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PostPosted: Mon Jan 19, 2015 6:04 am 
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I've been playing @Stevolutionary's Truth Seekers and having a ball. But sometimes the mid-game gets stalled, we both have lots of creatures out, and it all gets a bit messy and drawn-out.

I was wondering if I could make a Fatty Ramp deck with Artful Dodge to sneak a fatty through.

This deck has gone 10-2 so it works, and has been fun to play, but could definitely use some tuning.

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

Dodgy Deeds

A one vs. one deck for Magic 2015.

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

Creature20 cards
■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■
Chasm Skulker1/1
■■
Arbor Colossus6/6
■■
Garruk's Packleader4/4
Soul of Zendikar6/6
■■
Terra Stomper8/8
■■■
Pelakka Wurm7/7
Kozilek, Butcher of Truth12/12
Spell17 cards
■■■
Artful Dodge
■■■■
Vapor Snag
■■■
Negate
■■■■
Think Twice
■■■■
Cultivate
■■
Triumph of Ferocity
Land23 cards
■■
Seaside Citadel
■■■■
Simic Guildgate
11
Forest
7
Island


I tried it originally as a control deck with just a few Fatty win/cons but I couldn't get enough control in to protect the creatures, and also handle weenie aggro decks.

Standard green ramp package of Satyr, Visionary and Cultivate.

Vapor Snag and Negate for creature protection.
Artful Dodge because that is the theme. 3 seems to be about right.
Kozilek, Butcher of Truth to recycle the graveyard

I have a bunch of questions?

How do I calculate the right mana split given most of the high cost cards are green, but the overall split is 16 Blue - 20 Green?
What about Nylea's Disciple instead of the Elvish Visionary (trading life gain for the draw)?

I'm unsure about keeping Garruk's Packleader in (for the draw) or going for another fatty.

Creatures with Reach have been important to help cope with weenie flyers.

Thanks in advance for your suggestion.

Cheers

Nish


Last edited by NishDaFish on Sat Jan 24, 2015 6:51 am, edited 1 time in total.

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PostPosted: Mon Jan 19, 2015 6:15 am 
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It seems like you're on the border of control and beatdown and aren't sure what you want your deck to be. That could be good, but I'm not sure.

Mercurial Pretender really stands out to me, he can only copy your own creatures so if you don't have one then he isn't castable. I think I'd rather play something else there. With you curve I would choose the 24th land (another Forest) and another Visionary just to have some more early plays.

As far as mana, none of your cards require more than one blue source so I think 12 sources is fine. I'd cut an Island for a Forest because :g::g::g: is pretty important to you.

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PostPosted: Sat Jan 24, 2015 6:57 am 
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@Hakeem928 Thanks for the feedback. I've adjusted the mana ratio, and dropped Mercurial Pretender. I do like that I copy a 7 CMC for 5CMC but I take your point on consistency.

I'm experimenting with 1 Triumph of Ferocity for some card draw, and so far it has been a welcome draw.

Yes the deck does tread a fine line between beatdown and control but that it is what makes it fun to play. As I understand more about DOTP I'm finding that I like control decks that use creatures, and their ETB's to exert that control - more Combo-control. More fun than straight Draw-Go, (although that can be fun as well).

Thanks

Nsih


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PostPosted: Tue Feb 03, 2015 3:34 pm 
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[manapie 90 -w u -b -r g][/manapie]

T16: Simic Intelligence

A deck for Magic 2015.

60 Cards (23 :creature: , 14 :instant: , 23 :land:)

Creature23 cards
■■■■
Cloudfin Raptor0/1
■■■■
Spire Tracer1/1
■■■■
Triton Shorestalker1/1
■■■■
Young Wolf1/1
■■■■
Elvish Visionary1/1
■■
Chasm Skulker1/1
Vengevine4/3
■■
Mycoloth4/4
Spell14 cards
■■■■
Vapor Snag
■■■
Military Intelligence
■■
Beastmaster Ascension
■■
Bident of Thassa
■■■
Switcheroo
Land23 cards
■■
Seaside Citadel
■■■■
Simic Guildgate
8
Forest
9
Island

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PostPosted: Fri Feb 13, 2015 11:35 am 
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It's the newest version of that old Simic Self-Bounce Deck Thing!

