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PostPosted: Tue Dec 09, 2014 8:56 am 
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I think your 16-land version is pushing it way too far, KG. I wouldn't run any three-drops with that little mana and Inferno Fist is just bad. I like the 19-land version with Hall of Triumph instead of those Fists.

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PostPosted: Tue Dec 09, 2014 9:16 am 
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i disagree, just for the fact that this is dotp, and you get a free mulligan. 2 land hands are frequent, 3 land hands usually mean you will be drawing gas the rest of the game.


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PostPosted: Tue Dec 09, 2014 10:55 am 
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knar-gnar wrote:
i disagree, just for the fact that this is dotp, and you get a free mulligan. 2 land hands are frequent, 3 land hands usually mean you will be drawing gas the rest of the game.



In DOTP you are also not digging yourself out of a land screw. If you are not hitting that 2nd land quickly you are toast. However, I will say though that I have played with decks with just 16 lands and they do work.


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PostPosted: Wed Dec 10, 2014 9:38 am 
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I cut 2 inferno fist for 2 mountain. The deck has been running smoother, allowing me to hit the 3rd and even 4th lands when crucial.


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PostPosted: Sat Dec 13, 2014 7:02 pm 
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I think hellspark elemental is decent, but not great in this kind of deck.
If you have the choice of playing it on turn two versus playing a permanent creature (or a Krenko's command), the latter is usually the better option since it lets you have more stuff on the board the next turns. So it seems best to save the elemental as the last creature you play; but at that point, the opponent might already have resolved a baneslayer or a spider spawning, and you'd rather have an actual burn spell to close the game.

Anyways, here's a Kiln fiend version of the red deck, replacing enchantments with a bunch of instants and sorceries to better support the dog (trumpet blast over hall of triumph, bolt of keranos over hellspark / raid bombardment)

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

Red dog wins

A deck for Magic 2015.

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

Creature23 cards
■■■■
Foundry Street Denizen1/1
■■■■
Goblin Arsonist1/1
■■■■
Goblin Bushwhacker1/1
■■■■
Satyr Hoplite1/1
■■■■
Goblin Shortcutter2/1
■■■
Kiln Fiend1/2
■■
Goblin Rabblemaster2/2
Spell19 cards
■■■
Coordinated Assault
■■■■
Shock
■■■■
Krenko's Command
■■
Skullcrack
■■■■
Bolt of Keranos
■■■■
Trumpet Blast
Land18 cards
18
Mountain


The only drawback of this version is that it's significantly weaker to anger of the gods, since there's no way to build a 4/4 with hoplite + furor. On the other hand it has a lot more reach - i.e. if your creatures managed to bring the opponent below 10 life, that's usually enough - they can move to chump-blocking duty and be confident that burn will finish the job. Also, more ways to deal with guard gomazoas :D


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PostPosted: Sun Dec 14, 2014 11:13 am 
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boh - I haven't looked too long at your list but almost anytime I see Bolt of Keranos, I think it should get replaced with Resounding Thunder. In most cases the instant speed is just more valuable than the sorcery speed scry. Since you're intending to be the beat down, you're not the one who's in need of finding answers so scry isn't worth it over the instant speed here.


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PostPosted: Sun Dec 14, 2014 4:23 pm 
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Instant speed is not worth more than scry in this deck. You mostly want to play removal on your turn to clear the way for attackers; and when you start burning the opponent you can gain great value by scrying away anything that's not a burn spell.

In general I think scry is more valuable in a low-curve aggro deck than in a control deck. Here scrying a land to the bottom is equivalent to gaining a card since the 4th land would be pretty much useless; whereas a control deck is happy to draw lands even late in the game.


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PostPosted: Mon Dec 15, 2014 2:50 pm 
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Lets break it down!

boh wrote:
You mostly want to play removal on your turn to clear the way for attackers


Why not the end of their turn? It would give you the chance to address their board state twice. End of turn and then you untap and can use your mana again when you attack (another burn? Maybe pseudo burn Coordinated Assault?). Granted with so few lands in the deck, the odds are you will use all of your mana on each of your turns (not to mention the time it will take to hit the 3rd land). This would be the only reason I could see sorcery speed being considered but even still, instant speed combat tricks would still outweigh the scry here too.

boh wrote:
when you start burning the opponent you can gain great value by scrying away anything that's not a burn spell


Here you've used 1 burn spell and are hoping you are going to scry into one of the other 9 you have left (of which only 7 can target the board)? Don't get me wrong, scry helps and if we had a fair bit more scry options available to build into the deck (not that our card pool has much scry available) then your chances of fixing your draw would be a lot better but you've only got 4 chances to scry into 9 cards (in to an approx. 45 card pile left) which aren't the best odds. Again the value of instant is outweighing scry here.

boh wrote:
In general I think scry is more valuable in a low-curve aggro deck than in a control deck.


