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PostPosted: Tue Apr 28, 2015 1:15 am 
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We cut Anger of the Gods for awhile bc Sparkmage put in so much work vs Tokens.. the deck really doesn't need it except against nut draws. Geyser was just ok.. I don't miss it at all.. I'd rather have Bolt of Keranos for the Scry alone (which is the only thing resembling card draw). Maybe it's better with Spheres.

The thing I don't like about cards like Sphere in this deck is that, the real beauty of this list is that everything on its own is a threat that must be answered or it can spiral out of control (except Sparkmage) or it's a burn spell. Literally every card represents damage.. which is what you want in a deck with no draw. Do you really wanna topdeck an Armillary Sphere.on turn 8+? No.. you want more damage.. even if it's Bolt, bc you can shoot it at their face and Scry away things that aren't finishers.

I can kinda see your point about Galvanic Arc.. it could be decent here. I wouldn't cut Pyromancer though.. he represents so much damage with Battledriver, and you can Sparkmage his.tokens to untap Juggy in a pinch. Juggy is so damn good in this build.. he really, really fits.

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PostPosted: Tue Apr 28, 2015 4:00 pm 
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"X" burn spells aren't threats unless you have lands. So yes, sometimes getting your 7th or 8th land drop is what you need to finish your opponent.

I keep on making changes, to the extent that it isn't really DH50's deck any more. I am now running Hellspark Elemental as a way of getting people within range of my burn spells. Shivan dragon does nothing if it is immediately killed, so it often stayed in the back of my hand while I played threats that did more immediately.

Even with armillary sphere it is probably a bad idea to run more than 1 volcanic geyser. If you are on the draw the geyser can just end up being so far behind everything your opponent is doing on curve.


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PostPosted: Tue Apr 28, 2015 4:13 pm 
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Shivan has been a really good closer for me. If you don't play another mana after casting it.. it swings as an 11/5 flyer. That is MASSIVE damage.. evasive too. I cut to one of them during testing once.. I think that might be the sweet spot. Charmbreaker Devils is the 6 drop I really want to see more than anything. It's the best card in the deck. Stormbreath is the one card I felt underperformed for me most of the time.. which feels odd saying, but in 50ish games.. that's been the case.

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PostPosted: Tue Apr 28, 2015 5:39 pm 
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[manapie 90 -w -u -b r -g][/manapie]

Dragons

A deck for Magic 2015.

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

Creature19 cards
■■■
Young Pyromancer2/1
■■■
Cunning Sparkmage0/1
■■
Goblin Rabblemaster2/2
■■■
Galvanic Juggernaut5/5
■■
Ogre Battledriver3/3
Stormbreath Dragon4/4
■■
Charmbreaker Devils4/4
Inferno Titan6/6
■■
Shivan Dragon5/5
Spell16 cards
■■■■
Shock
■■
Anger of the Gods
■■■■
Bolt of Keranos
■■■■
Seismic Strike
■■
Banefire
Land25 cards
25
Mountain


Here is where I am on that deck. Great concept, I love it myself. Lots of good points are made up here as well, but to take the most advantage of Charmbreaker, this is what I am running.

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PostPosted: Tue Apr 28, 2015 5:46 pm 
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Every time I cut to 25 land.. I'd get stuck on 4-5 land. I'm pretty scared to go below the 26 mark.. even with the Scry from Bolt I'd still get stuck there. I really love that deck.. it's easily my favorite deck. I wish DH50.was still around. I'd love to thank him.

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PostPosted: Tue Apr 28, 2015 5:51 pm 
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Sensei says if you're stuck on five land then your deck is the problem.

*drives off*

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PostPosted: Tue Apr 28, 2015 5:52 pm 
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Psew! Psew!


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PostPosted: Tue Apr 28, 2015 6:08 pm 
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Hakeem928 wrote:
Sensei says if you're stuck on five land then your deck is the problem.

*drives off*


That's why I run 26 and not 25 Knucklehead

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PostPosted: Tue Apr 28, 2015 6:21 pm 
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Hakeem928 wrote:
Sensei says if you're stuck on five land then your deck is the problem.

*drives off*


That's why I run 26 and not 25 Knucklehead


Good call. It does play smoother at 26.

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PostPosted: Tue Apr 28, 2015 6:33 pm 
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Hakeem928 wrote:
Sensei says if you're stuck on five land then your deck is the problem.

*drives off*


That's why I run 26 and not 25 Knucklehead


Good call. It does play smoother at 26.


On paper it looks like overkill and flood central.. but that deck has flooded out maybe twice ever on me. If you make it to six mana the opponent is in deep doo doo.

