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PostPosted: Fri Feb 20, 2015 1:23 pm 
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I would build a base-green deck that plays the full set of Wayfinders, Visionaries, and Cultivates and build a primarily three-color deck that splashes into the other two colors for its bombs. With 24 lands, I would want 12 basics, too.

Playing all the three-color three-drops is greedy but certainly powerful if you can land them.

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PostPosted: Wed Feb 25, 2015 9:31 am 
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Mana Mastery 2015

1 CMC

2x Banefire

2 CMC

4x Think Twice
3x Ground Assault

3 CMC

1x Brimaz, King of Oreskos
2x Anger of the Gods
3x Darksteel Ingot
3x Rhox War Monk
3x Wooly Thoctar

4 CMC

Nothing

5 CMC

1x Stormbreath Dragon
1x Baneslayer Angel
1x Maelstrom Archangel

6 CMC

1x Obelisk of Alara
1x Inferno Titan
1x Soul of Ravnica (card draw MVP)
2x Planar Cleansing

7 CMC

1x Sheoldred, Whispering One
2x Rune-Scarred Demon
3x Pelakka Wurm

10 CMC

1x Kozilek, Butcher of Truth

MANA

2x Plains
2x Islands
1x Swamp
2x Mountain
1x Forest
3x Jungle Shrine
3x Arcane Sanctum
3x Crumbling Necropolis
3x Savage Lands
3x Seaside Citadel
1x Simic Guildgate

The Mana: Believe it or not, its actually pretty damn good.. but just looking at it.. I feel a better player might be able to do better. I DO NOT want Satyr Wayfinder in this deck, at all. Cutting 4 killer cards for them feels so bad, and they are an awful late game draw.. where as the 3 drops in there now are still significant in the late game (except Brimaz).

Thanks for taking the time to read this wall of text.. I am eagerly looking forward to reading any feedback you guys have got for me.


So I took this deck out for a spin and got trounced. My problems were all on the mana side. I couldn't get a green mana to save my life, nor could I get a 2nd red mana to be able to play Anger of the Gods to save my butt. By the time I could get Planar Cleansing out, it would just get countered.

I'll try it again for sure but man was I ever having mana problems


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PostPosted: Wed Feb 25, 2015 9:58 am 
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I had to cut stuff and put in 4 Wayfinders. It helped a lot.. but it also killed any desire I had to play the deck. I don't even remember what I cut.. I think it was Think Twice. This left my only draw coming from Soul of Ravnica and Kozilek.

How easy is it for you to get a match on the Bone? I have to typically wait 5-10 minutes for an opponent.

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PostPosted: Wed Feb 25, 2015 10:13 am 
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[manapie 90 w u b r g][/manapie]

T16: Conflux

A one vs. one deck for Magic 2015.

60 Cards (18 :creature: , 18 :instant: , 24 :land:)


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PostPosted: Wed Feb 25, 2015 10:14 am 
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megamouth, i get my first match no problem. After that it is hell. It's better than it was last week but it's still very difficult.

Here's a PRO tip that I figured out last night:

USE YOUR MIC. This guy immediately plugged in his mike when he heard me mouth breathing and was all, "oh man, finally someone with a mike!" and then we got to talking and he is some clan leader of online gaming and organizes a FNM on Magic 2015 across several platforms. He couldn't believe I had been playing for over 20 years so we start talking about different cards and he's wondering how to build a better mono-green, so I show him Elk's awesome deck and so on. So once you find someone like this, you can play a dozen games in private matches and it's a blast. That's the first time I've had several matches in an hour, it was great.

I'll always have my mic plugged in now.

Sorry I couldn't play last night after your destiny thing. I was playing with this guy and then I just wanted to watch Daily Show and go sleepies


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PostPosted: Mon Mar 09, 2015 5:14 pm 
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This stupid thread keeps disappearing. I feel like Edward Snowden every time I have to dig it up and expose it again.

I've been playing mega's mono mastery deck for this month's challenge of playing twenty legendary creatures in online duels. His deck has three which is the most I've found in a competitive deck so far. I'm 1-1 with this deck so far.


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PostPosted: Mon Mar 09, 2015 5:25 pm 
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Did you put the Wayfinders in? They helped a LOT with the early game.. but I tended to run out of gas faster. I sacrificed the Think Twices for them. You're just gonna have to rely on Soul of Ravnica and Kozilek for draw.

