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PostPosted: Mon Nov 24, 2014 2:22 pm 
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After that change the name of the deck creator from Monk1410 to Hakeem928


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PostPosted: Mon Nov 24, 2014 2:22 pm 
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Hakeem928 wrote:
I'm going to test these changes:

-2 Stoneforge Mystic
-2 Mentor of the Meek
-1 Avarice Amulet
-1 Angelic Edict
-1 Obelisk of Alara

+4 Voyage's End
+3 Guard Gomazoa

I'm also changing the manabase to:

3 Seaside Citadel
3 Arcane Sanctum
10 Plains
8 Island


I am REALLY feeling that mana base change. I was kinda thinking with the ingots and seaside, have you guys considered pancake monk or rafique?

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PostPosted: Mon Nov 24, 2014 2:25 pm 
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After that change the name of the deck creator from Monk1410 to Hakeem928


I'm more of a deck tuner than I am a deck creator; I defer to Monk's expertise and simply help him with testing. :)

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PostPosted: Mon Nov 24, 2014 2:45 pm 
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I really like 2 obelisk in this deck due to all the ramp. I have made the following change

-2 Stoneforge Mystic
-2 Mentor of the Meek
-1 Avarice Amulet
-1 Angelic Edict

+ 3 voyages end
+ 3 sigiled Paladin

The Paladins have been very good so far from stopping early aggro to pushing through damage with exalted.

I like the mana base change too


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PostPosted: Mon Nov 24, 2014 2:54 pm 
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I haven't played the deck, but I can definitely echo Paladin's value vs. agro. Solid concept


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PostPosted: Mon Nov 24, 2014 3:44 pm 
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Just played a game vs GW ramp where cleansing was cast 4 times, 3 by him and once by me to answer a Kozilek.

Each time I kept a gargoyle in hand and grabbed esperzoa. Quickly got back Bident of Thassa and regained the cards I lost.

The engine of esperzoa, gargoyle and couriers capsule is amazing. Especially with the ramp of sculptor and ingot.


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PostPosted: Mon Nov 24, 2014 4:01 pm 
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Monk1410 wrote:
The engine of esperzoa, gargoyle and couriers capsule is amazing. Especially with the ramp of sculptor and ingot.


This is the core of the deck's power to me and why I chose Guard Gomazoa. Assembling it can take time and Gomozoa buys it.

Voyage's End has been good for me as I'm sure it has for you. Thoughts here?

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PostPosted: Mon Nov 24, 2014 4:49 pm 
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Yeah voyages end has been very good, it even helps to reuse gargoyle if needed. I think 3 is right though.

I will test gomozoa but to be honest Paladin has been good enough at holding the fort whilst still being good on offence. We really need the extra 2 drop I feel.


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PostPosted: Mon Nov 24, 2014 5:00 pm 
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I will try out Paladin because I like that it can attack, but Gomazoa shuts down Baneslayer.

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PostPosted: Mon Nov 24, 2014 6:38 pm 
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Hakeem928 wrote:
I will try out Paladin because I like that it can attack, but Gomazoa shuts down Baneslayer.


It also holds down the attacks of Stormbreath, the exalted angel, and every other creature without trample or unblockability. Also Grisel(though this boy needs to be removed ASAP).

I kinda feel survivability with this deck trumps the offense capability of the paladin.

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PostPosted: Fri Dec 19, 2014 12:29 am 
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Hi all, I'm looking for some feedback on my new control deck. It's not quite a "being that guy that ruins it" deck like old school Kismet/Stasis or anything, but so far, seeing more cards while denying my opponent any true sense of joy has been very gratifying.

