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PostPosted: Thu Nov 27, 2014 12:11 pm 
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fosforo wrote:
One last thing. I forgot to update my Gruul deck here post-DLC, so thought I'd post it so I have one of every dual-colour deck in the consortium.

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

Absolute Power

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 19 :instant: , 21 :land:)

Cost 19 cards
■■■■
Satyr Hoplite1/1
■■■■
Spire Tracer1/1
■■■■
Young Wolf1/1
■■■
Coordinated Assault
■■■■
Furor of the Bitten
Cost 16 cards
■■■■
Wandering Wolf2/1
■■■■
Inferno Fist
■■■■
Maniacal Rage
■■■■
Titanic Growth
Cost 4 cards
■■■■
Aura Gnarlid2/2
Land21 cards
■■■
Gruul Guildgate
9
Forest
9
Mountain


An aggro aura deck with unblockable features. Very simply - just load up creatures and throw in every turn, hoping you can stay above the curve of their removal and blockers. Maniacal Rage is the glue that holds the deck together, and why it didn't really work pre-DLC as well as it should have. It not only boosts your own creatures, but can make key creatures of theirs unable to block during an alpha strike.
Tracer, Wandering Wolf and Gnarlid get through unblockable damage, Hoplite gets bigger P/T boosts, and the Young Wolf, while probably the weakest option to load up, protects you from being 2 for 1'd, and thus can be loaded up again if needed.


Very consistent deck, I tested it in 3 matches and it runs very well.
I'd like to test it with Gather Courage instead of Coordinated Assault because +2/+2 maybe can be more useful of 2x+1/0 & First strike in this type of deck (I know that Coordinated assault is better on multiple Satyr Hoplites but Gather Courage allows a a lot of flexibility due to the Convoke trait).

Therefore regarding Wandering Wolf or Aura Gnarlid, the +1 power with First strike given by Coordinated assault has almost the same effect of +2 power given by gather Courage (but +2 enhance the chance to avoid a blocker) so the +2 toughness is a sort of bonus when comparing the two spells.


This is an aggressive deck and I feel that coordinated assault needs to be here more. The first strike pretty much guarantees you're removing blockers while keeping your attackers.

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PostPosted: Thu Nov 27, 2014 12:16 pm 
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Coordinated Assault is a ridiculous effect for a one-mana instant, I wouldn't even think about cutting it in a deck like this.

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PostPosted: Thu Nov 27, 2014 3:18 pm 
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Hakeem928 wrote:
Coordinated Assault is a ridiculous effect for a one-mana instant, I wouldn't even think about cutting it in a deck like this.


^^This^^

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PostPosted: Thu Nov 27, 2014 7:10 pm 
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Hakeem928 wrote:
Coordinated Assault is a ridiculous effect for a one-mana instant, I wouldn't even think about cutting it in a deck like this.


Gather courage is a one-mana instant too.

First strike doesn't work well with Aura Gnarlid and Wandernig Wolf because their main objective is to inflict unblockable damage and not to kill blockers and for this +2/+2 is better than +1/0 because, considering the 2 power base level of both, there is a lot of creatures with 3 power but not too many creatures with power 4 that are able to block.

Therefore Gather courage is useful in a defensive phase, for example if the opponent plays a Shock againts our Aura Gnarild or Wandering Wolf, we can simply buff the toughness adding a +2 with Gather Courage and we can make this without mana if at least one creature is untapped (due to the convoke trait) so we can deceive the opponent.

In my opinion, Coordinate attack is better only if two Satyr Hoplite are deployed in the battlefield (1/0 x 2 + 1/1 x 2= 4/2 with double first strike) and in general it seems to me that Gather Courage is greatly understimate. I have played 300/400 matches and I remember very few situations in which an opponent has played this spell (3-4 times in total).


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PostPosted: Thu Nov 27, 2014 10:52 pm 
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I know I said I was leaving, etc, and I am, but I did post this deck after that statement and I don't want to post a deck that's generating a conversation and orphan it. This WILL likely be my last post though (but I may lurk from time to time)

After consideration, I think Gather Courage is better than Titanic Growth in this deck. The deck's main vulnerabilities are to bounce, Tribute to Hunger, Reprisal and Shock.

Now while we can't do much against bounce, and we have limited Reprisal defence (other than trying to cap at 3/3), and limited Tribute defence (other than trying to keep a secondary sac creature alive) we can defend against 2 for 1s with Shock with Courage, and still maintain aggro due to the Convoke element. Very few people see it coming if you're tapped out, and the extra 2 P/T from Titanic Growth is mitigated by this extra speed.

As a result, due to playtesting and the lowered costs, I've also gone down to 20 lands, for a 20/20/20 creature/spell/land split. I've gone for Fling for the extra spell, though I understand if others chose differently. I'd never want to see more than one as it's a finisher, and it's worked well so far.