Also.. what is this challenge you speak of.

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PostPosted: Mon Mar 09, 2015 6:36 pm 
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In the achievements app on Xbox one there are monthly challenges. No gamerscore but you unlock new backgrounds and bragging rights.

I didn't put the wayfinders in, should I?


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PostPosted: Mon Mar 09, 2015 9:54 pm 
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In the achievements app on Xbox one there are monthly challenges. No gamerscore but you unlock new backgrounds and bragging rights.

I didn't put the wayfinders in, should I?


The mana fixing is really nice. Helps get those early 3 drops down.. but you'll wish you had think twice when you get to turn 5+. You can always cut some top end fat to fit both in.. but then it feels less like Conflux bombs.

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PostPosted: Thu Mar 12, 2015 2:26 pm 
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Mega, I'm starting a pretty decent winning streak right now with your deck. I never put the wayfinders in, I've just done much better mulligans than I have in the past. You really need two white mana badly in your opening hand to ensure Brizmas or Planal cleansing comes out on station


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PostPosted: Thu Mar 12, 2015 4:03 pm 
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Mega, I'm starting a pretty decent winning streak right now with your deck. I never put the wayfinders in, I've just done much better mulligans than I have in the past. You really need two white mana badly in your opening hand to ensure Brizmas or Planal cleansing comes out on station


Yeah.. the smart mulligans was how I got by before.

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PostPosted: Sat Mar 21, 2015 11:11 am 
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bump.


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PostPosted: Sun Mar 22, 2015 11:28 pm 
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Lot of different builds here. Mostly ramp into fatty with a side of creatureless control. Megabeast's deck is different, I haven't had time to test it but I think those are some nasty three drops. I am not a fan of Brimaz in a conflux deck. Despite the "dies to anger" issue I would at least test Sprouting Thrinax.

I am not a fan of Triumph of Ferocity, but if it belongs anywhere, it belongs with Wooly Thoctar. Masked Admirers is slow for card draw, but can draw you many cards over the course of the game.

Most of all, I think Rafiq of the Many is perfect for your deck. Turn 3 Wooly Thoctar, Turn 4 Rafiq, swing for 12, Turn 5 swing for 12 more, GG. I also think the exalted angel might fit better in your deck than the maelstrom angel.

So... before I post my own deck, I can provide a bit of backstory. I didn't want a conflux deck just for the sake of it. I started out with a UBG deck that abused EtB triggers, then I found that I could get better EtB triggers off of fatter creatures if I added white, and of course gain access to cleansing. I added Wayfinders for self mill and some recursion to take advantage of that. I ended up with a slow deck that was highly effective against other slow decks (unless they hit me with Suffer the Past. I finally added red after one too many losses to token decks.

The result is a deck I am very pleased with. Past the first 5 to 10 turns it becomes a toolbox deck. The focus is on recursion - the deck gets better and better as the game goes on. I am generally happy to wipe the board even if I lose a creature, because it is only a matter of time before I am able to get it back. There is no card draw or "filler" cards such as Elvish Visionary because I can't fit them in there, and rely more on limited amounts of self mill and recursion to gain advantage.

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

Conflux Recursion

A deck for Magic 2015.

58 Cards (15 :creature: , 20 :instant: , 23 :land:)

Cost 1 card
■■■
Cloudshift
Cost 7 cards
■■■■
Satyr Wayfinder1/1
■■■
Treasured Find
Cost 13 cards
■■
Anger of the Gods
■■■■
Cultivate
■■■
Darksteel Ingot
■■■■
Dead Reckoning
■■
Dissolve
Cost 2 cards
■■■■
Archaeomancer1/2
Cost 4 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
■■
Species Gorger6/6
■■■
Angelic Edict
Cost 2 cards
■■
Planar Cleansing
Cost 6 cards
■■
Pelakka Wurm7/7
Resolute Archangel4/4
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Land23 cards
■■■
Arcane Sanctum
■■■
Jungle Shrine
■■■
Savage Lands
■■■
Seaside Citadel
5
Forest
1
Island
1
Mountain
3
Plains
1
Swamp

The deck planner did not includes Peel from Reality. I run two copies.

