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PostPosted: Tue Mar 17, 2015 2:43 pm 
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Okay... you earned a green beer my friend.

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PostPosted: Tue Mar 17, 2015 3:16 pm 
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Yes!!! Can I have a green cider instead?


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PostPosted: Tue Mar 17, 2015 3:19 pm 
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Sorry, beer only establishment.

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PostPosted: Tue Mar 17, 2015 3:21 pm 
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Yes!!! Can I have a green cider instead?


I had you fingered as a teeny 'tini kinda guy. ;)

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PostPosted: Tue Mar 17, 2015 3:28 pm 
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do they make teeny tinis? I've never seen one. My ex-wife was all about the appletinis and cosmos


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PostPosted: Tue Mar 17, 2015 4:02 pm 
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do they make teeny tinis? I've never seen one. My ex-wife was all about the appletinis and cosmos


They most certainly do.. the kind with the pink umbrellas that you sip with your pinky finger sticking out saying, "Haaaaaaaay Guuuuuurrrrrrlfriend!"

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PostPosted: Tue Mar 17, 2015 8:12 pm 
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Wow... enjoying smoke ale all the more now!

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PostPosted: Tue Mar 17, 2015 9:28 pm 
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Hmm, that is true. Gonna test some things out to see what is rocking. I do like the card draw the muse offers, but a 6/6 body with removal for a mana more might work better. Gonna keep testing to see what might work better. Muse would lower the mana curve a great deal. Still taking suggestions though.



To be clear here, I wasn't saying one was a better option than the other. Arbor Colossus is a boss in his own right. I was just speaking to the comment of card draw/ card advantage and to the advice you were given regarding it.

Having a quick scan of your latest build list, why cut either of them? Why not look at other cuts instead. Do you need Dead Reckoning when you have Treasured Find and Sheoldred, Whispering One? Not to mention a deck that is looking to power a graveyard subtheme with Satyr Wayfinder, Necromancer's Assistant and Spider Spawning? Or if 4 cards that 'reanimate' aren't enough and you need to keep Reckoning, than cut the Resounding Thunder. Both are meant as removal spells (even though Thunder can get to 6 dmg and go to the face) so weigh which is more important and cut the other (Ground Assault is the best removal in our pool but you could consider it for the cut too). Also consider all the other removal you have - Shadowborn Demon, (Arbor Colossus if you put it back), Siege Dragon, Inferno Titan. You should have enough stall and big threats of your own to warrant giving up some removal options (if you want to keep Muse and Arbor). Heck, get rid of Treasured Find and rely on Dead Reckoning for that roll. You're generally going to want the creatures back over the sorcery/instants that Find can get.

Your color costs and mana curve are another story but I'm old and tired so will save that for another review at a later date ;)

elk

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PostPosted: Wed Mar 18, 2015 8:19 am 
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Thank you Elk.

Been toying with those possibilities and as much as I like Colossus, your argument towards Muse actually made more sense. What I am going for in this deck is a means to keep bringing the big baddies onto the board. You could cancel them, burn them, even destroy them... they keep coming. That is why I have so many graveyard tutors in the deck. I am liking the card setups so far, just gotta nail down the mana base. Always seem to have that problem in 3+ color decks.

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PostPosted: Wed Mar 18, 2015 8:28 am 
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Also, my Xbox Live SN is The Lockhammer if anyone wants to talk magic or play.

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PostPosted: Wed Mar 18, 2015 9:45 am 
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Okay, doing some math an a little less buzzed.

Rocking the following mana now:

3 x Savage Lands
2 x Rakdos Guildgate
2 x Gruul Guildgate
3 x Golgari Guide gate
4 x Swamp
4 x Mountain
6 x Forest

As I breakdown the deck, that is 12 B, 11 R, and 14 G mana sources. 10 tapped lands feels more manageable.

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PostPosted: Wed Mar 18, 2015 4:04 pm 
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oh boy, i made a brief appearance in Hakeem's 3rd Jund gameplay video.

