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PostPosted: Thu Dec 11, 2014 1:44 pm 
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There is a setting in options you have to change to take full advantage of blasting station right? I am being a total nerd today and gonna play the crap out of duels! It has been too long. This build has got me more excited than any other in a LONG time. The other theft decks were too over focused in my opinion and this one looks pretty solid.

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PostPosted: Thu Dec 11, 2014 1:50 pm 
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You have to turn off auto-resolution.

Let me know how it goes, the deck is still new and probably needs some tweaking. More results are always good.

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PostPosted: Thu Dec 11, 2014 2:24 pm 
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bad start :(

1-3 None of the games I could get a blasting station..

First match they won with warstorm surge and the exalted angels.

Second I forget what it was honestly but I lost.

Third was vs a black deck that was far to slow. Only win

Fourth was vs a r/g/w token build. Couldn't compete. Especially with no blasting or cunnings.

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PostPosted: Thu Dec 11, 2014 3:36 pm 
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What do you think would have helped in those losses? Bomb removal? Would drawing a station have been enough?

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PostPosted: Thu Dec 11, 2014 3:45 pm 
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Station would have probably been the difference in the first. Vs the token I don't think it would have mattered ultimately really. Cunning would have been a nice tool there.

Played 3 more matches. 2 of which station was key to winning the other was overrunning the enemy with tokens. Unfortunately the stealing/shifting/blasting has yet to have taken effect in any of my matches yet. Despite having treason in many of my hands.

EDIT: FINALLY! Treason ftw! VS rdw goblins. T2 I cast Krenkos, his tiurn he cast krenkos, my turn I cast rabble all attack he doesn't block, his turn he cast rabble all attack I block one token, my turn I cast treason on his rabble attack all ftw. Had cloudshift in hand that I would have shifted his rabble after attacking had it not killed him..

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PostPosted: Thu Dec 11, 2014 4:25 pm 
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I'm having excellent success with the deck. I had a Spawning player at three life while I had no cards in hand, only a Blasting Station in play, and I'm dead next turn. Enter Triplicate Spirits off the top and I get to sacrifice all three tokens to snag the game. I had planned on winning a turn earlier, but his Liliana's Specter caught my Banefire alone in my hand.

I just played five games (4-1) and I didn't draw a single Treason effect the entire time, nor did I draw Charmbreaker Devils or Mentor of the Meek. I am getting multiple Stations with a Sparkmage in just about every game, though. Weird.

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PostPosted: Thu Dec 11, 2014 5:17 pm 
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I just put in 8 games. Went 6-2.

Lost to Conflux bc they kept jamming.. Exalted Angels! Just like 2bestest said lol.

The other loss was greed. I took a starting hand with Raise the Alarm, Brimaz, 3 white mana and no red.. and I never drew one. He was Boros auras. I had the treasons/cloudshifts to stop him.

There are times when I wish I had more ways to interact with my opponents board.. or another sac outlet for the Treason effects. Maybe its time for some removal.. but just for bombs, we have a lot of ways to deal with smaller creatures. Reprisal?

I put in two Raid Bombardments, and they have been decent. I tend to get them later so far.. I want to see how they are dropped on curve.

OMG.. soooooo much Planar Cleasing and Anger of the Gods!! But I was able to recover well in those matchups.

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PostPosted: Thu Dec 11, 2014 5:20 pm 
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I would run Reprisal over raid bombardment.

In the matches I have played, most all of those that I lost could have been very different had I had a Reprisal available.

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PostPosted: Thu Dec 11, 2014 5:53 pm 
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This deck's answer is to steal bombs, not remove them! I think we need another Portent of Betrayal and maybe a copy of Fling. Let's try to keep the theme intact, shall we? :)

On another note, could we go into Jeskai for Military Intelligence?

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PostPosted: Thu Dec 11, 2014 6:00 pm 
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I think I like this build here in the red/white. I don't want to add more odds for mana issues to muff up early turns.

Still haven't got to steal an opponents creature outside of that one win vs goblins..

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PostPosted: Thu Dec 11, 2014 6:17 pm 
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This deck finishes like a champ. If the game slows down it plinks them to death, or when they think they stabilized the early onslaught with a giant road block you just steal it and kill them with it.

All it takes is a little push in the right direction and Hakeem creates a fun high tier deck. ;P


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PostPosted: Thu Dec 11, 2014 6:45 pm 
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This deck finishes like a champ. If the game slows down it plinks them to death, or when they think they stabilized the early onslaught with a giant road block you just steal it and kill them with it.

All it takes is a little push in the right direction and Hakeem creates a fun high tier deck. ;P


How do I take this? :p

Anyway, the token plan with the Blasting Station and Sparkmage is amazing fun (and strong) but the steal element seems to be just a subtheme. That's okay, though, because there isn't always something to steal. There is, however, always someone's face to burn! Glad you're enjoying it.