So my original idea of a bouncy EtB deck found its way here, sorta. The single Cloudshift sees a LOT of use. I usually cast my Runedude at 8 mana and fetch this. Ususally removal is aimed at his face - I shift him, fetch an archaeomancer, get cloudshift back and then sit there with mana open. If I am feeling adventurous, I cloudshift Runedude again and fetch the singleton Species Gorger, who allows me to continue tutoring for 5 mana per turn, or recur used spells for 4 mana per turn.

This is just one example of solitaire recursion chains. Sheoldred is a one crab-woman thing recursion engine herself, but I like to hold her in reserve - especially vs white decks.

The recursion effects include 1x cloudshift, 2x peel from reality, and 1x species gorger for creatures on the battlefield; and 3x treasured find, 2x dead reckoning, 2x archaeomancer, and sheoldred for graveyard recursion. Turn 3 cultivate, turn 4 treasured find + cultivate again is often a great use of recursion.

The actual number of control cards is pretty low - 2x peel for tempo, 2x anger for token wipes, 2x dead reckoning, 1 angelic edict, 1 shadowborn demon, 2 planar cleansing, and 2 dissolve (mostly for protecting late-game board state). But even without card draw, being able to hit the cleanse button repeatedly is totally worth it.

The last two cards to make it into my deck were the Angers. I cut Seance and Masked Admirers. Seance was originally in the deck mainly to re-use the Wayfinders, and it is effective at that. It also is the cheapest way to get Rune-Scarred online to tutor a board wipe. The emergency use of exiling a fatty is much less necessary if I have more board wipes, and I often couldn't get enough Wayfinders in my GY for seance to be worth it. I really want to find a way to self-mill faster.

When I ran it as a singleton, even the single copy of the admirers often found its way into my hand. This is the control version of bloodghast, not as cheap and fast, but it draws you cards and can block. The problem is that adding GG cost to a creature can be very expensive when I am casting 7 cost fatties, and I just can't find the space for even one of these guys. Also, this guy is AMAZING vs control decks, it is a "free" creature (costs mana but not a card) that can force a response, and it keeps on coming back. This dude may seem an odd card advantage engine compared to say Obelisk of Alara but my plan with this deck is to wipe early and wipe often, and I lack artifact recursion.

I would appreciate any feedback, I posted even more in the witch maw thread before this became a 5 color deck. It looks janky as hell, but once it gets going it is unstoppable.


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PostPosted: Mon Mar 23, 2015 12:35 am 
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with 23 lands and 4 Cultivate and 3 Darksteel Ingot have you considered adding a single Banefire and/or Suffer the Past in case you just completely flood out?


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PostPosted: Mon Mar 23, 2015 1:19 am 
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HenWen wrote:
Lot of different builds here.

I would appreciate any feedback, I posted even more in the witch maw thread before this became a 5 color deck. It looks janky as hell, but once it gets going it is unstoppable.


I didn't look at the Witch-Maw but will give my own personal feedback as you've requested.

I'll quote it so you note it again. "Lot of different builds here." This is a down side. You're attempting to do way too many things which makes the overall build inconsistent. Pick a theme and maybe a sub theme and stick to it. Don't dilute.

Now that statement should clear up things like mana base (12 tap lands is hurtful but almost a necessary evil in a rainbow deck. You however don't need a rainbow deck so it shouldn't be a concern). One important note though. In a deck that has the majority of it's curve above the 5 mana cost, you should consider at least 25 lands (even with the ramp you've included). There are cases to be made for 24 but you've also got way too many colors in the deck and can not afford to miss any land drops.

That statement should also allow you to clear up your curve. Currently you've got a chance at 4 creatures on turn two. Then 2 chances at turn 4 (and Anger is your only chance at any interaction in the early turns). With an abundance of tap lands, lets be realistic and say T4/T5 (possible ramp to hit T4) are your chances at actually putting a creature on the board (and then I question the consistency especially due to your color costs). That is incredibly slow and should have you on the back foot in a lot of games (and probably looking at your opponent removing your first play -and yes I see you want to recur but you need time to start setting it up which you won't have). If you're on the draw, you are probably in concede mode. After a suggested revamp of your theme/ subtheme to trim the deck down, make sure to have early plays or early interactions to allow your idea to take shape. Then use stuff like the AI to test the consistency of your draws and plays (how many 2 drop or 3 drops do you have and how often do you hit them? How often do you get X color from your mana and when?). You can usually hammer through the first 3-4 turns to test and the concede/repeat. Keep notes!

