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PostPosted: Wed Jan 07, 2015 3:33 pm 
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Noone will argue that those three belong on tier one.

Selesnya is best for tokens.

I am also fairly certain that someone brought up my End of Days in that thread somewhere at some point in regards to his success with it post-expansion in pubbies. I don't think it gets any better in that color combo than my build is.

If you want to check it out, here is the link:
viewtopic.php?f=50&t=3893&start=80#p225036

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PostPosted: Wed Jan 07, 2015 3:49 pm 
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2bestest wrote:
I am also fairly certain that someone brought up my End of Days in that thread somewhere at some point in regards to his success with it post-expansion in pubbies.


After seeing the link, i think they were just being polite.

/runs



hehe, ok Selensya tokens is better than Naya? I'll have to throw that into the mix to gauge consistency across the tier ones.


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PostPosted: Wed Jan 07, 2015 4:02 pm 
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I think we need a new thread for this. Start one up in order to choose suitors and detail your exploits, Barney!

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PostPosted: Wed Jan 07, 2015 4:37 pm 
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Don't knock it till you try it. I have much time in tuning and playing that build. It is really solid.

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PostPosted: Wed Jan 07, 2015 5:52 pm 
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I mainly make my decks as conceptual builds - intended to explore a certain style or theme that isn't widely played (as Seance wasn't when this deck was built) rather than try to explicitly counter the metagame, as that would reduce creativity, not expand it.

You can add Planar Cleansing to counter token decks though if you wish, and it actually combos neatly with a few cards (Aegis Angel, Seance), but I took it out as I didn't want to make too many concessions to tokens, as otherwise all my builds would, and that would reduce the variety in my decks overall.

With that in mind, like all my decks, I know specific improvements could likely be made if I was to go for a run in Ranked, but I leave that up to others. I just prefer to provide a starting point that's self-contained in scope and commits to its theme, almost like a pre-con in previous games.

If you're going to test it out, I'd give it a few practice games first. There's a few non-inuitive things going on there, and it can be a difficult deck to get the most out of (things like choosing what to exile and what to allow to reshuffle, what order to exile in, etc) It's probably tied with my Faerie deck for consistency, but as that one's aggro, I don't find it as fun as this one.

Good luck!


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PostPosted: Sun Jan 11, 2015 5:56 am 
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I posted my feedback on Truth Seekers because it was very consistent and more importantly lots of FUN to play. In that the games had variety and required thought.

For highest win percentage for me personally @Hakeem928's Abzan LifeGain has been the best performer, followed by Izzet Burn. But Izzet Burn doesn't require as much interaction with the opponent's strategy, and isn't as challenging to play (apart from the joy of getting a consistent 4 turn kills).

Thanks @Stevolutionary, I'll try your Blue Faeries next.

I'll have to try Golgari Spawn after that :)

I've learned a lot about deck building from the forum's. And entertainingly I've been improving my gameplay listening to the commentary on the youtube games from Force and Hakeem928

Thanks

Nish


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PostPosted: Sun Jan 11, 2015 6:48 am 
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That's mainly my philosophy when building decks. I want to try to do something new and interesting, rather than simply go for the most powerful deck I can. A good level of power is important too (which I why I haven't posted a Vampire deck or a Zombie one as they are really medicore), but it just isn't the be all and end all, and leaves little space for experimentation or fun.

I can build Spike-ish decks like that, I just don't enjoy doing so, or playing with them. I much prefer a clever and interesting win that not may others have thought of than just grinding victories without much effort or originality, as that's what I see as more challenging and skillful, and helps inspire other people to think outside the box, which makes them ultimately a better player.

A good analogy is in a video I saw earlier today. It was from Awesome Games Done Quick, and it was a bunch of guys speedrunning Goldeneye on the N64. There were four guys, and they all took the exact same routes and used the exact same methods and exploits in the exact same places. Now, I imagine this takes a huge amount of time and practice, but to my mind it doesn't take a lot of skill. Just thousands of hours of repetition.

