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PostPosted: Tue Jan 13, 2015 4:59 pm 
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So after some more testing, I just cut the Kathari Bomber all together and added in the 3rd Juggy and 4th Dragger. Revised the list accordingly

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

Jund

A one vs. one deck for Magic 2015.

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

Creature27 cards
■■■■
Young Wolf1/1
■■
Bloodghast2/1
■■■
Hellspark Elemental3/1
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Galvanic Juggernaut5/5
■■
Graveborn Muse3/3
■■
Ogre Battledriver3/3
Vengevine4/3
■■■■
Viscera Dragger3/3
Stormbreath Dragon4/4
Spell10 cards
■■■
Ground Assault
■■■■
Krenko's Command
■■■
Blasting Station
Land23 cards
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
5
Mountain
5
Swamp



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PostPosted: Wed Jan 14, 2015 11:50 am 
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With 3 jugger I would love to see a singleton Burning Anger

If possible..

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PostPosted: Wed Jan 14, 2015 3:12 pm 
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After some tweeking and testing, I have made a few concessions and the results are the following:

Land: 24
7 x Mountain
4 x Forest
4 x Swamp
3 x Savage Lands
2 x Golgari Guildgate
2 x Gruul Guildgate
2 x Rakdos Guildgate

Creatures: 24
4 x Young Wolf
3 x Hellspark Elemental
2 x Bloodghast
3 x Sprouting Thrinax
2 x Goblin Rabblemaster
4 x Viscera Dragger
2 x Graveborn Muse
2 x Ogre Battledriver
1 x Vengevine
1 x Stormbreath Dragon

Sorcery: 7
4 x Krenko's Command
3 x Ground Assault

Artifacts: 3
3 x Blasting Station

Instants: 2
2 x Undying Evil


I gave up on the muse too early, the card is great here. And undying evil has so many synergies and applications here, it is astounding. Just went on a 9 game ranked run and came out clean. Last game I was able to sac a wolf, and a thrinax twice (undying evil) to blasting station to remove blockers, and because of battledriver, i attacked for 22 unblocked with 7 creatures and at the beginning of the turn the opponent had 3 blockers and i had 4 power on the board between 2 creatures, all on turn 5.


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PostPosted: Fri Jan 16, 2015 10:50 pm 
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[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




I was excited to test this deck but it just doesn't work. I am prepared for people to say I don't know how to mulligan or play at all, that's fine with me.

My own testing has not yeilded one win.. there is no early game defence, and the deck is extremely dependant on drawing exactly the card you need per turn or you are boned. If you draw a couple of lands in a row, you're boned.

I haven't been able to get a win out of about 5 games so far. I havent pulled spiders out, my nemsis / ogres are dead before anything can happen. Rabblemaster is counter / shock fodder. Too much backpeddaling...

Basically I'll start a game with ground assault, goblin arsonist + dragger or something to start with, thinking this seems good enough right? Why would I mulligan, in favor of what? So I keep hand, arsonist proves useless, I draw a couple of lands and a nemesis mortal and die having done nothing on the board.

Stevo I read through your play style explanation, I just don't find myself in a posistion to be on the offensive with this deck.

Anyway I like the idea of ogre spawning, I'd drop the unearths in favor of phyrexian horrors and other card draw etc.


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PostPosted: Sat Jan 17, 2015 3:22 am 
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(Apologies in advance for a long post!) :D

In terms of results, all I can say is that this is easily one of my most consistent decks for me, and I rarely ever lose. My friend ThermalStone plays most of my better decks regularly in ranked, and he's had the same experience. Collectively, we've played about 50 games with the Ogre deck, and lost only about 5. 2bestest also reported great results with his modified version.

It's similar to my Seance deck in that I have 9 out of 10 runs with it all the time, as does my friend, yet Barney went 0-4 with it when he tried it. I can't explain why without seeing either of your games, but just give my experiences with the deck (and those of Thermal's that he relates) which are nothing but solid. That said, I can look at the opening hand you did report.