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

Simic Shuffle

A deck for Magic 2015.

60 Cards (29 :creature: , 7 :instant: , 24 :land:)

Cost 4 cards
■■■■
Cloudfin Raptor0/1
Cost 18 cards
■■■■
Elvish Visionary1/1
■■■
Quickling2/2
■■■■
Timberland Guide1/1
■■■
Negate
■■■■
Voyage's End
Cost 4 cards
■■■■
Pestermite2/1
Cost 2 cards
■■
Masked Admirers3/2
Cost 3 cards
■■■
Species Gorger6/6
Cost 2 cards
■■
Pelakka Wurm7/7
Cost 1 card
Craterhoof Behemoth5/5
Cost 2 cards
■■
Genesis Hydra0/0
Land24 cards
■■■■
Simic Guildgate
10
Forest
10
Island


Nothing really special just adding in a few of the new cards. Short of Blue getting something crazy in a potential future DLC this is about a good as this deck seems to be getting. I'm happy with it anyway. Craterhoof Behemoth is the finisher this deck has been waiting for.

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PostPosted: Fri Feb 13, 2015 11:50 am 
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Why not include Time Warp and 2xArchaeomancer ?

Time Warp is a great card by itself, and Archaeomancer is also pretty good. The mana required to go infinite is not all that high (9 mana), and beeing able to recover Negate or Voyage's End each turn is also pretty interesting.

Just need to replace 1xVoyage's End / 2xTimberland Guide since there's more than enough 2 drops at this spot.


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PostPosted: Fri Feb 13, 2015 5:52 pm 
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Mostly it's because I never intended to have this thing run as a shell for Time Warp abuse. It's not that I can't see the potential of those cards (even without going infinite) it's just if I'm going to run them I might as well go for broke and actually build it around them rather then just throwing them in just because.

Without building for the loop Time Warp becomes a 5-cost 'draw 1, play 1 land' effect which isn't really all the useful to me and it's just too target-thin an environment to bother running Archaeomancer - especially since Negate is really only in as a counter for a couple specific cards rather then a general purpose counter.

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PostPosted: Tue Mar 24, 2015 10:18 am 
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Here is an attempt at self bounce deck with master of waves thrown in there. Think of it as Bounce and Boon.

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

Tidal Wave

A deck for Magic 2015.

60 Cards (26 :creature: , 10 :instant: , 24 :land:)

Cost 19 cards
■■■■
Elvish Visionary1/1
■■■
Quickling2/2
■■■■
Satyr Wayfinder1/1
■■■■
Peel from Reality
■■■■
Voyage's End
Cost 8 cards
■■■■
Frost Lynx2/2
■■■■
Pestermite2/1
Cost 4 cards
■■■■
Archaeomancer1/2
Master of Waves2/1
Bident of Thassa
Cost 4 cards
■■■
Species Gorger6/6
Time Warp
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■■
Simic Guildgate
10
Forest
10
Island


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PostPosted: Tue Mar 24, 2015 10:45 am 
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If you could set Hall of Triumph on Blue you could even bounce Master of Waves to keep the tokens and make new ones. Pretty cute but probably not worth a slot.

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PostPosted: Tue Mar 24, 2015 1:24 pm 
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Hakeem928 wrote:
If you could set Hall of Triumph on Blue you could even bounce Master of Waves to keep the tokens and make new ones. Pretty cute but probably not worth a slot.


I've done that in my 'Blue Tempo' deck over in the Mono Blue thread but like you said though, it's mostly just being cute.

elk

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PostPosted: Thu May 21, 2015 6:36 pm 
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I've updated my Simic Synergy list:

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

Simic Synergy

A one vs. one deck for Magic 2015.

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

Cost 5 cards
■■■
Prey Upon
■■■■
Vapor Snag
Cost 6 cards
■■■■
Elvish Visionary1/1
■■■■
Think Twice
Cost 9 cards
■■■
Brackwater Elemental4/4
■■
Chasm Skulker1/1
■■■■
Cultivate
Cost 5 cards
Master of Waves2/1
■■■
Mold Shambler3/3
■■■
Phantasmal Dragon5/5
Cost 7 cards
■■
Arbor Colossus6/6
■■■
Garruk's Packleader4/4
■■
Mycoloth4/4
Cost 1 card
Terra Stomper8/8
Cost 2 cards
■■
Pelakka Wurm7/7
Cost 1 card
Craterhoof Behemoth5/5
Land24 cards
■■■
Frontier Bivouac
■■■■
Simic Guildgate
11
Forest
6
Island


Gameplan

Ramp, draw cards, play fatties, smash.

