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PostPosted: Fri Jul 17, 2015 2:03 pm 
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Yeah I totally don't think it will be able to be very consistent but I gotta try it :P

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PostPosted: Mon Jul 27, 2015 1:16 pm 
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Actually Mwonvuli Acid-Moss is a very strong card in the early game. I absolutely hate to face it with my jund deck... Especially if I keep a 2-3 land hand...

Here's my Gruul ramp deck, actually using Mwonvuli Acid-Moss :-)

4 x Gatecreeper Vine
2 x Elvish Visionary
2 x Evolutionary Leap
3 x Ravaging Blaze
1 x Nissa, Vastwood Seer
4 x Nissa's Pilgrimage
3 x Kird Chieftain
3 x Zendikar Incarnate
2 x Flameshadow Conjuring
4 x Mwonvuli Acid-Moss
2 x Outland Colossus
2 x Chandra's Ignition
2 x Gaea's Revenge
2 x Nissa's Revelation

8 x Mountain
12 x Forest
2 x Rootbound Crag
2 x Gruul Guildgate


Curve: 0-0-11-5-12-4-4

Creatures: 17
Other Spells: 19
Land: 24

Red: 13
Green: 26
The plan is quite simple, stall, ramp, unleash big bombs or cast huge Blazes or Ignitions of a 12 power Zendikar Incarnate = FUN!;-)


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PostPosted: Thu Jul 30, 2015 11:14 am 
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Rouges Passage FTW

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PostPosted: Thu Jul 30, 2015 11:43 am 
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Identity: BadWally on ios
Here is the version I've been running on ios:

3 x fiery impulse
4 x elvish visionary
4 x gatecreeper vine
2 x exquisite firecraft
1 x nissa, vastwood seer
3 x nissa's pilgrimage
1 x avaricious dragon
3 x kird chieftain
3 x zendikar incarnate
3 x conclave naturalist
2 x outland colossus
4 x rhox maulers
2 x chandra's ignition
2 x ravaging blaze
2 x rogue's passage
2 x rootbound crag
10 x forest
9 x mountain


This has been quite successful. It does well against any form of aggro and holds its own against most other deck types.
It is basically 12 weenies/sorceries that thin the deck and insure you hit your land drops, 9 burn spells and 16 fatties. Playing it is simple: play weenies to get the lands you need, begin casting one fatty a turn from turn 4 til your hand is empty, and use the burn to clear out any threats.

Some notes on individual cards:
Nissa - replaced the 4th nissa's pilgrimage. Even just as a creature it digs out another forest and provides a 2/2 to throw in front of an attacker.
Rogue's passage - great with this set of creatures. Many games end with me facing a wall of blockers that can't stop my passage'd zendikar incarnate or outland colossus.
Conclave naturalist - what's better than a reclamation sage? A reclamation sage that stomps 80% of the creatures in this format and trades with another 10%. There is a target for the etb effect in most games.
Chandra's ignition - serves as global removal and is very important for that reason. Even if you 'only' use it with a 4 power creature, it almost always clears all other creatures from the board.
Ravaging blaze - very useful removal. This deck usually has no problems with mana. So as you enter the end of the game, you've got plenty of mana to pump this up and usually a couple instants/sorceries in the grave to trigger the effect that sends a copy of the damage to the opponent's dome. I've won several games burning out some weenie blocker for 7+ that deals lethal to the opponent.

The cards recently replaced were 2 Gaea's Revenge. They are super powerful but games are sometimes decided before you get to 7 mana. Some extra burn and the last Conclave Naturalist have felt like better choices. Plus, Gaea's Revenge doesn't work with Chandra's Ignition - or Rogue's Passage (I think - its been a while since I tried that.)
I believe my next tweak will be to test this with one less land and one extra burn spell - either the 4th fiery impulse or 3rd ravaging blaze.


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PostPosted: Thu Jul 30, 2015 12:24 pm 
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My Gruul deck on the 2nd page has been updated with ConvertGo Blue's suggestions.

viewtopic.php?f=52&t=10296&p=327157#p327157


Last edited by InFaMoUsGeMiNi on Thu Jul 30, 2015 6:07 pm, edited 3 times in total.

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PostPosted: Thu Jul 30, 2015 3:10 pm 
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Evolutionary Growth ()

4 x Gatecreeper Vine
4 x Elvish Visionary
4 x Twin Bolt
3 x Ravaging Blaze
2 x Evolutionary Leap
2 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.


great deck but gets rekt if theyre a rakdos sac/steal (which is pretty common in my experience). I forget the name of the card, traitor something, steals one of your monsters, gives it haste and +2/0. sucks when they steal a big guy, attack, and bone splinter.

ive also won most of my games using zendikar incarnate turn 4, chandras ignition turn 5. 10 free damage + board wipe. might be worth looking in to a deck than centers more around that.


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PostPosted: Thu Jul 30, 2015 3:57 pm 
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Rouges Passage FTW


Yeah, I totally forgot about it. Added it later on, but I can confirm, it's a must run in a gruul fat deck.


