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PostPosted: Mon Jan 12, 2015 6:34 pm 
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Fusion Elemental can win a 1v1 fight against all those creatures.

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PostPosted: Tue Jan 13, 2015 6:41 am 
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Any opinions on replacing 3x Garruk's Packleader with 2x Terra Stomper + 1x Something?


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PostPosted: Fri Jan 16, 2015 1:33 pm 
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Hey guys, I haven't been around in a while. Mainly because my main browser quit working with NGA (still won't, no idea why) but I play on my ipad at night and came up with this build that I have played at least a 100 games with now. I haven't kept track of my record but I win the vast majority of games and have gone on 10+ winning streaks more than once so I had to post it up here, lol.

It started out as a 5-color build and through trial and error I figured out what was working, what wasn't, etc. On top of that I figured "what are the cards that just really screw me over when I'm playing against someone and they plop it down." Like with any build, you can swap out one or 2 cards and still have decent success and overall it is based on ramping and "tutoring" as well. And of course I was keeping in mind other builds that worked well in the past, nothing new or crazy here. Just very solid. So here it is:

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

Nebula

A one vs. one deck for Magic 2015.

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

Cost 9 cards
■■■
Lone Missionary2/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■
Treasured Find
Cost 6 cards
■■
Anger of the Gods
■■■■
Cultivate
Cost 10 cards
■■
Arbor Colossus6/6
Baneslayer Angel5/5
Shadowborn Demon5/6
Stormbreath Dragon4/4
■■■■
Angelic Edict
Monomania
Cost 3 cards
Inferno Titan6/6
■■
Planar Cleansing
Cost 6 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 1 card
Craterhoof Behemoth5/5
Cost 2 cards
■■
Genesis Hydra0/0
Land23 cards
■■
Arcane Sanctum
■■
Frontier Bivouac
■■■
Jungle Shrine
■■■
Sandsteppe Citadel
■■■
Savage Lands
■■■
Seaside Citadel
2
Forest
2
Mountain
2
Plains
2
Swamp


A couple notes: So I also built this deck with a couple other things in mind. One is really good destroy cards/sweepers. Decks that rely on enchantments/auras typically don't have a chance. Speedy token/goblin type decks, unless they literally get the best possible hand/draws with a good deck played by a skilled player, have no chance. The decks that seem strongest against this deck are your counter decks and steal/sac decks, but even then it is more along the lines of being a 50/50 shot. I've weathered countless counters only to bring in one more big guy to seal the deal and the same can go with control decks. You can only kill off so many big guys until you run out of ammunition.

I've not encountered anything that I couldn't handle. If I'm getting really good draws there's pretty much nothing out there that can beat this deck (or at least I'm never having my ass handed to me, if I lose it is by a single turn). With all the ways to get lands I maybe get flooded or screwed on a 1-2% basis? I've won games with 4 or 5 card starting hands more often than not (when it comes to having to go down that low). This deck has amazing bounce back ability and I play with the mindset that my starting life is at 10. I'll let nearly any damage through until I hit 10 and by that time I've usually gotten enough land to do anything I need to do to win the game and enough life gain to get past any early beat downs.

I did use 'ol Griselbrand and Kozilek, Butcher of Truth for a time but both seemed to be a little late to the party by the time they came out, even with the pretty much sure land drops and ramping with cultivates. They are also near impossible to grab with a Genesis Hydra as well. I tried other land type things with the artifacts but always kept coming back to the solid Cultivate and Satyr Wayfinder. I tried a few other things too like a Séance, which wasn't bad, but wasn't wowing me either. So I've "settled" with this and can barely even play another deck now, lol. Like I said, anyone could switch a card out here or there but the core of this deck is pretty brutal.

Edit 03/07/2015: So, I totally left out 2 cards from my original list, lol. I was doing it from memory and forgot about a couple changes I had made (which is funny, because I left out 2 cards that have been in every version but w/e, lol). So...the main edit is -3 Ground Assault, +2 Arbor Colossus, +1 Monomania (if I had correctly listed the original list, it would be -1 Ground Assault for the Monomania). -1 Pelakka Wurm, +1 Sheoldred, Whispering One (I wanted something from the new cards and this card is pretty damn amazing, even if I didn't really wanna get rid of a Pelakka Wurm. So far it hasn't disappointed).