Mana color/ tempo - you need to consider how your color costing and color plays are going to go. Meaning if you narrow yourself down to say 3 colors, what are your early turn colors (mid game colors and late game colors)? Separating them will help you build your mana base to match and improve the consistency of your plays. This also goes with color costs where you may have to make tough cuts since the color cost will have you sitting on cards you can't play consistently. In your list you've got at least a double cost for every color possible (In fact , , , , , and ). Even with tap lands, ramp and color fixing that can be tough to obtain/manage (more importantly tough to obtain them when you need them).

These are very generic statements of deck building so I hope this isn't perceived as condescending (it's not meant to be in anyway) and hopefully they can be helpful if you're new (or a reminder if you're not).

Good Luck!

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PostPosted: Mon Mar 23, 2015 1:34 am 
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with 23 lands and 4 Cultivate and 3 Darksteel Ingot have you considered adding a single Banefire and/or Suffer the Past in case you just completely flood out?



The curve is heavily weighted above 5 mana with crazy color requirements. More mana is needed to go with the ramp and fixing to ensure consistent land plays. Mana flood happens but in a deck like this, it's almost wanted.

Personally I prefer mana flood to mana screw (actually I think mana is the most important card in your deck). Being able to play the top end of your curve (which is typically your strongest portion of your deck) based on a top deck is preferable to sitting with cards in hand that you can't play. You can stall, stabilize or even win with that top deck/bomb chance that you don't get when you're behind.

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PostPosted: Mon Mar 23, 2015 2:45 am 
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HenWen wrote:
Lot of different builds here. Mostly ramp into fatty with a side of creatureless control. Megabeast's deck is different, I haven't had time to test it but I think those are some nasty three drops. I am not a fan of Brimaz in a conflux deck. Despite the "dies to anger" issue I would at least test Sprouting Thrinax.

I am not a fan of Triumph of Ferocity, but if it belongs anywhere, it belongs with Wooly Thoctar. Masked Admirers is slow for card draw, but can draw you many cards over the course of the game.

Most of all, I think Rafiq of the Many is perfect for your deck. Turn 3 Wooly Thoctar, Turn 4 Rafiq, swing for 12, Turn 5 swing for 12 more, GG. I also think the exalted angel might fit better in your deck than the maelstrom angel.

So... before I post my own deck, I can provide a bit of backstory. I didn't want a conflux deck just for the sake of it. I started out with a UBG deck that abused EtB triggers, then I found that I could get better EtB triggers off of fatter creatures if I added white, and of course gain access to cleansing. I added Wayfinders for self mill and some recursion to take advantage of that. I ended up with a slow deck that was highly effective against other slow decks (unless they hit me with Suffer the Past. I finally added red after one too many losses to token decks.

The result is a deck I am very pleased with. Past the first 5 to 10 turns it becomes a toolbox deck. The focus is on recursion - the deck gets better and better as the game goes on. I am generally happy to wipe the board even if I lose a creature, because it is only a matter of time before I am able to get it back. There is no card draw or "filler" cards such as Elvish Visionary because I can't fit them in there, and rely more on limited amounts of self mill and recursion to gain advantage.

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

Conflux Recursion

A deck for Magic 2015.

58 Cards (15 :creature: , 20 :instant: , 23 :land:)

Cost 1 card
■■■
Cloudshift
Cost 7 cards
■■■■
Satyr Wayfinder1/1
■■■
Treasured Find
Cost 13 cards
■■
Anger of the Gods
■■■■
Cultivate
■■■
Darksteel Ingot
■■■■
Dead Reckoning
■■
Dissolve
Cost 2 cards
■■■■
Archaeomancer1/2
Cost 4 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
■■
Species Gorger6/6
■■■
Angelic Edict
Cost 2 cards
■■
Planar Cleansing
Cost 6 cards
■■
Pelakka Wurm7/7
Resolute Archangel4/4
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Land23 cards
■■■
Arcane Sanctum
■■■
Jungle Shrine
■■■
Savage Lands
■■■
Seaside Citadel
5
Forest
1
Island
1
Mountain
3
Plains
1
Swamp

The deck planner did not includes Peel from Reality. I run two copies.

