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PostPosted: Sat Jul 11, 2015 10:32 am 
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I feel for Garrens build, HenWen has a good point about flameshadow conjuring. It fits well into True_Believer's list because of his creatures with the etbs. However Garren has far less and I think dropping them along with the bloodlust for the early removal cards are going to GREATLY help raise the chances you go renowned, thus increasing your draw potential while adding some options of removing key threats, something the conjuring does not.

I could be wrong as I haven't tested either lists.

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PostPosted: Sat Jul 11, 2015 10:45 am 
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Evolutionary Growth ()

4 x Gatecreeper Vine
4 x Elvish Visionary
4 x Twin Bolt
2 x Ravaging Blaze
2 x Evolutionary Leap
1 x Reclamation Sage
1 x Nissa, Vastwood Seer
2 x Exquisite Firecraft
3 x Zendikar Incarnate
2 x Flameshadow Conjuring
2 x Outland Colossus
2 x Embermaw Hellion
2 x Chandra's Ignition
1 x Woodland Bellower
2 x Gaea's Revenge

x11 Forest
x7 Mountain
x4 Gruul Guildgate
x2 Rootbound Crag


The plan is to stall with Gatekeeper Vine and Elvish Visionary until you can find one of your bombs or use burn to win.

Evolutionary Leap is to recycle your early creatures or creatures that will die into big creatures.

Flameshadow Conjuring is just sick with creatures with come into play abilities and haste. And this deck has both.

Edit: Removed one Reclamation Sage and 3 Kird Chieftain for 4 Twin Bolt.


Uh are you missing 2 cards? I am guessing maybe lands?

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PostPosted: Sat Jul 11, 2015 10:54 am 
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LAND.DEC

This deck here is my attempt at outside of the box thinking. What is the biggest weakness to Animist's Awakening? Well, the chance to actually hit lands (in a normal deck that is) is quite low... about 33% in the average deck and it gets worse as the game goes on and you have thinned your deck. This deck will be a very land heavy deck with a few staller spells and main problem I couldn't think of (without compromising the heavy land theme) is lack of draw. Land search is kind of pseudo draw however, so maybe not so bad. I did consider the dragon that makes you dump your hand and then draw an extra card every turn but since deck is very creature light I figured my opponents would just hold onto removal and kill him.

1 MANA
4xFog
2xMolten Vortex
2xAnimist's Awakening

2 MANA
4xGatekeeper Vine

3 MANA
4XNissa's Pilgrimage
1xNissa, Vastwood Seer

4 MANA
4xMwonvuli Acid Moss (may seem like a weird inclusion but i think setting oppenent to turn 3 while im at turn 5 is important and helps with spell mastery.

5 MANA
3xZendikar's Roil

LAND
4xGruul Guildgate
2xRootbound Crag
4xMountain
26xForest


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PostPosted: Sat Jul 11, 2015 10:56 am 
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2bestest wrote:

Uh are you missing 2 cards? I am guessing maybe lands?


Thank you! Increased one Reclamation Sage and one Ravaging Blaze.

On theory this deck rocks! I can't wait to test it.

Ooops... It seems I have to wait. Grinding... :cry:


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PostPosted: Sat Jul 11, 2015 11:00 am 
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2bestest wrote:

Uh are you missing 2 cards? I am guessing maybe lands?


Thank you! Increased one Reclamation Sage and one Ravaging Blaze.

On theory this deck rocks! I can't wait to test it.

Ooops... It seems I have to wait. Grinding... :cry:


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PostPosted: Sat Jul 11, 2015 11:25 am 
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2bestest wrote:

Uh are you missing 2 cards? I am guessing maybe lands?


Thank you! Increased one Reclamation Sage and one Ravaging Blaze.

On theory this deck rocks! I can't wait to test it.

Ooops... It seems I have to wait. Grinding... :cry:



I took it for a spin for one game (only missing nissa and one embermaw. It ran real well though. It looks really promising.

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PostPosted: Sat Jul 11, 2015 11:35 am 
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HenWen wrote:
Embermaw Hellion is a legit bomb who boosts all of your red spells. 5/5 for 5 is powerful in this meta. I would cut some of the renown stuff, flameshadow conjuring and infectious bloodlost to fit in all the early burn - twin bolt and fiery outburst.

I may be wrong about flameshadow conjuring - it just feels win more in this deck. If you can afford to spend a turn ramping and then spend a turn casting this spell you probably should have won already.


