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PostPosted: Fri Dec 26, 2014 11:49 pm 
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@MasterCardGold

Somehow I don't think cutting your land to 20 and adding some 5 drops and a 10 drop is gonna work out too well.

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PostPosted: Sat Dec 27, 2014 12:40 am 
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Almost no one takes me seriously when I mention my land count, yet with the land grab of Armillary Sphere and Traveler's Amulet I can strip a Rainbow deck of land quicker than you would imagine, enabling me to play what I want, when I want, all the way to Grislbrand on T7 due to Ingots and Kolizek on T8 at times due to multiple Ingots.

Runescarred gets me what I want on T6-7 and by then I have every land combo I need to be set up for the next few turns.

I then strip the land grab cards from my deck completely with Suffer the Past and then hit an Elixir when I find it necessary.

:D The deck I'm running in Monk's tournament has 21 land and everyone I've played can tell you that the games I've played with them that I have little issue with land.

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PostPosted: Sat Dec 27, 2014 11:09 am 
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So the other day I got paired against Xbox user Imemoria. Guildgate, Island, Counterspell, ok it's going to be one of THOSE games.

90 minutes later, I somehow escaped the game with a win, but not my sanity.

By then all of his mana was on the board, so I should have just written it down, but I took my best stab at it. Pretty sure the numbers on the spells are correct, since I watched the deck cycle through several times. Zero wincons, unless you count Thassa's Bounty, which you shouldn't.

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

Unmemorable

A deck for Magic 2015.

60 Cards (3 :creature: , 33 :instant: , 24 :land:)

Creature3 cards
■■■
Wall of Omens0/4
Spell33 cards
■■
Elixir of Immortality
■■
Quicken
■■■■
Courier's Capsule
■■■■
Negate
■■■■
Nullify
■■
Anger of the Gods
■■■
Dissolve
■■■■
Inspiration
■■■■
Angelic Edict
■■
Planar Cleansing
■■■■
Thassa's Bounty
Land24 cards
■■■■
Azorius Guildgate
■■■■
Boros Guildgate
■■■■
Izzet Guildgate
7
Island
1
Mountain
4
Plains


I feel(know) this deck can be made meaner. I want to do what I do to almost all of the decks I try, cut the land to 20 and throw an Armillary Sphere or two in to landgrab quickly, stripping out land asap and/or Ingots.

Also going to put in a Stormbreath because.. Just because. Nah, because he is probably the best creature, pound for pound, as protection from white puts him in the top five of creatures easily IMHO. Also adding Kozilek as most have thought he is useful in here.

Traumatic visions as well as Solemn offering will be making an appearance. going to work on this today.


I've had the joy of playing that exact deck, luckily i was on jeskia control, even though I had 18 dead cards after 1 cycle of drawing about 45 cards from my Opp i figures he was on Elixir win con, and I had no elixir just kozliek, if he went through the trouble of building an elixir deck, Angelic edict would have to be his answer to Koziliek, so i never cast it, always had discard fuel and kept discarding to the yard and saving up counterspells for what i had a feeling was going to be fireworks the next time he cast elixir.

He had 7 cards left and picks his spot. Elixir on stack, i go negate ... long story short, the stack went to 8 spells and i knew it was his WC. But how many? I have 1 counter left he has 1 mana left after i succesfully counters the 1st elixir he tapped for his 2nd elixir. I dissolve it. he promptly scoops em up. GG

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PostPosted: Sat Dec 27, 2014 11:20 am 
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Hakeem928 wrote:
I think I need to build in just a little more draw power, though, because relying on Think Twice and Wall of Omens hasn't quite been enough.

Traumatic Visions has been great, but I think I'm satisfied with three copies. The same goes for Voyage's End. Banefire has been good but not really necessary because the deck has reach with the Wand and another good anti-control card in Kozilek. I also think I can get away with three copies of Archaeomancer if I increase the draw power, so I'm going to try:

-1 Banefire
-1 Archaeomancer

+2 Inspiration

I also thought about using Quicken or Time Warp in these slots, but I'm going to start with Inspiration for now. Cutting Archaeomancer could be wrong, but I have had instances where I'd draw three of them and not want to cast them in order to to hold open countermagic. We'll see how it goes.



