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PostPosted: Fri Jan 09, 2015 4:10 am 
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For this deck I ended up doing something I never intentionally do - making a deck based on value, power and threats, without really considering much in the way of a unique mechanical theme. Just lots of very powerful cards in each colour. However, as it came together I noticed some powerful synergies emerging, so I decided to explore further.

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

Ogre & Under

A one vs. one deck for Magic 2015.

60 Cards (27 :creature: , 10 :instant: , 23 :land:)

Cost 4 cards
■■■■
Goblin Arsonist1/1
Cost 10 cards
■■■
Hellspark Elemental3/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
Cost 4 cards
■■
Goblin Rabblemaster2/2
■■
Anger of the Gods
Cost 6 cards
■■
Ogre Battledriver3/3
■■■■
Viscera Dragger3/3
Cost 10 cards
■■
Mycoloth4/4
Stormbreath Dragon4/4
■■
Wrecking Ogre3/3
■■
Hunter's Prowess
■■■
Spider Spawning
Cost 3 cards
■■■
Nemesis of Mortals5/5
Land23 cards
■■■■
Golgari Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
8
Forest
8
Mountain


Half the deck is a serious threat when it resolves, and needs answering straight away. The other half are value cards that often work via the graveyard. You may think Spider Spawning, Anger of the Gods and Unearth don't really combo together, but you'd be wrong. It makes it very easy to repopulate once you wipe the board, and the Unearthers fill the graveyard quickly by cycling or self-sacrificing, then you get an early spawn, then you can follow up with an Unearth attack in concert if needed.

The only real Anger conflict is with the Rabblemaster. The Wayfinders and Arsonists are there for early defence, trades and chumps, and should be purposely traded pre-wipe to avoid the exile clause and fill the graveyard for a Spawn or Nemesis. The Unearthers are either cycled directly there, or only live for a turn when first cast, so avoid exile too, and the rest of the deck is either almost never designed to be hardcast (Wrecking Ogre) or will survive the wipe. Even losing a Spawn is fine, as you can flashback and repopulate, and a wipe after an attack will likely take down 4 toughness blockers too.

The Rabblemaster however is a great tempo card, a token generator for Mycoloth/Wrecking Ogre, and a great target for Hunter's Prowess. SS is a tempo card here, not a finisher. 3-4 Spiders is acceptable, and with the Draggers (which you ALWAYS cycle) and Wayfinders, that's easily achievable on turn 5, especially if you chump with the Wayfinders too. Turn 3/4 Nemesis are also common for this reason too. Never Unearth if you can still get value this way. I usually only Unearth en-masse for an alpha strike, or if I know I can force a poor trade as a result.

Unearth cards also mean I'll always have targets for Wrecking Ogre, Hunter's Prowess, Ogre Battledriver and Mycoloth ready to go if needed (at the extra cost of 2 mana of course) so none of those cards are ever left high and dry. Satyr Wayfinder of course is the absolute glue of the deck, and is easily my favourite card in all of D15.

This started off as an experiment in just loading up a deck with good stuff without a theme, but has actually ended up mechanically quite complex, with a lot of synergy, mixing heavy aggro, graveyard aspects and haste to good effect.


Last edited by Stevolutionary on Tue Feb 03, 2015 12:47 pm, edited 19 times in total.

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PostPosted: Fri Jan 09, 2015 7:14 am 
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Looks very solid.

The only thing that strikes me odd about it is the curve; it feels a touch too high. I don't think you need Hunter's Prowess in this deck and Wrecking Ogre could probably be a singleton. I want to see the three Sprouting Thrinax in those slots because the card is just a nightmare for a control deck to face (Anger is the only good answer) and it bricks aggro really hard too. Plus you're playing Mycoloth so it's a natural fit.

I'd probably cut the other Ogre too, actually, and play Kresh. You don't have enough flying or trample to get free wins from the Ogre and he's not a great hardcast here. I do love the card, though.

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PostPosted: Fri Jan 09, 2015 7:37 am 
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The curve is a little deceptive. Pretty much everything at 5 mana is a finisher, and the Nemesis are virtually never cast at anything higher than 4. 3 mana is my average cast. The Titan can probably be cut, but I'm testing him as I've never used him in a D15 deck, and he's always horrible to face when someone resolves him against me. He's not essential, just a value card.

