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PostPosted: Tue Nov 18, 2014 12:58 am 
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Need some help working a golgari zombie deck, I feel like the idea is there using 7 lord effects, tons of deathtouch and trample but I'm just not sure where to go with my current list:

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

Unholy Might

A deck for Magic 2015.

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

Cost 8 cards
■■■■
Pharika's Chosen1/1
■■■■
Prey Upon
Cost 4 cards
■■■■
Drudge Skeletons1/1
Cost 8 cards
■■
Agent of the Fates3/2
■■
Death Baron2/2
■■
Beastmaster Ascension
■■
Hall of Triumph
Cost 11 cards
■■
Graveborn Muse3/3
■■■
Paragon of Open Graves2/2
■■■■
Viscera Dragger3/3
■■■■
Chorus of Might
Cost 5 cards
■■■
Enlarge
■■
Hunter's Prowess
Land24 cards
■■■■
Golgari Guildgate
9
Forest
11
Swamp


So a couple notes.

The deck focuses on pumping the hell out of a deathtouch creature/viscera dragger(optional deathtouch with paragon)via lord effects then toppling through enemy defences with one of our trample spells. I also wanted it to be capable of doing some stall too if necessary so there is a surprising amount of draw power (viscera dragger being most of it and a wincon at the same time) and plenty of creature removal via deathtouch. I don't feel like the deck is optimal yet so any input here would be great.


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PostPosted: Tue Nov 18, 2014 4:13 am 
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Quest of the Gravelord is an autoinclude in your deck. big guy wich is a zombie. gets pumped by all lord effects and additional card draw from the muse. I don't think you need the beastmaster ascension really ..


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PostPosted: Tue Nov 18, 2014 10:49 am 
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Caith wrote:
Quest of the Gravelord is an autoinclude in your deck. big guy wich is a zombie. gets pumped by all lord effects and additional card draw from the muse. I don't think you need the beastmaster ascension really ..


Definitely thought of adding him when I first made the deck but Quest tends to be a really hit or miss card in decks I've run it before. The beastmaster has been great for ending the eventual stall wars but otherwise always felt overkill.

Also just had a thought, viscera dragger might give counters to quest, that would be a nice little interaction :P

-2 Beastmaster Ascension
+2 Quest for the Gravelord


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PostPosted: Tue Nov 18, 2014 11:22 am 
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It only gives a counter, if it trades. Because it will be removed from game and does not die itself :(


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PostPosted: Tue Nov 18, 2014 12:51 pm 
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Caith wrote:
It only gives a counter, if it trades. Because it will be removed from game and does not die itself :(


That is a shame but ah well. Quest seems to be going pretty good at least every time it hits 3 counters you can get a pretty good idea if your opponent has removal or not on top of the already awesome 5/5 (which hit 14/14 with Deathtouch+trample last game). Pulling his weight much better than beastmaster, thanks mate :P


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PostPosted: Fri Dec 19, 2014 10:56 pm 
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This is my zombie / golgari deck, not much for artifact or enchantment removal but it is very strong.

I guess theres only two green spells, but I like it that way. I just love cultivate, and hunters prowess is great on deathtouch

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

Golgari Zombies

A deck for Magic 2015.

60 Cards (24 :creature: , 14 :instant: , 22 :land:)

Creature24 cards
■■■
Pharika's Chosen1/1
■■■■
Walking Corpse2/2
■■
Death Baron2/2
■■■
Phyrexian Rager2/2
■■
Graveborn Muse3/3
■■■
Paragon of Open Graves2/2
■■■■
Viscera Dragger3/3
Shadowborn Demon5/6
■■
Rune-Scarred Demon6/6
Griselbrand7/7
Kozilek, Butcher of Truth12/12
Spell14 cards
■■■■
Dead Weight
■■
Ulcerate
■■■■
Assassinate
■■■■
Cultivate
■■
Hall of Triumph
■■
Hunter's Prowess
Land22 cards
■■■
Golgari Guildgate
■■■
Savage Lands
9
Forest
9
Swamp


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PostPosted: Fri Dec 19, 2014 11:28 pm 
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beeswax wrote:
I just love cultivate, and hunters prowess is great on deathtouch.


I can't see the special synergie there between hunters prowess and deathtouch. Care to elaborate? Because the way i see it:
- If your deathtouch creature get's pumped high enough to roll over the enemy creature(s), deathtouch has no value
- if it doesn't get high enough and IS blocked, the card draw get's no value

The mechanics don't benefit in an extraordinary way, as hunters prowess does with unblockable creatures or creatures with player hit effects.

