 cards
■■■
Darksteel Ingot
■■■■
Boros Guildgate
■■■■
Orzhov Guildgate
■■■■
Rakdos Guildgate
4
Mountain
4
Plains
3
Swamp


so finally the last creature without a ETB-effect got kicked :smirk:


I wasn't saying you should run the priest, was just making an addition to mastercard's statement.

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PostPosted: Wed Nov 26, 2014 10:39 am 
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I wish we had fiend hunter over priest, it would awesome with all the sac outlets and cloudshift.


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PostPosted: Wed Nov 26, 2014 3:10 pm 
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Yeah lol

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PostPosted: Sat Nov 29, 2014 11:58 am 
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3 x Wall of Omens
1 x Brimaz, King of Oreskos
1 x Baneslayer Angel
2 x Angelic Edict
2 x Planar Cleansing
2 x Ulcerate
2 x Dead Weight
2 x Tribute to Hunger
4 x Phyrexian Rager
3 x Ogre Jailbreaker
2 x Graveborn Muse
1 x Shadowborn Demon
2 x Rune-Scarred Demon
1 x Griselbrand
3 x Shock
2 x Anger of the Gods
1 x Stormbreath Dragon
1 x Inferno Titan
1 x Obelisk of Alara


5 x Plains
4 x Swamps
4 x Mountains
3 x Rakdos Guildgate
4 x Boros Guildgate
4 x Orzhov Guildgate


Been awhile since I've played some DOTP2015.. this is the list i've been tweaking for a little bit, biggest changes I've made since I last posted was cutting alot of fat to make room for the 4 ragers, which I agree are necessary to filter through your deck and was a big up.

Not too far off from 2bestest's end of days list, with the biggest exceptions just trading the ingots for orge jailbreaker for a more mid range feel and a different removal package. I still kept a couple Ulcerates because I love the instant'ness that can lead to blow out situations.

I've also jammed a single Obelisk of Alara incase games go too long, since at least 2 modes we can activate are exactly what we would want to be doing anyway, although I've never felt pressured to need it yet (could just be opponent quality)

Easily my favorite deck though, I love these colors


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PostPosted: Sat Nov 29, 2014 1:45 pm 
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You can easily replace boros guildgate with the naya land, orzhov land for esper land and rakdos for grixis land. Makes obelisk much better. I think that outweighs attacking with jailbreaker.


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PostPosted: Sun Nov 30, 2014 11:09 am 
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End of Days is my favorite build too (I know you said yours is your favorite but it doesn't stray far from mine)

My original build has the ogres but they eventually got cut for the new version. With the early removal options available to us in these colors, I chose to focus on those and mass removal to deal with things until I can get my big boys dropping. Thus I opted out of Ogre and haven't felt the need to have him since.

When I did have him, I didn't have the draw options available to me that I have now. The ragers, muse, rune-scarred and omens, really help to tie my deck together and almost always assure I can get what I need. (Grisel is my #1 go to with rune-scarred.)

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PostPosted: Fri Feb 06, 2015 1:16 pm 
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Watching Hakeem's Aura deck video I realized that I never managed to make a successful Heroic deck. Have any of you made one with decent success? We have Hero of Iroas, Satyr Hoplite, Tormented Hero and Agent of the Fates. There are also some other cards that you probably add like Goblin Rabblemaster, Brimaz, King of Oreskos, Mentor of the Meek and possibly Brood Keeper . For triggering Heroic there is some decent selection like; Coordinated Assault, Gods Willing, Ordeal of Heliod, Cutthroat Maneuver, Swift Justice, Nimbus Wings, Furor of the Bitten, Asha's Favor, Deviant Glee and Maniacal Rage to name a few.


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PostPosted: Fri Feb 06, 2015 8:42 pm 
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I also have an Orzhov Heroic deck that I play semi-regularly with Hero/Hero/Agent. I don't think the mana is good enough for a three-color Heroic deck in this format, though.