EDIT - Been chatting with 2bestest on Steam and we decided to cut Charmbreaker Devils and a copy of Triplicate Spirits to try out 2x Stoneforge Mystic and 1x Avarice Amulet as a way to generate some additional card advantage. I updated the table, above.

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PostPosted: Thu Dec 11, 2014 8:02 pm 
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Hakeem928 wrote:
This deck's answer is to steal bombs, not remove them! I think we need another Portent of Betrayal and maybe a copy of Fling. Let's try to keep the theme intact, shall we? :)

On another note, could we go into Jeskai for Military Intelligence?


The problem isn't one bomb.. it's multiple bombs. This would be fine if we had more sac outlets, but I land a station in only about 60% of games. The deck can deal with bombs a decent amount of the time, but not consistently.

I would totally be down with a blue splash for military intelligence. When I play mentor, he either dies immediately or something else happens. I rarely ever get any draw off of him.. and still the deck does fine. I've even resigned myself to not playing him until I can protect him and STILL he dies everytime.. often to Anger and Cleanse. MI could be the draw we're looking for. That can take the raid Bombardment spot in my deck, with a little land reworking. I don't think it would slow the deck down too much to have some more taplands.. there are no turn 1 plays anyway.

I think losing Charmbreaker is fine. He's not crucial or anything.. especially if we can get cards elsewhere.

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PostPosted: Thu Dec 11, 2014 8:08 pm 
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Yeah, Intelligence could be a thing. It's more difficult to interact with and we can sacrifice the tokens that we send on a suicide run to the Station once the Intelligence trigger is on the stack. I'm going to try to keep it two colors for now with the Mystic/Amulet, but blue is in the back of my mind for sure.

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PostPosted: Thu Dec 11, 2014 8:22 pm 
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Hakeem928 wrote:
Yeah, Intelligence could be a thing. It's more difficult to interact with and we can sacrifice the tokens that we send on a suicide run to the Station once the Intelligence trigger is on the stack. I'm going to try to keep it two colors for now with the Mystic/Amulet, but blue is in the back of my mind for sure.


Mmmm... The lure of blue magic.. now I'm all imagining Switcheroos and Think Twices too. That would end up being Devilwuster's Steal Your Face deck.

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PostPosted: Thu Dec 11, 2014 9:19 pm 
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Hakeem928 wrote:
This deck finishes like a champ. If the game slows down it plinks them to death, or when they think they stabilized the early onslaught with a giant road block you just steal it and kill them with it.

All it takes is a little push in the right direction and Hakeem creates a fun high tier deck. ;P


How do I take this? :p

Anyway, the token plan with the Blasting Station and Sparkmage is amazing fun (and strong) but the steal element seems to be just a subtheme. That's okay, though, because there isn't always something to steal. There is, however, always someone's face to burn! Glad you're enjoying it.

EDIT - Been chatting with 2bestest on Steam and we decided to cut Charmbreaker Devils and a copy of Triplicate Spirits to try out 2x Stoneforge Mystic and 1x Avarice Amulet as a way to generate some additional card advantage. I updated the table, above.


Just ignore it, as I am terrible with emoticons...

The main point is that I have been trying to build something viable for months and you do it in one day. Bravo sir!


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PostPosted: Thu Dec 11, 2014 9:22 pm 
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Give me some more ideas to conquer. We need to stir up some discussion around this place. :D

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PostPosted: Thu Dec 11, 2014 9:29 pm 
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Hakeem928 wrote:
Give me some more ideas to conquer. We need to stir up some discussion around this place. :D


I was thinking about a ramp to Pallisade Giant Aegis Angel combo. I have been messing around with W/G/B ramp and draw into the combo, but there has to be a better way!


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PostPosted: Thu Dec 11, 2014 9:35 pm 
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Hakeem928 wrote:
Give me some more ideas to conquer. We need to stir up some discussion around this place. :D


I was thinking about a ramp to Pallisade Giant Aegis Angel combo. I have been messing around with W/G/B ramp and draw into the combo, but there has to be a better way!


That combo is only good with counterspell protection, IMO. There could be a Bant Control deck there, especially with War Monk now in the pool.

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PostPosted: Thu Dec 11, 2014 10:04 pm 
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Hakeem928 wrote:
Give me some more ideas to conquer. We need to stir up some discussion around this place. :D


I was thinking about a ramp to Pallisade Giant Aegis Angel combo. I have been messing around with W/G/B ramp and draw into the combo, but there has to be a better way!


I had a G/W deck that was pretty good which featured that combo. Pretty simple stuff.. ramp into the best green tramplers, and the best white flyers. Had a bunch of good white removal too.. and Kozilek. Draw with Wall of Omens/Elvish Visionary/Hunter's Prowess. Recovery with Baneslayer/Pelakka/Resolute Archangel.

That combo didn't come into play that often.. but when it did, it was pretty OP. It was also totally 'win more.'

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