Cards

Elvish Visionary early play and card draw to combo with Chasm Skulker, extra body for Mycoloth/Craterhoof.
Brackwater Elemental enables Prey Upon and triggers Garruk's Packleader a lot.
Chasm Skulker grows very quickly and can be sacced to Mycoloth for dudes.
Master of Waves pumps elementals, gets devotion from the Dragons and provides bodies for Mycoloth/Craterhoof.
Mold Shambler artifact/enchantment removal that triggers Packleaders.
Phantasmal Dragon big flier that triggers Packleaders and gives a lot of blue devotion.
Arbor Colossus big dude that eats Baneslayers for breakfast.
Garruk's Packleader is the centerpiece of the deck, draws a lot of cards.
Mycoloth can win games by itself if undisturbed, has lots of fodder like Brackwater Elementals after they have attacked.
Terra Stomper to fight against opposing Pelakka Wurms.
Pelakka Wurm for some lifegain and to smash face.
Craterhoof Behemoth for when you're all out of gum.

Prey Upon cheap green removal, supported by our fatties.
Vapor Snag against those silly aura decks.
Think Twice extra 2-drop and who doesn't like drawing cards.
Cultivate so we get to cast our fatties, lots of 5-drops to curve into.

NOTE

Don't try to use Prey Upon with Phantasmal Dragon, the only nonbo in the deck.

Other cards I considered: Nylea's Disciple, Triumph of Ferocity, Mercurial Pretender, Soul of Zendikar, Satyr Wayfinder.
I could see playing Disciple over the Dragons, but then Master of Waves loses some value and we lack fliers for those token board stalls.

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PostPosted: Mon May 25, 2015 7:28 am 
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LegenVD wrote:
I've updated my Simic Synergy list:

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

Simic Synergy

A one vs. one deck for Magic 2015.

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

Cost 5 cards
■■■
Prey Upon
■■■■
Vapor Snag
Cost 6 cards
■■■■
Elvish Visionary1/1
■■■■
Think Twice
Cost 9 cards
■■■
Brackwater Elemental4/4
■■
Chasm Skulker1/1
■■■■
Cultivate
Cost 5 cards
Master of Waves2/1
■■■
Mold Shambler3/3
■■■
Phantasmal Dragon5/5
Cost 7 cards
■■
Arbor Colossus6/6
■■■
Garruk's Packleader4/4
■■
Mycoloth4/4
Cost 1 card
Terra Stomper8/8
Cost 2 cards
■■
Pelakka Wurm7/7
Cost 1 card
Craterhoof Behemoth5/5
Land24 cards
■■■
Frontier Bivouac
■■■■
Simic Guildgate
11
Forest
6
Island


Gameplan

Ramp, draw cards, play fatties, smash.

Cards

Elvish Visionary early play and card draw to combo with Chasm Skulker, extra body for Mycoloth/Craterhoof.
Brackwater Elemental enables Prey Upon and triggers Garruk's Packleader a lot.
Chasm Skulker grows very quickly and can be sacced to Mycoloth for dudes.
Master of Waves pumps elementals, gets devotion from the Dragons and provides bodies for Mycoloth/Craterhoof.
Mold Shambler artifact/enchantment removal that triggers Packleaders.
Phantasmal Dragon big flier that triggers Packleaders and gives a lot of blue devotion.
Arbor Colossus big dude that eats Baneslayers for breakfast.
Garruk's Packleader is the centerpiece of the deck, draws a lot of cards.
Mycoloth can win games by itself if undisturbed, has lots of fodder like Brackwater Elementals after they have attacked.
Terra Stomper to fight against opposing Pelakka Wurms.
Pelakka Wurm for some lifegain and to smash face.
Craterhoof Behemoth for when you're all out of gum.