I think this is my current list, but I'd have to check the in-game editor to be sure.

http://forum.nogoblinsallowed.com/viewtopic.php?f=50&t=4686&start=200#p216211

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PostPosted: Fri Feb 06, 2015 9:16 pm 
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I've been trying to make a good Mardu Heroic deck since the game dropped, and the main issue is that Heroic cards are mainly cheap and aggressive, and going to triple colours (without even a triple land) just makes you very slow and inconsistent early on.

And when you do get going, you find the Black offers very little extra over a Boros build. Certainly not enough to offset the slowness of the start.


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PostPosted: Sat Feb 07, 2015 5:10 pm 
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[manapie 90 w -u b r -g][/manapie]

Mardu Heroic

A one vs. one deck for Magic 2015.

60 Cards (18 :creature: , 21 :instant: , 21 :land:)

Creature18 cards
■■■■
Satyr Hoplite1/1
■■■
Tormented Hero2/1
■■
Hero of Iroas2/2
■■
Agent of the Fates3/2
■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Goblin Rabblemaster2/2
■■
Mentor of the Meek2/2
Spell21 cards
■■■
Coordinated Assault
■■■■
Deviant Glee
■■■■
Gods Willing
■■■■
Shock
■■■
Nimbus Wings
■■■
Ordeal of Heliod
Land21 cards
■■■■
Boros Guildgate
■■■■
Orzhov Guildgate
■■■■
Rakdos Guildgate
3
Mountain
3
Plains
3
Swamp


Needs better mana (which really just doesn't exist), but it can work. You need to be really aggressive/risky with your mulligans. The deck can potentially get there off of 1-2 land starting hands and I have won a couple of games with only 2 mana on the field. Tap-lands on T1-T2 are annoying but often don't slow the deck down enough to be a consistent problem because of the low cost of most of the deck (playing a tap-land on T1 isn't as terrible when you can play a Satyr or Hero on T2 and still potentially have mana open to slap Deviant Glee on it the same turn, or save it with God's Willing, or block and Coordinated Assault, or Shock an opponents creature, etc).

Brimaz and Agent of Fates in the same deck with this mana can be a pain, but with Brimaz being a 1 of and Agent being a 2 of, it doesn't happen often when you get them both in hand at once and need to try and work for BOTH :w::w: and :b::b: on T3.

The only thing I am iffy on in terms of makeup is Banisher Priest. It is more removal, and the deck has a decent number of ways to protect it from removal (Gods Willing and Aura putting it out of burn range). It also serves as another target for your Auras. The :w::w: can certainly be annoying though, and I think its place may better be taken by some other sort of cheap aggressive creature.

To be completely honest with you. I think this build has the potential to be more powerful than all of the more typical 2 color Heroic lists (Boros/Rakdos/Orzhov). It can potentially be faster, goes bigger, and seems more resilient.

The sad fact though is that because of the mana being in the state it is the deck cant take advantage of these things and ends up just being decent. I think it is honestly more powerful than the 2 color decks, but the lack of consistency makes it fall behind them in the long run.

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PostPosted: Sun Feb 08, 2015 3:33 am 
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Have been playing around with this a bit more and I have to say it isn't a complete pile of garbage, even with the mana issues.

Some of the stuff this deck has the potential to do is pretty stupid.

T2: Cast Hero of Iroas.

T3: Cast Deviant Glee on Hero of Iroas triggering Heroic.

Hero of Iroas becomes a 5/4 with :r: "gain trample until EoT".

Cast Ordeal of Heliod (which now costs :w:) on Hero of Iroas triggering Heroic.

Hero of Iroas becomes a 6/5 with :r: "gain trample until EoT".

Attack with Hero of Iroas triggering Ordeal of Heliod.

Hero of Iroas becomes a 7/6 with :r: "gain trample until EoT".

Ordeal of Heliod is triggered again by Hero having 3 or more +1/+1 counters. Sacrifice Ordeal of Heliod. Gain 10 life.

One mana potentially left open, giving the option to:

A.) Cast another Aura before attacking. Since Deviant Glee costs :b: and with Hero of Iroas in play, Ordeal of Heliod and Nimbus Wings both cost :w:. In scenarios where your opponent is tapped out and has an open board before attacking so you neither expect blocks or removal/tricks.