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PostPosted: Thu Jul 30, 2015 7:26 pm 
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the booger wrote:
Evolutionary Growth ()

4 x Gatecreeper Vine
4 x Elvish Visionary
4 x Twin Bolt
3 x Ravaging Blaze
2 x Evolutionary Leap
2 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.


great deck but gets rekt if theyre a rakdos sac/steal (which is pretty common in my experience). I forget the name of the card, traitor something, steals one of your monsters, gives it haste and +2/0. sucks when they steal a big guy, attack, and bone splinter.

ive also won most of my games using zendikar incarnate turn 4, chandras ignition turn 5. 10 free damage + board wipe. might be worth looking in to a deck than centers more around that.


Totally agree that it is a great combo but we can't really build around it as there are only 2 ignitions and this deck is kinda built with the creatures that make it shine already..

Sac/steel builds can be trouble at times.. but we have some game here against them. I feel this is a very solid list. And sac/steel players have big weaknesses they have to face against that are common too..

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PostPosted: Fri Jul 31, 2015 8:06 am 
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I bought the max gold package and must of open at least 50 boosters and still don't have even 1 copy of Evolutionary Leap...

That card is an excellent counter to the steal and sac decks which are probably the strongest against any non blue control mill deck.

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PostPosted: Fri Jul 31, 2015 10:18 am 
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Yeah shock.. I find myself virtually auto-including evolutionary leap in any deck sporting green these days.. It's truly just too great a counter to removal to avoid using! The fact it is so cheap to get on the table and cheap to then activate thereafter merits it in my book.

I am so very sorry that you've been unfortunate enough to not even obtain a singleton. The day is near, the day is near!

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PostPosted: Sat Aug 01, 2015 6:36 pm 
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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


Just Ran this vs AI minus 1 Incarnate, 1 Nissa planeswalker +2 Monvulis due to not owning the cards..... It freaking destroyed


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PostPosted: Sat Aug 01, 2015 6:58 pm 
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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


Just Ran this vs AI minus 1 Incarnate, 1 Nissa planeswalker +2 Monvulis due to not owning the cards..... It freaking destroyed


Is there any way to fit in the Mwonvuli Acid-Moss? This deck would love them it seems.


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PostPosted: Sat Aug 01, 2015 7:22 pm 
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Reiku wrote:
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


Just Ran this vs AI minus 1 Incarnate, 1 Nissa planeswalker +2 Monvulis due to not owning the cards..... It freaking destroyed


Is there any way to fit in the Mwonvuli Acid-Moss? This deck would love them it seems.


Lol I am loving the moss as we speak since I did not have two of the op's cards in deck. I am almost (with a devilish grin) trying to figure out how to fit a play set of moss and the into the maw of hell since i love LD

I think the way I'd make room for more LD would be 1 less animist's since usually you want to dump alot into it and 1 rogue passage and consul


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PostPosted: Sat Aug 01, 2015 8:16 pm 
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Lol I am loving the moss as we speak since I did not have two of the op's cards in deck. I am almost (with a devilish grin) trying to figure out how to fit a play set of moss and the into the maw of hell since i love LD

I think the way I'd make room for more LD would be 1 less animist's since usually you want to dump alot into it and 1 rogue passage and consul


Ooh I forgot about Maw! Hmm... I was thinking about cutting one Evolutionary Leap and maybe the Nissa's Revelation for Three Mwonvuli Acid-Moss, though Two and a Maw might be acceptable. The Revelation has 6 targets in a 60 card deck, and while scry 5 is nice, I haven't really had bad draws testing this so far, and so any card I get helps in some way. I actually like both Animist's Awakening because I could see getting both off for a Roil Army. Perhaps saving a second in hand for after a Languish?


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PostPosted: Sat Aug 01, 2015 8:46 pm 
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It's nice to see someone actually comment on my decklist with positive reviews at that. I haven't had a chance to test it yet! I'm still grinding for cards on Xbox.

How is the land count? I was thinking anywhere from 27-30 (since the game apparently limits us to 30 lands). What about Chandra's Ignition? Is that getting too pushy?


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PostPosted: Sat Aug 01, 2015 9:07 pm 
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It's nice to see someone actually comment on my decklist with positive reviews at that. I haven't had a chance to test it yet! I'm still grinding for cards on Xbox.

How is the land count? I was thinking anywhere from 27-30 (since the game apparently limits us to 30 lands). What about Chandra's Ignition? Is that getting too pushy?


Ignition wasn't in the deck list, and imo, isn't needed at all.

30 land works well for me, though I did take out the Foundry of the Consuls and the Rogue's Passage lands and replaced them with forests and mountains, since so many cards get me forests or basic lands. Current land count is:

14 x forest
6 x mountain
2 x Rootbound Crag
4 x Gruul Guildgate
4 x Evolving Wilds

The Acid-Moss has been underwhelming after a few games. Unless someone is seriously screwed for mana, one land loss isn't going to affect them that much. I realize now that the Nissa's Revelation is definitely necessary. Going 4 out of the last seven games without seeing a single Roil, and relying on Ravaging Blaze for the win, (MVP card btw) tells me that scry 5 is sorely needed. I did still win 6 out of those 7 games.