So my original idea of a bouncy EtB deck found its way here, sorta. The single Cloudshift sees a LOT of use. I usually cast my Runedude at 8 mana and fetch this. Ususally removal is aimed at his face - I shift him, fetch an archaeomancer, get cloudshift back and then sit there with mana open. If I am feeling adventurous, I cloudshift Runedude again and fetch the singleton Species Gorger, who allows me to continue tutoring for 5 mana per turn, or recur used spells for 4 mana per turn.

This is just one example of solitaire recursion chains. Sheoldred is a one crab-woman thing recursion engine herself, but I like to hold her in reserve - especially vs white decks.

The recursion effects include 1x cloudshift, 2x peel from reality, and 1x species gorger for creatures on the battlefield; and 3x treasured find, 2x dead reckoning, 2x archaeomancer, and sheoldred for graveyard recursion. Turn 3 cultivate, turn 4 treasured find + cultivate again is often a great use of recursion.

The actual number of control cards is pretty low - 2x peel for tempo, 2x anger for token wipes, 2x dead reckoning, 1 angelic edict, 1 shadowborn demon, 2 planar cleansing, and 2 dissolve (mostly for protecting late-game board state). But even without card draw, being able to hit the cleanse button repeatedly is totally worth it.

The last two cards to make it into my deck were the Angers. I cut Seance and Masked Admirers. Seance was originally in the deck mainly to re-use the Wayfinders, and it is effective at that. It also is the cheapest way to get Rune-Scarred online to tutor a board wipe. The emergency use of exiling a fatty is much less necessary if I have more board wipes, and I often couldn't get enough Wayfinders in my GY for seance to be worth it. I really want to find a way to self-mill faster.

When I ran it as a singleton, even the single copy of the admirers often found its way into my hand. This is the control version of bloodghast, not as cheap and fast, but it draws you cards and can block. The problem is that adding GG cost to a creature can be very expensive when I am casting 7 cost fatties, and I just can't find the space for even one of these guys. Also, this guy is AMAZING vs control decks, it is a "free" creature (costs mana but not a card) that can force a response, and it keeps on coming back. This dude may seem an odd card advantage engine compared to say Obelisk of Alara but my plan with this deck is to wipe early and wipe often, and I lack artifact recursion.

I would appreciate any feedback, I posted even more in the witch maw thread before this became a 5 color deck. It looks janky as hell, but once it gets going it is unstoppable.


I'm liking the idea, but it's like what Elk said, it's trying to do many things and all of them not so well. I would suggest trying to narrow to say 2-3 win conditions and try to find an approach to get to them. I think that's what makes Steely Dano's Shiftscape so good. You can easily get back the pieces of the combo you need, recycle the deck, and it's a fairly straight forward win condition. I love 5 color decks and wanna see where you go with this.

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PostPosted: Mon Mar 23, 2015 10:19 am 
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babassoonist - I did not think of Banefire. I like it. Possible cuts include a dissolve or edict.

Elk - let me use an analogy. Aggro decks are submarines. Many people sail around in destroyers, because of their anti-torpedo flares (e.g. shock or chump blockers) they feel safer against submarines, but in many pitched battles they need depth charges to hit, which are not completely reliable (low copies of sweepers). After building a bunch of destroyer decks, I have discovered that there are not enough submarines to justify sailing around in a destroyer deck. So I opted to build a battleship that is good specifically against other slow ships. I still have depth charges which will often sink a sub, but I have enough armor plating above the waterline that I do not fear the destroyers. Basically this is an anti-meta deck for steam, I appreciate your good intent but your post was not helpful.

Lockhammer - Shiftscape can start with one demon, fetch a cloudshift, shift the demon, get the cloudshift back via archaeomancer and then shift the demon again in order to fetch the wand, but needs another cloudshift to start using the combo to its fullest. The wand is pretty slow without cloudshift #2. This combo requires 20 mana and 2 cards.

In the early game, I can do the same thing, demon > cloudshift > archaeomancer > cloudshift demon > species gorger. At this point I can start tutoring one card or recurring one spell per turn. This combo requires 18 mana and one card. Sheoldred does the same thing for no mana later on in the game. Shiftscape has no way of protecting the wand and would have to wait for Kozilek to die and reshuffle, and then wait to draw either the two demons or the wand again. I have any of six cards to start my combo again. . . . and again . . . and again. But my approach with this deck is generally to apply pressure until my opponent's resources are fairly exhausted before I drop my combo - this can happen quickly vs aggro or more slowly vs control.

