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PostPosted: Sun Mar 29, 2015 8:15 pm 
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you only use it when they've taken over the board ( you can even attack before casting it to see if your opponent wants to kill some stuff


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PostPosted: Sun Mar 29, 2015 9:07 pm 
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Siege Dragon does the same, only against their side. What really changes it from a okay card to really good in this deck is Battledriver.

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PostPosted: Sun Mar 29, 2015 11:03 pm 
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I suppose you've convinced me :P


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PostPosted: Mon Mar 30, 2015 1:23 am 
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Goblin Rabblemaster helps keep the pressure on with continuous 1/1 tokes that become 3/1 with Ogre Battledriver. He is usually a threat that needs to be dealt with on the board, and what's nice is there are tons of ways to keep putting him back on the board to keep bringing the pain.

The previous version seemed to have too many recursion cards and this version seems to have just enough for tutor effects (which is a good thing) but I don't think I'd go as far as saying it's a reanimator/recursion build now. I'm with Kryder on this being a Golgari Spider Spawning variant. Dump it in the bin, pick out what you need/want, win the game or go wide with spiders. Battledrivers (and Carterhoofs) are often win more cards in spider spawning decks. Not always as Ogre can pressure boards if played on curve (and left unchecked) but typically it's just good fun to try and blow someone out with a hasted Spawning (even though you'd probably still win without Battledriver. Spider Spawning is just that good of a card in our pool).

I'm ignoring SS until late game unless I get some good hits with Satyr and Assistants. Though a turn 4 Ogre to bring out 7 3/2 turn five Spiders does win games.

Perfect lands, perfect draws (in between dumping cards) and no interaction from your opponent. While possible, having and hitting all 9 cards to go off on turn 5 does sorta seem like Magic Christmas land.
5 lands - 1 forest, 1 swamp, 2 mountains and 1 other (only your first land could be a tapped land)
T2 Satyr Wayfinder - hit 4 creatures
T3- Necromancer's Assistant - hit 3 more creatures
T4 - Ogre Battledriver
T5 - Spider Spawning

We all like to theorycraft but I think it'd be easier to get behind someone setting up/ sandbagging a Battledriver till late game (play the rest of your deck filling your grave and have them waste their removal while you sit with the Ogre in hand) followed by a next turn Spawning.

I think babassoonist may be right that you could consider another option over Siege Dragon but agree that Anger may not be your best choice. The last Spawning or even Rune-Scarred Demon would probably benefit you more.



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PostPosted: Mon Mar 30, 2015 5:58 am 
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elk wrote:
Goblin Rabblemaster helps keep the pressure on with continuous 1/1 tokes that become 3/1 with Ogre Battledriver. He is usually a threat that needs to be dealt with on the board, and what's nice is there are tons of ways to keep putting him back on the board to keep bringing the pain.

The previous version seemed to have too many recursion cards and this version seems to have just enough for tutor effects (which is a good thing) but I don't think I'd go as far as saying it's a reanimator/recursion build now. I'm with Kryder on this being a Golgari Spider Spawning variant. Dump it in the bin, pick out what you need/want, win the game or go wide with spiders. Battledrivers (and Carterhoofs) are often win more cards in spider spawning decks. Not always as Ogre can pressure boards if played on curve (and left unchecked) but typically it's just good fun to try and blow someone out with a hasted Spawning (even though you'd probably still win without Battledriver. Spider Spawning is just that good of a card in our pool).

I'm ignoring SS until late game unless I get some good hits with Satyr and Assistants. Though a turn 4 Ogre to bring out 7 3/2 turn five Spiders does win games.

Perfect lands, perfect draws (in between dumping cards) and no interaction from your opponent. While possible, having and hitting all 9 cards to go off on turn 5 does sorta seem like Magic Christmas land.
5 lands - 1 forest, 1 swamp, 2 mountains and 1 other (only your first land could be a tapped land)
T2 Satyr Wayfinder - hit 4 creatures
T3- Necromancer's Assistant - hit 3 more creatures
T4 - Ogre Battledriver
T5 - Spider Spawning

We all like to theorycraft but I think it'd be easier to get behind someone setting up/ sandbagging a Battledriver till late game (play the rest of your deck filling your grave and have them waste their removal while you sit with the Ogre in hand) followed by a next turn Spawning.

I think babassoonist may be right that you could consider another option over Siege Dragon but agree that Anger may not be your best choice. The last Spawning or even Rune-Scarred Demon would probably benefit you more.



elk



When I say late game, I'm talking T7-T9. I'm usually pulling the Battledriver out of graveyard and flashbacking SS. I'm will try running RSD and see how it works. Always down for trying stuff.

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PostPosted: Mon Mar 30, 2015 6:35 pm 
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Testing RSD and shifting mana to reflect. 6G, 4B, 4R. Everything remains the same.

