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PostPosted: Sat Jan 24, 2015 8:35 am 
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Oops, I'm sorry!

In my Izzet Control deck, Electromancer accelerates me but that isn't something I need. The goal is to play a slow and patient game and win through inevitability. If I put in Electromancers then I have four less spells and I really need as many spells as I can get.

I used to run Guttersnipe in the control deck but ultimately cut him because his ability isn't as useful in a defensive deck since it doesn't interact with the board. I have found Guttersnipe to be best in a proactive deck and this one is very reactive. Getting two points of damage for every counterspell and draw spell is okay but not impactful enough to make the deck.

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PostPosted: Sun Jan 25, 2015 9:10 am 
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I'm making a new post for this deck because I've featured it on YouTube and I want to be able to link to it from there. The table will reflect any changes made after the recording of the deck tech.

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

Izzet Burn

A one vs. one deck for Magic 2015.

60 Cards (12 :creature: , 27 :instant: , 21 :land:)

Cost 14 cards
■■■
Artful Dodge
■■■
Coordinated Assault
■■■■
Shock
■■■■
Vapor Snag
Cost 18 cards
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■■
Krenko's Command
■■■
Skullcrack
■■■■
Think Twice
Cost 5 cards
■■
Goblin Rabblemaster2/2
■■■
Guttersnipe2/2
Cost 2 cards
■■
Banefire
Land21 cards
■■■■
Izzet Guildgate
7
Island
10
Mountain



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Last edited by Hakeem928 on Sat Feb 21, 2015 8:53 am, edited 1 time in total.

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PostPosted: Sun Jan 25, 2015 2:12 pm 
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that's the best deck to get the Spellstorm achievement too


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PostPosted: Tue Jan 27, 2015 3:13 am 
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I'm not sure if anyone else has developed this list yet, but I never saw anyone running for any of the UR decks I've played against, so I figured I'd post it here. Straight counterburn, the idea being to keep your creatures to a minimum and protection for them to a maximum, using your bounce to defend your Guttersnipe/Talrand until you run them out of removal. It doesn't have many strong answers, so the plan of attack is to change the pace of the match depending on your opponent's deck; race control, play tempo against aggro, and slip back into hard control for midrange or reanimator. The strength of the deck is in it's ability to shift those gears pretty easily. It's worked very well for me so far!

- 4 Vapor Snag
- 4 Voyage's End
- 4 Think Twice
- 3 Negate
- 3 Nullify
- 3 Dissolve
- 3 Inspiration
- 2 Banefire
- 4 Shock
- 2 Anger of the Gods

- 3 Guttersnipe
- 2 Talrand, Sky Summoner

- 11 Island
- 8 Mountain
- 4 Izzet Guildgate


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PostPosted: Sat Jan 31, 2015 4:58 am 
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Hakeem928 wrote:
Here is mobius's take on Galvanic Juggernaut, shared with me this morning. I haven't tried it, and the rest of this post is straight from him:

0 (0): None

1 (8): 4x Vapor Snag, 4x Shock

2 (4): 4x Krenko's Command

3 (18): 3x Niblis of the Breath, 4x Pestermite, 2x Goblin Rabblemaster, 3x Cunning Sparkmage, 4x Act of Treason, 2x Blasting Station

4 (5): 2x Ogre Battledriver, 3x Galvanic Juggernaut

5 (1): 1x Burning Anger

6+ (0): None

Lands (24): 7x Island, 11x Mountain, 4x Izzet Guildgate

- There are obviously a million ways here to "unlock" the Juggernaut once it's been tapped. Kill something on the opponent's side. Untap it with Niblis, Mite, or even Treason. Use the Blasting Station. Even use Sparkmage on itself or another one of your 1-toughness creatures (just about everything) if you're really desperate.

- I tried rolling with 23 Lands at first, but if you miss your 3rd land drop you might as well just concede. I ended up cutting the 3rd Station for another land if you're curious.

- Okay, we've justified running Juggernaut, but as you can see everything else mostly works fine by themselves (and obviously better together). Rabblemaster (the red Brimaz), Battledriver, Sparkmage, and even Niblis can't simply be ignored.

- Obviously you can apply the untapping shenanigans to Sparkmage.

- If you have the Burning Anger and not the Juggernaut, at the very least, with no opponent interaction and a creature on your side, you can make another Sparkmage. Bonus points if you throw it on a Rabblemaster, attack with it, and after the Goblin buff triggers, and untap it with Niblis or Mite.

- If you turn off Auto-Resolution, Blasting Station + Krenko's Command are sorcery speed Shocks in a pinch.