Grabbing land with the Wayfinder and cycling the Dragger usually gets me to where I need to be without problems. I don't struggle for land here. Kresh was a consideration, but at 5 mana he does nothing (unlike my other 5 mana spells that are immediate issues) and I can't readily exploit him other than give him trample with Prowess, which could end up decking me due to having elements of self-mill. Likewise, Thrinaxes, despite being cards I love, have no immediate impact. I'm all about pressure, and they're pretty defensive cards.

The Ogres are excellent, as with Bloodrush, they're a minimum of 8 surprise damage if a creature gets through (and I can go into swarm mode). That's usually enough to kill, and act as a creature for Spawning purposes when discarded if needed. Prowess could possibly be cut for Chorus of Might, as the instant speed is better for damage, but I'm not a dedicated token deck and therefore can't guarantee much extra damage. Prowess allows me that extra bite, and can also let me confidently play out my hand, as with Unearth, I know i'll always have a vehicle to restock my hand with.

Inferno Titan is the only real card I'm not too sold on after playtesting, and I could maybe change the value of a few of the earlier cards too if needed to accomodate something new, but I'm very happy with the overall balance as it stands.


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PostPosted: Fri Jan 09, 2015 7:55 am 
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Thrinax is still three power for three mana, that's not exactly defensive in this meta. He is great on defense but that's just upside because he still attacks very well and the synergy with Mycoloth can't be underestimated. I really think you need this guy in here.

I know how good Ogre is, I use him in my Boros Heroic deck and he's an all-star there because I have Nimbus Wings and a bunch of top-end fliers. I just don't see enough evasion here to make it always worth it. Going for eight by aiming at an unblocked 1/1 or 1/2 is quite risky and not a reason to run the card on its own IMO. You could always play Elder of Laurels for a similar effect, but he is a mana hog so I'm not sure this deck could afford it. You also lose the surprise element but pick up a repeatable effect.

I can see not wanting to play Kresh, he's not super-duper or anything, but he is capable of getting out of hand. Certainly worthy of consideration but far from essential.

I agree that Inferno Titan looks underwhelming here. You don't need him to stabilize the board and you have the Spider plan to beat difficult boards. I'd cut him.

tldr; play Thrinax.

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PostPosted: Fri Jan 09, 2015 8:14 am 
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I love the card, but it doesn't really fit as well as some other cards do. I may replace the Titan with one, and take out another card for a second, but that's my limit.

The Ogre hasn't let me down yet. I don't want a repeatable effect when I have a reliable surprise KO. He's also valuable as a creature and a spell, which helps me ensure better spider spawns if he's put in the yard either naturally or via Wayfinder. Something Chorus wouldn't do.


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PostPosted: Fri Jan 09, 2015 2:42 pm 
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Wow stevo! I like where your head is at! I am going to make some tweaks and see where things go!

While I loved Hakeems jund build, my R/B/W plays virtually the same way so the looks of your build looks like a nice variation in play here! I am gonna take hakeems advice on the 3/3 though I feel.

I dropped the prowess and titan and added the sprouting thinax guys and this deck is pretty nasty in the first several games I ran it. I like how proactive and aggressive it tends to feel in comparison to the standard spider spawning builds. I like the doublestrike guy as a two of just because so far he has won EVERY game for me! I like seeing him every time and having two helps ensure that.

I am REALLY enjoying this! Especially since I rarely even need to use spider spawning!

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PostPosted: Fri Jan 09, 2015 7:38 pm 
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The Titan is going I think. I'm still not entirely sold on the Thrinaxes, but if I was to drop a card for them, I think it'd be the Graveborn Muses instead. I trade a 3/3 for a 3/3 that way, but one with more combat potential as I don't mind it dying, and slightly cheaper to cast. I still have a draw mechanism via Prowess, but one that can be used as a KO if needed on a Mycoloth or Rabblemaster.

You're also right that Spawning is just an excellent supplemental card here rather than the focus of the deck. It's just yet another headache of a card for your opponent in an increasing number of issues to have to deal with, and the Reach also frees you up to attack more as you have excellent defenders in reserve. I'm often happy to just do it for 3 or 4.

Currently testing:
-1 Inferno Titan
-2 Graveborn Muse

+1 Shadowborn Demon
+2 Sprouting Thrinax

Like I say, it's REALLY rare of me to do a deck that's just designed around "good stuff", but it's a nice change of pace for me to once in a while. It mainly came about while looking for ways to Jundify your Rakdos deck, then I ended up going down a different path in the builder.


