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PostPosted: Mon Apr 27, 2015 5:35 pm 
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[manapie 90 -w -u b r g][/manapie]

The Reanimator

A deck for Magic 2015.

60 Cards (26 :creature: , 10 :instant: , 24 :land:)

Creature26 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■
Goblin Rabblemaster2/2
■■■■
Necromancer's Assistant3/1
■■■■
Gravedigger2/2
■■
Ogre Battledriver3/3
Shadowborn Demon5/6
Stormbreath Dragon4/4
Inferno Titan6/6
■■■
Pelakka Wurm7/7
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Spell10 cards
■■
Ground Assault
■■■
Treasured Find
■■■
Resounding Thunder
■■
Spider Spawning
Land24 cards
■■■■
Golgari Guildgate
■■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
3
Mountain
3
Swamp


Just an update with the changes previously made.

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PostPosted: Fri May 08, 2015 9:31 am 
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[manapie 90 -w -u b r g][/manapie]

Feel the Junder

A one vs. one deck for Magic 2015.

60 Cards (22 :creature: , 14 :instant: , 24 :land:)

Cost 2 cards
■■■■
Shock
Cost 9 cards
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■
Treasured Find
Cost 10 cards
■■■
Necromancer's Assistant3/1
■■■
Sprouting Thrinax3/3
■■■■
Cultivate
Cost 2 cards
■■
Ogre Battledriver3/3
Cost 4 cards
Kresh the Bloodbraided3/3
Stormbreath Dragon4/4
■■
Rescue from the Underworld
Cost 2 cards
■■
Shivan Dragon5/5
Cost 5 cards
■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Sheoldred, Whispering One6/6
Siege Dragon5/5
Cost 1 card
Utvara Hellkite6/6
Cost 1 card
Banefire
Land24 cards
■■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
6
Mountain
4
Swamp

Just a deck I'm going to messing around with this next week, its basically Jund Midrange, but all the good bombs have been replaced by Dragons...

Seriously though the deck aims to get your biggest threats out as fast as possible, either by Rescue from the Underworld or ramping up fast, So early game is focused on milling yourself and ramp/stall and then you win with big dragon's in the air.
It's been a lot of fun in testing ( Rescue in combo with Battlemaster, Helkite and stormbreath and is pretty satisfying)
Anyone got any ideas on how I could improve this? thanks!

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PostPosted: Sat May 09, 2015 2:50 pm 
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The best improvement right off the bat would be to cut the dragons that aren't named "Stormbreath Dragon" and replace them with one of the other far better options these colors have to offer. But something tells me you really want to force the dragon theme here.

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PostPosted: Tue May 12, 2015 8:55 am 
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Got inspired by HenWen's Blasting Station deck, after losing pretty badly to it.

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

Jund Death Trigger Station

A deck for Magic 2015.

60 Cards (20 :creature: , 17 :instant: , 23 :land:)

Cost 7 cards
■■■■
Goblin Arsonist1/1
■■■
Quest for the Gravelord
Cost 7 cards
■■■
Ground Assault
■■■■
Krenko's Command
Cost 15 cards
■■
Goblin Rabblemaster2/2
■■■
Rockslide Elemental1/1
■■■
Sprouting Thrinax3/3
■■■■
Auger Spree
■■■
Blasting Station
Cost 5 cards
■■
Ogre Battledriver3/3
■■■
Scavenger Drake1/1
Cost 3 cards
Kresh the Bloodbraided3/3
■■
Mycoloth4/4
Land23 cards
■■■
Crumbling Necropolis
■■
Frontier Bivouac
■■
Opulent Palace
■■■
Savage Lands
4
Forest
6
Mountain
4
Swamp


This is a pretty different deck though, with a much lower curve. It's just all-out on the death triggers theme, and pretty similar to another Jund deck I posted a while back. All in all, it feels pretty solid. The removal is quite insane, and everything benefits from anything else dying. I would really love to include Galvanic Juggernaut here, but I feel the evasion of Scavenger Drake wins that spot. Goblin Arsonist is an absolute beast of a -drop in this deck, and really helps with the board clearing, while of course providing even more death triggers. Auger Spree is excellent removal, and also fits perfectly with Quest for the Gravelord if you have the chance to boost him.