No one has said a thing about the self mill. Here is one comparison. Shiftscape has 7 cantrip creatures and 3 inspirations, for a total of 13 total draw power, spread across 10 cards - total mana cost 26. Even without using Peel from Reality, Species Gorger or Sheoldred to recur my satyrs, they have a self-mill power of 16 - total mana cost 8, total draw power 4 (its a 90% chance to get a land). Obviously you won't cast all these spells every game. If you add my seven recursion spells (not including Sheoldred) my total looks like 16 mill power, 11 total "draw" power, spread across 11 cards, total mana cost 28. In many ways this is an apples to oranges comparison. But basically I swapped a suite of cantrip chumps and inspirations for mill chumps and recursion spells. My combination of mill / recursion can be less consistent initially, but as the game goes on I get to re-use my choicest cards, while "draw" spells will continue to fire at random.

I do want to point out that recursion has more early game utility than you may think. Turn 3 cultivate, turn 4 treasured find into cultivate is an excellent early play, similarly if I get even one sweeper I can lean on that one card via recursion. Skilled aggro players often dump their hand after the first sweeper.

I will continue to welcome any feedback, but really there are a few areas I need to work on:
Mana base. Right now I think I can cast all the spells I need 90% of the time by land drop 5, which could improve. A hand full of trilands can greatly slow me down, I really want at least 1 basic in my opening hand. While I like Ingot as a source of ramp, swapping it out for traveller's amulet would allow for more consistent basic land drops on turn 3 and thus more consistent cultivates.

Right now I am at 12 W, 7 B, 7 U, 7 R, and 14 G, plus the ingots. Dealing with this manabase can be excruciating but I can usually make it work, planning my land drops several turns in advance. The thing I want most right now is more blue mana and possibly more red mana for early anger. 7 Black has been more than enough and I have never had an issue with 12 white. Green is fine but I wouldn't want it much lower. The Trilands are great for multiple colors but I feel I have very little room for tweaking, since any gate would lose me a mana symbol.

Self mill. How do I jam more self mill in my deck without watering down its power level? Is seance worth it for extra Satyr mills? Is Peel from Reality a good choice here, or too unreliable?

Fatties. I am completely sold on what I am running right now except perhaps my lifegain fatties, 2x Pellaka and 1x Resolute angel. I am considering replacing one of these with Soul of Ravinica, which could draw me 3 cards but seems kind of situational. If I have multiple creatures on the board it is because I haven't been wiping > I am winning. Board stalls are rare for me.

Masked Admirers. When this card is good, it is amazing. Sometimes I play long, drawn out games vs control decks where I wipe the board repeatedly. Masky is a great creature to commit to the board to force an answer, because 3 damage / turn is enough of a clock. My problem is that he is a huge mana sink - I normally cast RSD at 8, with one for cloudshift, but masky makes that cost 10.


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PostPosted: Mon Mar 23, 2015 10:36 am 
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HenWen wrote:
babassoonist - I did not think of Banefire. I like it. Possible cuts include a dissolve or edict.

Elk - let me use an analogy. Aggro decks are submarines. Many people sail around in destroyers, because of their anti-torpedo flares (e.g. shock or chump blockers) they feel safer against submarines, but in many pitched battles they need depth charges to hit, which are not completely reliable (low copies of sweepers). After building a bunch of destroyer decks, I have discovered that there are not enough submarines to justify sailing around in a destroyer deck. So I opted to build a battleship that is good specifically against other slow ships. I still have depth charges which will often sink a sub, but I have enough armor plating above the waterline that I do not fear the destroyers. Basically this is an anti-meta deck for steam, I appreciate your good intent but your post was not helpful.

Lockhammer - Shiftscape can start with one demon, fetch a cloudshift, shift the demon, get the cloudshift back via archaeomancer and then shift the demon again in order to fetch the wand, but needs another cloudshift to start using the combo to its fullest. The wand is pretty slow without cloudshift #2. This combo requires 20 mana and 2 cards.

In the early game, I can do the same thing, demon > cloudshift > archaeomancer > cloudshift demon > species gorger. At this point I can start tutoring one card or recurring one spell per turn. This combo requires 18 mana and one card. Sheoldred does the same thing for no mana later on in the game. Shiftscape has no way of protecting the wand and would have to wait for Kozilek to die and reshuffle, and then wait to draw either the two demons or the wand again. I have any of six cards to start my combo again. . . . and again . . . and again. But my approach with this deck is generally to apply pressure until my opponent's resources are fairly exhausted before I drop my combo - this can happen quickly vs aggro or more slowly vs control.