"No You May Not"

-13 Islands
-6 Plains
-3 Seaside Citadel
-2 Azorius Guildgate

-3 Wall of Omens
-1 Brimaz, King of Oreskos
-3 Banisher Priest
-1 Baneslayer Angel
-2 Planar Cleansing

-3 Quickling
-3 Negate
-3 Nullify
-3 Dissolve
-2 Chasm Skulker
-2 Archaeomancer
-2 Tal'Rand, Sky Summoner
-2 Switcheroo
-1 Timewalk
-4 Traumatic Visions
-1 Soul of Ravnica

I've just swapped -1 Nullify +1 Negate due to the prevalence of token decks and for better mana, will see how it goes. Initially the deck was +4 Arrest -4 Traumatic Visions, but I changed this after being stomped by another control deck; the change provides mana smoothing, more counters and more Tal'Rand tokens. It was this change that made this so fun.

Thanks for your input.

*Update* Though still few in number, this deck seems to win most games; losses have been due to poor use of the game mechanics (i.e., forgetting to cycle Traumatic Visions during opponents' end steps) and the rare mana screw mostly. So far I've won by stealing Arbor Colossus and pumped-up Heroics with Switcheroo; blowing out Switcheroo with Quickling; flying over with Tal'Rand tokens, Quickling and Soul; using Brimaz to beat down; and hiding behind Wall of Omens and Chasm Skulker until Planar Cleansing is ready. Banisher Priest always seems to do his job; I haven't faced a lot of targeted removal yet, but have countered the attempts that have come thus far or used Quickling to recast. I haven't been out-countered since removing Arrest.

I wonder if Quicken, Vapor Snag, Void Snare or Voyages End have a place in the deck. I also wonder how it will do vs. UR tempo and control given the access to shock/bolt for Banisher. Baneslayer Angel seems to stay in my hand most games in favor of leaving multiple counters/Quicklings up, though I've used it for life gain once and it's nice to have... could be shipped though.

For those of you who don't mind grinding a few damage per turn for 4 or 5 turns while denying the opponent a relevant board, give this a try.

*Update 2* Few more games played. Only losses so far are to UG tempo deck when I missed 2U on turn 3 for dissolve and he got chasm skulker out, and a Couldshift combo deck when I drew only one counterspell in 20+ cards. So far pretty fun.


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PostPosted: Thu Dec 25, 2014 10:58 pm 
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I still don't understand the tri-land preference... like AT ALL..

Using Penndragon's above deck as an example (love the deck by the way)

Why 3 Seaside Citadel and 2 Azorius Gates? In a deck that doesn't utilize the third color, why can't it be 1 Citadel and 4 Gates?

This confuses me deeply.

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PostPosted: Fri Dec 26, 2014 12:11 am 
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Only benefit would be if he ran obelisks for more usable features, but that's not the case here...


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PostPosted: Fri Dec 26, 2014 1:43 am 
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Yep, that I see but rather run Darksteel Ingots for the Obelisk. Makes more sense.

Certainly not the case in examples such as this.

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PostPosted: Fri Dec 26, 2014 4:04 am 
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I will always run the tri lands before the gate unless I am playing a card where having gates matter. There is no reason not to and if you make your opponent play around a card that is not in your deck then it is worth it. It won't happen very often but there is no downside to playing the tri lands over gates


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PostPosted: Fri Dec 26, 2014 10:23 am 
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Hakeem928 wrote:
Here is the list to which I was alluding:

4 x Azorius Guildgate
11 x Island
10 x Plains

4 x Cloudshift

4 x Think Twice
4 x Voyage's End
3 x Wall of Omens

3 x Guard Gomozoa
3 x Dissolve
2 x Mentor of the Meek

4 x Archaeomancer
2 x Talrand, Sky Summoner

1 x Baneslayer Angel
1 x Time Warp

2 x Planar Cleansing

1 x Sphinx-Bone Wand

1 x Kozilek, Butcher of Truth


There's so much synergy in this deck that it's unreal. The core of the deck is the Archaeomancer plus Cloudshift combo which really lets you abuse Talrand and the Wand.

Don't be afraid to Cloudshift your Walls early because Archaeomancer gets them back, and shifting a Wall with Mentor in play is a two-mana instant-speed Divination. I'm not going to list all the interactions and synergies, but trust me you'll learn them as you play the deck. It's really powerful and a lot of fun.