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PostPosted: Tue May 12, 2015 10:47 am 
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I like that archetype a lot. Thorn Thrash Viashino is really good for me in these lists.. and Hunters Prowess gives Kresh the trample he needs to smash through when he's a 200/200 that can't breach the wall of spiders.

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PostPosted: Tue May 12, 2015 11:00 am 
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Hmmm... This will sound odd, but I don't think Rockslide or Scavenger are good enough here. I think I'd prefer Young Wolf, and Masked Admirrers. Possibly Resounding Thunder over Auger Spree. Maybe a Fling or two in here as well?

As important as blasting station is to the deck, you never want to see two. I think 2 copies is sufficient.


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PostPosted: Tue May 12, 2015 11:14 am 
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i think two posts discussing/entertaining that deck is sufficient


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PostPosted: Tue May 12, 2015 11:35 am 
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You just made it 3. :P

Yep, Prowess is probably a must. But there's no way I'm running anything less than 4 Auger Spree in a Kresh deck.

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PostPosted: Tue May 12, 2015 11:38 am 
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Ah yes, good point. I forgot about that synergy. Forget Resounding Thunder, sorry about that.


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PostPosted: Wed May 13, 2015 4:51 pm 
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I have not been updating my Jund station decklist.

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

Surging Jund Station (1)

A deck for Magic 2015.

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

Cost 4 cards
■■■■
Goblin Arsonist1/1
Cost 12 cards
■■■
Brain Maggot1/1
■■■■
Elvish Visionary1/1
■■■■
Fling
■■■
Ground Assault
Cost 11 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Act of Treason
■■■
Blasting Station
Cost 3 cards
■■
Graveborn Muse3/3
Vengevine4/3
Cost 4 cards
■■
Mycoloth4/4
Stormbreath Dragon4/4
Hunter's Prowess
Cost 2 cards
■■
Charmbreaker Devils4/4
Land24 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
6
Mountain
2
Swamp


I have discussed most of the changes in previous posts. I am a little unsure of Goblin Arsonist because Krenko's Command puts more power on the table, but it helps with the curve and helps charmbreaker retrieve higher quality spells.

This deck is a lot of fun to play, the most original decklist I created, and it has a lot of very good matchups. Blasting station hoses aggro, the deck has a decent clock, and you have a significant amount of face damage to deal with annoying things like 10 spider tokens or a fog deck. So basically you have a very good matchup against aggro / tokens, a good matchup against ramp and comboish decks that rely on creatures, etc.

The main problem is the matchup against self mill/seance decks. This deck can get draws fast enough to beat them but it isn't a favorable matchup, it has generally been 50/50 for me. Getting a big mycoloth and flinging it is GG against spiders (and most other decks) but there are only two copies of each card. Despite being in Jund and having a low curve I designed this deck along control principles because that is how I like to play. This list has a significant amount of card advantage at every point on the curve.

Kjersleif I am not going to get into your list in detail, suffice it to say that I considered a lot of the cards you included but opted against it. I already posted a lot of reasoning about my decklist so I will not repeat anything else, unless you have specific questions. Ignore what DJ said about running 2 blasting stations. I think I have lost one game where I drew three, but at least half of the time the 2nd copy is marginally useful if the first is destroyed or you want to sac a bunch of stuff per turn.


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PostPosted: Mon Jun 01, 2015 3:23 pm 
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Here is the evolution of my first subscriber build:

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

Everything Dies

A one vs. one deck for Magic 2015.