I was looking at Embermaw Hellion when first building the deck but ended up cutting him due to a lack of Red sources in the deck. Of course later on more red found it's way in so it might be worth reconsidering his inclusion. Likewise with the Infectious Bloodlust - something I'd want to try out but would be willing to cut should they under perform. Most likely for either Fiery Impulse or Twin Bolt as you had suggested.

Flameshadow Conjuring is something I will be sticking with for a least the time being. It's a fault of my playstyle - I tend to be overly conservative when playing (something that always hurt my aggro decks) and Conjuring gives me a perfect excuse to just go wild a throw things without a care. True it's a little win-more but I still think it's a addition that can carry it's weight.

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PostPosted: Sat Jul 11, 2015 11:37 am 
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@2bestest

You are making me jealous! ;)

Say the result when you managed to put Evolutionary Leap and Flameshadow Conjuring at the same time. Even Elvish Visionary will give you plenty of cards.

I fear I created a monster! :evil:


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PostPosted: Sat Jul 11, 2015 11:54 am 
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Didn't have that luxury yet but I do like the deck a lot. My favorite atm, but I haven't experimented much yet and am still trying to grind out several cards so I am running my white aggro atm.. Until I have the needed cards to rdw. I think that's probably the best aggro option. (As it probably should be)

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PostPosted: Sat Jul 11, 2015 1:46 pm 
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LAND.DEC

This deck here is my attempt at outside of the box thinking. What is the biggest weakness to Animist's Awakening? Well, the chance to actually hit lands (in a normal deck that is) is quite low... about 33% in the average deck and it gets worse as the game goes on and you have thinned your deck. This deck will be a very land heavy deck with a few staller spells and main problem I couldn't think of (without compromising the heavy land theme) is lack of draw. Land search is kind of pseudo draw however, so maybe not so bad. I did consider the dragon that makes you dump your hand and then draw an extra card every turn but since deck is very creature light I figured my opponents would just hold onto removal and kill him.

1 MANA
4xFog
2xMolten Vortex
2xAnimist's Awakening

2 MANA
4xGatekeeper Vine

3 MANA
4XNissa's Pilgrimage
1xNissa, Vastwood Seer

4 MANA
4xMwonvuli Acid Moss (may seem like a weird inclusion but i think setting oppenent to turn 3 while im at turn 5 is important and helps with spell mastery.

5 MANA
3xZendikar's Roil

LAND
4xGruul Guildgate
2xRootbound Crag
4xMountain
26xForest


You cannot make this, as there is a hard cap of 30 on how many lands you can put in a deck.


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PostPosted: Sat Jul 11, 2015 2:10 pm 
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Seriously?


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PostPosted: Sat Jul 11, 2015 3:22 pm 
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Yes.

Archernick was going for the ramp based achievement, where it would seriously behoov you to have a 50+ land deck <3. The game refused to let him have more than 30, even though it says it absolutely nowhere EVEN WHEN THAT IS PREVENTING YOU FROM MAKING A DECK. The game will just refuse to accept it.


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PostPosted: Wed Jul 15, 2015 11:39 pm 
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mjack33 wrote:
LAND.DEC

This deck here is my attempt at outside of the box thinking. What is the biggest weakness to Animist's Awakening? Well, the chance to actually hit lands (in a normal deck that is) is quite low... about 33% in the average deck and it gets worse as the game goes on and you have thinned your deck. This deck will be a very land heavy deck with a few staller spells and main problem I couldn't think of (without compromising the heavy land theme) is lack of draw. Land search is kind of pseudo draw however, so maybe not so bad. I did consider the dragon that makes you dump your hand and then draw an extra card every turn but since deck is very creature light I figured my opponents would just hold onto removal and kill him.

1 MANA
4xFog
2xMolten Vortex
2xAnimist's Awakening

2 MANA
4xGatekeeper Vine

3 MANA
4XNissa's Pilgrimage
1xNissa, Vastwood Seer

4 MANA
4xMwonvuli Acid Moss (may seem like a weird inclusion but i think setting oppenent to turn 3 while im at turn 5 is important and helps with spell mastery.

5 MANA
3xZendikar's Roil

LAND
4xGruul Guildgate
2xRootbound Crag
4xMountain
26xForest


You cannot make this, as there is a hard cap of 30 on how many lands you can put in a deck.


Not such a bad thing anyway.
Just throw out 6 forests to add 3x Ravaging Blaze and 3x Fiery Impulse or Twin Bolt to deal with early aggression and alt. wincon.
IDK what it is about Nissa. She doesn't really look like she's worth it. Might be better to swap her out for some bombs.