You say you had a Goblin Arsonist, Viscera Dragger and Ground Assault. I'll assume you had at least two lands in your opening hand, and therefore you have at least two other, unidentified cards. You say you then drew two lands and a Nemesis of Mortals, and the Goblin died, so your first four turns should have gone like this;

T1: Land, Goblin Arsonist - 5/6 cards in hand, depending on who went first.
T2: Land, Cycle Viscera Dragger and draw a card with it. Block with the Goblin, who dies in combat (should get a kill). 5/6 cards remaining.
T3: Tapland, Ground Assault to clear the path for the upcoming Nemesis. 4/5 cards remaining.
T4: Land, Nemesis of Mortals. 3/4 cards remaining.

You now have a 5/5 on T4. Two dead enemy creatures (what's surviving a T2 Arsonist and a T3 Assault? Not much) a 3/3 Unearther in the graveyard and 3 or 4 cards left in hand. If even one is a land, you're able to start casting power cards on T5.

I genuinely can't see how that sample hand is bad unless you misplayed it, or they got god draws. That's a great opening by anyone's standards, both offensively and defensively.

You say you don't feel comfortable on the offensive here, but the deck isn't really an aggro deck anyway. It's a deck that stops the opponent over-extending with wipes and retalatory attacks, or defends with Spiders and chumps, then wins by KO attacks. Either mass Spiders/Sparolings (with or without haste), post-wipe Unearth attacks, unblocked Wrecking Ogre targets, or high power Prowess tramplers. Ogre Spiders may not be a consistent win-con for you, but it isn't meant to be the focus of the deck. It's just one (good) finisher among a variety of other win-cons. I called it an Ogre deck because the Ogre Battledriver and the Wrecking Ogre have won me an equal amount of games, and the Viscera Draggers (who are Ogres too) are an important engine (along with the Wayfinders). There's much more to the deck than the Battledriver.

Regarding Draggers though, why would I remove the Draggers for Phyrexian Ragers? I've already gone on long enough, so won't go in-depth here, but could write a lot of mechanical reasons on why the Ragers are a poor substitute for the Draggers. Mechanically they seem similar, but they're as different as Elvish Pioneer and Satyr Wayfinder in my book - another couple of cards people sometimes equate, wrongly IMO.

Lastly, regarding Rabblemaster being Shock fodder - that doesn't really matter. The fact it dies to removal is no reason not to include it. It's the old Doom Blade argument. Everything dies to removal, and Shock is easily the Doom Blade of D15. At least this one has the potential of generating Goblins first that have later uses in the deck (Mycoloth, Hunters Prowess/Wrecking Ogre platforms) and unlike most decks that use the Rabblemaster, It's not the core card in the deck, and nothing else you care about is vulnerable to Shock either.


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PostPosted: Tue Feb 03, 2015 10:34 am 
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[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

Wow. At first glance, this looked sort of mediocre and even boring. Took me a while until I really started "getting" this deck.. And what a hidden gem it turned out to be! Truly beautiful concoction, Stevo!

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PostPosted: Tue Feb 03, 2015 12:40 pm 
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Kjersleif wrote:
Wow. At first glance, this looked sort of mediocre and even boring. Took me a while until I really started "getting" this deck.. And what a hidden gem it turned out to be! Truly beautiful concoction, Stevo!


Why thank you sir! :D

I agree that of all my decks, this is the one that looks most like just a pile of cards at first glance. However it really is mechanically pretty complex with a lot of nice synergy and power going on.

If anyone finds any of my decks boring or not really working, I would advise giving them a bit of time like Kjersleif, as they can take a little bit of play before what the deck is trying to do clicks fully and you start to play the combos and take opening hands and hold back cards based on those synergies rather than simply looking at the deck in terms of curve.