- I wouldn't call this a tier 1 deck, but it certainly is functional, like the U/G Military Intelligence deck. It is extremely difficult for this deck to beat Anger or Brimaz, but what can you do? I wish there were more quality 2-drops in the pool.

Ohhh now this is FUUUUN!!! :D Love all the interactions here... A million ways to untap all the different tappers.. Also quite hilarious to sac your opponent's creatures with Blasting Station on your end step after Act of Treason.. <3

Edit: After testing dozens of decks, and hundreds of games, I've come to realize this is my absolute favourite deck in DOTP 2015. It might not be up there with tokens or spiders, but it's actually damn good. And really, REAAALLLY fuuuun!! :D If you can get burning anger on a juggernaut... My god... :o <3

This deck makes me feel like a **** orbital artillery station. :D

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Last edited by Kjersleif on Mon Feb 02, 2015 11:29 am, edited 1 time in total.

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PostPosted: Mon Feb 02, 2015 11:25 am 
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It's hard to improve upon this deck, but I have a suspicion Illusionist's Bracers could be godly here. Either on sparkmage, niblis, or in a fantastic ideal world: a burning angered juggernaut. Does anyone know if they work on rabblemaster and/or battledriver? Like, would you be able to give another one of your dudes the +X/0 from Rabblemaster attacking, or give another guy already on the board +2/0 with Battledriver?* Though, I can't find any card I would want to cut, so not sure if it would be worth it.. Maybe cut 2 pestermites? Although, they do fit extremely well with the theme of the deck.. Maybe cut 1 pestermite and a land perhaps? I do feel it's kiiiind of justified to cut 2 pestermites for Illusionist's Bracers, because you could potentially fit them on a niblis, which would obviously be amazing, though with a higher initial investment considering 5 mana for cast and equip.. Though, you do lose the surprise element of the Pestermites, and it's not like a niblis is hard to kill. Thoughts?

*(realized it's only activated abilities, and not triggered abilities.)

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PostPosted: Tue Feb 03, 2015 12:41 am 
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Wanted to build a deck around Fling, and here's what I've come up with:

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

Chasm Fling

A deck for Magic 2015.

60 Cards (6 :creature: , 30 :instant: , 24 :land:)

Cost 12 cards
■■■■
Artful Dodge
■■■■
Fleeting Distraction
■■
Quicken
■■■■
Shock
Cost 16 cards
■■■■
Kiln Fiend1/2
■■■■
Fling
■■■■
Krenko's Command
■■■■
Think Twice
Cost 6 cards
■■
Chasm Skulker1/1
■■■■
Act of Treason
Cost 2 cards
■■
Banefire
Land24 cards
■■
Crumbling Necropolis
■■■■
Izzet Guildgate
9
Island
9
Mountain


The primary win condition is basically just good old Kiln Fiends and low-cost spells; whom can be made unblockable, and/or flinged afterwards.
The secondary win condition is the Chasm Skulker, whom can be made huge by cheap card draw, and also benefits from Artful Dodge. Synergizes even better with Fling, as it will of course spawn all the lovely baby squids. So sad that we only get 2 of these bad boys.
You can also abuse Act of Treason to quickly reverse an unfavourable board position, and then Fling his dude when you're done with him.

I like Krenko's Command just because it's cheap, triggers the fiends and gives me some chumps, but I don't feel it fits that well with the idea of the deck. Would maybe like to replace them for Skullcrack, considering all the life gain in the meta.

Unsure about the need for Banefire, as here it's usually better to just cast a bunch of low-cost, low-effect spells instead of a huge finisher.

(And, not sure if it's really necessary to run 24 lands with such an extremely low curve. But as with any fiend deck, hitting your land drop every turn would make the fiends much more valuable, as you can spam a bunch of spells in one turn and one-shot your opponent. It is really annoying to be flooded, though..)

Thoughts?


Edit: After playing a few games, I realize I really need the goblin chumps, since I only have 6 other creatures (that I usually don't want to block with). Banefire has also saved my ass in some games I've been flooded.

Edit 2: After reading some previous posts in this thread, I realize Ogre Battledriver (as suggested by Stevolutionary) would be absolutely insane here. Flinging a fat Chasm Skulker, and then having a bunch of 3/1 haste islandwalkers.. *Drools*

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PostPosted: Tue Feb 03, 2015 5:49 pm 
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[manapie 90 -w u -b r -g][/manapie]

T16: Izzet Burn

A one vs. one deck for Magic 2015.

