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PostPosted: Sat Dec 20, 2014 10:42 am 
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I thought about adding Fiend protection but I don't want to be playing reactive counterspells in a proactive deck. Every card in my list has a singular purpose and that is to directly threaten my opponent's life total. I can burn people out just fine without a Fiend and if I get in just a single hit with one then the rest of my cards win the game in short order. The deck is just so fast and explosive that playing Negate is counterproductive.

I'm going to make a bold statement here, but my deck's speed and consistency is so ridiculous that it's possibly the best deck in the game. It's faster and more explosive than Goblins and beats lifegain strategies better.

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PostPosted: Sat Dec 20, 2014 2:24 pm 
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But how have you fared against a decent control deck? (I was 0-2 using it).

Negate solves for control/removal decks, which are really the only decks that have caused me problems (goblins and lifegain are way too slow). It can also be used proactively if necessary to set off a Fiend/Snipe for the win (e.g., by countering your own redundant casting of Artful Dodge), but I have found it far more helpful to counter anything that might otherwise stop this deck from winning.

Imho it is simply unfair to be able to generate so much unblockable damage (e.g., Artful Dodge, Fling) so quickly in this meta. The answer is that it is "blockable", but by spells not creatures. 3x Negate provides just the right balance to deal with that element.


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PostPosted: Sat Dec 20, 2014 2:50 pm 
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You're right that the matchup can be bad but I think I actually have a better game against control than you because I'm attacking with Hellspark Elemental and casting Skullcrack and Banefire rather than sitting there with dead Flings and bounce spells in my hand.

Don't get me wrong, I think your deck is fine and it will win some games that mine cannot, but I have a more consistent nut draw and present a much faster clock overall. I kill reliably on the fifth turn and I don't need Kiln Fiend to win.

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PostPosted: Sat Dec 20, 2014 4:08 pm 
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I'm surprised anyone lets a Kiln Fiend stay on the board.. like.. ever. I always felt it was one of those 'shock on sight' creatures.

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PostPosted: Sat Dec 20, 2014 4:35 pm 
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If they don't have a Shock or some other cheap removal in the top 12 cards of their library, they are probably just dead. If you draw two Fiends then they need two copies in their top 12. I am beating people the turn after they tap out to Cultivate.

If they have an answer for Fiends then the goblin tokens, Guttersnipes, Rabblemasters, and Hellsparks just beat them. The deck is ridiculous.

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PostPosted: Sat Dec 20, 2014 4:46 pm 
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Now please brew a steal and sac deck that doesn't run out of cards too quickly :)


For real.

Get on it Sensei ;)


I've posted a deck much earlier in this thread that's a sac and steal deck and it virtually never runs out of cards. Here it is again, this time with a spiffy Mister P table (and a few changes from when it was posted on page 8). It's not tier 1 but it wins pretty consistently. That may be the deck's greatest strength; it consistently draws what it needs because most cards are 4 copies. I've gotten tons of complaints when playing it online that I get lucky with it, but it's built to draw as much as possible so there's always a steal and sac option.

I'm open to suggestions about it though; I don't know how to make it better. And I've barely looked at the expansion cards, although nothing seemed worth including.

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

Goblin Blaster

A deck for Magic 2015.

60 Cards (8 :creature: , 29 :instant: , 23 :land:)

Cost 19 cards
■■■■
Goblin Electromancer2/2
■■■■
Fling
■■■■
Krenko's Command
■■■
Military Intelligence
■■■■
Think Twice
Cost 11 cards
■■
Chasm Skulker1/1
■■
Goblin Rabblemaster2/2
■■■■
Act of Treason
■■■
Blasting Station
Cost 7 cards
■■■
Inspiration
■■■■
Portent of Betrayal
Land23 cards
■■■■
Izzet Guildgate
9
Island
10
Mountain


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PostPosted: Sat Dec 20, 2014 4:56 pm 
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Have you thought about Quicken in that list? Stealing a creature after attacks have been declared could be fun and cantrips are always good in combo-ish decks like this one. You can even flash in Krenko's Command to do some Blasting Station tricks. I think you could definitely cut a land here, and maybe an Inspiration. You could potentially even play 21 land here because of Electromancer and all the draw.

You could also think about a Crumbling Necropolis or two as extra Izzet gates, especially if you do cut some land from the deck.

The deck looks really fun.

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PostPosted: Sat Dec 20, 2014 5:06 pm 
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I have tried Quicken, but I didn't test it extensively. I cut an Inspiration and a land for two Quicken, and was undecided about it (though I was never able to pull off an instant speed Act of Treason and doing that may have changed my mind). I may test it more with the Necropolis, that's a good idea.