Your wording is of personal perspective and experience so I'll only say that I'm on the other side of the coin. Now if our card pool allowed us to toss in scry onto instant speed like Magma Jet than I'd be all for it!

boh wrote:
Here scrying a land to the bottom is equivalent to gaining a card since the 4th land would be pretty much useless; whereas a control deck is happy to draw lands even late in the game.


Scrying a land to the bottom IS great and by the time you hit a 4th land I'm assuming your hand is empty (or almost empty or just a poor luck draw). Having said that, I don't expect this to be happening that often. With only 18 lands I'd assume more often than not, you've got some sort of live draw on the top of your deck (depending on how late the game has gone).


I just believe the 'choices' and therefore value you'll have at instant speed will outweigh the 4 chances you have to scry.



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PostPosted: Mon Dec 15, 2014 2:54 pm 
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I'm with elk on this one because instant-speed gives you outs to troublesome situations like auras and combat tricks. Scry 1 isn't worth the timing restriction.

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PostPosted: Thu Dec 18, 2014 11:50 am 
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[manapie 90 -w -u -b r -g][/manapie]

Juggernaut Fun

A deck for Magic 2015.

60 Cards (8 :creature: , 29 :instant: , 23 :land:)

Cost 4 cards
■■■■
Shock
Cost 11 cards
■■■
Hellspark Elemental3/1
■■■■
Fling
■■■■
Krenko's Command
Cost 9 cards
■■■■
Act of Treason
■■
Anger of the Gods
■■■
Blasting Station
Cost 7 cards
■■■
Galvanic Juggernaut5/5
■■■■
Portent of Betrayal
Cost 3 cards
Stormbreath Dragon4/4
■■
Burning Anger
Cost 1 card
Inferno Titan6/6
Cost 2 cards
■■
Banefire
Land23 cards
23
Mountain


Don't see many deck builds here that aren't aggro so here's mine. Maybe it's a challenge here to create a viable burn deck.

Nothing new here just a combination of the Galvanic Juggernaut/Burning Anger combo and steal 'n sac mechanic. It synergizes well though because Act of Treason can also untap your Juggernaut so you're not completely SOL against creature-light decks. Hellspark Elemental is great here, combine it with Fling and Blasting Station near the end of the turn for more damage or removal, plus it untaps Juggernaut as well. Krenko's Command adds early board presence. Stormbreath Dragon,Banefire and Inferno Titan work well as closers.


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PostPosted: Sun Dec 21, 2014 4:54 pm 
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elk wrote:
Scrying a land to the bottom IS great and by the time you hit a 4th land I'm assuming your hand is empty (or almost empty or just a poor luck draw). Having said that, I don't expect this to be happening that often. With only 18 lands I'd assume more often than not, you've got some sort of live draw on the top of your deck (depending on how late the game has gone).


elk


It's not just about scrying lands to the bottom, when the board state is completely unrecoverable (which is expected to happen when the opponent starts playing 4 toughness creatures) you want to scry away lands and creatures, looking for burn spells to close the game.


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PostPosted: Sun Dec 21, 2014 7:06 pm 
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I was in an aggro mood after testing my Selesnya pile, so I took Monk's red deck out for a spin. In my first game I was on the play and curved Denizen into Command into Rabblemaster and followed it up with two kicked Bushwhackers on my fourth turn. Insane.

T1 Denizen
Opp Tapland

T2 Command, swing for three (17)
Opp Basic land, Armillary Sphere

T3 Rabblemaster, swing for six (11)
Opp crack Sphere, land, pass

T4 Kick Bushwhacker, kick another Bushwhacker, swing for 1,000,000.

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PostPosted: Mon Dec 22, 2014 8:47 am 
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PopePouri wrote:
[manapie 90 -w -u -b r -g][/manapie]

Juggernaut Fun

A deck for Magic 2015.