If you want the original mobius version then sub out the playset of Voyage's End for Brimaz, King of Oreskos and three copies of Reprisal; I don't recommend it though, because Reprisal is a lategame card and is often dead in hand.



I want to revisit this list because the interaction between Traumatic Visions and Archaeomancer is pretty sweet letting you fix your mana early and grab it back if you play out the 'Mancer on T4. I also think that Visions could allow a splash into another color and I have been testing a version with black for Rune-Scarred Demon this morning to modest success. I took out the Walls and Gomazoas for a more controlling deck with a combo finish but it wasn't as strong as this one so I was looking for ideas.

My thought was to cut the Talrands as win conditions and replace them with Demons so we can tutor up the Wand and to cut the creature-based draw package backed by Mentor of the Meek for the Traumatic Visions counterspell plan.

My other thought was to go into Jeskai for Anger of the Gods and Charmbreaker Devils.

Any suggestions?

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PostPosted: Fri Dec 26, 2014 10:51 am 
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I forgot the aspect of tricking them into waiting for green cards when you have no green in your deck. That makes sense.

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PostPosted: Tue Dec 30, 2014 10:27 am 
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I only have some minor suggestions concerning the original list:

1. I personally used an even split between voyager's end and reprisals. in a deck with scry effects and graveyard tutoring effect I like to have my spells as versatile as possible.
2. I used more plains resources, when the combo is on board, you want to have as many plains as possible, there is also triple plains cost for planar cleansing.
3. I don't use gates anymore (unless there is a card that works with them). using the tri-lands hides the content of your deck better from opponent.
4. I use chasm skulker, it might be a problem protecting it with cloudshift and voyager's. but he is just a great bomb, activates mentor of the meek, can grow fast with the draws, and great with planar cleansing

I still didn't use it much, because I just recently got the premiums, so what do I know.


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PostPosted: Tue Jan 06, 2015 11:58 am 
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On paper deck might look weak, but can be explosive. you'll notice the deck does not include cards like BrimBrim. were not winning any games on the ground. the name sake of the deck Switcheroo is alot of the times not needed, but get a fatty boom boom, or get guard gomazoa out of the way. and the quicken into switcheroo can sometimes be a blowout that they cannot recoup from, also quicken into EOT trips is fantastic. archmancer to get something relevant back, bounce so we can tempo them and win races, not to mention get our archmancer back after we switched it. Deck does demand the right draw, other wise can be slow as X-mas and thats a flaw of my build,
3 lands, archmancer, trips, vapor snag, loyal pegasus looks like a decent keep, but it's so slow. and you'll get those draws. but's i've also had raptor 3x loyal pegasus, raise alarm, 2x lands. and GG'd T5. I'm posting the deck because i made it as a funny gimmick deck around switcharoo and have had good results with the deck, it's around 60-65% for me guessing

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

Swaps

A deck for Magic 2015.

60 Cards (18 :creature: , 20 :instant: , 22 :land:)

Cost 14 cards
■■■■
Cloudfin Raptor0/1
■■■■
Loyal Pegasus2/1
■■
Quicken
■■■■
Vapor Snag
Cost 10 cards
■■■■
Squadron Hawk1/1
■■■■
Raise the Alarm
■■■■
Voyage's End
Cost 3 cards
■■
Mentor of the Meek2/2
Hall of Triumph
Cost 4 cards
■■■
Archaeomancer1/2
■■
Skymark Roc3/3
Cost 3 cards
■■■
Switcheroo
Cost 4 cards
■■■■
Triplicate Spirits
Land22 cards
■■■■
Azorius Guildgate
8
Island
10
Plains


Enjoy!

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PostPosted: Tue Jan 06, 2015 12:48 pm 
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On paper it doesn't look weak, it just looks like you're not fully capitalizing on the biggest strength you have built your deck to embody.

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