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

Creature10 cards
■■■■
Kiln Fiend1/2
■■■
Guttersnipe2/2
■■
Talrand, Sky Summoner2/2
Stormbreath Dragon4/4
Spell27 cards
■■■■
Artful Dodge
■■
Quicken
■■■■
Shock
■■■■
Vapor Snag
■■■■
Krenko's Command
■■■
Skullcrack
■■■■
Think Twice
■■
Banefire
Land23 cards
■■■■
Izzet Guildgate
10
Island
9
Mountain

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PostPosted: Sat Feb 14, 2015 4:41 pm 
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The Young Pyromancer is a good addition to the old deck. I'm currently still unsure about the exact number of negate, banefire, fling in the deck.

Even thinking about adding one more land, but in times of need you can cycle on of your spells..

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

Roof On Fire

A one vs. one deck for Magic 2015.

60 Cards (16 :creature: , 22 :instant: , 22 :land:)

Creature16 cards
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■
Chasm Skulker1/1
■■■
Guttersnipe2/2
■■
Ogre Battledriver3/3
■■
Talrand, Sky Summoner2/2
Spell22 cards
■■■
Artful Dodge
■■■
Fleeting Distraction
■■
Quicken
■■■■
Shock
■■■
Fling
■■■
Negate
■■■■
Think Twice
■■
Banefire
Land22 cards
■■■■
Izzet Guildgate
10
Island
8
Mountain


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PostPosted: Sun Feb 15, 2015 3:48 am 
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[manapie 90 -w u -b r -g][/manapie]

Izzet Burn

A deck for Magic 2015.

60 Cards (14 :creature: , 26 :instant: , 20 :land:)

Cost 13 cards
■■■
Artful Dodge
■■
Quicken
■■■■
Shock
■■■■
Vapor Snag
Cost 21 cards
■■■
Hellspark Elemental3/1
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■■
Krenko's Command
■■■
Skullcrack
■■■■
Think Twice
Cost 3 cards
■■■
Guttersnipe2/2
Cost 1 card
Talrand, Sky Summoner2/2
Cost 2 cards
■■
Banefire
Land20 cards
■■■■
Izzet Guildgate
7
Island
9
Mountain


Hello, so I should start this off by saying that this deck is very similar to hakeem928's Izzet, but it has replaced a card which I found to as often be a hindrance as it was helpful, the Goblin Rabblemaster with the Young Pyromancer, a card which in the brief amount of time I've spent with it as already prooved to be more explosive often going wide with around 10 1/1 tokens


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PostPosted: Sun Feb 15, 2015 5:01 am 
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You should cut the Talrand, I found I didn't want or need him. Act of Treason is what I chose. Not sure I agree with cutting Rabblemaster, but I will certainly be adding Pyromancer to the list.

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PostPosted: Sun Feb 15, 2015 6:04 am 
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I feel like Rabblemaster beats hellspark. Rabblemaster takes over games, and hellspark is a blockable lightning strike that doesn't trigger young peezy or Guttersnipe. Your two slot is also very packed. Although, with young peezy, your three-drop slot can very easily just be multiple cheap spells, so maybe you just want protection like negates at that point.


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PostPosted: Sun Feb 15, 2015 9:57 am 
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Nothing very original since I guess everyone has been doing this, but I updated my old deck with the new Young Pyromancer.

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

Spellstorm V2

A one vs. one deck for Magic 2015.

60 Cards (16 :creature: , 23 :instant: , 21 :land:)

Cost 11 cards
■■■■
Artful Dodge
■■■
Fleeting Distraction
■■■■
Shock
Cost 14 cards
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■
Negate
■■■■
Think Twice
Cost 7 cards
■■
Chasm Skulker1/1
■■■
Guttersnipe2/2
■■
Dissolve
Cost 7 cards
■■
Ogre Battledriver3/3
■■
Talrand, Sky Summoner2/2
■■■
Tectonic Rift
Land21 cards
■■■
Izzet Guildgate
9
Island
9
Mountain


Got rid of the two Flings and the lone Charmbreaker Devils to put them in. It's kind of sad to lose the whole Skulker/Ogre Battledriver/Fling combo but it didn't come out quite often anyway, and the Charmbreaker Devils were well above curve and barely seeing any play.

Young Pyromancer is really a welcome addition for this deck. It's on spot with the theme, fills a much needed 2 drop spot in the curve AND has the ability to create chump blockers, which covers one of the main weaknesses of this deck. Works great with Ogre Battledriver as well. Anyway this archetype was already crazy but this new card makes it even better.

