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PostPosted: Sat Nov 15, 2014 12:28 am 
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[manapie 90 -w -u b r g][/manapie]

Jund Lord

A deck for Magic 2015.

60 Cards (23 :creature: , 13 :instant: , 24 :land:)

Creature23 cards
■■■■
Young Wolf1/1
■■■■
Elvish Visionary1/1
■■■
Sprouting Thrinax3/3
■■■
Paragon of Eternal Wilds2/2
■■■■
Gorger Wurm5/5
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Inferno Titan6/6
■■■
Pelakka Wurm7/7
Spell13 cards
■■■
Ground Assault
■■■■
Auger Spree
■■■■
Cultivate
■■
Hall of Triumph
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
5
Mountain
5
Swamp


This is a Jund deck focusing on 5 lord effects for green, it works really well.

I've left out stormbreath dragon although he could find a place here. Once a gorger and a pelakka wurm is out, with one or two lord effects the opponent starts to sweat.

There is no dedicated devour theme, it just gives more options. Any opinions are appreciated, but I'm generally sticking with the lord theme for this deck


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PostPosted: Mon Nov 17, 2014 7:23 pm 
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So I needed a little spice in my Spider Spawning deck. The black-green list just feels a little too simple (although consistent), so threw in some Bushwhackers to combo off with Spiders. I also wanted to get a feel for how Burning Inquiry plays as a card. Verdict: I still am unsure how to evaluate its performance.

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

Untitled deck

A one vs. one deck for Magic 2015.

60 Cards (33 :creature: , 6 :instant: , 21 :land:)

Creature33 cards
■■■
Elvish Pioneer1/1
■■■■
Goblin Bushwhacker1/1
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■■
Necromancer's Assistant3/1
■■■■
Phyrexian Rager2/2
■■■
Gravedigger2/2
Vengevine4/3
■■■■
Viscera Dragger3/3
Mycoloth4/4
■■■
Nemesis of Mortals5/5
Spell6 cards
■■■
Burning Inquiry
■■■
Spider Spawning
Land21 cards
■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
2
Mountain
3
Swamp


It feels pretty greedy as a deck, but also pretty enjoyable to combo off. Basically you cycle-cycle-cycle to sculpt your hand then start dumping things while attacking/blocking aggressively as you go to help fill up the 'yard. Seven mana is the sweet spot to play Spawning+Bushwhacker from your hand. It's a lot so Elvish Pioneer can help you get there a little faster. While the combo is the main gameplan, you can get pretty aggressive pre-Spawing with unearthing Draggers or attacking and Bushwhacking with your other dorks in play.

So while a fun little deck, I am still tweaking. Like I said before the deck break, I have a hard time evaluating Burning Inquiry. It acts as another dredge source, and can sometimes disrupt your opponent, but it feels like you need to pray to the RNG gods as you cast it. If it comes to getting cut, I'm looking at adding another land, the last Elvish Pioneer, or possibly Hellspark Elemental to have more aggression.

I'll take improvements on the manabase as well. I just kind of threw it together.


Last edited by brodo on Sat Nov 22, 2014 11:08 am, edited 1 time in total.

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PostPosted: Tue Nov 18, 2014 9:58 am 
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I edited my Jund Devour deck to "fix" the manabase a bit.

Originally I didn't have any issue, but recently I lost several matches just because I wasn't getting any black mana early... The deck has few black cards, but all 3 drops have black mana in their cost and it's crucial to drop them on time. Not being able to cast them can be fatal.

I don't like running so many taplands but I guess this is a necessary evil when playing 3 colors without cultivate, so here is the change: -1 Forest, -1 Mountains, +1 Golgari Guildgate, +1 Rakdos Guildgate.

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PostPosted: Wed Nov 19, 2014 2:28 am 
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beeswax wrote:
DECK "Jund Lord"
This is a Jund deck focusing on 5 lord effects for green, it works really well.

I've left out stormbreath dragon although he could find a place here. Once a gorger and a pelakka wurm is out, with one or two lord effects the opponent starts to sweat.

There is no dedicated devour theme, it just gives more options. Any opinions are appreciated, but I'm generally sticking with the lord theme for this deck


this one seems to be working well for me - won about 4/6 games played:

Image

However I changed the gorger worms for hydras, and put in two reclamation sages at the cost of a wolf and elvish visionary for some enhancement removal.

EDIT: that's an 18/18 Myco behind that Forest :)


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PostPosted: Thu Nov 20, 2014 9:28 am 
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Hi

This is my first post in the forum and my first deck.
I love to steal creatures, so I base this deck on this

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

Steal And Explode

A deck for Magic 2015.

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

Creature16 cards
■■■■
Corpse Blockade1/4
■■■■
Kathari Bomber2/2
■■■
Sprouting Thrinax3/3
■■
Scavenger Drake1/1
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Spell21 cards
■■■■
Fling
■■■■
Krenko's Command
■■■■
Act of Treason
■■■
Blasting Station
■■■■
Chorus of Might
■■■■
Portent of Betrayal
Land23 cards
■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
3
Forest
7
Mountain
4
Swamp


I am 6/2 online at the moment.

