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PostPosted: Sat Dec 20, 2014 9:27 am 
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Same here, I've only played about five games but I still haven't lost and I'm assembling the infinite combo very reliably.

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PostPosted: Sat Dec 20, 2014 10:52 am 
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I'd love to see some games of this vs. the ink-treader deck! :D

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PostPosted: Sat Dec 20, 2014 10:54 am 
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I'm sure Monk and I could record some content in the new year.

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PostPosted: Sat Dec 20, 2014 10:59 am 
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Sounds good to me, I should have some free time in the new year


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PostPosted: Sun Dec 21, 2014 2:02 pm 
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I am curious of the quality of decks or players you guys are playing? My concern with the deck isn't that I lose all the time with it.. I don't lose much, but often times I notice the deck feels slow and my opponents are playing slow decks relatively frequently (I feel a good portion of players aren't playing great builds anyway.) But I worry how well this deck would do against faster decks.

I must say though that most of my games I have ran this build with, I have been unlucky with drawing one of the many 2 costs early..

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PostPosted: Sun Dec 21, 2014 2:25 pm 
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The deck is based on assembling a three-card infinite combo that requires nine mana. Of course it's going to be slow. ;)

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PostPosted: Mon Dec 22, 2014 4:13 pm 
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So after testing some more I have cut a few of the more cute cards for a better early game card. I have taken out dinrova horror because it didn't do enough, same goes for gravedigger. I have also taken out resolute archangel because in its place I have old faithful.........

Rhox war monk

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

Let's do the time warp again

A one vs. one deck for Magic 2015.

60 Cards (25 :creature: , 11 :instant: , 24 :land:)

Cost 13 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Wall of Omens0/4
■■
Treasured Find
Cost 7 cards
■■■
Rhox War Monk3/4
■■■■
Cultivate
Cost 5 cards
■■■
Archaeomancer1/2
■■
Séance
Cost 6 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
■■■
Species Gorger6/6
Time Warp
Cost 2 cards
■■
Planar Cleansing
Cost 2 cards
■■
Rune-Scarred Demon6/6
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■
Arcane Sanctum
■■■■
Golgari Guildgate
■■■
Seaside Citadel
■■■■
Selesnya Guildgate
4
Forest
3
Island
3
Plains
2
Swamp


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PostPosted: Mon Dec 22, 2014 4:18 pm 
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Cutting those three guys for the Monks makes a ton of sense. Could you now cut one copy of Seance? You lost three EtbS and the other copy is tutorable through the Demons. In its place I would suggest a copy of Spider Spawning because it clogs up the ground and buys you time while also being great with the GorgerMancer until you find your Time Warp. Either that or you just cast it every turn until you can go wide for the win.

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Last edited by Hakeem928 on Mon Dec 22, 2014 4:26 pm, edited 2 times in total.

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PostPosted: Mon Dec 22, 2014 4:25 pm 
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Possibly, although I want to see seance every game so 2 might be right. I like how it allows me to combo off easier and reduces the mana needed to go off a turn earlier.


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PostPosted: Mon Dec 22, 2014 4:26 pm 
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I'll give it a shot tonight.

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PostPosted: Mon Dec 22, 2014 4:55 pm 
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Let me know how it goes, as always I am interested in your feedback


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PostPosted: Mon Dec 22, 2014 7:14 pm 
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It plays better than it used to but I lost my first two games. :/

The first was to a Mycoloth when I had Shadowborn Demon in hand but could not find a second black source for the life of me. I kept a hand with only white and green mana and all white and green cards (except for a Gorger) that included Cultivate and Satyr Wayfinder. My Wayfinder grabbed a Selesnya gate (groan) and when I Cultivated, I still hadn't drawn anything other than white cards, green cards, and land, so I fixed for double-blue thinking that a single black source wouldn't be of any real value but I could topdeck an Archaeomancer to retrieve the Cultivate and fix my black that way. I think it was the correct line based on the information that I had at the time, but I drew into the Demon and died before I could cast it.

In the second game my opponent curved Raise the Alarm into Mentor into Krenko's Command into Baneslayer and just cleaned my clock. That's to be expected, so I didn't feel too bad about it. I did, however, bin a swamp of my first Wayfinder and when I Cultivated I could only search up a single black source so if I had needed double-black in that game I would have needed to draw into a tapland, find one with a Wayfinder, or spend a Treasured Find on the Swamp. I also drew both Seances in this game and didn't like it but I was probably just dead anyway.

It seems that black mana could be an issue, though I never noticed it in my first five games with the deck. Cutting a Forest for a Swamp could be a possibility. Could we cut Shadowborn Demon for Angelic Edict? I know that the former plays better with Seance but the latter is more easily castable and the ability to hit Baneslayers, Griselbrands, and opposing enchantments is pretty nice and we can dig it up with Archaeomancer. I think having some more spells in here to combo off with GorgerMancer could be a good thing, something like a singleton Void Snare as another out to those Mycoloths that you can just use over and over to keep a nasty permanent off the table.