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PostPosted: Fri Jan 09, 2015 8:37 pm 
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The Titan is going I think. I'm still not entirely sold on the Thrinaxes, but if I was to drop a card for them, I think it'd be the Graveborn Muses instead. I trade a 3/3 for a 3/3 that way, but one with more combat potential as I don't mind it dying, and slightly cheaper to cast. I still have a draw mechanism via Prowess, but one that can be used as a KO if needed on a Mycoloth or Rabblemaster.

You're also right that Spawning is just an excellent supplemental card here rather than the focus of the deck. It's just yet another headache of a card for your opponent in an increasing number of issues to have to deal with, and the Reach also frees you up to attack more as you have excellent defenders in reserve. I'm often happy to just do it for 3 or 4.

Currently testing:
-1 Inferno Titan
-2 Graveborn Muse

+1 Shadowborn Demon
+2 Sprouting Thrinax

Like I say, it's REALLY rare of me to do a deck that's just designed around "good stuff", but it's a nice change of pace for me to once in a while. It mainly came about while looking for ways to Jundify your Rakdos deck, then I ended up going down a different path in the builder.


Yeah, I can relate.. My Rakdos came from trying Elk's build and working with what results were showing was working in 1v1 randoms. That is generally how I operate. I build a deck throw it online into 1v1 (I don't waste time on computer. I like to build to play against the random masses and tweak for variety and consistencies.)

I chose muse over the prowess in your build because muse has a body attached to the draw potential and with the added bodies of thrinax, it is even less likely to be removed.

I am really enjoying this new JUND direction though because it is greatly different from my previous favorite Jund build(Hakeems) which was similar to another build of mine that I refuse to lose because it is I feel, about as good as it gets in the color combination(WRB) and is super consistent in 1v1 randos. Plus it feels really good playing a color combo that you SUPER RARELY see.

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PostPosted: Fri Jan 09, 2015 8:47 pm 
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One reason I've avoided Jund before is purely as a friend runs a Jund deck and it seems pretty optimal for the colours, and I couldn't see a way to really go in a different direction that would be doing anything new or different that wasn't weak in comparison, but by going more in the way of constant midrange threats and pressure rather than bombs and recursion, I think it's worked.

His is just brutal. Rune-Scarred, Titan, Stormbreath, Pelakka Wurms, Anger of the Gods, Ground Assault, Rescue from the Underworld, Treasured Find... Once it gets going, it's just an endless procession of horrible big creatures with benefits, and a ton of removal and recursion of both. I should post it sometime.


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PostPosted: Fri Jan 09, 2015 8:53 pm 
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Please do, I would love to take a look at it.

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PostPosted: Fri Jan 09, 2015 9:24 pm 
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His is just brutal. Rune-Scarred, Titan, Stormbreath, Pelakka Wurms, Anger of the Gods, Ground Assault, Rescue from the Underworld, Treasured Find... Once it gets going, it's just an endless procession of horrible big creatures with benefits, and a ton of removal and recursion of both. I should post it sometime.


I already did. :)

But seriously I'd love to compare my Jund to that of a fellow Spike!

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PostPosted: Fri Jan 09, 2015 9:44 pm 
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I'd need him to come online and give me the list as I haven't got it, but from memory, It's something like this;

4 x Satyr Wayfinder
3 x Sprouting Thrinax
1 x Kresh the Bloodbraided
1 x Stormbreath Dragon
1 x Inferno Titan
2 x Charmbreaker Devils
3 x Pelakka Wurm
2 x Rune-Scarred Demon

2 x Naturalize
3 x Ground Assault
3 x Treasured Find
4 x Cultivate
4 x Auger Spree
2 x Anger of the Gods
2 x Hunter's Prowess
3 x Rescue from the Underworld

20 x Land

I'm sure I'm wrong on a few things, but that's the general deck I remember. And yes, I know only 20 lands in an expensive deck is insane - I tell him all the time. But with the Wayfinders and the Cultivates though, and the ability to early Treasured Find both, it honestly never seems to do him any harm. He may have 21, and just 3 Sprees/Cultivates, but no more than that.

It was actually the first deck he built, with the pre-DLC cards being 4 x Drudge Skeleton instead of Kresh and the Thrinaxes. The logic being they're are early defenders while he comes online and can survive a board wipe, and therefore always making sure he has Rescue equity. The Thrinaxes are a nonbo with Anger now (as they exile, so don't split) but otherwise they fill the same purpose of a good defender that will almost always allow you Rescue equity.

He hasn't played it much since the DLC, and would possibly switch Auger Spree for Resounding Thunder too I think with more playtesting. Auger is great though as it's not only kill, but can boost Wurms, Demons, Kresh, a monstrous Stormbreath and the Titan.