B.) Use any number of the multitude of tricks you have in the case of the opponent having blockers. Coordinated Assault or the Trample effect of Deviant Glee both costing :r: or potentially using Gods Willing make your creature unblockable for the turn for :w:.

C.) Keep Gods Willing in hand to play in response to removal/bounce to save your creature and potentially end the game right there for :w:. Most likely be best play here.

D.) Shock an opponents creature to push damage through, or save the Shock to burn them in the face on their EoT to keep the pressure up for :r:.

E.) Play another 1 mana Heroic creature (Satyr/Tormented Hero) for :r: or :b:

The mana is by all means pretty terrible, but the power level is definitely there if the time ever comes when we can make it more stable.

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PostPosted: Sun Feb 08, 2015 8:43 am 
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Mana consistency is one of the most important aspects of deck construction to me, I don't think the deck is playable. The list looks great, don't get me wrong, but only if you can cast your spells. If we had shocklands then three-color aggro decks like this would certainly be a lot more viable, but I'm not sure enabling aggro decks to play more colors would be good for the metagame.

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PostPosted: Sun Feb 08, 2015 3:02 pm 
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Hakeem928 wrote:
Mana consistency is one of the most important aspects of deck construction to me, I don't think the deck is playable. The list looks great, don't get me wrong, but only if you can cast your spells. If we had shocklands then three-color aggro decks like this would certainly be a lot more viable, but I'm not sure enabling aggro decks to play more colors would be good for the metagame.


Sub-Optimal? Certainly!

Unplayable? Hardly.

I went 5:3 using this list just last night.

Being able to cast our spells isn't nearly as difficult as you may expect. Considering that the vast majority of the deck costs so little. Outside of a few rare draws (Brimaz/Agent/Banisher Priest) you can often get by using just a single one of each color source.

Rakdos Gate + Boros Gate, or Rakdos Gate + Orzhov Gate, or Boros Gate + Orzhov Gate is often enough to allow you to play whatever you have in your hand at the time outside of maybe the :w::w: and :b::b: cards, which are low enough in numbers to not be TOO clunky.

The only real issue the mana causes is that it often slows down your T1/T2, which is usually a big issue for aggro decks. That said, the deck has a good amount of ways to push damage through, so stalling out a little on T1/T2 isn't a complete death sentence. The deck has access to a decent amount of Evasion (Nimbus Wings, Gods Willing, Deviant Glee, and to a certain extent Coordinated Assault). It has Shocks, Banisher Priest, and Agent of Fates Heroic triggers to clear the way to push damage through. It also has Shock and Tormented Hero Heroic triggers to help push damage through.

These things make stalling out a little early on a bit less of a concern. Those first few turns aren't quite as integral here when the deck still retains the ability to close out games once the game has gone on for awhile and the board has been clogged up.

The difference between dropping Satyr or Tormented Hero on T1 and dropping it on T2 is admittedly significant. That said, I have still been able to win games (some of which were quite one-sided) spending my first 3 turns playing tap-lands. The cheap cost of the majority of the deck helps to make this possible. Have to play a tap-land on T2 isn't so bad when you can often do so and still play a threat that turn. Playing a tap-land on 3 isn't quite as bad when you can still often cast just about any combination of 2 threats/tricks/auras/shocks that turn.

Aggressive mulligans also help to make a huge difference. The deck can go all the way off of just 2 lands with relative ease, so not being afraid to risk taking 1 land hands can make a huge difference. True, there are times where you have to put yourself down a card or two to make sure you have the colors you need for the cards in your hand (like a hand with 2x Tormented Hero, 2x Deviant Glee, and no :b: sources), but these sorts of hands seem to occur less often than even I initially expected, especially since most of the deck only needs a single source of that color to cast. Making it a little easier on the conscious to take mulligans that contain a card or two you cant cast right away, since you know all you have to do to cast it is draw into a single source of that color.

A hand of 1 tap-land, 1 threat, 1 Gods Willing, and 2 Heroic enablers is often enough to get there by itself against a lot of decks as sad as it sounds. The scary thing is that a lot of times it isn't even necessary for the second land you draw to come in untapped, or even hit your 3rd color for something like this to go all the way.