Furthermore i'm not sure if your 9 forests are needed for a total of 6 green symbols in your deck. Seems excessive.


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PostPosted: Sat Dec 20, 2014 2:51 am 
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I think Dredge Skeletons would have more value here than Walking Corpses.

On deathtouch and trample: the creature assigns one point of damage to each blocker, the rest of the damage hits the opponent. Right?


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PostPosted: Sat Dec 20, 2014 2:54 am 
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Correct left4doner - You only need to assign lethal damage to the blocking creature, with deathtouch lethal damage is 1. This leaves the rest to trample over regardless of the size of the blocker. Then obviously you draw lots of cards.


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PostPosted: Sat Dec 20, 2014 3:48 am 
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I have 13 sources of green mana because I need to get a cultivate off if it's in my starting hand, and I have never have a problem needing black mana. I just cultivate for two swamps every time

As far as drudge skeletons, I prefer walking corpses as they are just more aggressive. If I don't drop a hall or baron on turn 3, I'll drop a paragon turn 4, making walking corpse a 3/3 most times

Any other opinions appreciated, the basic idea was just to have fun with golgari zombies after all


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PostPosted: Sat Dec 20, 2014 6:41 am 
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I would just ditch Death Baron, the paragon and the hall to get more removal and Suffer the Past for a mana sink. You're winning with your demons/prowess anyway


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PostPosted: Sun Dec 21, 2014 1:18 pm 
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Monk1410 wrote:
Correct left4doner - You only need to assign lethal damage to the blocking creature, with deathtouch lethal damage is 1. This leaves the rest to trample over regardless of the size of the blocker. Then obviously you draw lots of cards.


Hmm i didn't know that and i had only 2 encounter with a trample deathtouch against me. One was solved with instant removal, the other with a blocker+cloudshift. The more you know.


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PostPosted: Sun Dec 21, 2014 1:27 pm 
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Also if you block a creature with trample then cloudshift your creature (or they kill it) all of the damage goes through.


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PostPosted: Mon Jan 05, 2015 12:10 pm 
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Hakeem928 wrote:
Here's my post-expansion Spider Spawning deck. It still has a heavy midrange component that isn't reliant on Spawning to win, so there are multiple ways to play the deck despite how linear it looks. The changes were to straight swap Phyrexian Rager for Viscera Dragger and to use a singleton Mycoloth instead of a singleton Elder of Laurels as the deck's "easy button".

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

Golgari Spawn

A one vs. one deck for Magic 2015.

60 Cards (30 :creature: , 6 :instant: , 24 :land:)

Cost 11 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Treasured Find
Cost 4 cards
■■■■
Necromancer's Assistant3/1
Cost 7 cards
■■
Graveborn Muse3/3
Vengevine4/3
■■■■
Viscera Dragger3/3
Cost 5 cards
Mycoloth4/4
Shadowborn Demon5/6
■■■
Spider Spawning
Cost 3 cards
■■■
Nemesis of Mortals5/5
Cost 5 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Cost 1 card
Griselbrand7/7
Land24 cards
■■■■
Golgari Guildgate
11
Forest
9
Swamp


I was scrolling through my decks yesterday while planning some upcoming YouTube content and got to thinking about this one. The only real hole in the deck is the lack of ways to interact with what the opponent is doing outside of the lone Shadowborn Demon. Then I got to thinking about Treasured Find and how it will basically always be grabbing a creature out of the graveyard because the only non-creature cards are lands, Spawnings, and the Finds themselves. Then I thought about my Dimir build that uses Dead Reckoning to take large dudes out of the graveyard and kill things.

I'm going to test subbing in three copies of Dead Reckoning over the Treasured Finds in order to be more interactive at the cost of getting the card I want a turn later. Thoughts?

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PostPosted: Mon Jan 05, 2015 1:20 pm 
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Hakeem928 wrote:
Hakeem928 wrote:
Here's my post-expansion Spider Spawning deck. It still has a heavy midrange component that isn't reliant on Spawning to win, so there are multiple ways to play the deck despite how linear it looks. The changes were to straight swap Phyrexian Rager for Viscera Dragger and to use a singleton Mycoloth instead of a singleton Elder of Laurels as the deck's "easy button".

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

Golgari Spawn

A one vs. one deck for Magic 2015.