I'm telling you dude Mentor of the Meek. he's an all-star in my build, but it could just be a better in bant card. every cloud shift has (draw 1 attached) every spell with talrand has (Draw 1 attached), you get the 3 pieces out it's as much as you want, Granted this is almost a Win More. cause arch+ shift+ talrand is GG. Personal Exp, Mentor has brought me back into games where i was not a favorite, and fixes the Flood. At worst it eats a kill spell and profitable blocks Rabblerabble. The drawing gets so ridiculous i put elixir in to not lose. If you've ever been in the Mirror and both have that combo out. the turns take FOREVER and the board get's stalled quick, Bant deck has Ascension atleast

Good deck. it beat me once already

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PostPosted: Sat Dec 27, 2014 11:28 am 
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I ran him in the straight UW build (well, mobius did) but I'm running Anger of the Gods in Jeskai so that's why I cut him. I would definitely play him in Bant, though.

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PostPosted: Sat Dec 27, 2014 5:38 pm 
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Hakeem928 wrote:
Here's how I would update the Archaeomancer/Cloudshift combo post-expansion:

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

Shiftomancer

A one vs. one deck for Magic 2015.

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

Cost 4 cards
■■■■
Cloudshift
Cost 10 cards
■■■
Wall of Omens0/4
■■■■
Think Twice
■■■
Voyage's End
Cost 5 cards
■■
Anger of the Gods
■■■
Dissolve
Cost 6 cards
■■■
Archaeomancer1/2
Talrand, Sky Summoner2/2
■■■■
Inspiration
Cost 4 cards
Baneslayer Angel5/5
■■■
Traumatic Visions
Cost 4 cards
■■
Charmbreaker Devils4/4
■■
Planar Cleansing
Cost 1 card
Sphinx-Bone Wand
Cost 1 card
Kozilek, Butcher of Truth12/12
Land25 cards
■■■■
Azorius Guildgate
■■■■
Boros Guildgate
■■■■
Izzet Guildgate
4
Island
4
Mountain
5
Plains


Going into Jeskai lets us run all four of the sweepers to buy time until we set up, and Archaeomancer lets us use them multiple times if necessary. The main wincon for these decks has always been either Talrand or Sphinx-Bone Wand but I've only chosen to go with one of each because I'm using Charmbreaker Devils as a third wincon. Blinking Archaeomancer multiple times pumps him up really fast for a one-shot kill if you can keep the board clean or if you attack and they choose not to block. The best part about Charmbreaker, though, is that he's a CA engine when you don't have your combo. He's also very easy to protect with Cloudshift and counterspells.

Most of the rest of the deck is intact, but I've chosen to add Traumatic Visions to the list because it's a great mana fixer for a three-color deck, is recoverable through Archaeomancer or Charmbreaker after you cycle it, and doubles the number of hard counterspells in the list. I've also added a singleton Banefire as some scaling removal and a trump card in the control mirror.

Thoughts?


Do you feel this is better than keeping it as a U/W?

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PostPosted: Sat Dec 27, 2014 5:49 pm 
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Yes, Charmbreaker Devils is amazing here and Anger of the Gods is amazing everywhere. I should probably cut a Mountain for an Island, though, and find a home for Inferno Titan somewhere.

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PostPosted: Sat Dec 27, 2014 6:01 pm 
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Hakeem928 wrote:
Yes, Charmbreaker Devils is amazing here and Anger of the Gods is amazing everywhere. I should probably cut a Mountain for an Island, though, and find a home for Inferno Titan somewhere.


Inferno Titan certainly seems worth it. One of the better bombs in the game and the prospect of having Cloudshift to protect it and/or Arc Lightning for :w: seems pretty sweet.