I am now officially a celebrity having been viewed 995 times (well, i'm one of those).

I will be signing t-shirts and cards in the booth at 4pm.


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PostPosted: Wed Mar 18, 2015 4:40 pm 
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I was in one too a while back, and I about pooped when I saw my name show up.


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PostPosted: Wed Mar 18, 2015 7:11 pm 
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Lol Tis awesome.

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PostPosted: Wed Mar 18, 2015 9:54 pm 
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oh boy, i made a brief appearance in Hakeem's 3rd Jund gameplay video.

I am now officially a celebrity having been viewed 995 times (well, i'm one of those).

I will be signing t-shirts and cards in the booth at 4pm.


Sweet!

I'll have to check that out.

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PostPosted: Sat Mar 21, 2015 7:07 am 
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Okay, did some switching and since I was using Dead Reckoning as a tutor, I am gonna try tossing in Gravedigger in its place. Will update the list once I playtest.

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PostPosted: Sat Mar 21, 2015 9:15 am 
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[manapie 90 -w -u b r g][/manapie]

The Reanimator

A deck for Magic 2015.

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

Creature26 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■■
Necromancer's Assistant3/1
■■
Graveborn Muse3/3
■■■■
Gravedigger2/2
■■
Ogre Battledriver3/3
Shadowborn Demon5/6
Stormbreath Dragon4/4
Inferno Titan6/6
■■■
Pelakka Wurm7/7
Sheoldred, Whispering One6/6
Siege Dragon5/5
Spell10 cards
■■
Ground Assault
■■■
Treasured Find
■■■
Resounding Thunder
■■
Spider Spawning
Land24 cards
■■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
4
Mountain
4
Swamp


Alright, here is the current build I am rocking. Let me know what yall think.

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PostPosted: Sat Mar 21, 2015 11:24 am 
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Sorry, misclicked a land.

-1 Golgari Guildgate
+1 Gruul Guildgate

Though it cost a mana more, Gravedigger feels less of a dead card. Puts a creature in hand vs on the deck as well as adds to Spider Swarming as the alt win condition. Being a Zombie helps card draw as well with Graveborn Muse. Did some crazy late game shenanigans when paired with Sheoldred/Ogre Battledriver for a win. Used two of them to draw up a pair of Satyr and played out my 8 mana for the win.

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PostPosted: Sat Mar 21, 2015 2:59 pm 
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wasssup yall I've been testing out a new fun build its seems to work out its a mix of LD and HD



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

PLANNED DESTRUCTION

A one vs. one deck for Magic 2015.

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

Creature19 cards
■■■■
Pharika's Chosen1/1
■■■
Brain Maggot1/1
■■■
Elvish Visionary1/1
■■■■
Liliana's Specter2/1
■■■
Sprouting Thrinax3/3
■■■■
Mold Shambler3/3
■■
Charmbreaker Devils4/4
Spell19 cards
■■
Ground Assault
■■
Treasured Find
Anger of the Gods
■■■
Cultivate
■■■
Mind Rot
■■■■
Demolish
■■■
Tectonic Rift
■■
Monomania
Land22 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
6
Mountain
5
Swamp



The main problem with LD is having is , turns 1 ,2, 3, when your doing nothing but placing chump blockers hopping for anger you get killed in the early game. Plus Ld might not save you in the late game even if you ramp to a turn 5 Shambler its not enough even if you play blue to get turn 3 LD its not enough but if you have turn 2 HD maggots 3 specters or rots it will force people to throw away lands or other permanents both are very good the best surprise in this deck is ramp into turn
4 MonoMania its op ....try it out

Think of this curve turn 1 chosen 2 maggot decide turn 3 spector or mind rot turn 4 rift turn 5 MONOMANIA turn 6 shambler .....RAGE QUIT HAVEN LOL....


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PostPosted: Sat Mar 21, 2015 3:05 pm 
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It looks great for inducing rage in your opponents.. but how does it win?

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