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PostPosted: Wed Apr 22, 2015 11:43 am 
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Anyone recall the troll deck build from a little while ago? It's going to become handy in multiplayer duels for me.

Basically, it was very straightforward. Simply keep recycling your graveyard, exile opposing Kozileks, and let your opponent mill themselves to death.

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PostPosted: Wed Apr 22, 2015 11:51 am 
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Hakeem928 wrote:
A singleton in a deck with four Archaeomancers and very little removal. I will never draw multiple copies, but I will have access to it multiple times if I need it. It's maindeck playable in the right shell, but just barely.


How's that mana base working for you? I looks borderline unplayable to me. I'd have wanted like 6 more duals instead of islands, just to be certain I could ever play PC on curve. But then you'd be screwed on your UU cards.

Needs mana fixing, badly, IMO. Brimaz and Disolve in the same deck is over the top (PC is just compounding the problem).


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PostPosted: Wed Apr 22, 2015 11:57 am 
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It's 14 sources of each color in a deck with a pile of card draw. No issues, but I don't want to Dissolve on three here anyway.

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PostPosted: Wed Apr 22, 2015 12:02 pm 
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Hakeem928 wrote:
It's 14 sources of each color in a deck with a pile of card draw. No issues, but I don't want to Dissolve on three here anyway.


Also, where the heck is Mentor of the Meek? Lol

I don't know if I agree with your mana assessment, I'll give you a maybe on that one.


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PostPosted: Wed Apr 22, 2015 12:31 pm 
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And btw, too many high CMC cards, baneslayer instead of Time Warp. I dunno man, I think this could be betterer.


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PostPosted: Wed Apr 22, 2015 12:38 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]

Azorius Combo

A one vs. one deck for Magic 2015.

60 Cards (15 :creature: , 21 :instant: , 24 :land:)

Cost 4 cards
■■■■
Cloudshift
Cost 9 cards
■■■
Wall of Omens0/4
■■■
Peel from Reality
■■
Reprisal
■■■■
Think Twice
Cost 7 cards
Brimaz, King of Oreskos3/4
■■■
Guard Gomazoa1/3
■■■
Dissolve
Cost 10 cards
■■■■
Archaeomancer1/2
■■
Talrand, Sky Summoner2/2
■■■■
Inspiration
Cost 2 cards
Baneslayer Angel5/5
■■■
Angelic Edict
Cost 2 cards
■■
Planar Cleansing
Cost 1 card
Sphinx-Bone Wand
Cost 1 card
Kozilek, Butcher of Truth12/12
Land24 cards
■■■■
Azorius Guildgate
10
Island
10
Plains




Hakeem, thoughts on Time Warp? Or whatever that five mana take another turn card is, in this deck? Seems like you could abuse that mechanic in conjunction with the cloud shifts and Archaeomancers as well.

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PostPosted: Wed Apr 22, 2015 1:42 pm 
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Anyone recall the troll deck build from a little while ago? It's going to become handy in multiplayer duels for me.

Basically, it was very straightforward. Simply keep recycling your graveyard, exile opposing Kozileks, and let your opponent mill themselves to death.


It's in Jeskai.. it's called 'Unmemorable.'
I highly recommend splashing a little black for 1 Suffer the Past.

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PostPosted: Wed Apr 22, 2015 2:49 pm 
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Thanks, Beast. (-=

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PostPosted: Wed Apr 22, 2015 11:08 pm 
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Insert I highly recommend you check out the Conflux thread for the latest permutations of control. Monkeem has a list and I have a similar one. The bottom line is that with the new trilands there is no reason for a control deck to not splash all 5 colors.

I get massive hate when I play my deck, I think about 50% of my games end with people calling me names. It isn't a troll deck deliberately but it isn't uncommon for me to draw 2/3s of my library before making any offensive moves.


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PostPosted: Wed Apr 22, 2015 11:29 pm 
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monkeem is my favorite NGA celebrity couple


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PostPosted: Thu Apr 23, 2015 10:05 am 
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Hakeem928 wrote:
It's 14 sources of each color in a deck with a pile of card draw. No issues, but I don't want to Dissolve on three here anyway.


I was thinking about this some more. That puts you at 19 4CMC + cards (or late game cards if you prefer). That's got to be a problem. I'd be very concerned about faster decks. I'd also be worried about having hands that I can't play efficiently.


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PostPosted: Thu Apr 23, 2015 10:28 am 
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monkeem is my favorite NGA celebrity couple


If only my wife (Blissgirl) had an NGA account.. team MegaBliss is the cutest couple in gaming.

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PostPosted: Thu Apr 23, 2015 11:03 am 
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DJ0045 wrote:
Hakeem928 wrote:
It's 14 sources of each color in a deck with a pile of card draw. No issues, but I don't want to Dissolve on three here anyway.


I was thinking about this some more. That puts you at 19 4CMC + cards (or late game cards if you prefer). That's got to be a problem. I'd be very concerned about faster decks. I'd also be worried about having hands that I can't play efficiently.


It's really not that hard to get there. I've made a few changes since recording the games, I'll update the table later tonight.

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PostPosted: Thu Apr 23, 2015 11:40 am 
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Hakeem928 wrote:
DJ0045 wrote:
Hakeem928 wrote:
It's 14 sources of each color in a deck with a pile of card draw. No issues, but I don't want to Dissolve on three here anyway.


I was thinking about this some more. That puts you at 19 4CMC + cards (or late game cards if you prefer). That's got to be a problem. I'd be very concerned about faster decks. I'd also be worried about having hands that I can't play efficiently.


It's really not that hard to get there. I've made a few changes since recording the games, I'll update the table later tonight.