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PostPosted: Sun Feb 15, 2015 10:49 am 
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so I changed it up again based on the criticism I got and what I did was
-3 hellspark elementals
- Talrand, Sky Summoner
+ 2 Goblin Rabblemaster
+ 2 act of treason
I was wondering if instead of act of treason I should run counter spells like negate/dissolve instead


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PostPosted: Sun Feb 15, 2015 11:04 am 
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I don't think this deck wants to play reactive cards like counterspells. I also don't know about running 7 three-drops on 20 land, that's a bit too aggressive in my opinion. I'm sure it's fine, though.

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PostPosted: Sun Feb 15, 2015 2:44 pm 
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The counters are presumably there to protect your guys from various attempts to remove them, and to prevent blockers from resolving. Negate is waay worse than mana leak, spell snare or remand, but it does half the job that those delver staples serve at the same mana cost. The usual gameplan of the deck is to play something like Young Pyromancer and back it up with spells, and negate helps that. Dissolve is probably too expensive, though I may be wrong. Chasm skulker is most certainly too slow for the deck. 4 mana give your guys unblockable conditionally is far too expensive, and this is not the kind of deck that plays land destruction. Also, not a huge fan of ogre battledriver, it's only good if you also resolve Young Peezy or Talrand, and it could be another spell to protect your threats.


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PostPosted: Sun Feb 15, 2015 11:03 pm 
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davidy22 wrote:
The counters are presumably there to protect your guys from various attempts to remove them, and to prevent blockers from resolving. Negate is waay worse than mana leak, spell snare or remand, but it does half the job that those delver staples serve at the same mana cost. The usual gameplan of the deck is to play something like Young Pyromancer and back it up with spells, and negate helps that. Dissolve is probably too expensive, though I may be wrong. Chasm skulker is most certainly too slow for the deck. 4 mana give your guys unblockable conditionally is far too expensive, and this is not the kind of deck that plays land destruction. Also, not a huge fan of ogre battledriver, it's only good if you also resolve Young Peezy or Talrand, and it could be another spell to protect your threats.


Looking at the cards, I suppose you are referring to my deck so thanks for the input.

The idea I had in mind originally when building this deck was not only to be able to kill the opponent fast, but also have some cards that can help in the later game if for whatever reason the strategy falls short or fails to kill the opponent in time (kind of an aggro/control deck that swings more towards the aggro). That's mainly why I included the cards you mentioned and that are indeed quite slow for a pure aggro strategy. So that I can still have a chance to pull a win against most control decks even if they get their gameplan rolling. This has worked quite well so far, at least for me.

Dissolve is one of those cards, used to counter any big threat that may come in the mid-later game, while Negate is obviously here only to protect your threats (mainly Kiln Fiend) and also used to fuel Guttersnipe, Young Pyromancer and Talrand.

Regarding Chasm Skulker, I admit he's mainly here because I didn't see much other choices of creatures to replace him, but it still serves as a big threat if the game takes longer than expected (the deck as quite a few draw cards for him to benefit from, and you have plenty of evasion effects to help him get through) and he's also a great removal magnet to protect your real threats.

Also for Ogre Battledriver, I disagree that he only is useful for the token producing creatures. If for some reason your opponent has been good at removing your Kiln Fiends and other threats so far and you can't quite get one in play, the next time you draw one you want to be able to attack with it right away, you can't afford to wait another turn. That's actually my main reason for putting the card in, and the synergy with token producers is just a nice added bonus.

Tectonic Rift is indeed the card that is the most likely to go if I have to make a change. For some reason I felt I didn't have enough evasion with just Artful Dodge so I wanted to add another card for this purpose, the land destruction just being an additional bonus. Yes it's conditional evasion, but it also applies to all your creatures which can be a pretty big deal if you have many tokens in play. So far I have always been happy to see this card in my hand and it has been very useful when I could cast it, but there were also many times where I couldn't/didn't need to use it. I'm not sure yet what I would swap against it though...

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PostPosted: Sat Feb 21, 2015 8:57 am 
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I updated my version of the Izzet Burn deck here

The main change was the swap from Hellspark Elemental to Young Pyromancer. Now that the deck has more creatures that stick around, I cut Talrand and both copies of Quicken to fit in Coordinated Assault, which is great at keeping Kiln Fiend alive while also mitigating the nonbo between Goblin Rabblemaster and Guttersnipe.

Criticism is welcomed.

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PostPosted: Sat Feb 21, 2015 7:35 pm 
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You don't dress very well


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PostPosted: Sat Feb 21, 2015 9:07 pm 
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You don't dress very well



This made me howl!


haha

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