I still need to do a fine tuning on the lands. I would like to reduce the number of gates.

I am having my doubts with the following cards:

Scavenger Drake - Quite slow and expensive for this deck. Also weak before it start growing. I haven't use it a lot on my online games. Maybe change it with Rockslide elemental or Goblin Rabblemaster.
Chorus of Might - It is a good trick to give Kresh or other fatties trample, but maybe there is something else.

Apreciate your comments and suggestions.

Cheers



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PostPosted: Sat Nov 22, 2014 3:39 pm 
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I've updated Jund Midrange post-expansion. It was a straight swap from Auger Spree to Resounding Thunder and the manabase got tweaked as a result of the trilands.

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PostPosted: Sat Nov 22, 2014 4:53 pm 
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I hate to see augre go. It kills the early threats that are out of range of shocks/anger of the gods/resounding and can be crucial to the survival into late game as well as becoming a wincon late game in its ability to pump a big boy.

I see the benefit of resounding but I worry about the reach that augre grants missing from the early game survivals.

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PostPosted: Sat Nov 22, 2014 5:00 pm 
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I didn't ever use the pump mode, so I don't miss that. Auger is better against War Monks and Brimaz, but Thunder hits most of the relevant targets and the uncounterable six damage plus a card is just too much upside to ignore. For every Brimaz I lose to I'll wish I had Spree, but I think I win more by including Thunder because it's always relevant. And it can go straight the face, which Spree can't.

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PostPosted: Sat Nov 22, 2014 5:20 pm 
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My main thought however is that this deck usually does well if it makes it to the late games. This is why I feel the extra reach on augre is greater than the late game potential of resounding here when the deck is built ALREADY to excel at that point ANYWAY. You're removing a VERY helpful tool (even more so post-expansion), to help survive into the later rounds where this deck wins at already.

Lets not forget about the two exile angels and the two new artifact fliers..

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PostPosted: Sat Nov 22, 2014 5:53 pm 
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I have no qualms about casting Thunder in the early game, but later on it hits more targets, can go to the face, and is uncounterable. It just does so much more.

Don't forget that I'm running Ground Assault here for those X/4s.

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PostPosted: Sat Nov 22, 2014 6:21 pm 
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As one who did play your previous build a LOT I feel like the early utility of augre is something you strongly should consider and the ground assualt saved for bigger guys. I just know from my experience that the cycling isn't going to kill much that the augre wont. Except for baneslayer, inferno, and runescarred. Considering two of those are a 1 of, and ground assualt will handle those as well as others, I still feel augre has its place here.

I haven't tested the change of using resounding yet, just stating what I experienced playing previously, it is VERY important the deck can LAST to the the later rounds which augre assures it far more. It is apparent that removing them for resounding lowers that survival to late games a little. This is something I feel should be strongly considered, especially considering the number of 4deff creatures that have been added now.

Have you tested this change significantly? I can see the value of resounding, but I feel it is REALLY important to consider the desperation in surviving to the later rounds that this decks needs to survive to to win.

Remember when I was testing End of Days after expansion? I tried all kinds of changes but ultimately resounding couldn't fit anyway no matter how much I wanted it to because I needed the pieces I had in place that helps get to the late game. Getting to the late game I feel is a truly important factor to consider with this amazing build you have here. And since you can use augre to win games ALSO, I think you shouldn't write it off yet. (Not saying you did so)

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PostPosted: Sat Nov 22, 2014 6:28 pm 
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In the early game, the two cards are nearly identical in their ability to kill stuff in this metagame. Outside of Brimaz and War Monk, there just isn't a lot that Spree hits that Thunder's base mode doesn't. I'm still going to be killing Mentors, Rabblemasters, Talrands, Guildmages et al. I can also use Ground Assault a bit more freely on those four-toughness targets now because once I get Thunder's cycling online, I can use it to take out the Baneslayers and Demons that I would previously have required Ground Assault to deal with.

I just happen to think that the overall upside of Thunder is just too huge. In the early game it's almost completely as good but in the late game it's thoroughly much more ridiculous. I don't think I have ever needed or used the pump mode, that's not even a consideration for me.

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PostPosted: Sat Nov 22, 2014 6:43 pm 
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Hakeem928 wrote:
In the early game, the two cards are nearly identical in their ability to kill stuff in this metagame. Outside of Brimaz and War Monk, there just isn't a lot that Spree hits that Thunder's base mode doesn't. I'm still going to be killing Mentors, Rabblemasters, Talrands, Guildmages et al. I can also use Ground Assault a bit more freely on those four-toughness targets now because once I get Thunder's cycling online, I can use it to take out the Baneslayers and Demons that I would previously have required Ground Assault to deal with.

