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PostPosted: Sat Apr 04, 2015 3:30 pm 
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thats just cause hakeem forgot to pray to RNGsus that day


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PostPosted: Sat Apr 04, 2015 3:36 pm 
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whats worse is being unable to play a land :/


Hakeem's Dimir Unearth deck.


Bazinga!

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PostPosted: Sun Apr 05, 2015 4:29 pm 
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okay so after tons of games i think you want 2 archaeomancers in the izzet deck hakeem runs. it's not a creature it's more like an expensive pseudo-flashback. suffer the past actually won me game like... 5 times after 100+ games. something an archaeomancer might've done aswell. but i thought that talrand/charmbreaker and maybe kozilek are not enough win cons. especially since they are all vulnerable to removal. so i still wanted to have at least 1 banefire. in the end all i did was to take out one island for the banefire. no more shenanigans boys :( was a fun ride though. especially the games where some guys asked me if i have everything else than counterspells in my deck :D

much love to you guys and gals. i'm out for now

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PostPosted: Sun Apr 19, 2015 10:35 pm 
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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?


FWIW I think you shifted to the wrong color. Should have gone green instead of black. :-) I'll post it in the right thread.


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PostPosted: Sun Apr 19, 2015 11:44 pm 
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agree to disagree I think it works just fine for the format ╮ (. ❛ ᴗ ❛.) ╭


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PostPosted: Sun Apr 19, 2015 11:49 pm 
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Of course it does, I just wanted you to see the other option. Green has more to offer than just one card. Mycoloth to kill them before they self sac, garruk's to give you lots of free cards, etc...

I liked your engine, it's really good, I added to it, or at least tried to. :-)

Edit: I'm not trying to improve on your deck, I was just inspired by it, and messing around. But I'd splash Garruk's in your build, over splashing for the daggers any day of the week.

Edit 2: e.g. +3 garruk's -1 bident, -2 Daggers.


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PostPosted: Sun Apr 19, 2015 11:52 pm 
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I didn't go black for the card I needed a card that drew stuff it was back when we only had the shard tri-lands and I sometimes get the fringe benefit of a 3/3 unearth for 2 cmc


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PostPosted: Sun Apr 19, 2015 11:54 pm 
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Why not a card that draws every time you unearth?

Or not, forget about it. It doesn't really matter. :-)


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PostPosted: Sun Apr 19, 2015 11:59 pm 
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5 cmc is too slow imo frequently I was getting kills once I reached 5 mana and I never said you couldn't be inspired I was just explainin my reasoning


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PostPosted: Mon Apr 20, 2015 12:05 am 
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That's odd. The combo, the concept, etc... It all feels like a slow build. Anyway, that's what I put together from looking at it. If it's pure agro, it's pure agro. I can't argue with results.

In that case, let me tell you. You're build, taken in another direction, makes a killer mid-range build possible.


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PostPosted: Mon Apr 20, 2015 7:17 am 
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nice :)


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PostPosted: Sun Apr 26, 2015 8:29 pm 
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So this is the most effective deck I run at the moment. Compared to other decks in this thread it is probably closest to Hakeem's control build, but with a lower curve. How to run it: Put a spell enhancer (Young Pyromancer, Guttersnipe, etc) onto the battlefield, then counter all their threats and draw more cards. Skullcrack should be used to counter life gain and the elemental tokens should be used to counter attacks (read "chump"), or attack if you're facing an open field. The most common win conditions are Banefire and whittling them down with Guttersnipe.

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

Counter Burn

A one vs. one deck for Magic 2015.

60 Cards (8 :creature: , 30 :instant: , 22 :land:)

Color 23 cards
■■■■
Vapor Snag
■■■■
Negate
■■■■
Nullify
■■■■
Think Twice
■■■
Dissolve
■■■■
Inspiration
■■
Talrand, Sky Summoner2/2
Color 15 cards
■■■■
Shock
■■■
Skullcrack
■■■
Young Pyromancer2/1
■■■
Guttersnipe2/2
■■
Banefire
Colorless22 cards
■■■■
Izzet Guildgate
10
Island
8
Mountain

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PostPosted: Sun Apr 26, 2015 8:31 pm 
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Are you sure you want 4x Negate and 2x Nullify? Are those quantities backwards?