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PostPosted: Tue Feb 03, 2015 2:35 pm 
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The Satyr and the unearth guys are truly the powerhouses here I feel. Battledriver is just gravy, albeit delicious full-fat gravy. And Wrecking Ogre gotta be one of the more underestimated cards in this cardpool! One can just win out of nowhere, depending on how awkward blocks your opponent makes.

And I gotta say, I love decks that are both interesting in terms of interactions, are competitive and still stays true to a "flavour". I mean, this is just so "Jund"!

The only card I'm not sure about is Hunter's Prowess. The trample and draw (and just the threat of CA) is amazing of course, but I think maybe capitalizing on the suprise factor, (like with Wrecking Ogre) with f.ex Titanic Growth or something could be better?

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PostPosted: Tue Feb 03, 2015 3:11 pm 
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Prowess is there not just as card draw, but also as unexpected trample damage, which like the Ogre, can mess with people's combat calculations. Often they'll trust say a couple of Pharika's Chosens to stop a Monstrous Nemesis of Mortals attacking. The Ogre doesn't help here, but Prowess can surprise them.

It works well as a finisher as well as draw with all the high power creatures such as an attacking Rabblemaster, Nemesis or a hardcast Wrecking Ogre. It's meant for less of a surprise and more of a techy card that can end a game as well as bring you back into one.

The surprise factor comes from putting it on an Unearth creature, as if your board has been wiped out it allows you to come back from nowhere, and if your hand is already full, I'm often happy to overdraw and discard down the Unearthers ready for a big Spawn next turn or just a huge Unearth attack.


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PostPosted: Tue Feb 03, 2015 4:06 pm 
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[manapie 90 -w -u b r g][/manapie]

T16: Jund Tokens

A one vs. one deck for Magic 2015.

60 Cards (19 :creature: , 19 :instant: , 22 :land:)

Creature19 cards
■■■■
Goblin Bushwhacker1/1
■■■■
Elvish Visionary1/1
■■
Jade Mage2/1
■■■■
Kathari Bomber2/2
■■■
Sprouting Thrinax3/3
■■
Ogre Battledriver3/3
■■
Mycoloth4/4
Spell19 cards
■■
Quest for the Gravelord
■■■
Ground Assault
■■■■
Krenko's Command
■■■
Auger Spree
■■
Beastmaster Ascension
■■■
Cultivate
■■
Doubling Season
Land22 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
4
Mountain
1
Swamp

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PostPosted: Tue Feb 03, 2015 4:33 pm 
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[manapie 90 -w -u b r g][/manapie]

T16: Jund Monsters

A one vs. one deck for Magic 2015.

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

Creature20 cards
■■■■
Elvish Visionary1/1
■■■
Sprouting Thrinax3/3
■■
Graveborn Muse3/3
■■■
Mold Shambler3/3
■■
Arbor Colossus6/6
■■
Mycoloth4/4
Stormbreath Dragon4/4
Inferno Titan6/6
■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Spell17 cards
■■■
Ground Assault
■■
Anger of the Gods
■■■■
Auger Spree
■■■■
Cultivate
■■■■
Resounding Thunder
■■
Tribute to Hunger
■■
Banefire
Land23 cards
■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Savage Lands
7
Forest
4
Mountain
2
Swamp

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PostPosted: Wed Feb 04, 2015 9:16 am 
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So, I took Stevo's Jund out for a spin yesterday. I was thinking this deck was a pile-o-crap since I had less than stellar success with another deck of his (probably my playstyle, honestly). And it does look like a pile.

So, after 11 games, I went 10-1, only losing to a U/R deck with a bad draw. Great deck, love it.

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PostPosted: Wed Feb 04, 2015 10:52 am 
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Good stuff! Glad to hear it's working for you! :thumbsup:


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PostPosted: Thu Feb 05, 2015 10:48 am 
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I love the deck, Stevo. I did make a few changes of my own to my list. Every time I drew my mycolith it was dead, a win more or I just had better plays. I felt the deck could use vengevine as another hasty beater that has recursion and am currently trying a bushwhacker as a one-of in the other slot.