Updated the deck with these changes. I can't see myself making any further changes as there's virtually no other cards at a similar cost or utility to even consider. You could arguably risk Elvish Pioneers for a little more speed, but that's about it, and it's not a change i'd make, and the Convoke of Gather Courage is working so well, I wouldn't consider any Red creatures other than the Hoplite either.


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PostPosted: Fri Nov 28, 2014 5:44 am 
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fosforo wrote:
Hakeem928 wrote:
Coordinated Assault is a ridiculous effect for a one-mana instant, I wouldn't even think about cutting it in a deck like this.


Gather courage is a one-mana instant too.

First strike doesn't work well with Aura Gnarlid and Wandernig Wolf because their main objective is to inflict unblockable damage and not to kill blockers and for this +2/+2 is better than +1/0 because, considering the 2 power base level of both, there is a lot of creatures with 3 power but not too many creatures with power 4 that are able to block.

Therefore Gather courage is useful in a defensive phase, for example if the opponent plays a Shock againts our Aura Gnarild or Wandering Wolf, we can simply buff the toughness adding a +2 with Gather Courage and we can make this without mana if at least one creature is untapped (due to the convoke trait) so we can deceive the opponent.

In my opinion, Coordinate attack is better only if two Satyr Hoplite are deployed in the battlefield (1/0 x 2 + 1/1 x 2= 4/2 with double first strike) and in general it seems to me that Gather Courage is greatly understimate. I have played 300/400 matches and I remember very few situations in which an opponent has played this spell (3-4 times in total).


I didn't say anything about Gather Courage, it's certainly a consideration for the deck. I just said that I would never cut Coordinated Assault because it's too good.

Stevo got in before me and I think he made the right cut for it.

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PostPosted: Fri Nov 28, 2014 10:08 am 
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Steveo - Would you give your input on Young Wolf and it's selection here? Is it just a cheap cost green creature that you can reload?



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PostPosted: Fri Nov 28, 2014 5:42 pm 
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Yes. Each creature needs a benefit, and Young Wolf allows you to take enchantment heavy, creature light hands as he ensures your game can survive it being Shocked, and still have a platform to rebuild upon.

It's not an essential creature like the others, and mainly there to fill out the deck as 20 creatures is essential, and I feel that final creature slot needs to be Green for Gather Courage, and 1 mana for curve and speed purposes.


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PostPosted: Sun Nov 30, 2014 10:37 am 
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So initially I was going to suggest a substitution but after playing the deck awhile, I'll recommend an addition. This deck only needs 2 land with the possibility of a 3rd for Aura Gnarlid (and since there's only 2 in the deck, not really that needed). Any land after that is a waste/ dead draw so I'm not entirely sure where the land count should finish (and somehow at that land count, I still draw a lot of land but really shouldn't).

The suggestion is to include Wild Nacatl into the mix here as well. Yet another early body that can grow to a 2/2 on it's own and aids in getting wide when the enchants aren't flowing (or they are and it's just more pressure/ chumping). Currently I have all 4 in the deck without any cuts and modified the land to include the 3 Savage lands for additional duel lands but I'm sure there's some sort of happy medium there. It's worked well and increased speed/pressure which this deck must have. Any mid/late game and this deck is just beaten.


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PostPosted: Mon Dec 08, 2014 10:50 pm 
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Realized Temur doesn't get nearly as much love as it deserves. Tried making one, but I only ended up using blue for Think Twice and Inspiration. So I cut it down to a Gruul deck.

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

Gruul

A deck for Magic 2015.

60 Cards (16 :creature: , 21 :instant: , 23 :land:)

Creature16 cards
■■■
Wild Nacatl1/1
■■■■
Elvish Visionary1/1
■■
Goblin Rabblemaster2/2
■■
Charmbreaker Devils4/4
Inferno Titan6/6
■■■
Pelakka Wurm7/7
Kozilek, Butcher of Truth12/12
Spell21 cards
■■■■
Shock
■■■
Ground Assault
■■
Anger of the Gods
■■■■
Cultivate
■■■■
Resounding Thunder
■■
Hunter's Prowess
■■
Banefire
Land23 cards
■■■
Gruul Guildgate
■■■
Savage Lands
9
Forest
9
Mountain
1
Swamp


Will be doing 10 games in a row with this, but I'm currently trying to see how I like it as is.

I kind of threw in the Wild Nacatl at the last minute to get to sixty cards. While I don't love him, an early 2/2 is nothing to scoff at, especially with all of the aggro out there. I'd be open to replacement options.

I've come to realize that people HATE Charmbreaker Devils. Probably one of my favorite cards, but opponents always make it a huge priority to remove him.

I added Hunter's Prowess because I'm a draw fanatic, and that's about the best I have with Gruul. The trample late can be very helpful as well.

The singleton Swamp and Savage Lands make it possible to cycle Resounding Thunder


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PostPosted: Fri Dec 26, 2014 4:10 am 
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Here's some footage of Stevo's RG deck:


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PostPosted: Fri Dec 26, 2014 1:04 pm 
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That video really does illustrate the benefits of changing out Titanic Growth for Gather Courage. He's running the original version in that video, and in the first game he repeatedly taps out to play creatures, and has two Titanics instead of Gathers in hand.