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PostPosted: Thu Jul 16, 2015 3:06 am 
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Gruuling Lands
(Ramp)

1x Molten Vortex
1x Primal Bellow

4x Gatecreeper Vine
4x Elvish Visionary

1x Nissa, Vastwood Seer
4x Nissa's Pilgrimage
2x Animist's Awakening
1x Reclamation Sage

3x Zendikar Incarnate
1x Flameshadow Conjuring

3x Zendikar's Roil
2x Outland Colossus

1x Woodland Bellower

2x Gaea's Revenge

Lands
2x Rootbound Crag
15x Forest
12x Mountain
1x Rogue's Passage

Manacurve
1-8-8-4-5-1-2

Summary: Ramp deck with land synergies. We're trying to go from 3 CMC -> 5 CMC as soon as possible. The strongest aspect of this deck is that it attacks from multiple angles (Zendikar's Roil + Animist's Awakening, Gaea's Revenge or Zendikar Incarnate + Flameshadow Conjuring, Outland Colossus + Rogue's Passage, Primal Bellow + Land token, or Nissa, Vastwood Seer + 7 lands). It's got a very reliable manabase with no real restrictions on lands which allows us to play a singleton copy of Rogue's Passage for massive power in the late game against control. Speaking of control we are not very susceptible to board wipes as Outland Colossus and Gaea's Revenge both have 5 toughness and Nissa's ultimate can create 6/6 tokens.

The biggest downside here is that there is little in the way of interaction with the opponent in the early game. For this reason, we are quite slow, falling more into the midrange side of the spectrum with a bad mana curve. As such, it's important to use smart mulligan decisions. For example, do not keep any hand which contains: 0 land, 1 land, 6 land, or 7 land. Do not keep a hand without (at least) a turn 3 play. Also, keep hand any that has 2-5 lands and preferably something to do on turn 2. Since there are few early game spells that matter they will be critical for ensuring you do not die before you can play your big spells later on in the game.

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PostPosted: Fri Jul 17, 2015 9:50 am 
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A deck for "Lands"[/u]
[b]60
Cards. 30 nonlands (6 creatures, 24 spells). 30 Lands (10 4; 16 other).

Creature 6
-- 3x Zendikar Incarnate
-- 2x Gaea's Revenge
-- 1x Nissa, Vastwood Seer

Spell 20
-- 2x Animist's Awakening
-- 3x Ravaging Blaze
-- 4x Fiery Impulse
-- 4x Twin Bolt
-- 2x Evolutionary Leap
-- 4x Nissa's Pilgrimage
-- 3x Zendikar's Roil
-- 2x Nissa's Revelation

Land 30
-- 10x Forest
-- 4x Mountain
-- 4x Evolving Wilds
-- 4x Gruul Guildgate
-- 3x Foundry of the Consuls
-- 3x Rogue's Passage
-- 2x Rootbound Crag


Last edited by InFaMoUsGeMiNi on Thu Jul 30, 2015 6:05 pm, edited 8 times in total.

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PostPosted: Fri Jul 17, 2015 10:04 am 
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I would drop the Bellower and prolly something else for 2x red hellion.
It's not that great when the only thing you can get is a Gatecreeper Vine.

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PostPosted: Fri Jul 17, 2015 10:08 am 
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I would drop the Bellower and prolly something else for 2x red hellion.
It's not that great when the only thing you can get is a Gatecreeper Vine.


Oh yes, your absolutely right. I soon as I saw 3 converted mana cost I thought it could search for Nissa.

*It has been taken out in favor of Zendikar Incarnate


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PostPosted: Fri Jul 17, 2015 12:44 pm 
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I was debating on how to build a land focused deck. I am liking your list Gemini, gonna be giving it some play time!

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PostPosted: Fri Jul 17, 2015 1:17 pm 
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The 30-land decks could use some card draw imo.

I don't see how you can keep up with your opponent if you burn their threats 1 for 1 but draw way more land. When you finally arrive at 7+ mana, you're probably topdecking and drawing any creature would be more beneficial than one of the excess lands for Zendikar's Roil or Molten Vortex. These two don't work well together anyway - one wants you to play the land, the other requires you to discard it.

It's an interesting idea, but it would need more actual ramp to work, not just 30 lands.


Last edited by Gegliosch on Fri Jul 17, 2015 1:44 pm, edited 1 time in total.

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PostPosted: Fri Jul 17, 2015 1:23 pm 
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I'm starting to fantasize about a deck with 4x Mwonvuli Acid-Moss and 3x Into the Maws of Hell.
Yeah, it'll be terrible, but I really feel like doing it.

It's a shame there's no reliable T1/T2 ramp (actually, the Acid-Moss is probably the reason why they didn't include one in this iteration).

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