60 Cards (27 :creature: , 11 :instant: , 22 :land:)

Cost 8 cards
■■■■
Goblin Arsonist1/1
■■■■
Young Wolf1/1
Cost 12 cards
■■■■
Elvish Visionary1/1
■■■■
Goblin Shortcutter2/1
■■■■
Krenko's Command
Cost 16 cards
■■
Goblin Rabblemaster2/2
■■■■
Phyrexian Rager2/2
■■■
Sprouting Thrinax3/3
■■■
Blasting Station
■■■■
Raid Bombardment
Cost 2 cards
■■
Graveborn Muse3/3
Land22 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
5
Forest
6
Mountain
5
Swamp

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PostPosted: Mon Jun 01, 2015 3:25 pm 
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What's a Subscriber Build?


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PostPosted: Mon Jun 01, 2015 3:36 pm 
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Dude makes the deck, then I play it and tweak it.

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PostPosted: Mon Jun 01, 2015 5:26 pm 
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Geeze this forum is dying. No posts in two weeks in Jund.

Hakeem that is a nice build, my only concerns:

-Graveborn muse in a deck with 10 black mana sources.
-4 copies of raid bombardment. With blasting station I think that puts the chances of you drawing a hand with 3-4 "do nothing" cards as a bit too high.
-Hellspark elemental works well with your plan.
-Also I am really bored of spider spawning, but in a deck with 27 creatures that are intended to have a very short shelf life I think 1-2 copies would be a nice backup plan. Good synergy with everything else in the build, basically doubles your triggers for blasting station / raid bombardment.


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PostPosted: Mon Jun 01, 2015 5:36 pm 
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Yeah in my opinion I wouldn't run 4raid bombardments in any deck.

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PostPosted: Tue Jun 02, 2015 12:06 am 
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Bombardment is actually the best card in the deck, that's the card I'm building around.

HenWen, if seven copies means I'm going to draw multiple "do nothing" cards too often then I should easily grab double-black off ten sources often enough to cast the Muse. :)

Spider Spawning was in the original build and it was horrible, I thought about keeping a single copy but with no dedicated self-mill it's just too slow.

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PostPosted: Tue Jun 02, 2015 4:54 am 
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HenWen wrote:
I have not been updating my Jund station decklist.

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

Surging Jund Station (1)

A deck for Magic 2015.

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

Cost 4 cards
■■■■
Goblin Arsonist1/1
Cost 12 cards
■■■
Brain Maggot1/1
■■■■
Elvish Visionary1/1
■■■■
Fling
■■■
Ground Assault
Cost 11 cards
■■
Goblin Rabblemaster2/2
■■■
Sprouting Thrinax3/3
■■■
Act of Treason
■■■
Blasting Station
Cost 3 cards
■■
Graveborn Muse3/3
Vengevine4/3
Cost 4 cards
■■
Mycoloth4/4
Stormbreath Dragon4/4
Hunter's Prowess
Cost 2 cards
■■
Charmbreaker Devils4/4
Land24 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
6
Mountain
2
Swamp


I have discussed most of the changes in previous posts. I am a little unsure of Goblin Arsonist because Krenko's Command puts more power on the table, but it helps with the curve and helps charmbreaker retrieve higher quality spells.

This deck is a lot of fun to play, the most original decklist I created, and it has a lot of very good matchups. Blasting station hoses aggro, the deck has a decent clock, and you have a significant amount of face damage to deal with annoying things like 10 spider tokens or a fog deck. So basically you have a very good matchup against aggro / tokens, a good matchup against ramp and comboish decks that rely on creatures, etc.

The main problem is the matchup against self mill/seance decks. This deck can get draws fast enough to beat them but it isn't a favorable matchup, it has generally been 50/50 for me. Getting a big mycoloth and flinging it is GG against spiders (and most other decks) but there are only two copies of each card. Despite being in Jund and having a low curve I designed this deck along control principles because that is how I like to play. This list has a significant amount of card advantage at every point on the curve.

Kjersleif I am not going to get into your list in detail, suffice it to say that I considered a lot of the cards you included but opted against it. I already posted a lot of reasoning about my decklist so I will not repeat anything else, unless you have specific questions. Ignore what DJ said about running 2 blasting stations. I think I have lost one game where I drew three, but at least half of the time the 2nd copy is marginally useful if the first is destroyed or you want to sac a bunch of stuff per turn.


