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PostPosted: Tue Mar 24, 2015 4:48 am 
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I've actually been working on a similar deck a couple differences are that I use skullcrack instead of resounding thunder, I actually hadn't thought of rockslide elemental and was using goblin rabblemaster instead and at most I have 1 talrand, sky summoner.
I also haven't tried peel from reality yet cause I like the scry on voyage's end


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PostPosted: Tue Mar 24, 2015 7:52 am 
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Idk whether or not to post this here or in Grixis but screw it I'm just gonna throw it down here and run
[manapie 90 -w u b r -g][/manapie]

(Ele)mental

A deck for Magic 2015.

60 Cards (22 :creature: , 18 :instant: , 20 :land:)

Cost 11 cards
■■■■
Cloudfin Raptor0/1
■■■
Shock
■■■■
Vapor Snag
Cost 19 cards
■■■
Hellspark Elemental3/1
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■
Peel from Reality
■■
Skullcrack
■■■■
Think Twice
Cost 5 cards
■■■
Brackwater Elemental4/4
■■
Rockslide Elemental1/1
Cost 4 cards
Master of Waves2/1
■■■■
Viscera Dragger3/3
Bident of Thassa
Cost 1 card
Banefire
Land20 cards
■■■
Crumbling Necropolis
9
Island
8
Mountain




So this is my personal take on the evolving unearth elemental Izzet deck.

Let's start with the land I'm running 20 in the deck, if I increase this number at all I flood out way to often. I also choose to use the Grixis land, Crumbling Necropolis over the Izzet Guildgate because I feel like 4 tapped lands is too slow for aggro decks and cause of that splash of black.

For our early game creatures you've got Cloudfin Raptor who's evolve synergizes well with the unearth mechanics of Hellspark Elemental and Brackwater Elemental. Along with that sweet stuff we've got the Kiln Fiends and our Young Pyromancers

Because of the low curve of this deck your hand tends to empty pretty early so we have a few options for drawing cards, Think Twice is a no brainer, it triggers Pyromancer and Kiln Fiend (if you have the mana to main phase it). Next up you got Viscera Dragger who not only draws a card but also unearths for 3 dmg (as long as you have that splash of black on the field of course). Finally we have the Bident of Thassa not only is this card great for drawing cars but it can also be used to get a victory by forcing your opponent to attack with everything.

Which brings me to my final point, the finishers. We've got Shock ( and Banefire as Shock in disguise) and Vapor Snag to force your damage through to the face, or even do damage to the face. Skullcrack can stop any get out of jail freecards your opponent might have, and last but not least the reason why elementals matter Master of Waves, your devotion to blue will probably be pretty low when he comes into play but you will probably have a board full of red 1/1 elementals your young pyromancers have been so happily been making off of your think twices not to mention that the unearth minions that matter also are elementals, and your kiln fiends, so yeah go nuts.

Suspect: I'm considering replacing the Rockslide Elemental for Goblin Rabblemaster and the Peel from Reality for Voyage's End over all they are just better cards imho
Thoughts? Recommendations? Hate?


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PostPosted: Tue Mar 24, 2015 12:13 pm 
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The Rockslide Elemental in my list were originally Goblin Rabblemaster in my original Unearth+Evolve list. Rabblemaster is probably still the better option because the cards is just brutal, but I wanted to at least try and see if Rockslide Elemental would be any good here.

I prefer Peel to Voyage's End here. The Scry effect is nice, but I feel like the added bonus of being able to bounce your own creatures is what makes it the superior choice. With Voyage's End you have to choose between tempoing your opponent, or saving important threats/wringing value out of Unearth. Peel allows you to do all of these things at once. Which I think makes it the superior option.

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PostPosted: Tue Mar 24, 2015 6:54 pm 
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So idk if I'm cursed or what but I still flood out like 50% of the time while playing Izzet aggro and I'm at 20 lands :/


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PostPosted: Thu Mar 26, 2015 12:06 am 
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DH I love your steal & sac deck. I have seen black and red versions floating around and I think they just aren't as good. The vampire isn't a very exciting sac outlet, typically when I face these decks I eliminate the vampire first and everything else falls to pieces.

When the deck is on, its amazing. I like to open with turn 2 pyromancer, turn 3 electromancer + krenko's command, turn 4 military intelligence plus whatever else is handy. On the plus side this deck can totally flood the board with tokens, draw a lot and dominate. It tends to be very feast or famine - you either get the right pieces and steamroll enemies or you get the wrong mix of cards.

I thought about adding shocks or some other removal, but I don't think the deck needs it. Blasting station is great at this. The 8 steal spells normally function as removal, and when combined with fling its a 2 for 2 - or huge face damage. I was testing vs the Captain Vronos and he had Cranial Plating on Esperzoa - an 8/3 flyer on turn 4. I stole it, attacked and flung it at his face for a turn 4 win :D. Take that overpowered equipment.