60 Cards (30 :creature: , 6 :instant: , 24 :land:)

Cost 11 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Treasured Find
Cost 4 cards
■■■■
Necromancer's Assistant3/1
Cost 7 cards
■■
Graveborn Muse3/3
Vengevine4/3
■■■■
Viscera Dragger3/3
Cost 5 cards
Mycoloth4/4
Shadowborn Demon5/6
■■■
Spider Spawning
Cost 3 cards
■■■
Nemesis of Mortals5/5
Cost 5 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Cost 1 card
Griselbrand7/7
Land24 cards
■■■■
Golgari Guildgate
11
Forest
9
Swamp


I was scrolling through my decks yesterday while planning some upcoming YouTube content and got to thinking about this one. The only real hole in the deck is the lack of ways to interact with what the opponent is doing outside of the lone Shadowborn Demon. Then I got to thinking about Treasured Find and how it will basically always be grabbing a creature out of the graveyard because the only non-creature cards are lands, Spawnings, and the Finds themselves. Then I thought about my Dimir build that uses Dead Reckoning to take large dudes out of the graveyard and kill things.

I'm going to test subbing in three copies of Dead Reckoning over the Treasured Finds in order to be more interactive at the cost of getting the card I want a turn later. Thoughts?


This actually sounds like a superb idea here!

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PostPosted: Mon Jan 05, 2015 1:48 pm 
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I thought so too. :)

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PostPosted: Mon Jan 05, 2015 2:12 pm 
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Just imagine bouncing that shadow-born back to the top, dealing 5 damage, casting it next turn, removing a threat. Yummmm


EDIT: Just updated your Golgari build in my client with the 3 reckonings and I must say it has come in very helpful two of the three matches I have played just now. (All were wins)

I am sure I would have lost the last one as it was a U/R killin build that had the t2 killin and t3 attacks after casting quicken and shock. Probably would have knocked me off next turn but luckily I had a plekka in graveyard and reckoning in hand, allowing me to kill his fiend and stall out until playing two plekkas to stabalize life and take control of the game.

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PostPosted: Mon Jan 05, 2015 3:43 pm 
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Yeah, I think it's almost strictly better in this particular deck. I haven't lost with it since the swap, probably in the 8-0 range.

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PostPosted: Mon Jan 05, 2015 3:58 pm 
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The Dead Reckoning + Shadowborn Demon combo is definitely worth it.

Although I personally think that completely dropping Treasured Find is a bad idea.

My Abzan Seance deck runs similarly to this. With a stupid amount of recursion (3x Reckoning, 2x Treasured Find, 2x Seance, 1x Gravedigger).

I actually think Dead Reckoning really wants to have Treasured Find along side it in a deck like this. Yeah, most of the time you are bringing creatures back with Treasured Find, so Reckoning is doing the same thing for you (albeit slower) AND providing you with removal.

Decks like this though generally tend to be light on removal though (to make room for their value creatures/engine cards) and in this case Treasured Find fills that roll quite nicely. Treasured Find not only gives you another means of pulling those big ETB fatties out of the yard, but also gives you a reliable way to recycle Dead Reckoning itself. Treasured Find is recursion for your creatures when you need it to be (which will be most of the time), but will also allow you to do stuff like bring back Reckoning after you have used it and/or pull it back from the yard in those scenarios where your self-mill decides to fill the yard with all your removal cards.

I actually had a game once where I killed an opponents entire HAND worth of creatures with the single copy of Shadowborn Demon and all the recursions effects. Cast Shadowborn, kill opponents creature. Next turn sac Shadowborn to itself, Reckoning to kill another creature and put Shadowborn on the top of the deck. Next turn draw Shadowborn, cast it, killing another creature. Next turn sac Shadowborn to itself, cast Treasured Find to bring Reckoning Back, cast Reckoning to kill creature and put Shadowborn on the top. Next turn draw Shadowborn, cast Shadowborn killing opponents creature. Next turn sac Shadowborn to itself, cast Seance, at opponents untap bring Shadowborn back with Seance killing another one of their creatures.

^^This sort of thing happens more often than you might expect in my Abzan Seance deck, I could see it working in a deck like this as well.

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PostPosted: Mon Jan 05, 2015 4:02 pm 
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I agree with you, but I don't want less than 30 creatures. This deck can be the beatdown against slow decks, it fights aggro well because it doesn't mind trades at all, and it owns slow midrange decks. Treasured Find to grab Reckoning to kill something would only happen if I'm way behind, which is what can happen if you dilute your deck's threat density by including too many non-creature spells.

Spiders are basically unbeatable, and this deck can play aggro or midrange in the absence of the Spider plan. It's a ridiculous deck.

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