I wont sit here and try and argue that the deck is Tier 1 or anything, because that is just silly.

I will say though that is certainly IS a playable list even with the mana issues. I will also venture to say that the deck has a higher ceiling in terms of power level than any of the 2 color Heroic lists and is only really hampered by the fact we just don't have the mana to make it so.

Or to be more concise.

2 color Heroic decks are currently better than Mardu Heroic, but only because Mardu Heroic doesn't have the mana to make the deck function like it really SHOULD.

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PostPosted: Sun Feb 08, 2015 3:21 pm 
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I didn't say it was unplayable but rather that I didn't think it was playable. A minor semantic difference. :)

I mean, I think the list looks great as I said. I just wouldn't be able to play it because bad mana frustrates the hell out of me. So in that respect, it is unplayable (to me).

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PostPosted: Sun Feb 08, 2015 3:40 pm 
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Hakeem928 wrote:
I didn't say it was unplayable but rather that I didn't think it was playable. A minor semantic difference. :)

I mean, I think the list looks great as I said. I just wouldn't be able to play it because bad mana frustrates the hell out of me. So in that respect, it is unplayable (to me).


Ah! No problem.

I sort of feel the same way about playing some of the more combo oriented decks in this game (like infinite turn stuff). Playing a combo deck without any sort of good tutor effects (well, Runescarred, but 7 cmc ugh) gets me pretty frustrated. Nothing like dieing as your deck cycles through weenies all day trying to get the piece or pieces you need.

To be honest with you, I have had a lot of fun playing this deck so far, but I can definitely see how some people would be very turned off by something like this specifically because of the mana (like yourself).

Mulligan choices become much more tight. The deck can not afford as much to take bad hands, but you have to be willing to make choices you may otherwise not make (like taking 1 land hands, or hands containing a card or two you don't have the sources to cast).

Order of play becomes much tighter as well, because you have to always pay attention to what mana you have available. Playing the wrong land at the wrong time can completely screw you at times. Playing cards without paying attention to what mana you have on the table can often lead to situations where you can can't use that Gods Willing in your hand to save your creature when you need to because you tapped that Orzhov Gate to play a Deviant Glee or whatever.

I can certainly understand why something like this isn't where people want to be, and you wouldn't be seeing me playing this list in a tournament anytime soon haha. :D

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PostPosted: Tue Feb 10, 2015 1:00 am 
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[manapie 90 w -u b r -g][/manapie]

Creme de le Mardu

A deck for Magic 2015.

60 Cards (21 :creature: , 15 :instant: , 24 :land:)

Cost 3 cards
■■■
Shock
Cost 3 cards
■■■
Wall of Omens0/4
Cost 13 cards
Brimaz, King of Oreskos3/4
■■■
Cunning Sparkmage0/1
■■
Goblin Rabblemaster2/2
■■
Mentor of the Meek2/2
■■
Anger of the Gods
■■■
Auger Spree
Cost 2 cards
■■
Graveborn Muse3/3
Cost 5 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
■■■
Angelic Edict
Cost 2 cards
Inferno Titan6/6
Planar Cleansing
Cost 4 cards
■■
Rune-Scarred Demon6/6
■■
Siege Dragon5/5
Cost 1 card
Griselbrand7/7
Cost 3 cards
■■■
Suffer the Past
Land24 cards
■■■■
Boros Guildgate
■■■■
Orzhov Guildgate
■■■■
Rakdos Guildgate
5
Mountain
3
Plains
4
Swamp


Hey guys just wanted to share my anti token anti gy recursion deck with you all. I made this deck during the first two weeks of the game and it has evolved constantly with me. The mana base is explained by 22 red mana symbols 38% ie 5 mana, 20 black mana symbols 34% ie 4 mana and lastly 16 red mana symbols 28% ie 3 mana. The deck uses 5 board wipes and repeat burn with cunning sparkmage to get rid of tokens and uses suffer the past for finishing damage and exiling monsters to fight spider spawning or cards like timewarp and cloudshift. Have a look and let me know what you guys think. The mana is pretty high at the end but i have 3 walls + mentor + graveborn muse for draws and throwing in all 12 dual lands gives it consistency.