Not sure what you would cut for him though, possibly a Traumatic Visions if you feel the mana base can handle losing the land cycling? May put you a little under par for counterspells though. Tough call.

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PostPosted: Sat Dec 27, 2014 6:36 pm 
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I was thinking about going to two Voyage's End. It's not a core card because of all the sweepers, so two could be enough. Visions is just too good here. :)

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PostPosted: Sat Dec 27, 2014 8:43 pm 
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The more I play the deck, the more I realize that Traumatic Visions has made straight Jeskai control pretty damn amazing. The combo element just isn't necessary and I think it actively makes the deck worse. With all four of the sweepers, the deck has a ton of reset buttons so I'm maxing out on draw spells to just rip through the deck, reset the board, and win.

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

Jeskai Control

A one vs. one deck for Magic 2015.

60 Cards (7 :creature: , 28 :instant: , 25 :land:)

Cost 2 cards
■■
Quicken
Cost 10 cards
■■■
Negate
■■■■
Think Twice
■■■
Voyage's End
Cost 5 cards
■■
Anger of the Gods
■■■
Dissolve
Cost 6 cards
■■■■
Archaeomancer1/2
■■■■
Inspiration
Cost 5 cards
Baneslayer Angel5/5
■■■■
Traumatic Visions
Cost 5 cards
■■
Charmbreaker Devils4/4
Inferno Titan6/6
■■
Planar Cleansing
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 1 card
Banefire
Land25 cards
■■■■
Azorius Guildgate
■■■■
Boros Guildgate
■■■■
Izzet Guildgate
5
Island
4
Mountain
4
Plains


The deck has 10 draw spells and two of those make the sweepers and the Banefire castable at instant-speed. There are seven hard counters and I've chosen to round out the counter suite with Negates because the deck has a fairly easy time dealing with creatures. The bounce spells are there to slow down early aggression and to be able to counter the things that your opponent manages to resolve. Two copies of Archaeomancer plus two Charmbreaker Devils provide some nice recursion and you can bounce your own Archaeomancers in a pinch. Wincons are Baneslayer and Kozilek primarily, but Inferno Titan, Charmbreaker Devils, and Banefire all do a fine job of winning the game in the right matchups.

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PostPosted: Sat Dec 27, 2014 9:38 pm 
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I'm slowly stripping out all the old combo pieces for more straight-up removal and counterspells. This is really just Banefire.dec now:

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

Jeskai Control

A one vs. one deck for Magic 2015.

60 Cards (3 :creature: , 32 :instant: , 25 :land:)

Cost 2 cards
■■
Quicken
Cost 10 cards
■■■
Negate
■■■
Nullify
■■■■
Think Twice
■■■■
Voyage's End
Cost 5 cards
■■
Anger of the Gods
■■■
Dissolve
Cost 4 cards
■■■■
Inspiration
Cost 7 cards
Baneslayer Angel5/5
■■■■
Angelic Edict
■■■■
Traumatic Visions
Cost 4 cards
Inferno Titan6/6
Obelisk of Alara
■■
Planar Cleansing
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Banefire
Land25 cards
■■■
Arcane Sanctum
■■■
Boros Guildgate
■■■
Crumbling Necropolis
■■■
Izzet Guildgate
■■■
Jungle Shrine
■■
Seaside Citadel
5
Island
4
Mountain
4
Plains

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Last edited by Hakeem928 on Sun Dec 28, 2014 6:05 am, edited 1 time in total.

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PostPosted: Sun Dec 28, 2014 12:16 am 
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I was wondering when you were going to go this route!

Kinda surprised you didn't work in resounding thunder. I really like how each color there has a strong game though and doesn't feel like any colors are just there for a single card.

Also why not seaside instead of azorius?

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PostPosted: Sun Dec 28, 2014 2:49 am 
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Hakeem928 wrote:
I'm slowly stripping out all the old combo pieces for more straight-up removal and counterspells. This is really just Banefire.dec now:

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

Jeskai Control

A one vs. one deck for Magic 2015.