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PostPosted: Mon Mar 30, 2015 6:55 pm 
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elk wrote:
Goblin Rabblemaster helps keep the pressure on with continuous 1/1 tokes that become 3/1 with Ogre Battledriver. He is usually a threat that needs to be dealt with on the board, and what's nice is there are tons of ways to keep putting him back on the board to keep bringing the pain.

The previous version seemed to have too many recursion cards and this version seems to have just enough for tutor effects (which is a good thing) but I don't think I'd go as far as saying it's a reanimator/recursion build now. I'm with Kryder on this being a Golgari Spider Spawning variant. Dump it in the bin, pick out what you need/want, win the game or go wide with spiders. Battledrivers (and Carterhoofs) are often win more cards in spider spawning decks. Not always as Ogre can pressure boards if played on curve (and left unchecked) but typically it's just good fun to try and blow someone out with a hasted Spawning (even though you'd probably still win without Battledriver. Spider Spawning is just that good of a card in our pool).

I'm ignoring SS until late game unless I get some good hits with Satyr and Assistants. Though a turn 4 Ogre to bring out 7 3/2 turn five Spiders does win games.

Perfect lands, perfect draws (in between dumping cards) and no interaction from your opponent. While possible, having and hitting all 9 cards to go off on turn 5 does sorta seem like Magic Christmas land.
5 lands - 1 forest, 1 swamp, 2 mountains and 1 other (only your first land could be a tapped land)
T2 Satyr Wayfinder - hit 4 creatures
T3- Necromancer's Assistant - hit 3 more creatures
T4 - Ogre Battledriver
T5 - Spider Spawning

We all like to theorycraft but I think it'd be easier to get behind someone setting up/ sandbagging a Battledriver till late game (play the rest of your deck filling your grave and have them waste their removal while you sit with the Ogre in hand) followed by a next turn Spawning.

I think babassoonist may be right that you could consider another option over Siege Dragon but agree that Anger may not be your best choice. The last Spawning or even Rune-Scarred Demon would probably benefit you more.



elk


Good call on RSD, it's won me a few games and adds another nice tutor to get deck, only in the deck very graveyard.

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PostPosted: Mon Mar 30, 2015 9:07 pm 
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... and adds another nice tutor to get deck, only in the deck very graveyard.

Wait what? Did you start drinking mid-sentence? ;)


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PostPosted: Mon Mar 30, 2015 10:07 pm 
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Nothing wrong with drunken Magic.

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PostPosted: Mon Mar 30, 2015 10:32 pm 
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it's when you start doing drunken strip magic that it gets weird


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PostPosted: Tue Mar 31, 2015 5:42 am 
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it's when you start doing drunken strip magic that it gets weird


Depends who you play with...

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PostPosted: Sun Apr 05, 2015 1:23 pm 
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I decidedd to try my hand at a Warp World deck... ended up with a jund midrange deck that has warp world for hilarity's sake

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

Warping Worlds

A one vs. one deck for Magic 2015.

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

Cost 11 cards
■■
Bloodghast2/1
■■■■
Elvish Visionary1/1
■■■
Satyr Wayfinder1/1
■■
Treasured Find
Cost 9 cards
■■■
Necromancer's Assistant3/1
■■
Anger of the Gods
■■■■
Cultivate
Cost 2 cards
■■
Ogre Battledriver3/3
Cost 3 cards
Stormbreath Dragon4/4
■■
Spider Spawning
Cost 1 card
Inferno Titan6/6
Cost 6 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 3 cards
Craterhoof Behemoth5/5
■■
Warp World
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
1
Mountain
4
Swamp


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PostPosted: Sun Apr 05, 2015 9:13 pm 
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How does the stack work when you warp world into an Ogre Battledriver and a Craterhoof Behemoth? I'm assuming in paper you could order them as you saw fit but how does the game order it?


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PostPosted: Sun Apr 05, 2015 11:02 pm 
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Babasoonist - 15 taplands? Doesn't that feel sluggish to you? I run 10 in some decks and getting triple tapland opening hands can be ugly.

Elk - All the cards resolved by WW enter the battlefield simultaneously. The issue for battledriver is whether it can be triggered by other creatures that enter the battlefield simultaneously. It should work, but I am never confident about Duels implementing things properly.

Forum poster Griselbrand was talking about a deck that incorporated Sheoldred and Warstorm Surge in Jund colors. So I whipped up a decklist that leans on blasting station to establish control / keep the board clear while you set up.

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

Surging Jund Station

A deck for Magic 2015.

60 Cards (18 :creature: , 17 :instant: , 25 :land:)

Cost 16 cards
■■■
Brain Maggot1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■■■
Krenko's Command
■■
Treasured Find
Cost 11 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Act of Treason
■■■
Blasting Station
Cost 3 cards
■■
Graveborn Muse3/3
Vengevine4/3
Cost 2 cards
■■
Warstorm Surge
Cost 3 cards
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Land25 cards
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
4
Mountain
5
Swamp


I have worked on blasting station decks in other colors but I wanted to give this one a Jund flavor. I get bored with fat creature decks. The station adds flexibility and control in a number of matchups. It also ensures that you can resurrect creatures repeatedly via Sheoldred if you so wish.