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PostPosted: Mon Dec 22, 2014 11:13 pm 
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I just played two more test games while uploading new YouTube content and won the first pretty handily, but lost the second game to an opponent who dropped a T3 Chasm Skulker.

Whether I was lucky during my first run with the deck or whether I've just run into a bad stretch tonight I can't really say, but the deck does have a problem with certain resolved permanents. It can't interact with them and it can't race them. I think the Shadowborn Demon is pretty bad as the only "removal spell" because he costs :b::b: in a deck where black is the least-represented color and because he does miss a few key targets. I think Dinrova Horror is a better creature because it's easier on the mana, hits any permanent, and is just as good with Seance. Overall, though, I think Angelic Edict is probably correct because it is recoverable through Archaeomancer.

I also think that Seance isn't really a core card but rather just a value train and I can't support two copies; without an early Wayfinder it's pretty dead. It's at its best after a Planar Cleansing, but like I said, drawing a copy early without Wayfinder support is pretty bad overall.

I'm definitely cutting a Seance and the Shadowborn and adding an Angelic Edict, but I'm not sure whether to add Dinrova Horror or Void Snare in that last slot. Horror is better than Snare with Gorger, but we have three Archaeomancers for that and the GorgerMancer combo almost breaks Void Snare.

I'm going with my gut from the previous post and saying:

-1 Seance
-1 Shadowborn Demon

+1 Void Snare
+1 Angelic Edict

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PostPosted: Mon Dec 22, 2014 11:41 pm 
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@Monk
I agree about your decision about the Dinrova Horror, in that Séance alone isn't enough to let it shine simply because of it's casting cost and "just" being a 4/4, when it comes to combat capability. Additional Cloudshifts or Undying Evil would shift that of course.

So the Gorger triggers before the Shadowborn Demon does, if played before, right?

PS: Offtopic: Does anyone get the feeling, that you only encounter these healkill decks with Sanguine Blood, when you run no enchant destruction in your deck? -.-


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PostPosted: Wed Dec 24, 2014 1:10 am 
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I feel going the better early game route is a wise decision. I love seance and when I have it in a deck I generally want to see it every match I can. So I personally wont be removing a copy just yet from the pile personally either. I see the argument keemypoo presents but seance allows you to throw guys under the bus early and gain additional value. It is really a great card that I wish I would have used earlier in 2015 :P

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PostPosted: Thu Jan 22, 2015 9:05 pm 
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[manapie 90 w u b -r g][/manapie]

Safe Mill Pass

A deck for Magic 2015.

60 Cards (7 :creature: , 29 :instant: , 24 :land:)

Creature7 cards
■■■
Hedron Crab0/2
■■■
Guard Gomazoa1/3
Kozilek, Butcher of Truth12/12
Spell29 cards
■■■■
Fog
■■■■
Tome Scour
■■■■
Think Twice
■■■
Chill of Foreboding
■■■■
Cultivate
■■■■
Safe Passage
Time Warp
■■■■
Thassa's Bounty
■■■
Suffer the Past
Land24 cards
■■
Arcane Sanctum
■■■
Seaside Citadel
■■■
Simic Guildgate
8
Forest
8
Island
1
Plains
1
Swamp


So I have been on an endeavor to try and make a mill deck. and surprisingly I have come across some in multiplayer once in a great while and I see what works for them and what doesn't. after playing for quite a bit and making a ton of swaps and fixes this has become my most consistent build yet for milling.

so the best method I have played this deck with is don't be aggressive with the milling. I try to keep a full hand for as long as I can. the only spells I play as soon as I draw is hedron crab for obvious reasons. the reason for this is you don't mind the early game taking some small hits if they have early creatures. the fogs and passages will help you in the late mid to late game. by which time the opponent should be down to 40-45 cards in deck. once you have 7+ lands out which is easy to get, that's when the milling starts, use one spell at a time and watch their graveyard. if a kozi is put into the graveyard make sure you stop timer and suffer the past on it along with however many other spells you wish to exile. just be sure to leave enough mana open for your fogs. the same point goes for milling spells and that's why I have played it to only casting one mill spell each turn if I am able. I want to make sure I have enough mana open to cast suffer or fogs if need be. you don't need to slam gomazoa's early on either. only play them if your opponent has creatures, if they don't just hold it. kozi is there mainly for the gy recycle but I have had many games hard casting him and still having 3+ mana open. thassas bounty is the gem in the deck. the mill effect is great as it fits the decks stratagem and the 3 card draw is very important to keep those fogs rolling in. you have 8 so drawing them with thassas bounty is most of the time a sure thing. and kozi cycling them back is great. only flashback chill of foreboding if your close to full mill and going for the finish line. otherwise having it exiled to soon and then having all your fogs in graveyard is a bad thing. its the main way of getting kozi into your gy. that and also over drawing which usually happens.