One thing I have noticed is the importance of Military Intelligence. When the deck is winning it helps a ton, but if you are on the defensive for any reason it doesn't help. Pyromancer will reliably produce enough tokens that you can throw them away with impunity, but if you do not draw him or he eats removal your tokens will dwindle. What could make intelligence better is a little blue evasion - cloudfin raptor or triton shorestalker. The raptor probably would not evolve much past 2/3, and the shorestalker only does one damage. But having one of these on the board would allow an attack with one evasive creature plus one suicide token to activate intelligence. I have yet to test this change because it would be hard to cut any cards, everything fits together pretty well. If I had to cut one card right now I would probably go down to 3 fling, if you have electromancer it is great, but without electromancer it requires 5 or 6 mana to use in order to steal a creature.


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PostPosted: Thu Mar 26, 2015 12:05 pm 
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Hakeem928 wrote:
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 Control

A one vs. one deck for Magic 2015.

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

Cost 4 cards
■■■■
Shock
Cost 14 cards
■■■
Negate
■■■■
Nullify
■■■■
Think Twice
■■■
Voyage's End
Cost 5 cards
■■
Anger of the Gods
■■■
Dissolve
Cost 8 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
■■■■
Inspiration
Cost 2 cards
■■■■
Traumatic Visions
Cost 2 cards
■■
Charmbreaker Devils4/4
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■■
Izzet Guildgate
12
Island
8
Mountain


Ok so i took my time and gave your deck a lot of thought. I played with both versions now: your deck with the 2 archaeomancer and mine with Banefire and Suffer the Past.

So first of all i really like both versions. archaeomancers can help against aggro decks who can stabilize fast like some tokens or spiders after an anger of the gods. so it's better in the early game. the Banefire version definitely is better in the late game and sometimes your ONLY way to win (i played against a heavy counter deck aswell and i only won with a 18 dmg banefire. was a damn long game).

I think that suffer the past can be cut because it's a dead card most of the time. not because i can't cast it but because i simply do not need it. i personally stick with it though because it DOES help against burn decks with banefire and resounding thunder or graveyard decks with dead reckoning and Rescue from the Underworld.

i only run the crumbling necropolis without a swamp. i noticed that i use the land cycling only to get a stable start with preferably 2 islands and 2 mountains.

My conclusion after a ton of games with both games: cutting at least one archaeomancer for banefire is recommended because the decks lacks win cons otherwise. cutting more archaeomancers and adding another banefire, Traumatic Visions or suffer the past is completely optional. to be perfectly honest i run suffer the past mainly for crumbling necropolis. i feel better with 7 tap lands for my U/R sources.

I also do not use archaeomancers because i can fetch cards back with Charmbreaker Devils. It's random but they are a win con too. Feel free to comment on that. But damn the counter playstyle is so much fun :p

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PostPosted: Thu Mar 26, 2015 3:24 pm 
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I believe this deck was posted by someone else. If so I am reposting it because I want to fix it. Flood Aggro is a fun deck type to me so a deck was made around that idea. Adding green to it just unbalances the deck, and I just never draw the green mana. I am thinking of adding trumpet blast or something to this deck. The idea of this deck is to push through damage with a wide board AFAP, which I can do almost 30-50 percent of the time. I just get into trouble when I meet someone doing a midrangey deck with big creatures.

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

R/B Token

A deck for Magic 2015.

60 Cards (16 :creature: , 25 :instant: , 19 :land:)

Color 13 cards
■■■■
Artful Dodge
■■■■
Vapor Snag
■■
Military Intelligence
■■■■
Think Twice
Bident of Thassa
■■
Talrand, Sky Summoner2/2
Color 28 cards
■■■
Coordinated Assault
■■■
Foundry Street Denizen1/1
■■■
Goblin Arsonist1/1
■■■
Goblin Bushwhacker1/1
■■
Quest for the Goblin Lord
■■■■
Shock
■■■■
Krenko's Command
■■■
Young Pyromancer2/1
■■
Goblin Rabblemaster2/2
■■
Banefire
Colorless19 cards
■■■■
Izzet Guildgate
7
Island
8
Mountain


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PostPosted: Thu Mar 26, 2015 6:36 pm 
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Don't put Cloudfin Raptor or Talrand or any of that into your tribal elemental deck! Those might be good cards, but elemental creatures can hack too!
[manapie 90 -w u -b r -g][/manapie]

Element OP

A one vs. one deck for Magic 2015.