No one has said a thing about the self mill. Here is one comparison. Shiftscape has 7 cantrip creatures and 3 inspirations, for a total of 13 total draw power, spread across 10 cards - total mana cost 26. Even without using Peel from Reality, Species Gorger or Sheoldred to recur my satyrs, they have a self-mill power of 16 - total mana cost 8, total draw power 4 (its a 90% chance to get a land). Obviously you won't cast all these spells every game. If you add my seven recursion spells (not including Sheoldred) my total looks like 16 mill power, 11 total "draw" power, spread across 11 cards, total mana cost 28. In many ways this is an apples to oranges comparison. But basically I swapped a suite of cantrip chumps and inspirations for mill chumps and recursion spells. My combination of mill / recursion can be less consistent initially, but as the game goes on I get to re-use my choicest cards, while "draw" spells will continue to fire at random.

I do want to point out that recursion has more early game utility than you may think. Turn 3 cultivate, turn 4 treasured find into cultivate is an excellent early play, similarly if I get even one sweeper I can lean on that one card via recursion. Skilled aggro players often dump their hand after the first sweeper.

I will continue to welcome any feedback, but really there are a few areas I need to work on:
Mana base. Right now I think I can cast all the spells I need 90% of the time by land drop 5, which could improve. A hand full of trilands can greatly slow me down, I really want at least 1 basic in my opening hand. While I like Ingot as a source of ramp, swapping it out for traveller's amulet would allow for more consistent basic land drops on turn 3 and thus more consistent cultivates.

Right now I am at 12 W, 7 B, 7 U, 7 R, and 14 G, plus the ingots. Dealing with this manabase can be excruciating but I can usually make it work, planning my land drops several turns in advance. The thing I want most right now is more blue mana and possibly more red mana for early anger. 7 Black has been more than enough and I have never had an issue with 12 white. Green is fine but I wouldn't want it much lower. The Trilands are great for multiple colors but I feel I have very little room for tweaking, since any gate would lose me a mana symbol.

Self mill. How do I jam more self mill in my deck without watering down its power level? Is seance worth it for extra Satyr mills? Is Peel from Reality a good choice here, or too unreliable?

Fatties. I am completely sold on what I am running right now except perhaps my lifegain fatties, 2x Pellaka and 1x Resolute angel. I am considering replacing one of these with Soul of Ravinica, which could draw me 3 cards but seems kind of situational. If I have multiple creatures on the board it is because I haven't been wiping > I am winning. Board stalls are rare for me.

Masked Admirers. When this card is good, it is amazing. Sometimes I play long, drawn out games vs control decks where I wipe the board repeatedly. Masky is a great creature to commit to the board to force an answer, because 3 damage / turn is enough of a clock. My problem is that he is a huge mana sink - I normally cast RSD at 8, with one for cloudshift, but masky makes that cost 10.


Right, but he has tons of ways to pull say Sheoldred, another RSD, or just straight win with Big K. Lots of options with three win conditions. 1. Straight forward aggro with fatties until they are dead. 2. Cloudshift/Archaeomancer/Wand Combo. 3. Big K.

There are two ways for an insane amount of mill. Straight forward Satyr, Assistants, Crab and then the round about way is card draw. Many people forget about this route because it's not as straight forward and is slower. But it's more valuable if you can pull it off. You can only hold seven cards, so if you have say 6 in hand and pull a Hunter's Prowess for 10 with PW, you just got 9 cards in the graveyard with the chance of selecting what is going into the Graveyard and what you need in hand.

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PostPosted: Mon Mar 23, 2015 11:45 am 
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I did maybe 10 games worth of playtesting before posting my conflux decklist, and it did pretty well, but another set of games has me reconsidering.

I played quite a few more games with 4 colors and the manabase wasn't an issue. I assumed adding 25% more colors would be easy. It isn't.

I added red for anger. In a deck with this many colors, I usually have to get a cultivate for the RR. But I often can't cultivate on turn 3 due to the taplands.

Posting will continue in the redless thread. I am listening and continue to adjust my deck.


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