Currently 19-2 with any iteration of the deck, though I am 7-0 with the current version. Great deck, consistent, resilient and explosive.


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PostPosted: Thu Feb 05, 2015 11:04 am 
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Awesome! Bushwhacker was a card I had tried prior due to having great Spider interaction, but found the double Red tricky. If he's working though, that's excellent. I also didn't realise Vengevine could be triggered by Unearths, but of course it can, so that's a decent substitution.

I agree Mycoloth can be win-more, but he can also be an excellent clutch card, which I like. A minor interaction, but his ability to eat Arsonists has also allowed me to kill a few problem creatures in the past too by pushing through that extra damage onto something.


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PostPosted: Thu Feb 05, 2015 1:22 pm 
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Awesome! Bushwhacker was a card I had tried prior due to having great Spider interaction, but found the double Red tricky. If he's working though, that's excellent. I also didn't realise Vengevine could be triggered by Unearths, but of course it can, so that's a decent substitution.

I agree Mycoloth can be win-more, but he can also be an excellent clutch card, which I like. A minor interaction, but his ability to eat Arsonists has also allowed me to kill a few problem creatures in the past too by pushing through that extra damage onto something.


Truth right there...I killed an opponent with an Arsonist when they were at 1, had the board advantage (few flyers to attack with as well) and a wall of omens to block the Arsonist forever. Dropped in the Mycolyth, said GG...

On the other hand, I've had a few games against Spiders that he was invaluable against. Spider spawining for 12-15 isn't all that scarry when I get out 6-8 a turn + my own spiders. He just an excellent card that is a "must deal with me now" or he'll win games.

My problem last night with the deck is mana consistancy. Probably to do with the shuffler, but I couldn't get past 3 land for several games. One game, I drew 2 lands for my opening hand....over all the possible draws! The last one was when I drew 1 card. Crazy.

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PostPosted: Thu Feb 05, 2015 2:27 pm 
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I have had very minimal mana issues. Satyr is the best card in the deck, it serves so many purposes here, and it with dragger make mana issues null for me. I did remove a mountain for another rakdos guildgate, 7 black was just too little for me, even with the satyr. Bushwhacker is ok, but I may try shadowborn there. A 4th removal spell would be nice, and another flyer is a great thing.


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PostPosted: Thu Feb 05, 2015 2:36 pm 
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You shouldn't be able to trigger Vengevine by activating Unearth because the text on Vengevine says you have to "cast" the creatures. Unearth is an activated ability.

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PostPosted: Thu Feb 05, 2015 4:51 pm 
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You sure, Hakeem? An activated ability on an inactive card in the graveyard? I was pretty sure i've had Vengevine hit the field after using Unearth but I can't remember.

Just trying to be sure...

oh wait... I think I'm thinking of flashback, which counts as 'recasting' the spell. Maybe unearth isn't casting, you're probably right since you can't counter it. If you can't counter it, then it's not a spell


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PostPosted: Thu Feb 05, 2015 5:13 pm 
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Unearth does not trigger vengevine, it is an activated ability.

Just had a great game. I mulligan to 6 on the draw because I had 2 one land hands. Keep with savage lands, forest, arsonist, dragger, vengevine and spider spawning. I turn 1 savage, he plays an island. I play forest, pass, he plays swamp and the blue expedition, I cycle dragger eot. My turn I play another savage land and pass, his turn he cast spectre, I cycle dragger in response, discard vengevine. My turn I play forest, Nemesis and arsonist, beat for 4 with vengevine. He then ulcerates Nemesis twice and passes turn at 10. I draw ogre battledriver, beat for 5, he blocks vengevine, at 9. He plays his 5th land tapped, plays a dead weight on arsonist (8),and the mind rots me (2 spider spawning). I topdeck a forest, unearth both staggers, and beat face for 17!


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