They were all wearing t-shirts that said 'Elite' on them, which I found frankly ridiculous. If anyone was 'elite', It would be the people who discovered the tricks, not these guys just copying them without trying to innovate themselves. And midway through they even did an appeal to the TAS community to see if anyone could help them find any additional shortcuts, because it seems they were only good at following instructions and not thinking in an original manner. Later a bunch of them played each other in multiplayer, and really sucked. Because it seemed whenever they were presented with new or unpredictable situations, they just folded.

Also, I can understand learning from Hakeem, but Force!? I've only seen a few of his videos, but he seems to constantly forget what half the cards do! :)


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PostPosted: Sun Jan 11, 2015 9:05 am 
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Thanks Nish, glad you're having success with the Abzan deck. I'm currently in the finals of the Xbox tournament and that's the deck I'm running this time around. There are a few gameplay videos of the tournament on my channel if you haven't already seen them.

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PostPosted: Mon Jan 12, 2015 4:51 am 
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Force is good at the commentary - It isn't easy to to describe your thinking non-stop for 20 minutes :) And he is very enthusiastic. And I found nogoblins through his videos

I do agree that he isn't as intimate with the card details and does make mistakes - but I like that.

I've watched all your vids @Hakeem928. I like that you post your losses as well as the wins. It would be nice to hear your thoughts on how you might have played differently for some of the losses.

Cheers

Nish


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PostPosted: Mon Jan 12, 2015 5:47 am 
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I'll try to keep that in mind, thanks for watching!

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PostPosted: Sat Jan 17, 2015 1:13 pm 
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GW Aura deck

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

GW Aura

A deck for Magic 2015.

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

Creature17 cards
■■■■
Trained Caracal1/1
■■
Hero of Iroas2/2
■■
Stoneforge Mystic1/2
■■■
Aura Gnarlid2/2
Brimaz, King of Oreskos3/4
■■■■
Primal Huntbeast3/3
Baneslayer Angel5/5
Spell20 cards
■■■■
Gods Willing
■■■■
Nimbus Wings
■■■
Ordeal of Heliod
■■■■
Arrest
■■■■
Asha's Favor
■■■
Armored Ascension
■■
Avarice Amulet
Land23 cards
■■■
Jungle Shrine
■■■■
Selesnya Guildgate
4
Forest
12
Plains


I made this because I didn't see anything similar in this thread. I'm not sure how good it is - I've played it in a handful of games and have yet to lose with it, but all of my opponents seemed to have issues finding removal. I would have won some of the games despite removal (because of Gods Willing in hand), but I can't help but feel I've been pretty lucky so far.

In any case, it's been pretty fun. My goal is to create large, evasive or unremovable creatures, but the Aura selection in the game leaves a lot to be desired. I would greatly appreciate any advice for improvement.

Stoneforge Mystic and Avarice Amulet might seem like strange choices, but it's been much more reliable card draw so far than Mentor of the Meek in my testing while constructing this deck. Putting the amulet on a Primordial Huntbeast or another creature while I have Gods Willing in hand has been a pretty safe choice.


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PostPosted: Sat Jan 17, 2015 1:25 pm 
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I think it's rare just because both :r::g: and :r::w: are more aggressive, as the Red auras tend to dominate the conversation. That's not to say there isn't design space there, but that's probably the reason why not.

You're doing nothing with your lifegain, so I'd swap the Caracals for Spire Tracers for unblockability. I also feel Stuffy Doll is better than the Huntbeast, as it won't die to wipes, and if given an Amulet can attack even into bigger creatures, not die, and possibly kill too. You could go with both even. Squadron Hawks mitigate being 2 for 1'd if you enchant one.

Apart from that, I don't have a lot of additional advice though as I don't think Selesnya Auras is that a good option in relation to the two other alternative I'm afraid.