Hey HenWen, why aren't you running Kresh with fling and Hunter's Prowess?


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PostPosted: Tue Jun 02, 2015 2:55 pm 
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Hakeem928 wrote:
Bombardment is actually the best card in the deck, that's the card I'm building around.

HenWen, if seven copies means I'm going to draw multiple "do nothing" cards too often then I should easily grab double-black off ten sources often enough to cast the Muse. :)

Spider Spawning was in the original build and it was horrible, I thought about keeping a single copy but with no dedicated self-mill it's just too slow.

I knew you'd go Graveborn! Actually I wondered why you didn't still maintain at least 1 copy of SS. It does have potential in this shell for a finisher with both Bombardment and Station (and you've got no other protection for air). The fact that it can flashback and probably gain you 5+ dmg for cast/flashback seems worth the inclusion of just one.

I didn't see Shortcutter coming though. Yes it triggers bombardment and gives you one less blocker the turn it's played but it still seems a bit underwhelming. I thought you might consider Viscera Dragger since it can still be a '2 drop', can fill the grave for SS, swing big/wide @ haste, be fodder for Station (either hard cast or Unearth) and would be a reasonable blocker if need be (and if you kept Muse, could fuel draw but with Dragger in the midst, that'd be 12 Cantrips therefore Muse is probably not needed).

Based on the recordings you've had so far, I still think some for of spot removal would be fine too (Ground Assault) since you've only got Station to rely on.

Even though Bombardment is a focus of the deck, I think you'd be fine at 3 copies (giving more room for some of these suggestions).

-2 Muse
-4 Shortcutter
-1 Bombardment
+1 SS
+4 Visera Dragger
+2 Assault (3? - you'd have to consider the last cut then if you went all 3 - maybe live without SS but I still think you're selling that option short and this deck could use more 'single card' finishers)


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PostPosted: Wed Jun 03, 2015 1:35 am 
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So I've played the deck a bit now and I think 1 SS is still a good call. Had it win a couple games with both Station and Bombardment (and of course 1 with just spiders going wide).

I actually cut Rabblemater (zomg!!! wtfsauce!!) and put all 3 Ground Assaults in and the 4th Bombardment back in. The 12 cantrips seems to move the deck along well and as usual folks don't count the unearth damage sitting in the grave. It may be that Rabblemaster should stay (it is just a win/broken card) but the Draggers and Assaults have been working well.

I have to say that I'm missing/noticing Bloodghast gone. It's mana cost is a pain but it just works so well with the two build around cards.

So from your list I'm currently testing:

-4 Shortcutters
-2 Rabblemaster
-2 Muse
+4 Dragger
+3 Assault
+1 SS


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PostPosted: Wed Jun 03, 2015 10:02 am 
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Auunj - there is a fair amount of synergy betweeen Kresh and my deck. I don't only have prowess and fling to get him through, blasting station is also excellent at clearing chumps off the board.

The problem is that he is too slow. Sure he is good with fling / prowess, but that is only 3 cards total. In terms of finishers, Mycoloth is an MVP, it is a tremendous fling target the turn it is played - using it when an opponent is tapped out as a finisher at 7 mana is one of the most common ways I close out the game. Charmbreakers + act of treason is a ridiculous combo that can close out the game the turn after they are played. Both charmbreakers and mycoloth provide enduring card advantage if they don't immediately close out the game.

Stormbreath is just a consistent finisher, it gets damage through pretty reliably and is a decent fling target. With 4 points of hasty damage + blasting station + fling it is pretty easy to outrace most opponents.

I haven't played Hakeem's list yet so I am not going to offer much more criticism, in fact I run only 11 swamps in my above build and muse has worked pretty well for me. Then again I am comfortable with 5 land hands when I mulligan in my Jund list. Cutting rabblemaster is just nuts. Most of my games against raid bombardment decks I have been playing as control, and the matchup is often easy when they play 1-2 creatures and then 1-2 raid bombardments, giving me time to set up.


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