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PostPosted: Wed Apr 29, 2015 6:27 am 
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I'm glad people like the deck! I've had an extremely busy April with work so I haven't been around much, but I'm looking forward to play-testing some of the changes people have made.


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PostPosted: Wed Apr 29, 2015 8:33 am 
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So there are a handful of pages on DH50's deck but I don't see a final consensus/deck list. What's the latest verdict?

(oh and I'm not questioning it but I am sorta disappointed that a deck called dragons doesn't contain Hellkite!!!)

Also why Bolt over Thunder? I just can't see scry being worth sorcery speed.


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PostPosted: Wed Apr 29, 2015 9:43 am 
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The deck already has so much instant speed removal - 4x shock, 4x seismic strike. And scry is pretty awesome for hitting land drops / avoiding flood.


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PostPosted: Wed Apr 29, 2015 10:37 am 
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elk wrote:
So there are a handful of pages on DH50's deck but I don't see a final consensus/deck list. What's the latest verdict?

(oh and I'm not questioning it but I am sorta disappointed that a deck called dragons doesn't contain Hellkite!!!)

Also why Bolt over Thunder? I just can't see scry being worth sorcery speed.


elk


In a deck with zero card draw.. the Scry is all we have.. and it's really important for hitting that 5th and 6th land drop.

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PostPosted: Wed Apr 29, 2015 10:44 am 
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so....then what's the latest list with all the proposed changes?


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PostPosted: Wed Apr 29, 2015 12:19 pm 
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elk wrote:
so....then what's the latest list with all the proposed changes?


elk


My list, mInus one bolt for a mountain.

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PostPosted: Wed Apr 29, 2015 4:55 pm 
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my changes were pretty different than what Logjammer ended up with. I'm winning pretty good with the deck. If I keep a two-land hand, i lose sometimes, in fact often maybe.

i'm not onboard at all with the Angers in that deck. You don't need them, the times I did need them, i was already going to lose the game regardless. Does more-lose exist for some cards? Cuz that's Anger in this deck. I have two Volcanic Geysers instead. They are also terrible but I appreciate their speed and continuing commitment to the arts.


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PostPosted: Wed Apr 29, 2015 6:52 pm 
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my changes were pretty different than what Logjammer ended up with. I'm winning pretty good with the deck. If I keep a two-land hand, i lose sometimes, in fact often maybe.

i'm not onboard at all with the Angers in that deck. You don't need them, the times I did need them, i was already going to lose the game regardless. Does more-lose exist for some cards? Cuz that's Anger in this deck. I have two Volcanic Geysers instead. They are also terrible but I appreciate their speed and continuing commitment to the arts.


I can get behind that too. I will try it myself.

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PostPosted: Wed Apr 29, 2015 9:56 pm 
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my changes were pretty different than what Logjammer ended up with. I'm winning pretty good with the deck. If I keep a two-land hand, i lose sometimes, in fact often maybe.

i'm not onboard at all with the Angers in that deck. You don't need them, the times I did need them, i was already going to lose the game regardless. Does more-lose exist for some cards? Cuz that's Anger in this deck. I have two Volcanic Geysers instead. They are also terrible but I appreciate their speed and continuing commitment to the arts.



Not sure if it was you or someone else that mentioned removing Anger for this deck and I wanted to clarify your reason for that move?

I'm looking at the curve and 1 drops/ 2 drops are really weak whereas 3 drops are a bit overcrowded. This looks like normally you'd be waiting until T3 for a play and then most likely it's removal to start cleaning the board until later turns. That seems like a good case for Anger?

If Anger is getting dumped for things like Pyromancer, Rabblemaster and Battledriver, then wouldn't something like the Paragon be a consideration? Adds another removal magnet to let your late game bloom and adds additional pressure to any early game this deck might have. Also it adds to the haste element too. It's not doing anything for the late game but the deck seems to have enough burn options and unless there's a push to add more curve filler on the lower end, then this might be worth a test?


Still.....this deck seems like it's meant to clean the board frequently and Anger would be part of that theme (which would mean the few low end P/T creatures it has are just chump/fodder making the paragon idea useless).

I guess this verbal diarrhea comes back around to why you want to cut Anger?


elk

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Last edited by elk on Thu Apr 30, 2015 7:56 am, edited 1 time in total.

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PostPosted: Wed Apr 29, 2015 11:04 pm 
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I kept Anger in my list bc of card advantage. If I see someone blowing their load really quick.. I'll let them.overextend and create a bigger blowout. This saves removal for.later turns.. and I'll take any card advantage I can get in a deck with no draw.

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