60 Cards (8 :creature: , 29 :instant: , 23 :land:)

Cost 4 cards
■■■■
Shock
Cost 11 cards
■■■
Hellspark Elemental3/1
■■■■
Fling
■■■■
Krenko's Command
Cost 9 cards
■■■■
Act of Treason
■■
Anger of the Gods
■■■
Blasting Station
Cost 7 cards
■■■
Galvanic Juggernaut5/5
■■■■
Portent of Betrayal
Cost 3 cards
Stormbreath Dragon4/4
■■
Burning Anger
Cost 1 card
Inferno Titan6/6
Cost 2 cards
■■
Banefire
Land23 cards
23
Mountain


Don't see many deck builds here that aren't aggro so here's mine. Maybe it's a challenge here to create a viable burn deck.

Nothing new here just a combination of the Galvanic Juggernaut/Burning Anger combo and steal 'n sac mechanic. It synergizes well though because Act of Treason can also untap your Juggernaut so you're not completely SOL against creature-light decks. Hellspark Elemental is great here, combine it with Fling and Blasting Station near the end of the turn for more damage or removal, plus it untaps Juggernaut as well. Krenko's Command adds early board presence. Stormbreath Dragon,Banefire and Inferno Titan work well as closers.


That looks fun, I won't play it because I don't have premiums, actually, I don't play this game anymore,
you will find related decks in Rakdos thread.
problems I see here:
1. Juggernaut looks like the only good target for burning anger (you want to attack with inferno and dragon).
2. without blasting station you have a big problem with steal and sac (with all respect to 6 mana potent+fling).


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PostPosted: Mon Dec 22, 2014 10:47 am 
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Thanks for the input. I did modify it a bit for that reason.

-2 Fling
+2 Charmbreaker Devils

With regard to the steal and sac. If the sac isn't an option, the steal is a still viable option. It's essentially a 3 for a burn card then.


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PostPosted: Mon Dec 22, 2014 1:28 pm 
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bentz wrote:
PopePouri wrote:
[manapie 90 -w -u -b r -g][/manapie]

Juggernaut Fun

A deck for Magic 2015.

60 Cards (8 :creature: , 29 :instant: , 23 :land:)

Cost 4 cards
■■■■
Shock
Cost 11 cards
■■■
Hellspark Elemental3/1
■■■■
Fling
■■■■
Krenko's Command
Cost 9 cards
■■■■
Act of Treason
■■
Anger of the Gods
■■■
Blasting Station
Cost 7 cards
■■■
Galvanic Juggernaut5/5
■■■■
Portent of Betrayal
Cost 3 cards
Stormbreath Dragon4/4
■■
Burning Anger
Cost 1 card
Inferno Titan6/6
Cost 2 cards
■■
Banefire
Land23 cards
23
Mountain


Don't see many deck builds here that aren't aggro so here's mine. Maybe it's a challenge here to create a viable burn deck.

Nothing new here just a combination of the Galvanic Juggernaut/Burning Anger combo and steal 'n sac mechanic. It synergizes well though because Act of Treason can also untap your Juggernaut so you're not completely SOL against creature-light decks. Hellspark Elemental is great here, combine it with Fling and Blasting Station near the end of the turn for more damage or removal, plus it untaps Juggernaut as well. Krenko's Command adds early board presence. Stormbreath Dragon,Banefire and Inferno Titan work well as closers.


That looks fun, I won't play it because I don't have premiums, actually, I don't play this game anymore,
you will find related decks in Rakdos thread.
problems I see here:
1. Juggernaut looks like the only good target for burning anger (you want to attack with inferno and dragon).
2. without blasting station you have a big problem with steal and sac (with all respect to 6 mana potent+fling).


You're aware that everyone has access to premiums now right?

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PostPosted: Tue Dec 23, 2014 8:10 am 
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I wasn't aware, thanks.


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PostPosted: Tue Feb 03, 2015 3:18 pm 
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[manapie 90 -w -u -b r -g][/manapie]

T16: RDW

A one vs. one deck for Magic 2015.

60 Cards (25 :creature: , 17 :instant: , 18 :land:)

Creature25 cards
■■■■
Foundry Street Denizen1/1
■■■■
Goblin Arsonist1/1
■■■■
Goblin Bushwhacker1/1
■■■■
Satyr Hoplite1/1
■■■■
Goblin Shortcutter2/1
■■■
Hellspark Elemental3/1
■■
Goblin Rabblemaster2/2
Spell17 cards
■■■
Coordinated Assault
■■■■
Furor of the Bitten
■■■■
Shock
■■■■
Krenko's Command
■■■■
Trumpet Blast
Land18 cards
18
Mountain

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PostPosted: Fri Feb 20, 2015 7:46 am 
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Another red decck that's more "midrangey" and tries to make some good use of synergy between red cards.
Cunning Sparkmage is especially good in the current format with most deck playing either tokens or Elvish Visionary
It also helps extending the reach of your burn.