However, I did lose once to multiple-aura'd Outland Colossus. I drew the Blaze after it had already flown in to get renowned, putting it at around 18/21 iirc, which was at the time out of burn range for me. So I put back in both Revelations, and one Into the Maw of Hell.


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PostPosted: Sat Aug 01, 2015 10:47 pm 
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I think a lot of people do not understand Animist's Awakening. It's supposed to be ran in a deck with 28+ lands, that way it has a 50% or better chance of acting as a Rampant Growth, Cultivate, or Explosive Vegetation. In the late game, after your Evolving Wilds and Nissa's Pilgrimage have searched your basics...Animist's Awakening can now fetch for your non-basics. Tokens from Foundry of the Consuls can chump Outland Colossus btw.

I think you should just accept those losses than try to fix your deck to win 100% of every scenario.


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PostPosted: Sat Aug 01, 2015 11:33 pm 
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I also think a lot of people don't understand Animist's Awakening because a lot of people think it's playable. Let's think about this. If you Awaken for five mana (FIVE MANA) then it's very likely that you hit just one land. Outland Colossus can't compete with that kind of value.

Okay, okay, what if we Awaken for ten mana instead? That's got to be awesome, right? Except we just spent ten mana (TEN MANA) to make more useless mana because, you know, our deck doesn't have room for spells because we need mana to make more mana.

MANA!

(scream that as you complain about flood, it will make you feel better).

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PostPosted: Sun Aug 02, 2015 12:28 am 
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I got 6 2/2's from a Zendikar's Roil after casting Animist's Awakening. Totally worth 10 mana. No um....... the problem right now is that you can't really afford to spend a turn ramping unless you can GUARANTEE value. Nissa's Pilgrimage into Zendikar's Roil or Outland Colossus is a good play. Turn 2, 3, or 4 Animist's Awakening is not because you cannot guarantee hitting the stat point you need to hit consistently, meaning you can't build your deck to count on you having X mana by turn Y.


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PostPosted: Sun Aug 02, 2015 8:57 am 
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Reiku wrote:

Just Ran this vs AI minus 1 Incarnate, 1 Nissa planeswalker +2 Monvulis due to not owning the cards..... It freaking destroyed


Is there any way to fit in the Mwonvuli Acid-Moss? This deck would love them it seems.


Lol I am loving the moss as we speak since I did not have two of the op's cards in deck. I am almost (with a devilish grin) trying to figure out how to fit a play set of moss and the into the maw of hell since i love LD

I think the way I'd make room for more LD would be 1 less animist's since usually you want to dump alot into it and 1 rogue passage and consul



Ok, here's the deck and please hear me out on why I cut some things. 1. I started noticing the more I played this deck I was closing games out with Ravaging Blaze an awful lot. I also started realizing that Nissa's Revelation was barely ever hitting so I have cut it. Also with the extreme land search in deck I believe you will be fine. The biggest controversial cut I made yet was Zendikar Incarnate. Basically, I think this guy works better in a shell wanting to use Chandra's Ignition and you will find that going extremely wide with Zendikar's Roil or closing out with hasty Gaea's Revenge (which there are very few answers to) or Ravaging Blaze to the dome is all it takes to win. So why include more fluff? Omission of Zendikar Incarnate allows us to cut Rogue's Passage and add in more Forest. I have a total of 10 removals for early game and 13 if you include blaze. I still keep Evolutionary Leap because now it guarantees us to find Gaea's Revenge. In duels it's always been a trick of how to make us have 4 copies of something that the game rules only allows two of. Similar example from last year why control decks running all sweepers and rune scarred demon were way more consistant. Here's my take on the deck.

LANDS.DEC

1 Mana
4xFiery Impulse


2 Mana
2xEvolutionary Leap
3xRavaging Blaze
4xTwin Bolt

3 Mana
2xExquisite Firecraft
4xNissa's Pilgrimage

4 Mana
4xMwonvuli Acid-Moss

5 Mana
3xZendikar's Roil

6 Mana
2xInto the Maw of Hell

7 Mana
2xGaea's Revenge

Land (ie why we WIN)
6xMountain
11xForest
2xRootbound Crag
4xGruul Guildgate
4xEvolving Wilds This land is an all star. NEVER CUT IT. It is similiar to why fetch lands were so OP during landfall keyword cycle. 2 uses w roil
Aways grab mountains with this too since all the other fetch grabs forests only.
3xFoundry of the Consuls Never cut this one either. Gives us some board presence. Blockers vs fliers. Also, the ideal sack target for Leap.

Suprisingly guys, (especially you Hakeem) this style of deck really warrants a try. I crush AI opponents fast in testing and I think with all the burn it just might suprise you how interactive and how much game it has till it needs to do what it does. Thanks

Edit: I am starting to see Animist's Awakening NOT cutting it. About to sub in 2 Into the Maw of hell Main problem with animist's is once you have thinned your deck it doesnt' do jack (yes even tho we have 30 land but if you got 12 on the table cuz of all the ramping just think about it)


Last edited by rogueassassin on Sun Aug 02, 2015 9:12 am, edited 2 times in total.

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