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PostPosted: Fri Apr 24, 2015 1:49 pm 
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resounding thunder can kill aggro minions too... you don't need to ue it for just the cycling


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PostPosted: Sat Apr 25, 2015 5:58 pm 
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I'm beginning to question the necessity of darksteel, but idk... My 3 spot is really tight but idk if I wanna make a thunder change without figuring that out.


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PostPosted: Mon Apr 27, 2015 6:11 pm 
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Identity: Dweller In The Dark
[manapie 90 w -u b r -g][/manapie]

Heroic Auras

A deck for Magic 2015.

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

Creature21 cards
■■■■
Satyr Hoplite1/1
■■■
Tormented Hero2/1
■■■■
Trained Caracal1/1
■■
Hero of Iroas2/2
■■
Agent of the Fates3/2
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
Baneslayer Angel5/5
Stormbreath Dragon4/4
Spell15 cards
■■■■
Deviant Glee
■■■■
Ethereal Armor
■■■■
Nimbus Wings
■■■
Ordeal of Heliod
Land24 cards
■■■■
Boros Guildgate
■■■
Nomad Outpost
■■■■
Orzhov Guildgate
■■■
Rakdos Guildgate
2
Mountain
7
Plains
3
Swamp


Just my update on my Heroic Auras deck. It plays pretty quick, let me know what you think.

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PostPosted: Tue Apr 28, 2015 4:27 pm 
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I might actually do a hard 3 swap from Auger to Thunder, just because I can count on one hand things that auger gets over that resounding doesn't zap, and the hard cast of Resounding isn't as limiting on its mana. Thoughts?


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PostPosted: Wed Apr 29, 2015 9:14 pm 
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Just an update to my Mardu Control deck.

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

Unadulterated Self Abuse

A deck for Magic 2015.

60 Cards (19 :creature: , 18 :instant: , 23 :land:)

Cost 7 cards
■■■■
Cloudshift
■■■
Shock
Cost 6 cards
■■■
Truefire Paladin2/2
■■■
Wall of Omens0/4
Cost 13 cards
Brimaz, King of Oreskos3/4
■■■■
Phyrexian Rager2/2
■■
Anger of the Gods
■■■
Darksteel Ingot
■■■
Resounding Thunder
Cost 2 cards
■■
Graveborn Muse3/3
Cost 2 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
Cost 3 cards
Inferno Titan6/6
■■
Planar Cleansing
Cost 3 cards
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 1 card
Banefire
Land23 cards
■■■
Jungle Shrine
■■■
Nomad Outpost
■■
Sandsteppe Citadel
■■
Savage Lands
5
Mountain
7
Plains
2
Swamp


The major replacements here are Truefire > Missionary and Resounding > Auger. I adjusted the lands accordingly to slant a little closer to Boros and a little further from Black. The earliest I would *need* black mana is turn three for a rager, and I feel that my tap suite will cover the requirement by that point. Darksteel smoothes this over a little bit more in the case of more strict double black requirements. I also want to reduce the chance of having a swamp and a paladin in hand turn two (which may spark a deeper swamp cut, but 2 might be ok). It seems fine now, but I'm sure my mana is still unoptimized. I was also thinking about having another 5 drop, particularly Stormbreath Dragon, especially with my Ingots ramping me from 3 to 5. It also acts as a mana sink, additional flying/white hate, and a way to chip away at the opponent, which will help trigger one of my newly reinforced wincons (Uncounterable Burn).


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PostPosted: Fri May 01, 2015 11:22 am 
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I can't use the editor bc my PC is still packed up.. sorry.

I wanted to play Mardu Roughrider.. so.. I made this deck. It's pretty cheap.. and powerful. Basically a Boros tokens/aggro shell with a very light splash of Black for Roughrider and Ulcerate. Why Ulcerate? Because it's an instant.. brutal combat trick/removal. I don't have to sweat the life loss because I'm on the attack constantly. The removal is great.. Shock for 2 toughness dudes, Ulcerate for 3.. Reprisal for 4 and up.. all instant. Raise the Alarm can be removal too.
1cmc

3x Shock
3x Ulcerate

2cmc

2x Reprisal
4x Raise the Alarm
3x Young Pyromancer
4x Krenkos Command

3cmc

1x Brimaz the sexually adventurous cat king
2x Mentor of the Meek
2x Goblin Rabblemaster