People rag on Naturalize, but it's actually a good card in this metagame. Usually people drop stuff like Beastmaster on the turn it's intended to go off, so having instant speed artifact/enchantment kill is great over a pointless (in this deck) 2/1 body as compensation for sorcery speed.

He's not really a Spike (this is Raoh's deck, the guy behind the Dimir Deathtouch build), but more of a Johnny builder like me, but with a definite Timmy streak. He has a serious weakness for Dragons and Jund, and used to main the awful Rakdos Dragon deck back in 2012, even though he knew how bad it was.

My other Duels playing friend and old 2HG partner, ThermalStone, is the Spike. He only cares about winning, but with a bit of a Johnny element in that if he can do in in a trollish way that makes the opponent look stupid or makes them ragequit in frustration, all the better. That's why he plays my Fog deck a lot. Winning matters to him, but so does pissing off his opponent. He'll take slower, more sadistic wins over rapid, neater ones as a result.


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PostPosted: Sat Jan 10, 2015 12:09 am 
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Just made changes to my deck.

-2 Graveborn Muse
-1 Inferno Titan

+2 Ogre Battledriver
+1 Shadowborn Demon

Muses to Battledrivers; same cost, same body, but easier to cast (I'm more Red than Black), more agressive, and has an insane effect on my token and Unearths.

Titan to Demon; the Titan was underwhelming. Great card, but doing nothing much else within the deck. Shadowborn is cheaper, much needed extra kill and flying damage/defence, and its drawback is not usually an issue here. Mythic for a Mythic is a fair exchange.

I'm still reluctant to use Thrinaxes due to them not being as aggro as I want, but even with Battledrivers that equation doesn't really change much as it'd have to die pre-combat, which I can arrange, but would be rare, and pretty clunky. I still only want two I think though if I do go for them, but in testing they've been underhwelming, and and I don't really have anything I want to cut. Everything else is working wonderfully though (still unbeaten!) and the resolving of the Thrinax issue either way will be the final change I feel, but I don't honestly think I want them.

Also, with 8 Ogres now, I've changed the deck name to reflect that and the graveyard theme with an awful pun (Ogre & Under!) I finally get to use the Ogre deckbox legitimately too, which is a plus in my book!


Last edited by Stevolutionary on Sat Jan 10, 2015 5:42 am, edited 1 time in total.

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PostPosted: Sat Jan 10, 2015 3:59 am 
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My other Duels playing friend and old 2HG partner, ThermalStone, is the Spike. He only cares about winning, but with a bit of a Johnny element in that if he can do in in a trollish way that makes the opponent look stupid or makes them ragequit in frustration, all the better. That's why he plays my Fog deck a lot. Winning matters to him, but so does pissing off his opponent. He'll take slower, more sadistic wins over rapid, neater ones as a result.


This is me. I wanna win, and I want my opponent to suffer and be frustrated the entire time.

It's why I enjoy hour long Unmemorable games so much.. which is even better since I put a Suffer the Past in there.

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PostPosted: Sat Jan 10, 2015 6:44 am 
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This is me. I wanna win, and I want my opponent to suffer and be frustrated the entire time.

It's why I enjoy hour long Unmemorable games so much.. which is even better since I put a Suffer the Past in there.


It's the main reason I miss 2HG. We had some nasty combos that really messed with people. My favourite being the Heartwood Storyteller + Underworld Dreams combo in 2012. We'd play our hands out (purposely full of low cost spells), force both players to draw a ton of cards, then cast Monomania on one player with Megrim out to discard the 7 cards they just drew.

People never saw it coming, and if they did, we often had a stack war where they're try to kill it, which would allow us to draw for more instant casts in response, which would draw them, etc.

Regarding the Jund deck, just done some more testing, and I'm not missing the Thrinaxes, however I do feel I need a little more removal at times, and the Demon is too hard to cast at double black, but Shock or the like won't cut it as a replacement. However, I noticed I come back very well from board wipes as half my deck can come back from the graveyard, so i'm trialling 2 x Anger of the Gods.

I know it seems crazy - a deck running wipes, unearths and spawnings together, but it's the audacity that makes it work somehow! As long as you order your plays judiciously, it all comes together very well.