Monomania is something I completely overlooked and can really just decimate an opponent. The reason I even thought of it is due to the fact I've noticed when good players see the type of deck I'm playing they are playing patiently and waiting for an opening to try and get the upper-hand, which in turn leads to larger hand sizes. I don't think I've had a game where the opponent didn't just straight up quit after using this card, lol. You could put back in a Ground Assault if you want, but Monomania will usually end up taking away more cards. I go back and forth here.

I also tinkered with the land a bit. It's funny...this whole time I've been thinking "man, I'd do anything for a couple more :g::w: lands"...and then I see the Seaside Citadel, lol. Which also works out in your favor because people think you are also playing blue when you're not. They think counters, bouncing, etc. With Sheoldred, Whispering One and Monomania I also figured another :b: would help so I went with an extra :b::w: as well and decided I might as well stick with the "fake blue" routine and added an Arcane Sanctum. So the lands edited look like this: -1 Boros Guildgate, -3 Gruul Guildgate, +1 Arcane Sanctum, and +3 Seaside Citadel.

As another note, I have also noticed nearly every single loss I've had boils down to not getting a sweeper drawn in time. So I usually try to mulligan for at least an Anger of the Gods or Planar Cleansing.

Edit 05/11/2015: With the newest boosters and tri-lands I made a couple more changes. There's pretty much no reason at all to keep any of the dual-lands in this particular deck now. So -4 Selesnya Guildgate, -1 Gruul Guildgate, +3 Sandsteppe Citadel, +2 Frontier Bivouac. Needless to say, the Sandsteppe Citadel is the perfect addition. The Frontier Bivouac is another "trick blue" "dual land" of sorts. New lands are working out great.

I also made another change with the Lone Missionary. While they are great early on they were lacking a bit mid-late game and after looking through to see what would be just as good early and better late Ground Assault came back to mind. So far it has worked great. Lone Missionary did great early on, gaining 4 life, chump blocking, and maybe even killing something important, but at the same time I couldn't necessarily choose what to kill with it and even then anything over 2 toughness wouldn't die anyway. With Ground Assault I lose the life gain, but in many instances I am saving more life than I would have gained killing off something important like Goblin Rabblemaster, Brimaz, King of Oreskos, Talrand, Sky Summoner or something like Mentor of the Meek or Banisher Priest, etc. And of course late game when I have a ton of lands there's pretty much nothing it can't destroy. So in the majority of instances Ground Assault worked out better. I can only add 3 Ground Assault so I figured I might as well keep the 1 left over Lone Missionary. -3 Lone Missionary, +3 Ground Assault.

That concludes this edit and this deck is still destroying opponents left and right. I enjoy experimenting with other stuff from time to time but I love playing this deck more than anything else.

Edit: 05/28/2015: Banefire has preformed admirably, but I couldn't help but think another Pelakka Wurm or the "new" Craterhoof Behemoth were not worth trying out, plus it works better with Genesis Hydra. So far it is working out great. -2 Banefire, +1 Pelakka Wurm (3 total), +1 Craterhoof Behemoth.

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Last edited by minddrifter on Thu May 28, 2015 5:13 pm, edited 11 times in total.

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PostPosted: Fri Jan 16, 2015 1:38 pm 
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Welcome back!

But.....

You're playing 23 land in a deck with this kind of curve? WTF man? :p

Seriously, though, I would drop one Hydra and one Banefire for another two lands then call it a day. Looks solid.

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PostPosted: Fri Jan 16, 2015 1:55 pm 
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Heh, thanks Hakeem! I meant to touch on that subject as well, lol. I know, it looks crazy but seriously...with 4 wayfinders and 4 cultivates I've absolutely 0 problems with 23 lands. I actually started at 25 lands and went down to 23 to kind of find that "sweet spot". I could almost...maybe...see dropping a single Banefire, but the Hydra? I'd run 100 of them if I could, lol. Ok, maybe not that many. ;P But he is an absolute game changing behemoth and I bet I've ended a 1/4 of my games with a solid 10+ point Banefire! Plus neither one can be countered, well technically the Hydra can, but you still get to bring something out.

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PostPosted: Fri Jan 16, 2015 2:15 pm 
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I have an unhealthy obsession with land, it's a flaw of mine. You can't cast spells without it, though. It's the most important card type in Magic.

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PostPosted: Tue Feb 24, 2015 6:52 am 
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Here is one of my weird decks that is strangely succesful but very fun to play:

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

Touch of Death

A deck for Magic 2015.