4cmc

2 Phantom General
2 Ogre Battledriver

5cmc

1x Baneslayer Angel
1x Stormbreath Dragon
2x Mardu Roughrider

6cmc

4x Triplicate Spirits (not a 6 drop bc of Convoke)
1x Inferno Titan

7x Plains
9x Mountains
3x Nomad Outpost
3x Rakdos Guildgate
1x Orzhov Guildgate

Roughrider's best chance to be good is with Ogre Battledriver and a semi clear board. This deck offers it that chance. I could play Boros and swap the two Roughriders for another Phantom General and a Warstorm Surge.. but I just don't want to. I think it's more fun with Ulcerate.

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PostPosted: Mon May 04, 2015 11:08 am 
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Sorry but I really just don't see the point in bogging up this type of deck with 3 colors in THIS format. :(

Btw I will be redoing my End of Days youtube video for quality purposes and also splitting gameplay into different videos per requests here for shortening times! All footage will be rerecorded and uploaded in the best quality I possibly can currently. Jesus it takes a LONG time to process but the quality is far better.

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PostPosted: Mon May 04, 2015 5:23 pm 
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Sorry about the double post but I wanted to share the current state of the deck! Took babasoowhatever's recommendation for dropping a shock for Banefire. (overall I feel it is the right decision) (also decided to put the trilands back in too as I removed them before out of laziness so I didn't have to pay as much attention to what colors they had.)

Redid the video for quality purposes! (Still think the game volume is a little high.)

Got some gameplay footage to come! (kept in mind the complaints about video length from yall!)

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

End of Days (2)

A deck for Magic 2015.

60 Cards (17 :creature: , 19 :instant: , 24 :land:)

Cost 6 cards
■■■
Dead Weight
■■■
Shock
Cost 5 cards
■■■
Wall of Omens0/4
■■
Reprisal
Cost 12 cards
■■■■
Phyrexian Rager2/2
■■
Anger of the Gods
■■■
Darksteel Ingot
■■■
Tribute to Hunger
Cost 2 cards
■■
Graveborn Muse3/3
Cost 3 cards
Baneslayer Angel5/5
Shadowborn Demon5/6
Stormbreath Dragon4/4
Cost 3 cards
Inferno Titan6/6
■■
Planar Cleansing
Cost 3 cards
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Cost 1 card
Griselbrand7/7
Cost 1 card
Banefire
Land24 cards
■■
Crumbling Necropolis
■■■
Mystic Monastery
■■■
Nomad Outpost
■■■
Sandsteppe Citadel
■■
Savage Lands
4
Mountain
4
Plains
4
Swamp



Check out the deck tech video here: https://www.youtube.com/watch?v=km68r9u6WPI

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PostPosted: Mon May 04, 2015 6:29 pm 
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I simply can not believe that the mana base is even possible for this deck. How often are you actually capable of casting Griselbrand, or for that matter any of these cards on their respective turns? E.g.: how consistent is this deck. How often are you mana screwed (can't cast what you have in hand)? That kind of thing...


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PostPosted: Mon May 04, 2015 7:19 pm 
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It is more consistent then you may believe. I rarely have mana issues as you will see more and more in the upcoming gameplay videos!

The ingots the trilands (which I don't feel I OVERLOADED on) really help to make things very consistent. Even before outpost mana issues weren't as often as you may feel thanks to the three ingots. With them it further smoothed things out as well. But overall mana is rarely a concern to the point I really feel it isn't more of a concern than any deck has the odds of being screwed by mana issues (wether it be with not drawing the right ones, drawing too little, or drawing too much). In other words majority of my mana issues are like most other decks issues. Just drawing too much or too little. It is a midrange control list, I am not sure why it is so hard to believe that it isn't as bad as one may first picture it to be.

Look at the list again. See the pieces. The way it is constructed it doesn't usually HAVE to get the big boys on the exact turn anyway. But rarely is it an issue. Even Grisel isn't a big concern with his 4 swamp cost.

Also I will say and have said before, I have more play time with this deck than ANY OTHER DECK. And I have played COUNTLESS hours of Duels 2015 (as well as the past games.)

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Last edited by 2bestest on Mon May 04, 2015 11:57 pm, edited 1 time in total.