I just happen to think that the overall upside of Thunder is just too huge. In the early game it's almost completely as good but in the late game it's thoroughly much more ridiculous. I don't think I have ever needed or used the pump mode, that's not even a consideration for me.


Don't forget the aforementioned angels and artifact fliers. Have you been testing the change yet?

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PostPosted: Sat Nov 22, 2014 6:48 pm 
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I've played about five games tonight only losing to mono-red and haven't noticed a difference, nor have I seen those cards much in my testing with four-color control.

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PostPosted: Sat Nov 22, 2014 6:53 pm 
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I will be monitoring your findings. Here on steam I see the angels and artifacts fairly frequently.

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PostPosted: Tue Nov 25, 2014 2:31 am 
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brodo wrote:
So I needed a little spice in my Spider Spawning deck. The black-green list just feels a little too simple (although consistent), so threw in some Bushwhackers to combo off with Spiders. I also wanted to get a feel for how Burning Inquiry plays as a card. Verdict: I still am unsure how to evaluate its performance.

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

Untitled deck

A one vs. one deck for Magic 2015.

60 Cards (33 :creature: , 6 :instant: , 21 :land:)

Creature33 cards
■■■
Elvish Pioneer1/1
■■■■
Goblin Bushwhacker1/1
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■■
Necromancer's Assistant3/1
■■■■
Phyrexian Rager2/2
■■■
Gravedigger2/2
Vengevine4/3
■■■■
Viscera Dragger3/3
Mycoloth4/4
■■■
Nemesis of Mortals5/5
Spell6 cards
■■■
Burning Inquiry
■■■
Spider Spawning
Land21 cards
■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
2
Mountain
3
Swamp


...


My thoughts... This deck plays very well, but... I'd suggest

-3 Elvish Pioneer
-4 Goblin Bushwacker
-1 Gravedigger

+3 lands
+1 Mycoloth
+2 Ogre Battledriver
+1 Burning Inquiry
+1 Stormbreath Dragon?

These changes improve consistency imo, and keep in the spirit of what you were trying to do. I have not tested them yet, though, so I may come back to this later.

If you MUST keep the bushwackers... Leave out the 3 extra lands (I guess) and the dragon. The Pioneers do nothing in the build, you don't have enough land for them to add any real value. Plus what are you ramping to? All of your big cards get better the more turns you wait to play them.


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PostPosted: Mon Dec 08, 2014 6:46 pm 
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[manapie 90 -w -u b r g][/manapie]

Beast Spiders

A one vs. one deck for Magic 2015.

60 Cards (31 :creature: , 6 :instant: , 23 :land:)

Cost 4 cards
■■■■
Goblin Bushwhacker1/1
Cost 14 cards
■■■■
Child of Night2/1
■■■■
Elvish Visionary1/1
■■■
Hellspark Elemental3/1
■■■■
Satyr Wayfinder1/1
■■
Treasured Find
Cost 6 cards
■■■■
Necromancer's Assistant3/1
■■
Beastmaster Ascension
Cost 9 cards
■■■■
Gravedigger2/2
Vengevine4/3
■■■■
Viscera Dragger3/3
Cost 3 cards
■■■
Spider Spawning
Cost 1 card
Rune-Scarred Demon6/6
Land23 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
3
Mountain
4
Swamp


I need sugestions to improve this deck, the idea is - Spider - to Beastmaster and WIN! Bushwacker in case i already have beastmaster in play, i want the element of surprise its fun.
So how can i improve this and have the surprise element yet?

Some cards choices:
- Child of Night - Help me vs agroo/rdw/goblins, this deck have a littel problem vs this decks
- Treasure Find, in case i mill Besastmaster Ascension
- Rune Scarred-Demon - a body/a card that u need (beastmaster, Spider or bushwhacker)

PS: sorry for my horrible english but i think everyone can understand what i try to say :P


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PostPosted: Mon Dec 08, 2014 9:38 pm 
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Jester: The list looks pretty good.

My thoughts:

-4 Gravedigger

+1 Treasured Find
+2 Nemesis of Mortals
+1 Rune Scarred Demon

I also think you can cut 2 red guild gates and add some regular land.

You don't need a full set of Gravediggers here.. in your list, there's only one creature worth getting out of the graveyard.. Rune Scarred. I think doubling up on Treasured Finds will do the job nicely, as will doubling up on Rune Scarred Demons. Nemesis of Mortals gives you a few big bodies to harass your opponent with.. with cheap monstrosity.

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PostPosted: Tue Dec 09, 2014 8:20 am 
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I've moved the original post from BloodyJester to this thread, than saw he already re-posted it, so I've deleted it.

Thanks all

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PostPosted: Wed Dec 10, 2014 10:59 am 
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[card]Ogre Battldriver[/c] fits nicely here as well. Consider this line:
t1 savage lands
t2 wayfinder
t3 Necromancer's assistant
t4 battledriver
t5 spider spawning ftw!


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