60 Cards (12 :creature: , 24 :instant: , 24 :land:)

Creature12 cards
■■■
Wall of Omens0/4
■■
Agent of the Fates3/2
■■■■
Giant Scorpion1/3
■■
Rune-Scarred Demon6/6
Griselbrand7/7
Spell24 cards
■■■■
Cloudshift
■■■
Elixir of Immortality
■■■■
Undying Evil
■■■
Asha's Favor
■■■■
Cultivate
■■
Burning Anger
■■
Planar Cleansing
■■
Warstorm Surge
Land24 cards
■■■■
Golgari Guildgate
■■■
Jungle Shrine
■■■
Savage Lands
■■■■
Selesnya Guildgate
4
Forest
2
Mountain
3
Plains
3
Swamp


Strategy: Abuse how deathtouch works with Burning Anger and Warstorm Surge so no creature is left on the opposing side of the field! Asha's Favor is for early game blocking and attacking with Giant Scorpion or a lucky Agent of the Fates. It's Vigilance is also nice when it's combined with Burning Anger for obvious attacking/ability triggering reasons.


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PostPosted: Mon Mar 23, 2015 12:42 pm 
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I'm considering splashing white into my Jund Reanimator deck. Thoughts?

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PostPosted: Sun Mar 29, 2015 5:26 pm 
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[manapie 90 w -u b r g][/manapie]

The Necromancer

A deck for Magic 2015.

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

Multicolored6 cards
■■■
Ground Assault
■■■
Treasured Find
Color 6 cards
■■■
Wall of Omens0/4
Baneslayer Angel5/5
■■
Planar Cleansing
Color 9 cards
■■■■
Necromancer's Assistant3/1
■■■
Gravedigger2/2
Shadowborn Demon5/6
Sheoldred, Whispering One6/6
Color 2 cards
Stormbreath Dragon4/4
Inferno Titan6/6
Color 13 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■
Spider Spawning
■■■
Pelakka Wurm7/7
Colorless24 cards
■■■■
Boros Guildgate
■■■■
Golgari Guildgate
■■■
Jungle Shrine
■■■■
Rakdos Guildgate
■■■
Savage Lands
■■■■
Selesnya Guildgate
3
Forest
1
Mountain
2
Plains
2
Swamp


Alright, I honestly have done no testing on this yet and just through together some of my favorite cards to see if this might work. Totally a working progress and I am open to suggestions and ideas. This is the same concept as my Reanimator deck, get biguns out of the graveyard to keep doing scary stuff. I got tons of card draw and tutors for the graveyard, plus some hard hitters to finish it. Splashed White for a sweeper in the form of Planar Cleansing. Got awesome removal through Ground Assault, and Treasured Find lets me recycle those cards as needed, or any other for that matter.

Thoughts?

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PostPosted: Mon Mar 30, 2015 6:02 am 
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Goofed around with it and have an Azban build. Will post after some more testing.

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PostPosted: Thu Apr 02, 2015 2:18 pm 
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Warp World, possibly the most fun and interesting card to resolve in the game.

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

Warp World

A one vs. one deck for Magic 2015.

60 Cards (22 :creature: , 14 :instant: , 24 :land:)

Cost 10 cards
■■■■
Squadron Hawk1/1
■■■
Wall of Omens0/4
■■■
Ground Assault
Cost 9 cards
■■
Anger of the Gods
■■■■
Cultivate
■■■
Darksteel Ingot
Cost 6 cards
■■■■
Kor Cartographer2/2
■■
Ogre Battledriver3/3
Cost 1 card
Baneslayer Angel5/5
Cost 3 cards
■■
Captain of the Watch3/3
Inferno Titan6/6
Cost 4 cards
■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Cost 2 cards
■■
Warp World
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■
Jungle Shrine
■■■
Savage Lands
■■■■
Selesnya Guildgate
2
Forest
3
Mountain
7
Plains
2
Swamp


The plan is simple: survive the early game and ramp as quickly as possible into a Warp World (or Rune-Scarred Demon grabbing Warp World).

To maximize the Warp World's potential we aim to have as many permanents in play and in our deck as possible. The only exceptions are:

- Ground Assault the best spot removal in a ramp deck. Needed to deal with problematic creatures.
- Anger of the Gods is a great way to fight aggro decks in the early stages.
- Cultivate a very good ramp spell and important for manafixing.

We also want our creatures to have ETB effects, so we get the benefit when they enter play with Warp World.