I'll wait to see what you've done to it then. From what I can tell, you're ceding the first 3 turns, and putting a flimsy creature down on t4 with little to no chance of protecting it. You don't have much interaction with their board, and unless you get Talrand out, and it somehow survives, you pretty much die.

The number of decks that can kill you by that time is kind of ridiculous. You've built tons of them yourself, and most of them sport removal that could kill Talrand, or interrupt the combo once it gets going.

Now in some versions of this deck (say for example URW) you have other things that keep you alive, or other anchor cards in case one of the cards dies. In the UW version, I think you should be doing things differently. I'd definitely want to see Mentor of the Meek. Maybe Squadron Hawk over Wall of Omens (hard to say, but you have a lot of draw already - and Squadron Hawk is pseudo draw anyway). Some early pressure/defense that keeps you alive until the late game when the combo goes off. Probably Vapor Snag to help protect your anchors (yeah I get it - 1 pt of damage, so what it's instant). Brimaz and Baneslayer fit in this deck like pickles on a peanut butter and jelly sandwich. You either go full in on the combo, or you're basically praying to draw Baneslayer to somehow survive.


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PostPosted: Thu Apr 23, 2015 12:41 pm 
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Brimaz and Baneslayer are primarily defensive creatures here that go along with Wall of Omens and Guard Gomazoa. Sure, thay can attack, but that's not why they're here so I think you're off the mark on that assessment. Speaking of Gomazoa, he's a bit of a boss here.

As far as the rest, either put it together and play it or watch me butcher it online. I think I have 5-6 episodes with this deck.

As far as the changes, I know Kozilek got stripped for another Wand and one copy of Traumatic Visions made the deck as a pseudo-25th land with upside.

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PostPosted: Thu Apr 23, 2015 12:49 pm 
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Hakeem928 wrote:
Brimaz and Baneslayer are primarily defensive creatures here that go along with Wall of Omens and Guard Gomazoa. Sure, thay can attack, but that's not why they're here so I think you're off the mark on that assessment. Speaking of Gomazoa, he's a bit of a boss here.

As far as the rest, either put it together and play it or watch me butcher it online. I think I have 5-6 episodes with this deck.

As far as the changes, I know Kozilek got stripped for another Wand and one copy of Traumatic Visions made the deck as a pseudo-25th land with upside.


I'm not questioning Gomazoa + it has synergy with Mentor of the Meek, assuming you ever make that (to me obvious) change.

As for visions - I'd rather see them then dissolve oddly enough. You might as well since they are late game plays in any case, plus this deck has MONSTER draw capabilities.

As for whether I'm off the mark or not. /shrug It's hard to claim Brimaz or Baneslayer are ever bad cards - and I won't bother trying to do so. But, there are IMO better options for this specific deck. Put another way, if these obviously offensive cards are there for defense that's saying something. (-;

edit: I should also mention that Raise the Alarm is probably the better card for this deck over Wall of Omens or even Squadron Hawk, but that's on much shakier grounds.


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PostPosted: Thu Apr 23, 2015 12:58 pm 
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Mobius plays Mentor and this is an evolution of his list. He still thinks it's better but I think it needs too much support and is a nonbo with Planar Cleansing, which is often a key card here. I switched to Inspiration to just get my two cards, to add a few Talrand/Wand triggers, and to add more Archaemancer targets.

Wall of Omens is the best two-drop for the deck because having four Archaeomancers means you can freely Couldshift it the turn after you cast it for another card. Wall into Couldshift + Think Twice is a pretty strong start for this deck.

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PostPosted: Thu Apr 23, 2015 1:03 pm 
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Hakeem928 wrote:
Mobius plays Mentor and this is an evolution of his list. He still thinks it's better but I think it needs too much support and is a nonbo with Planar Cleansing, which is often a key card here. I switched to Inspiration to just get my two cards, to add a few Talrand/Wand triggers, and to add more Archaemancer targets.


He's right though, and so am I. Mentor is another must kill card for the opponent, and adds pseudo protection for your Talrand because it's screams for removal by being almost an equally dangerous card on its own. Every time you cast Cloudshift you get a card for 2 mana - 1 W and usually 1 U. If talrand is in play it gets ridiculous. Raise the alarm becomes the nuts draw suddenly. I don't know man, I've been testing a version of this deck for a long time, I'm guessing Mobius has as well. As for whether it's a nombo with Planar Cleansing - I'd argue your entire deck is a nombo with Planar Cleasing. Why single out Mentor of the Meek? That makes 0 sense to me.

saw your edit: Like I said - I'm on shakier ground wanting to replace Wall. Both Hawks and Alarm have benefits. I think that one might be more about personal taste - although, I've typically gone with Alarm.

edit2: BTW WHERE IS MOBIUS? I MISS HIM... BRING HIM BACK!


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PostPosted: Thu Apr 23, 2015 1:13 pm 
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The only other real nonbo with PC is the Bone Wand, IMO, because the purpose of everything else is to defend and go off. If you blow it up, no biggie usually.

Mentor is a must remove, sure but he's vulnerable to removal. Inspiration just gets me my damn cards and that's all I want lol.

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PostPosted: Thu Apr 23, 2015 1:25 pm 
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Hakeem928 wrote:
The only other real nonbo with PC is the Bone Wand, IMO, because the purpose of everything else is to defend and go off. If you blow it up, no biggie usually.

Mentor is a must remove, sure but he's vulnerable to removal. Inspiration just gets me my damn cards and that's all I want lol.


With mentor in play, and your combo going, you can get a free inspiration every turn for 4 mana, and no cards used. Not sure how you could possibly not want that. Actually, trust me, you want that - everybody wants that.

As for PC, Talrand - the primary anchor of the whole darn deck - is also clearly a nombo. You aren't really just hanging back on D waiting for Bone Wand are you? This deck is much more offensively capable than that, even as you've built it.


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