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PostPosted: Sat Jan 17, 2015 2:02 pm 
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The reason I chose the Caracals over Spire Tracer is the need for plains with Armored Ascension. It's far more common for me to have white mana turn one than green mana, and my attempts to play with more forests led to serious problems in not getting enough white mana in testing.

Stuffy Doll is a solid choice though, and Squadron Hawks are a great idea to replace the Caracals, so I will test that. Thanks!

I know red has much better Auras; I was just looking for something I hadn't played before.


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PostPosted: Thu Jan 22, 2015 12:41 pm 
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Heavily inspired by other decks here, I've built this one, and it works surprisingly well w/o being the karate kid

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

Accord tokens

A deck for Magic 2015.

60 Cards (20 :creature: , 16 :instant: , 24 :land:)

Creature20 cards
■■■
Ajani's Pridemate2/2
■■■■
Elvish Visionary1/1
■■■■
Lone Missionary2/1
Brimaz, King of Oreskos3/4
■■■
Saruli Gatekeepers2/4
Vengevine4/3
Baneslayer Angel5/5
■■■
Pelakka Wurm7/7
Spell16 cards
■■
Elixir of Immortality
■■■■
Cultivate
■■■
Angelic Accord
■■
Séance
■■■■
Angelic Edict
■■
Doubling Season
Planar Cleansing
Land24 cards
■■■■
Selesnya Guildgate
10
Forest
10
Plains


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PostPosted: Thu Jan 22, 2015 3:00 pm 
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Doubling Season's ineraction with Seance was a bug that has since been patched. At the moment, it'll only work with Brimaz and Accord in this deck, which doesn't really justify it a spot. I'd sub it for Genesis Hydras, as they can at least help fetch your enchantments for you.


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PostPosted: Thu Jan 22, 2015 3:07 pm 
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You still get twice the tokens, you just don't get to keep one of them. It's still a powerful interaction, but I think it's best left to combo with Sanguine Bond as a combo-kill.

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PostPosted: Fri Jan 23, 2015 10:51 am 
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Not sure what bug you're talking about. So far Seance + doubling season has provided med with plenty of card draw and life gain from Elvish Visonary and Lone Missionary respectively, due to double the tokens. Once they've hit the battlefield, they've served their purpose.
Of course that's merely a bonus and another way to get some tokens from the Accord


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PostPosted: Fri Jan 23, 2015 10:57 am 
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Pre-patch, the extra token from Doubling Season would not exile, and would stay on the field. I assumed this was what you were trying for, as that's why most people paired those cards together.


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PostPosted: Fri Jan 23, 2015 11:59 am 
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Aah. I didn't start playing M2015 until decemeber, when Steam did a sale (I was part of the angry mob on the official forum), so that would be a no. I just like the extra life gain -> angel and card draw the combo gives me. Also makes it an even easier decision to chump block.

Also, I like your Genesis Hydras idea. think I'll swap it in for Vengevine, as that already feels a little out of this deck.

I also take suggestion for replacing the Saruli Gatekeepers. They feel a bit too conditional (needs 2 gates). right now they're often an overpriced chump.


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PostPosted: Tue Feb 03, 2015 3:25 pm 
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[manapie 90 w -u -b -r g][/manapie]

T16: Selesnya Tokens

A one vs. one deck for Magic 2015.

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

Creature22 cards
■■■
Jade Mage2/1
■■■■
Selesnya Evangel1/2
■■■■
Attended Knight2/2
■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Mentor of the Meek2/2
■■■
Phantom General2/3
Baneslayer Angel5/5
■■
Mycoloth4/4
Spell14 cards
■■■■
Raise the Alarm
■■■■
Sigil Blessing
■■
Beastmaster Ascension
■■
Doubling Season
■■■■
Triplicate Spirits
Land24 cards
■■■
Seaside Citadel
■■■■
Selesnya Guildgate
7
Forest
10
Plains

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