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PostPosted: Mon May 04, 2015 11:29 pm 
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Bottom line, you are a well respected builder. I'll give it a shot, this week, when I get back from Cayman (believe it or not, work, lol!!!!!!!). I'm curious. I'd have thought the mana requirements were bordering on impossible. But, I'll try it first, and then I'll make my judgement.


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PostPosted: Mon May 04, 2015 11:53 pm 
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Thanks. I appreciate your kind words!

It's super consistent for me and many others have ran it to great success.

I really feel this is about as good as it gets in this color combination. Obviously you could build a deck in other colors that would play very similar and probably have *less* possibility for mana issues. But it hasn't been an issue for me in this particular pile. Even before the addition of the mardu tri lands. However, moving colors means you don't get to run all of the board wipes and amazing fliers in one deck! :D

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PostPosted: Wed May 06, 2015 1:04 am 
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with my deck being very similar to 2Bestest, how necessary do you feel the ingots are? Your three slot is super clogged (From experience) and I'm often stuck with a rager and an Ingot in hand and am forced to choose between a tempo play and a slower ramp play on turn 3.


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PostPosted: Wed May 06, 2015 8:03 am 
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i got wrecked by a 100-card deck yesterday against my azban lifegain because I couldn't draw a 7th land and when I finally did, all I drew was land for 5-6 turns. The guy's friendly advice, "i think you should play with some ingots"

I turned off the xbox and spent 12 minutes rethinking my life


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PostPosted: Wed May 06, 2015 8:15 am 
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i got wrecked by a 100-card deck yesterday against my azban lifegain because I couldn't draw a 7th land and when I finally did, all I drew was land for 5-6 turns. The guy's friendly advice, "i think you should play with some ingots"

I turned off the xbox and spent 12 minutes rethinking my life


Lol... He was probably right though.


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PostPosted: Wed May 06, 2015 9:39 am 
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really? Ingots in a combo deck? I can't even imagine that being a good idea. Ingots in Jund Midrange for sure, but Azban lifegain? I don't think so.

I got lots of tap lands, cultivates and 4x Sylvain Bounty and NORMALLY never have mana issues. need 3 green, 2 black, 2 white to cast everything.


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PostPosted: Wed May 06, 2015 10:40 am 
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Slow down killa, I was just kidding. I thought you thought the situation was funny too. I guess I misread the tone of your post.


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PostPosted: Wed May 06, 2015 12:06 pm 
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Jade hex, I say Ingot is a must here to ensure we can play are double, triple, and quadruple cost cards as consistently as possible, and the ramping is an added bonus.

As for deciding between the cantrip or the ramp. It depends on the deck I am facing, what I have seen from it so far, and where my life total currently sits. Dropping that ingot turn 3 and hitting a turn 4 Stormbreath is a beautiful beautiful play. Turn 4 Baneslayer isn't bad either but is more likely to be removed.

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PostPosted: Wed May 06, 2015 2:46 pm 
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DJ0045 wrote:
Slow down killa, I was just kidding. I thought you thought the situation was funny too. I guess I misread the tone of your post.


nono! I did find the situation funny! I thought the best part was him offering free advice (that was horrible) on top of it all.

I just thought you actually thought adding ingots was a good idea so I started talking aboot that :)


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PostPosted: Wed May 06, 2015 3:00 pm 
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DJ0045 wrote:
Slow down killa, I was just kidding. I thought you thought the situation was funny too. I guess I misread the tone of your post.


nono! I did find the situation funny! I thought the best part was him offering free advice (that was horrible) on top of it all.

I just thought you actually thought adding ingots was a good idea so I started talking aboot that :)


With green in the deck? Sometimes, but it's pretty unlikely. I'd have to really not want to run cultivate for some reason. Not sure what that would be though.

I guess if the deck had really hard-core mana requirements. Like Hypnotic Specter and Cancel in the same deck, I might prefer ingots. I dunno, because I wouldn't probably make a deck like that in the first place.

Or maybe if I really didn't want to see green mana until later turns, like I was just splashing green for a 5 CMC sorcery or something like that. And had a lot of early turn plays in other colors.

None of which apply to this discussion, because I was totally kidding, and I haven't even seen your deck. :-). Plus it was some jerky 100 card deck guy.


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