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PostPosted: Sat Dec 20, 2014 5:10 pm 
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The main draw to Quicken is just a cheap cantrip, I would cycle that very liberally just to get deeper into the deck. Any instant-speed shenanigans you pull off are all just upside.

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PostPosted: Fri Dec 26, 2014 11:41 am 
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I've re-done my Izzet Sniper deck on page 5...here it is as well.

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

Revelations

A one vs. one deck for Magic 2015.

60 Cards (11 :creature: , 29 :instant: , 20 :land:)

Creature11 cards
■■■■
Goblin Electromancer2/2
■■■■
Kiln Fiend1/2
■■■
Guttersnipe2/2
■■
Talrand, Sky Summoner2/2
Spell29 cards
■■■■
Artful Dodge
■■
Quicken
■■■■
Shock
■■■■
Vapor Snag
■■■■
Fling
■■■
Negate
■■■
Skullcrack
■■■■
Think Twice
■■■■
Voyage's End
■■■
Dissolve
Land20 cards
■■■■
Izzet Guildgate
10
Island
6
Mountain


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PostPosted: Wed Dec 31, 2014 6:39 pm 
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This is a cute deck I came up with last week. I was messing around with sac/steal decks and really wanted to make one work with Jalira, Master Polymorphist. I have to say I'm really surprised with the results. Most of my games I get to the late game just fine and manage to pull of the steal/attack/sac combo with 6 mana open surprisingly often! Any suggestions for improvement would be appreaciated.

So basically I sac tokens from Coral Barrier and Krenko's Command to fetch the fatties but with six mana open, Jalira on the battlefield and an Act of Treason in hand just steal their bombs and sac 'em for a fatty of your own. I find that tapping out at 4 to cast Jalira is relatively easy, to be honest I don't recall having her countered in any match (roughly 30 or so games) and I guess people just aren't used to seeing her so they don't bother? Anyway on turn 5 when you sac a Krenko token and suddenly a wild Inferno Titan appears... For 3 mana.... Good times! Negate and Dissolve mainly to counter any removal, never countering creatures unless I just can't draw an Act of Treason. Vapor snag also mainly for protecting Jalira.

It works better than it looks thats for sure and it feels so satisfying when it does. Well anyway here is the deck...

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

Poly Action

A deck for Magic 2015.

60 Cards (10 :creature: , 28 :instant: , 22 :land:)

Cost 8 cards
■■■■
Shock
■■■■
Vapor Snag
Cost 11 cards
■■■■
Krenko's Command
■■■
Negate
■■■■
Think Twice
Cost 10 cards
■■■
Coral Barrier1/3
■■■■
Act of Treason
■■■
Dissolve
Cost 4 cards
■■
Jalira, Master Polymorphist2/2
■■■■
Portent of Betrayal
Cost 1 card
Stormbreath Dragon4/4
Cost 3 cards
Charmbreaker Devils4/4
■■
Horizon Scholar4/4
Inferno Titan6/6
Cost 1 card
Siege Dragon5/5
Land22 cards
■■■■
Izzet Guildgate
10
Island
8
Mountain


Let me know what you think.


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PostPosted: Fri Jan 02, 2015 12:23 pm 
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hej cojo that is really fantastic deck :)

I have been playing it all day and its works great, Jalira, Master Polymorphist on turn 4, and turn 5 inferno titan and they quit really fast after this :), but to be honest i only used 2 times her abillity cuz most of the times she have been shocked or other removal...

The only change to your orginal deck i made was -2 portent of betreyal, i think 4 act of treason are enough -1 coral barier and aded + 2 anger of the gods and its realy helpful (tokens) and +1 mountain, 22 land was not enough imo.

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Last edited by KraAS on Fri Jan 02, 2015 7:33 pm, edited 1 time in total.

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PostPosted: Fri Jan 02, 2015 3:47 pm 
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I'm glad you like it :) I'm relatively new at building decks etc so this comment just made my day :)

After about 40 games or so played with it I agree it totally needs a mountain and the 4 act of treason are enough indeed, lots of game wins with just 2 activations of jalira or even on the first if the titan hits which is just awesome. I also did like you did and removed a coral barrier and added the 2 anger of the gods. To be honest, the deck runs quite a bit smoother now. Thanks a lot for the suggestions :)


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PostPosted: Sun Jan 11, 2015 2:09 pm 
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[manapie 90 -w u -b r -g][/manapie]

Arcane Blitz

A deck for Magic 2015.