Prey Upon cheap green removal, supported by our fatties.
Vapor Snag against those silly aura decks.
Think Twice extra 2-drop and who doesn't like drawing cards.
Cultivate so we get to cast our fatties, lots of 5-drops to curve into.

NOTE

Don't try to use Prey Upon with Phantasmal Dragon, the only nonbo in the deck.

Other cards I considered: Nylea's Disciple, Triumph of Ferocity, Mercurial Pretender, Soul of Zendikar, Satyr Wayfinder.
I could see playing Disciple over the Dragons, but then Master of Waves loses some value and we lack fliers for those token board stalls.

I've been playing with this deck a lot recently and its been solid, one change I've made to the deck for next week was switching out Phantasmal Dragon for Bident, and I'd recommend that, it gels well with the tokens you make from Chasm Skulker and Mycoloth, same devotion to blue for Master of Waves and it can also act as a kind of removal spell for Creatures like Sheoldred which is a nightmare for this deck.

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PostPosted: Tue May 26, 2015 2:04 pm 
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Bident is decent, but once you have a bunch of tokens from Mycoloth or Skulker you are probably already winning the game.
So Bident seems a little too conditional to be really good.

Dragon isn't great, but the deck needed some evasion.

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PostPosted: Fri May 29, 2015 10:44 pm 
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Try this deck out, 2x vapor snag 2x void snare 2x voyage's end 2x peel from reality 1x chasm skulker 1x frost lynx 1x coral barrier 1x pestermite 1x master of waves 1x talrand sky summoner 1x breaching hippocamp 1x archaeomancer 1x time warp 1x mercurial pretender 1x surrakar banisher 1x horizon scholar 1x elvish pioneer 1x genesis hydra 1x elvish visionary 1x timberland guide 1x reclamation sage 2x triumph of ferocity 2x cultivate 1x vengevine 1x masked admirers 1x saruli gatekeepers 1x mold shambler 1x mycoloth 1x doubling season 1x phytotitian 1x kozilek butcher of truth 1x species gorger


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PostPosted: Sat May 30, 2015 9:07 am 
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BulkyHarpy wrote:
Try this deck out, 2x vapor snag 2x void snare 2x voyage's end 2x peel from reality 1x chasm skulker 1x frost lynx 1x coral barrier 1x pestermite 1x master of waves 1x talrand sky summoner 1x breaching hippocamp 1x archaeomancer 1x time warp 1x mercurial pretender 1x surrakar banisher 1x horizon scholar 1x elvish pioneer 1x genesis hydra 1x elvish visionary 1x timberland guide 1x reclamation sage 2x triumph of ferocity 2x cultivate 1x vengevine 1x masked admirers 1x saruli gatekeepers 1x mold shambler 1x mycoloth 1x doubling season 1x phytotitian 1x kozilek butcher of truth 1x species gorger

nope.

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PostPosted: Sun Jul 19, 2015 2:17 pm 
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Waiting for duels Origins, I made a simic decklist, and its imho quite competitive. I found simic was very hard to have a strong deck. The deck wins with big bodies in the midrange, abusing cloudfin raptor and through card advantage.

Simic Growing

6 trilands with
10
8

1
2 Gather Courage
2 Prey Upon
4 Cloudfin Raptor

2
4 Elvish Visionary
4 Think Twice
2 Titanic Growth

3
3 Beastmaster Ascension
2 Chasm Skulker
3 Brackwater Elemental

4
1 Vengevine
1 Phantasmal Dragon
2 Masked Admirers

5+
2 Arbor Collossus
3 Garruk's Packleader
2 Terra Stomper

Changes: -2 Phantasmal dragon, +2 Arbor Collossus (change makes the curve a bit weird)
- Cloudfin Raptor goes huge very fast with this deck.
- Also does Chasm Skulker
(both of them were in other decks less strong than I thought at the beginning of the meta, in this deck they are great)
- The deck has much cards that will be targeted with removal. Often there is no more removal for Phantamal Dragon behin. Even if he gets eliminated, it'a one/one change that triggers the Raptors.
- Beastmaster Ascension as anorther win con
- Brackwater triggers twice the raptors and Packleader
- the buffs get used as removal or protection of our creatures

What do u think? Suggestions?


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