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PostPosted: Mon Feb 23, 2015 3:55 pm 
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Quote:
[manapie 90 w -u b r -g][/manapie]

End of Days

A deck for Magic 2015.

60 Cards (17 :creature: , 19 :instant: , 24 :land:)

Cost 7 cards
■■■
Dead Weight
■■■■
Shock
Cost 5 cards
■■■
Wall of Omens0/4
■■
Reprisal
Cost 12 cards
■■■■
Phyrexian Rager2/2
■■
Anger of the Gods
■■■
Darksteel Ingot
■■■
Tribute to Hunger
Cost 2 cards
■■
Graveborn Muse3/3
Cost 3 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■
Planar Cleansing
Cost 3 cards
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 1 card
Griselbrand7/7
Land24 cards
■■■■
Boros Guildgate
■■■■
Orzhov Guildgate
■■■■
Rakdos Guildgate
4
Mountain
4
Plains
4
Swamp


Edited to include my 1 card change since the card pack dropped!


Felt overall Whispering is better here than Kozie is. Though I really want them both!

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PostPosted: Sun Mar 08, 2015 9:40 am 
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Got an idea for a heroic-ish deck with a focus on the rage-quit-inducing combo of first strike and deathtouch. It started in Rakdos, but I really wanted Asha's Favor, so splashed into white and grabbed some other great value cards aswell.

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

First Touch

A deck for Magic 2015.

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

Cost 13 cards
■■■■
Pharika's Chosen1/1
■■■
Coordinated Assault
■■■■
Deviant Glee
■■■■
Undying Evil
Cost 2 cards
■■
Hero of Iroas2/2
Cost 21 cards
■■
Agent of the Fates3/2
Brimaz, King of Oreskos3/4
■■■■
Giant Scorpion1/3
■■
Goblin Rabblemaster2/2
■■■■
Asha's Favor
■■■■
Galvanic Arc
■■■■
Lightning Talons
Cost 1 card
Baneslayer Angel5/5
Land23 cards
■■■
Arcane Sanctum
■■■■
Boros Guildgate
■■■
Orzhov Guildgate
■■■
Rakdos Guildgate
2
Mountain
5
Plains
7
Swamp


Only played a few games, and it is kind of fun. :) Though, it feels like a one trick pony, and can't do much vs removal or other first strikers.
Thoughts and suggestions are very welcome! :D

Edit1:
-4 Undying Evil
+4 Gods Willing

Kind of obvious change, in retrospect.

Reeeeally missing some draw here though. It is pretty aggressive, but putting all my eggs (auras) in one basket (creature), makes it so easy to make me lose tempo. So I need to keep the dudes and dudelettes and their omelettes (!??) coming. So mentor is probably the way to go here.

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PostPosted: Sun Mar 08, 2015 10:18 am 
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Kjersleif wrote:
Got an idea for a heroic-ish deck with a focus on the rage-quit-inducing combo of first strike and deathtouch. It started in Rakdos, but I really wanted Asha's Favor, so splashed into white and grabbed some other great value cards aswell.

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

First Touch

A deck for Magic 2015.

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

Cost 13 cards
■■■■
Pharika's Chosen1/1
■■■
Coordinated Assault
■■■■
Deviant Glee
■■■■
Undying Evil
Cost 2 cards
■■
Hero of Iroas2/2
Cost 21 cards
■■
Agent of the Fates3/2
Brimaz, King of Oreskos3/4
■■■■
Giant Scorpion1/3
■■
Goblin Rabblemaster2/2
■■■■
Asha's Favor
■■■■
Galvanic Arc
■■■■
Lightning Talons
Cost 1 card
Baneslayer Angel5/5
Land23 cards
■■■
Arcane Sanctum
■■■■
Boros Guildgate
■■■
Orzhov Guildgate
■■■
Rakdos Guildgate
2
Mountain
5
Plains
7
Swamp


Only played a few games, and it is kind of fun. :) Though, it feels like a one trick pony, and can't do much vs removal or other first strikers.
Thoughts and suggestions are very welcome! :D


Was fun to play against. Would have been better if warp world had ended up in my hand!


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