As a result, he's vulnerable to a blowout with Anger of the Gods, or losing his best creature (the Gnarlid) to a Shock whereas with Convoke, Gather Courage is almost like a Green counterspell in preventing removal and keeping you in the game until a point that you can protect your troops with Auras. The Gather/Titanic substitution is higely important as a result, but you don't see it here as it seems he got the decklist from 2bestest's quote before I edited it a page back.

It is quite funny that he (as in most of his videos) forgets the mechanics of the deck, like being repeatedly surprised the Gnarlid gets through, but to be fair he gets called out in the comments too, and he admits he's not the best player. It is easy to make mistakes like that when it isn't your deck and you're new to the build.


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PostPosted: Fri Dec 26, 2014 1:19 pm 
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Oof! Just got through the whole video - I'm surprised he won a lot of those games!

Like any aggro deck, it's based on very slim margins of victory, so doing the math to make sure you keep as many creatures unblockable is important, as is distributing the Auras correctly and striking a balance between playing extra creatures and championing an existing one. It's a deceptively complex deck to play, and I don't really think he understood most of it, just playing it like RDW at time and emptying his hand.

He'd have had a much easier time of it if he'd searched out the original post rather than the quote as not only would he have got the updated build, but he'd also have had the strategy blurb too. And as I said before, the second version is much better as the Courages and the substitution of a land for a Fling really do cover some of the deck's shortfalls in an important way.

Here's the final build for anyone insterested - viewtopic.php?f=50&t=4684&start=240#p236951


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PostPosted: Fri Dec 26, 2014 1:32 pm 
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I agree, a lot of his lines were suboptimal, but the deck is obviously fast and can still win despite mistakes.

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PostPosted: Tue Dec 30, 2014 1:28 am 
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[manapie 90 -w -u -b r g][/manapie]

Gnarly Fiends

A deck for Magic 2015.

60 Cards (16 :creature: , 22 :instant: , 22 :land:)

Cost 4 cards
■■■■
Shock
Cost 11 cards
■■■■
Elvish Visionary1/1
■■■■
Kiln Fiend1/2
■■■
Ground Assault
Cost 12 cards
■■■■
Aura Gnarlid2/2
■■■■
Cultivate
■■■■
Lightning Talons
Cost 3 cards
■■■
Tectonic Rift
Cost 5 cards
Stormbreath Dragon4/4
■■
Enlarge
■■
Hunter's Prowess
Cost 3 cards
■■
Charmbreaker Devils4/4
Inferno Titan6/6
Land22 cards
■■■■
Gruul Guildgate
10
Forest
8
Mountain


This deck works wonders for me. Turn 2 kiln fiend into turn 3 cultivate and then turn 4 tectonic rift happens a lot and is extremely satisfying. Wins very fast like a regular aggro deck quite often, but does not suffer mid to late game. I get wins from enlarge very often but also from kiln and devil pumps. If you try it out let me know what you think :)


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PostPosted: Wed Jan 14, 2015 6:51 pm 
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Has anyone made a Gruul Spider Spawning deck?

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PostPosted: Wed Jan 14, 2015 7:24 pm 
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I wouldn't see what the value was over not splashing Black and making the deck Jund.


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PostPosted: Thu Jan 15, 2015 9:05 am 
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I've made one.. It totally works on it's own merits, however Black for flashback would've made the games go faster and more advantageous for me.

I wanted to make it Gruul as a silly personal challenge. Think I will add black taplands and keep it as is without doing what I'd love to do: get greedy and make it full Jund.

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PostPosted: Sat Feb 07, 2015 1:42 pm 
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My take on Land Destruction:

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

Land Destruction

A one vs. one deck for Magic 2015.

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

Creature15 cards
■■
Jade Mage2/1
■■
Goblin Rabblemaster2/2
■■■■
Mold Shambler3/3
■■
Arbor Colossus6/6
Stormbreath Dragon4/4
■■
Charmbreaker Devils4/4
Inferno Titan6/6
Kozilek, Butcher of Truth12/12
Spell21 cards
■■■
Ground Assault
■■
Anger of the Gods
■■■■
Cultivate
■■■
Darksteel Ingot
■■■■
Demolish
■■■
Tectonic Rift
■■
Banefire
Land24 cards
■■■■
Gruul Guildgate
10
Forest
10
Mountain


Gameplay

One of the first gameplays where I got to showcase all of the different angles of a deck, casting almost every single card.

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PostPosted: Sat Feb 07, 2015 4:58 pm 
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I get that Jade Mage is a good mana sink, but I'm really sold on her here. Did you think about adding Savage Lands and a single swamp in order to support Resounding Thunder? It's a great removal spell and if you cycle it then it's just nasty. It's also good with Charmbreaker Devils because you can get it back if you blow it early.

The rest of the deck looks pretty solid, though, probably as good as LD can be with this pool. Nice job.

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