Wall of Omens helps us survive and draws a card.
Squadron Hawk allows us to trade with small creatures and is a good flying blocker. It's also 4 permanents in 1 card.
Kor Cartographer ramps us even more and helps rebuild our manabase after a Warp World.
Ogre Battledriver if you resolve Warp World before attacking and you hit a Battledriver you can sometimes win on the spot.
Baneslayer Angel isn't synergistic but helps stabilize games.
Inferno Titan is a great removal spell + finisher (can kill warped Banisher Priests) and works wonders with Battledriver.
Captain of the Watch is 4 permanents in 1 card (yes tokens count towards Warp World), great with Battledriver.
Pelakka Wurm gains life to help stabilize and is a great wincon with Battledriver in play.
Rune-Scarred Demon copies 3 and 4 of Warp World.
Kozilek, Butcher of Truth awesome curve topper, super scary with Battledriver in play.

Darksteel Ingot also ramps and fixes and is a permanent for Warp World.

Sequencing lands and deciding what lands to get with Cultivate is important, because mana requirements are pretty heavy.

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PostPosted: Thu Apr 02, 2015 2:36 pm 
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Rune-Scarred Demon copies 3 and 4 of Warp World.

Could you explain how the demon lets you cast 2 more warps besides the ones availbe in game? Because i'm not really getting it. Especially with no way to recast for more than 2 times unless you are lucky to shadowborn your kozilek.


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PostPosted: Thu Apr 02, 2015 2:42 pm 
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Empo wrote:
Rune-Scarred Demon copies 3 and 4 of Warp World.

Could you explain how the demon lets you cast 2 more warps besides the ones availbe in game? Because i'm not really getting it. Especially with no way to recast for more than 2 times unless you are lucky to shadowborn your kozilek.



It just means it's his 3rd and 4th chance at finding Warp World. If he doesn't draw Warp World but does get a demon, he can tutor the card.


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PostPosted: Fri Apr 03, 2015 5:32 am 
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This deck only needs to Warp World once to win the game. Hence there is no need for recursion.

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PostPosted: Fri Apr 03, 2015 8:32 am 
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LegenVD wrote:
This deck only needs to Warp World once to win the game. Hence there is no need for recursion.


Hopefully, you mean.

The deck look like it doesn't need Warp World at all...just looks like more of an afterthought. I'd just drop it for more goodness because of that.

I prefer the Warp World decks that go for recursion...I have cast Warp World 5 times in the same turn several games (earliest turn 6 IIRC) and ended up with my opponent down to 1 land against my horde. Pretty fun to do that (at least from my perspective). The opponent hung around to see if it worked.

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PostPosted: Fri Apr 03, 2015 9:59 am 
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Kryder wrote:
LegenVD wrote:
This deck only needs to Warp World once to win the game. Hence there is no need for recursion.


Hopefully, you mean.

The deck look like it doesn't need Warp World at all...just looks like more of an afterthought. I'd just drop it for more goodness because of that.

I prefer the Warp World decks that go for recursion...I have cast Warp World 5 times in the same turn several games (earliest turn 6 IIRC) and ended up with my opponent down to 1 land against my horde. Pretty fun to do that (at least from my perspective). The opponent hung around to see if it worked.


While it will be amazing when it works, that version feels more like flipping a bunch of coins and hoping to flip heads every time.
I guess that makes my version the boring Warp World deck, but still pretty high on the scale of excitement.

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PostPosted: Fri Apr 03, 2015 10:16 am 
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You're like the quantum physicist using the uncertainty principle to move girls panties 5 feet to the right at parties; fairly exciting but you're still a quantum physicist


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PostPosted: Fri Apr 03, 2015 10:18 am 
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You're like the quantum physicist using the uncertainty principle to move girls panties 5 feet to the right at parties; fairly exciting but you're still a quantum physicist


Yet I still have a room-full of panties...especially since it's a winning combination!

In reality, it is no different than making a deck to take advantage of Cascade. When I made my 5-colour cascade deck years back, when I hit a cascade card, I was assured of hitting a discard spell (Blightning or Esper Charm). Rarely in my matches did my opponents have more than 1 card in hand.

This is the same principle...drop lots of permanents, especially those with ETB, then warp...find an Archeomancer, 8 lands, do it again after damaging their board state. Sure, you can get unlucky, but it makes it fun IMO.

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PostPosted: Sat Apr 04, 2015 5:58 am 
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You're like the quantum physicist using the uncertainty principle to move girls panties 5 feet to the right at parties; fairly exciting but you're still a quantum physicist


It works though!

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PostPosted: Sat Apr 04, 2015 12:09 pm 
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I really hope people got that reference


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