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PostPosted: Sat Jan 10, 2015 10:43 pm 
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This is my Jund list hakeem demanded I post. It is a "blast" to play!
2 Bloodghast
1 Stormbreath Dragon
1 Vengevine
3 Galvanic Juggernaut
4 Viscera Stagger
3 Hellspark Elemental
4 Krenko's Command
2 Goblin Rabblemaster
2 Ogre Battledriver
4 Young Wolf
3 Blasting Station
3 Sprouting Thrinax
2 Kathari Bomber
3 Ground Assault
5 Swamp
6 Mountain
5 Forest
3 Savage Lands
2 Gruul Guildgate
2 Rakdos Guildgate

Discuss if inclined! Thanks


Last edited by knar-gnar on Sun Jan 11, 2015 9:12 pm, edited 1 time in total.

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PostPosted: Sat Jan 10, 2015 11:41 pm 
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That looks really good Knar-gnar

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PostPosted: Sun Jan 11, 2015 4:37 am 
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knar-gnar wrote:
This is my Jund list hakeem demanded I post. It is a "blast" to play!

2 Bloodghast
2 Graveborn Muse
4 Viscera Stagger
3 Hellspark Elemental
4 Krenko's Command
2 Goblin Rabblemaster
2 Ogre Battledriver
4 Young Wolf
3 Blasting Station
3 Sprouting Thrinax
3 Kathari Bomber
3 Ground Assault

6 Swamp
7 Mountain
2 Forest
3 Savage Lands
2 Gruul Guildgate
2 Rakdos Guildgate
2 Golgari Guildgate

Discuss if inclined! Thanks



I like the road you're taking as well.

Trying to be constructive here when I say this, if you don't draw Blasting Station or Ogre Battledriver (and of course we all know that Goblin Rabblemaster can win a game by itself), where are your wins coming from? I only ask since I've been experimenting with very similar cards and the unearth/fodder usually isn't enough to close the game (although it can exert some good pressure depending on your draw). It just appears like you could consider adding few more outs if you don't hit your enablers. I also think you're curve is a bit rocky (no Young Wolf into Bloodghast) which would probably be why it looks like you're compensating hard in your mana (25 mana and 9 tap lands with no cards above 4 CMC).

Some considerations for you:

Satyr Wayfinder - will help fix mana and keep tempo, good fodder/chump, will fill your graveyard with unearth (9 of your cards can recur and bypasses the double requirement of Bloodghast)
Cunning Sparkmage and Blasting Station can be quite strong
Galvanic Juggernaut just loves these kinds of decks
Kresh the Bloodbraided would also have some really nice synergy here
Warstorm Surge can definitely win games with Unearth (slow since the turn it's played is lost but typically wins the game in the next turn or two)
Devour would also be another avenue and can close out games (Mycoloth, Thorn-Thrash Viashino)

If it were me, I'd try to find some room for some Wayfinders, Juggies and Kresh. You should be able to get away with 24 lands with the CMC of the deck and would look to prioritize your mana with your curve. If you do put in Wayfinder, I'd imagine you be focusing mana towards red & green sources for the first couple plays (considering Bloodghast and Graveborn Muse as later plays) and work your way into black sources (so maybe make your underlying tap land color black since they're expected to be a played a bit slower/later).

elk

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PostPosted: Sun Jan 11, 2015 5:05 am 
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My deck is 100% finished now, and the lost can be found here.

Final changes from the initial list, apart from the manabase, are;

-2 Graveborn Muse
+2 Ogre Battledrive

As listed above - same body and cost, easier to pay due to Red, not Black, and can have a very strong, immediate impact, or win the game next turn.

-1 Inferno Titan
-1 Land
+2 Anger of the Gods

Cheaper and vastly stronger removal, that surprisingly has excellent synergy, even though most of my field dies to it. I've explained why in the OP.


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PostPosted: Sun Jan 11, 2015 7:47 am 
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knar-gnar wrote:
This is my Jund list hakeem demanded I post. It is a "blast" to play!

2 Bloodghast
2 Graveborn Muse
4 Viscera Stagger
3 Hellspark Elemental
4 Krenko's Command
2 Goblin Rabblemaster
2 Ogre Battledriver
4 Young Wolf
3 Blasting Station
3 Sprouting Thrinax
3 Kathari Bomber
3 Ground Assault

6 Swamp
7 Mountain
2 Forest
3 Savage Lands
2 Gruul Guildgate
2 Rakdos Guildgate
2 Golgari Guildgate

Discuss if inclined! Thanks


This thing beat me handily a couple of times last night, it's really good. Thrinax plus Station is insane value. The pilot's half-decent as well. ;)

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