64 Cards (17 :creature: , 23 :instant: , 24 :land:)

Cost 8 cards
■■■■
Shock
■■■■
Void Snare
Cost 16 cards
■■■■
Goblin Electromancer2/2
■■■■
Kiln Fiend1/2
■■■■
Think Twice
■■■■
Voyage's End
Cost 7 cards
■■■
Guttersnipe2/2
■■■■
Bolt of Keranos
Cost 4 cards
■■■■
Archaeomancer1/2
Cost 1 card
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Sphinx-Bone Wand
Land24 cards
■■■■
Izzet Guildgate
10
Island
10
Mountain


Dude, seriously, this is the best build for Izzet.. I swear it!
Kiln fiends and guttersnipes, shocks and bolts to hold off until you get ->
Think twice til you draw Charmsbreaker devils, Electromancers to shorten the cost of instants and sorceries. Then you'll want to use Time warp -> use archeomancers to bring back, Void snare your arches, time warp, arche, void, warp.... With Charmsbreakers AND Sphinxbone Wands? Seriously.. this deck rocks.

EDIT: Oh and hi! New here :P


Last edited by smarglefwargle on Sun Jan 11, 2015 2:40 pm, edited 1 time in total.

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PostPosted: Sun Jan 11, 2015 2:31 pm 
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Welcome!

My first question is why play Bolt of Keranos over Resounding Thunder? Thunder is an instant and easier to cast so is Scry 1 really worth all that drawback? I don't think so.

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PostPosted: Sun Jan 11, 2015 2:41 pm 
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I actually havn't unlocked that card yet so I didn't know it existed.. I also updated and replaced Inspirations with Think Twice. You gotta try this deck though, and I'm open to more suggestions!

EDIT: I just looked up resounding thunder.. It's the same mana cost dude, and you're not getting the cycle advantage. I think scrying is important when you're wanting to draw the correct cards. If there are any other 3 drop instant burns let me know

EDIT: In fact looking at Think Twice.. I'm wondering if it's not such a good idea as the card is exiled. I want to be able to delve for draw cards. 2 Inspirations 2 Think twice it is?


Last edited by smarglefwargle on Sun Jan 11, 2015 2:49 pm, edited 2 times in total.

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PostPosted: Sun Jan 11, 2015 2:46 pm 
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It's not the same mana cost because :1::r::r: is different than :2::r: in a multicolored deck. Scrying is fine, but instant-speed is the real trump here.

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PostPosted: Sun Jan 11, 2015 2:51 pm 
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So a compromise? 2 Resounding Thunder 2 Bolts?

I'm also still not sure about the Inspiration/Think Twice problem?
I need to be able to delve for the spells, but TT let's me draw quicker


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PostPosted: Sun Jan 11, 2015 3:04 pm 
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HA! Never mind, found Quicken and Fleeting Distraction.


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

Arcane Blitz

A deck for Magic 2015.

66 Cards (17 :creature: , 25 :instant: , 24 :land:)

Cost 14 cards
■■■■
Fleeting Distraction
■■
Quicken
■■■■
Shock
■■■■
Void Snare
Cost 12 cards
■■■■
Goblin Electromancer2/2
■■■■
Kiln Fiend1/2
■■■■
Voyage's End
Cost 7 cards
■■■
Guttersnipe2/2
■■■■
Bolt of Keranos
■■■■
Resounding Thunder
Cost 4 cards
■■■■
Archaeomancer1/2
Cost 1 card
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Sphinx-Bone Wand
Land24 cards
■■■■
Izzet Guildgate
10
Island
10
Mountain


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PostPosted: Sun Jan 11, 2015 5:45 pm 
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HA! Never mind, found Quicken and Fleeting Distraction.


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

Arcane Blitz

A deck for Magic 2015.

66 Cards (17 :creature: , 25 :instant: , 24 :land:)

Cost 14 cards
■■■■
Fleeting Distraction
■■
Quicken
■■■■
Shock
■■■■
Void Snare
Cost 12 cards
■■■■
Goblin Electromancer2/2
■■■■
Kiln Fiend1/2
■■■■
Voyage's End
Cost 7 cards
■■■
Guttersnipe2/2
■■■■
Bolt of Keranos
■■■■
Resounding Thunder
Cost 4 cards
■■■■
Archaeomancer1/2
Cost 1 card
Time Warp
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 2 cards
■■
Sphinx-Bone Wand
Land24 cards
■■■■
Izzet Guildgate
10
Island
10
Mountain


If you're focusing so strongly on stupid cheap spells I think you should cut the bulk of the big cost guys and fully tune to killing asap.

And you are making a severe mistake not including Artful Dodge

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