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

Creatures23 cards
■■■
Hellspark Elemental3/1
■■■■
Kiln Fiend1/2
■■■■
Brackwater Elemental4/4
■■■■
Frost Lynx2/2
■■■■
Regathan Firecat4/1
■■■
Rockslide Elemental1/1
Master of Waves2/1
Bounce8 cards
■■■■
Vapor Snag
■■■■
Peel from Reality
Draw4 cards
■■■■
Think Twice
Utility4 cards
■■■■
Artful Dodge
Lands and mana21 cards
■■■■
Izzet Guildgate
9
Island
8
Mountain


Try bouncing a Hellspark or Brackwater Elemental before it sacs (just don't replay it that same turn...). Bouncing a Frost Lynx is pretty sweet too. To win you don't need to swing for a million damage with Kiln Fiend, each Artful Dodge is worth 8 damage with either it or Brackwater or Regathan Firecat.


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PostPosted: Thu Mar 26, 2015 10:07 pm 
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3 mana for a minion that gets killed by a 1/1 no thanks firecat someburn to trigger the pyro/fiend is much better


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PostPosted: Thu Mar 26, 2015 10:20 pm 
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A singleton of Master of Waves doesn't justify building a deck around him imho. The only worthwhile thing about him really is protection from red. :P
I get the fun factor though, it definitely feels like a fun card.. But seeing we only get one of him, you can't really build a consistent deck around him.
I mean, he's definitely not out of place in many variations of izzet tokens.. But he doesn't justify adding awful cards like the firecat just because it's an elemental. :P

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PostPosted: Thu Mar 26, 2015 10:34 pm 
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the main problem with master is that he uses devotion to blue and unfortunately blue cards don't tend to stick around


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PostPosted: Thu Mar 26, 2015 10:56 pm 
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the only thing i actually dislike is that his spawned tokens are 1/0... i mean blue is supposed to do tricky stuff but without a paragon or the hall of triumphs there is literally no way in a "normal" izzet or mono blue deck to keep the elementals alive since both cards are... not the best imho. i actually would've preferred them to be 0/1 rather than 1/0. 1/1 would be the best ofc but well.

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PostPosted: Thu Mar 26, 2015 11:12 pm 
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i actually do not get why everyone tries to build decks around the master of waves... we have only 1 copy of him and he is way worse than talrand. hell, he'd be pretty damn cool if he'd spawn a token for every island you control but nope, has to be devotion. at least give him 2 or 3 U in his cost to push the devotion and make him useful on an empty board :(

talrands tokens are way better. they do not need talrand to be efficient. they wont DIE if talrand leaves the battlefield AND they have evasion! i think the master is good against some aggro decks? i really do not know how what to think of him.

if i miss something about him please tell me. and yes i know he has protection from red but who cares? only thing that matters is shock because anger kills his tokens and then you have a 4 mana 2/1 with protection from red.

well i guess he gets alot of value if you have bident of thassa and military intelligence on the field.

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PostPosted: Fri Mar 27, 2015 1:34 am 
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thats why you don't build decks around him you add him to decks that already synergize with him like izzet/dimir unearth decks because some blue does stick and you can abuse that (esspecially in aggro decks where you just cut a land for him an he still fits)


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PostPosted: Fri Mar 27, 2015 11:35 am 
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He does die to anger too Cryphoxx. :P
Atleast I think? I know stormbreath dies to planar atleast.

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PostPosted: Fri Mar 27, 2015 12:27 pm 
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Nothing dies to Anger.

But Master of Waves won't get exiled by Anger because protection from red means that it can't take damage from a red source and Anger deals damage. Stormbreath gets hit by Planar Cleansing because Cleansing doesn't deal damage.

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PostPosted: Fri Mar 27, 2015 12:32 pm 
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We're all building decks around Master if Waves, even though yes, it is a crummy card, because, we all secretly want to start playing commander!


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PostPosted: Fri Mar 27, 2015 2:33 pm 
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drunkslono wrote:
We're all building decks around Master if Waves, even though yes, it is a crummy card, because, we all secretly want to start playing commander!

whoa whoa whoa...crummy card? That isn't correct at all (if you do nothing but read the first sentence of that paragraph, that should tell you everything you need to know). In fact it was played quite heavily in Standard rotation and was the reason to play blue devotion (do some searches on Pro Tour Top 8 results when the card was in rotation and see how many decks it appeared in).

It's more that we only have 1 copy and don't have any top tier blue devotion shells it can fit in. Which is a shame really since they were willing to give us so many Young Pyromancer.


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PostPosted: Fri Mar 27, 2015 2:35 pm 
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so basically good card, bad circumstance


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PostPosted: Fri Mar 27, 2015 3:30 pm 
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A card is only as good as its circumstance. Here in D15, Master of Waves isn't that great because of the small cardpool and the rarity restrictions. If you can create the necessary devotion and run four copies, however.....

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