I don't look at the cards individually but think of them as little packages that work really well together.

The graveyard package will help with card advantage, consistency, and reusing key cards. 4 Satyrs, 2 treasured find, vengevine and sheoldred.

The control/stall package helps you set up with cards that are individually very powerful, so that you are not too reliant on combos. Ground assault shoots just about anything down, and brain maggot gives you intelligence and the chance to cripple your opponent by removing key cards.

The surging station/ aggro package is designed to give you cards that are flexible as threats or answers, and occasionally win games out of the blue by stealing enemy creatures. Krenko's command, vengevine, rabble rouser and especially sprouting thrinax are solid creatures that work really well with blasting station. Blasting station and surge allow your creatures to double as burn spells. And act of treason fits in here due to the synergy with blasting station.

I think the deck still needs some work but has potential. Blasting station is just hilarious with Thrinax. Instant 4 damage for 0 mana, or enter combat with a behemoth like Brimaz and come out on top.

What I notice right away as I look at this list is the mana curve. A deck with 16 two drops and 11 three drops does not need 25 land. But I don't see a whole lot I am missing out on at 4-5 mana, except for maybe shadowborn demon. I like the jolly green collossus as a 5 mana stabilizer but triple green is too steep. Masked admirers is potentially a big source of card advantage and an even bigger mana sink. Anyway I am open to feedback.


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PostPosted: Sun Apr 05, 2015 11:47 pm 
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elk wrote:
How does the stack work when you warp world into an Ogre Battledriver and a Craterhoof Behemoth? I'm assuming in paper you could order them as you saw fit but how does the game order it?


elk



ugh... I think craterhoof is always last... now that I think about it I need to play test that a bit,


or maybe they enter in the order they were on top of the deck


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PostPosted: Mon Apr 06, 2015 12:59 am 
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That may be true for the games sake. There is that reveal step where you get to look at all the cards and most likely the order that it shows may have some bearing on when the triggers take place. Again I don't think it's a problem for paper though (just us DotP folks).


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PostPosted: Mon Apr 06, 2015 2:00 am 
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I decidedd to try my hand at a Warp World deck... ended up with a jund midrange deck that has warp world for hilarity's sake

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

Warping Worlds

A one vs. one deck for Magic 2015.

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

Cost 11 cards
■■
Bloodghast2/1
■■■■
Elvish Visionary1/1
■■■
Satyr Wayfinder1/1
■■
Treasured Find
Cost 9 cards
■■■
Necromancer's Assistant3/1
■■
Anger of the Gods
■■■■
Cultivate
Cost 2 cards
■■
Ogre Battledriver3/3
Cost 3 cards
Stormbreath Dragon4/4
■■
Spider Spawning
Cost 1 card
Inferno Titan6/6
Cost 6 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 3 cards
Craterhoof Behemoth5/5
■■
Warp World
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
1
Mountain
4
Swamp


In these Warp World decks.. its really important to minimize spells and try to jam as many cards possible in the deck that result in more permanents for you and less for your opponents. In the deck I use (a variation of Pike's deck) the only spells I have are Cultivate (+2 permanents) and Anger of the Gods (opponent loses a lot of permanents). Meteorite is also good in this plan (ramp, permanent, opponent loses a permanent). I have blue in my list also for Archaeomancer, and Dinrova Horror (who rocks).

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PostPosted: Mon Apr 06, 2015 3:18 am 
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Some of my observations in regard to making any Warp World work:
-I have 5 colors because nothing creates more permanents cheaply than white with EtB abilities.
-Sheoldred, Whispering One is too slow in giving you more permanents imo
-Above point is the same with Spider Spawning: Need permanents in graveyard to work well, and still use elixir to make most out of the tokens you just created. Did I mention that joke will take 2 turns or loads of mana?
-Dont focus too much on permanent removal. They are way to expensive (usually 5 mana or up) without really helping your personal permanent count. This is what made me cut Dinrova Horror because I've seen many people discard Kozilek, butcher of truth with it, giving them free graveyard shuffle and giving them a chance to get all the good stuff again when I warp. Also helping graveyard based decks isn't always that smart since they can just cast spider spawning to help them barf up the rest of their deck.


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PostPosted: Tue Apr 07, 2015 8:20 am 
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I also created a 5-colored Warp World deck. not sure if it is really necessary but i think that a conflux deck might be better. i do not use sheoldred tho. your opponent should never have stronger creatures than you in play as soon as you hit that warp world. i focused my deck heavily on lifegain. that 3cmc green antilope is awesome when you get 2 or more with warpworld and a couple of lands. i actually went from ~7 life to something in the 30s because i had 3 Grazing Gladeharts and a ton of lands :p

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PostPosted: Tue Apr 07, 2015 9:28 am 
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I'm sure elk would just love to hear he exists in your WW deck


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