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PostPosted: Sun Apr 26, 2015 8:39 pm 
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Are you sure you want 4x Negate and 2x Nullify? Are those quantities backwards?

Yes, I'm sure. Nullify is harder to cast and Negate is useful to protect my Guttersnipes, one of my most prominent win conditions. I don't seem to have too much trouble with decks that are overly creature based.

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PostPosted: Fri May 01, 2015 8:24 am 
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[manapie 90 -w u -b r -g][/manapie]

Izzet Burn

A one vs. one deck for Magic 2015.

60 Cards (12 :creature: , 26 :instant: , 22 :land:)

Cost 14 cards
■■■■
Artful Dodge
■■
Quicken
■■■■
Shock
■■■■
Vapor Snag
Cost 18 cards
■■■■
Kiln Fiend1/2
■■■
Young Pyromancer2/1
■■■■
Krenko's Command
■■■
Skullcrack
■■■■
Think Twice
Cost 3 cards
■■■
Guttersnipe2/2
Cost 2 cards
■■
Talrand, Sky Summoner2/2
Cost 1 card
Banefire
Land22 cards
■■■■
Izzet Guildgate
9
Island
9
Mountain


This is one of my favorite decks in the format and also happens to wreck face.
The addition of Young Pyromancer turned this deck from great to nearly unbeatable.

I've gone back and forth on 22 and 23 lands and on the number of Banefires, but it's such a finely tuned machine that it's hard to change much.

The deck can go wide with Young Pyromancer, Talrand, Sky Summoner and Krenko's Command with few cards in the format to punish that.
The deck can go tall and unblockable with Kiln Fiend and Artful Dodge.
The deck can go to the face with Guttersnipe and burn spells like Shock, Skullcrackand Banefire.
The deck can stay ahead on tempo and punish ramp and aura strategies with Vapor Snag.
The deck has tons of instant/sorcery triggers with all the Flashback cards and Quicken, which can also flash in a Krenko's Command.

What's not to like?

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PostPosted: Fri May 01, 2015 9:14 am 
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I've added all three copies of Coordinated Assault to my deck because it's absolutely insane with Kiln Fiend and Goblin Rabblemaster. It's also really good with just a few Pyromancer tokens. Here's where my list currently stands for comparison:

http://forum.nogoblinsallowed.com/viewtopic.php?f=50&t=4685&p=253451#p253451

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PostPosted: Fri May 01, 2015 9:49 am 
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I do like Coordinated Assault in a deck that's also running Rabblemaster, as it can also save a Guttersnipe that might be forced to attack.
However I really think Talrand is worth the inclusion, as he adds a new dimension to the deck with the fliers.

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PostPosted: Fri May 01, 2015 10:22 am 
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After watching the March Madness tournament.. it's hard to argue against Talrand.

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PostPosted: Fri May 01, 2015 11:33 am 
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IMO, Talrand is too hard to cast in a basically mono-red deck and he's a touch too slow for my taste in a deck like this. I think we all agree that this deck is designed to kill quick and fast, so Talrand is more of a safety valve. I personally don't think I have to reach for that valve often enough to even think about including him. I'd rather just push my chips to the center of the table and say "deal with Rabblemaster".

But that's just me. :)

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PostPosted: Fri May 01, 2015 11:40 am 
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Hakeem928 wrote:
IMO, Talrand is too hard to cast in a basically mono-red deck and he's a touch too slow for my taste in a deck like this. I think we all agree that this deck is designed to kill quick and fast, so Talrand is more of a safety valve. I personally don't think I have to reach for that valve often enough to even think about including him. I'd rather just push my chips to the center of the table and say "deal with Rabblemaster".

But that's just me. :)


I'm kind of on the same page here. Talrand, in this deck is almost a T5 play, just so you can ensure you get value. I like him though, because he can really save the deck under certain circumstances. In any case, it's hard to bother arguing over two cards in a deck that should win almost every matchup it faces. (no matter which card you choose)


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