60 Cards (3 :creature: , 32 :instant: , 25 :land:)

Cost 2 cards
■■
Quicken
Cost 10 cards
■■■
Negate
■■■
Nullify
■■■■
Think Twice
■■■■
Voyage's End
Cost 5 cards
■■
Anger of the Gods
■■■
Dissolve
Cost 4 cards
■■■■
Inspiration
Cost 7 cards
Baneslayer Angel5/5
■■■■
Angelic Edict
■■■■
Traumatic Visions
Cost 4 cards
Inferno Titan6/6
Obelisk of Alara
■■
Planar Cleansing
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Banefire
Land25 cards
■■■
Arcane Sanctum
■■■
Azorius Guildgate
■■■
Boros Guildgate
■■■
Crumbling Necropolis
■■■
Izzet Guildgate
■■■
Jungle Shrine
5
Island
4
Mountain
4
Plains


The deck you're looking for is on the previous page.. it's called 'Unmemorable.' ;)

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PostPosted: Sun Dec 28, 2014 6:01 am 
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lol, I think I'll win with Baneslayer, Obelisk, Banefire, and Kozilek, thank you very much. ;)

@2best, I didn't notice there was another UW triland, you're right that I should make that swap. About Resounding Thunder, I don't think I could reliably cycle it with only six black sources and four green sources (once I swap to Citadel) in the entire deck.

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PostPosted: Sun Dec 28, 2014 10:43 am 
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I can see that concern. I will be looking forward to seeing how the deck grows and evolves with more play testing. I have taken your control build out and many times so far I wish voyage's end was a different card. I would like to see you get more play time in with this variant and see what direction it ends up going with the couple slots that could be wiggled around.

Unmemorable is a solid decklist but it is MAD boring and games always take forever..

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PostPosted: Sun Dec 28, 2014 11:23 am 
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Yeah Voyage's End isn't great and is mostly a relic of the deck's beginning. I still have work to do obviously, but one thing I've realized is that I've finally found a home where Quicken can shine. With two each of Banefire, Anger, Edict, and Cleansing, there's always some juicy sorcery to cast with it.

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PostPosted: Sun Dec 28, 2014 11:56 am 
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Yeah, quicken really does nicely here. I built a very similar deck to this one but I think this overall is better so it has replaced my variant.

There have been a number of times where i wish I drew negate. Maybe the voyages should be negates? Atleast one of them would be nice as a negate.

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PostPosted: Sun Dec 28, 2014 12:33 pm 
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How about

-2 Voyages End

+1 Negate
+1 Stormbreath Dragon/Obelisk #2/Sphinx Bone Wand


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PostPosted: Sun Dec 28, 2014 1:13 pm 
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I don't like Stormbreath Dragon all that much in this type of deck, especially when my hard counters cost five mana. Tapping out for a damage spell isn't great compared to something like Inferno Titan that provides board control. Once I'm on ten mana, four damage doesn't feel that great.

I could see a second copy of Negate for sure, but I kind of miss the Archaeomancers a little bit. They give you the freedom to cycle early Quickens and Visions and to spend Banefires as removal with the opportunity to get them back.

A second Obelisk could be worth a slot in a deck without tutors because you see it more often and they aren't dead in multiples, so that's a suggestion I'll think about, as well.

I'm also wondering if three Nullify is correct or whether it should just be a pair. I don't always have :u::u: early enough and there is a lot of mass removal, so two could be enough.

I'll be tuning this list over the next week or so.

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PostPosted: Mon Dec 29, 2014 11:43 am 
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I deff feel we want to see the second negate there. While having another obelisk would be a nice addition, I don't know if it is the RIGHT one. I feel like the finishers we have are probably enough already and removing early tools for more of them I feel isn't the wisest decision in my book.

I think that second voyages should be Negate, Nullify, the two mountain plus x instant speed fireball thing, or some other cheap cost instant/sorc.

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