Game plan is pretty easy : Drop creatures. Use burn to kill your opponents creature and buff your Kiln Fiend generate tokens / lower your opponents hitpoints.
Later on, Ogre Battledriver, Stormbreath Dragon and Charmbreaker Devils should help you seal the deal.

It *could* be interesting to replace 3 mountains with 3xSavage Lands to be able to cycle your burn, but it's so unlikely to happen that I didn't bother.

I'm also pondering including Seismic Strike, since it's a pretty potent instant removal in a pure red deck, but it can't hit face, and that's pretty sad.

Ogre Battledriver with Young Pyromancer and Krenko's Command is just gravy.

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

Midrange red

A deck for Magic 2015.

60 Cards (19 :creature: , 19 :instant: , 22 :land:)

Cost 4 cards
■■■■
Shock
Cost 11 cards
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■■
Krenko's Command
Cost 14 cards
■■■
Cunning Sparkmage0/1
■■■
Guttersnipe2/2
■■■■
Bolt of Keranos
■■■■
Resounding Thunder
Cost 2 cards
■■
Ogre Battledriver3/3
Cost 1 card
Stormbreath Dragon4/4
Cost 3 cards
■■
Charmbreaker Devils4/4
Inferno Titan6/6
Cost 3 cards
■■
Banefire
■■
Volcanic Geyser
Land22 cards
22
Mountain


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PostPosted: Fri Feb 20, 2015 11:22 pm 
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I love burn decks and I run mine pretty close to what you have there. I would take out the Volcanic Geyser and add another Mountain though. I think I would take out a Charmbreaker and add the 24th Mountain as well. I would hate being stuck on mana with 6-drops in my hand.


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PostPosted: Sat Feb 21, 2015 2:27 am 
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Here's a deck that's been performing beautifully. I developed it by taking Eon's Boros FiendStrike (R/W) and then steadily whittling and changing based on what was working consistently in 1v1 play.

I ended up with something far different, but it's a proven winner over many matches.

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

Overwhelming Flood

A one vs. one deck for Magic 2015.

60 Cards (10 :creature: , 30 :instant: , 20 :land:)

Creature10 cards
■■■■
Foundry Street Denizen1/1
■■■■
Goblin Shortcutter2/1
■■
Goblin Rabblemaster2/2
Spell30 cards
■■■■
Shock
■■■■
Krenko's Command
■■■■
Maniacal Rage
■■■
Skullcrack
■■■■
Act of Treason
■■■
Galvanic Arc
■■
Hall of Triumph
■■■
Raid Bombardment
■■■
Trumpet Blast
Land20 cards
20
Mountain


Some summary comments:
The basic game play is get a few goblins out, and start pushing through damage via shocking what they have out, goblin shortcutter, and/or by affixing maniacal rage to any creature.
This should allow you to start putting a lot of pressure on them - i.e. they should be below 15 pretty quickly.

This will invariably create a "let me get my biggest creature out now" response, at which point you hopefully can apply an "Act of Treason" and jiu-jitsu their creature for an attack along with whatever goblins you have in play. (Note: Myocloth is my favorite creature for this - they won't chump block with their initial creatures b/c they want to devour them to boost myocloth so initial damage is easy...then they drop an 8/8+ myocloth after devouring all their other creatures, and you act of treason plus your goblins...GG.)

Add in a raid bombardment or hall of triumph or a trumpet blast, and at that point pretty much no matter what they put out, the flood is unstoppable in terms of blockers and go for the win.

Even a board wipe by then is usually too late - that's what the skullcracks are there for, and even a shock or two to the face to end the game.

Make sure against lifegain to leverage skullcrack to prevent them from re-ramping life as best you can.

Right now this is my most consistent deck I have.

I'm going to test out a few more items - wrecking ogre addition, and maybe bushwacker, but otherwise I've pretty exhaustively tested things like Kiln Fiend, GutterSnipe, etc. and continuously refined to the fastest and most consistent creature set I could.

**Added: I simply added 2 Wrecking Ogre to the above (62 total) to make use of bloodrush and so far it's been an excellent addition. Few people expect a 1/1 to suddenly do 8 damage so it can greatly accelerate finishing off a game.
I'm also testing with 3 Pyromancer and there's a slight improvement in some cases due to the spawning, however, it can also slow you down since you don't want to attack with pyro in lieu of hoping to make more tokens. I reduced shortcutter (-1) and Denizen (-2) to make room. Not sure if that's a perm change yet.

Take the Flood for a spin and see what you think.


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