before splashing white for the safe passages I was trying this with sultai and it worked decent but I feel by adding 4 more fog effects has increased its game exponentially. in sultai I was running a playset of satyr wayfinder which was great as it was more mana ramp and more ways to get kozi in the gy but it doesn't work here. you will find yourself dumping your fogs more often than not. I also used elvish pioneer 3 of as more mana ramp and combo with hedron crab but building a mill deck solely around hedron crab is a bad idea. its a 2 tough creature so eats any kind of removal.

time warp is a great addition to the deck. its never a dead draw as you will have the mana all the time and who doesn't love an extra turn. especially when you have a crab or two on the field and get to play an additional land.
suffer the past could be a win con but isn't meant to be. its meant to destroy kozi, disrupt decks that play their gy's and to gain you life to stall a bit longer if you can get away using this and save a fog effect later down the road. it has won me games though and there is nothing sweeter than casing one of these for 10+. and you will have the gy full to use it most certainly.
cultivate your singleton plain and/or swamp. there are some trilands that give these but its better to grab them early rather than rely on drawing them. by the time you need to use your suffer you will have a swamp source. I have not had a game yet where I was lacking one and needed to cast suffer.

I have been debating switching think twice for inspiration but have not made the swap yet, mainly due to the fact is has flash back incase it is self milled. so far it has been working fine but there have been times when kozi recycles and they have been exiled. and I don't get that much needed draw of one more fog effect. most games lost this way the opponent is down to 5-15 cards in deck and to me that is a very close game. I will have to swap them and see how they perform but the 2 mana difference might hurt the early game. if you play it goodluck and hope its as fun for you as it is for me.

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PostPosted: Wed Feb 04, 2015 9:22 am 
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Hi TheTruStag

I like the deck. I think is one of the best milling decks I have seen form Magic 2015 edition.
I wasnt sure about the time warp, but it works fine here. It is like another fog or safe pass and is good when you can play it and have two crabs and a cultivate in a late game.

I am 6/4 online, not bad for a milling deck
I really cannot think of anything to change

Good job


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PostPosted: Sat Feb 07, 2015 4:49 am 
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So after noticing quite a few people like to gain life and hurt the opponent in the process, I rejected the idea. I just didn't feel the cards where there, besides it seemed to be a boring way of playing with white/black lifelinkers, vizkopa, sanguine bond and most often the angel maker. But after playing the other archetypes for so long, I figured I could combine a lifegain deck with some fun combolicious... fun... combo... sorry, my mind wandered off.

I think I have finally succeeded in combining some lifegain with some combo and make it work together - and thus I present "Witch-Maw-hurt-heal". Feel free to get inventive and rename it to something that actually requires coherent thoughtprocesses.

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

Witch-Maw-hurt-heal

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Cost 12 cards
■■■■
Satyr Wayfinder1/1
■■■
Vizkopa Guildmage2/2
■■■■
Naturalize
■■■
Treasured Find
Cost 5 cards
■■■
Cultivate
■■■■
Dead Reckoning
Cost 12 cards
■■
Graveborn Muse3/3
■■
Jalira, Master Polymorphist2/2
■■
Rhox Faithmender1/5
■■■■
Saruli Gatekeepers2/4
■■
Séance
Cost 5 cards
■■■
Rescue from the Underworld
■■
Sanguine Bond
Cost 3 cards
■■■
Pelakka Wurm7/7
Land23 cards
■■■
Arcane Sanctum
■■■■
Golgari Guildgate
■■
Seaside Citadel
■■■■
Selesnya Guildgate
5
Forest
2
Island
2
Plains
2
Swamp


Premise:

I went for ETB lifegain instead of lifelink. The combo comes from rescue from the underworld as a top priority, second all-star player is Seance, third is Jalira. With 3 enablers, getting some ETB running that actually does something becomes fairly consistent.

With 12 mana in play, I've drained opponent for 336 life in my upkeep, having 2 Rhox Faithmenders in play, 2 Sanguine, Vizkopa and using rescue in opponent attackstep to get a Saruli back while saccing a pelakka. In upkeep, as soon as they enter and the ETB lifegain is on the stack, I activated Vizkopa 4 times. 56 life gained, 336 lost for opponent. He was @ 134 life, and I hadn't done the math, so admittedly it was overkill.

My more usual kills are from rescue-sac'ing anything for some ETB lifegain, often a vizkopa as it's cheap and it can activate it's ability in upkeep multiple times with ETB on stack and all mana untapped. With Jalira doing her thing, end-step wurm for lifegain and possibly lifeloss from sanguine, then attack for 7 which in itself can be surprising for opponent and still having mana open to do more makes her useful enough to include blue.

If someone already posted something like this, I apologize, I don't frequent the deck threads very much, I prefer to make decks from scratch.

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PostPosted: Sat Feb 07, 2015 5:56 am 
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The deck looks solid but your four-drop slot is waaay too heavy and running ten cards that interact with your own graveyard seems like a bit much considering you only have the Wayfinders to build it.

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PostPosted: Sat Feb 07, 2015 2:34 pm 
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I would drop Jalria and go Abzan. If you really want to stick with Witch-Maw I'd definitely use Hedron Crab and maybe Archaeomancer.


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