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PostPosted: Sun Aug 09, 2015 2:23 am 
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I dont have everything unlocked, so im still playing around with numbers.

So far I've found Possessed Skaab to be a real all star in this deck, not only does it multiply my Fog, but ive managed to cast my single copy of Languish three times in a single match to great effect.

I added the Bottle Gnomes because i desperately needed the lifegain against Rakdos and Boros decks with burn, it's also working well as an easily castable blocker and enables Artificer's Epiphany.

The single Thopter Spy Network is a bit clunky, but a steady stream of blockers for aggro and possible card draw for control has worked, i just dont often play it on turn 4 unless im up against some slower ramp deck.

The Sigiled Starfish are awesome, and if you can get one to stick it gets a LOT easier to find what you need, however having more than 1 on the field is a bit weak, so ive got some Ruined Servitor to share that spot.

The Gatecreeper Vine and Evolving Wilds make that single Forest work, the deck thinning and graveyard filling for Jace, Vryn's Prodigy is nice too.

Displacement Wave is kinda average, but it is strong versus Thopter decks and works like a very poor imitation of fog later in the game.

I'm only running 22 land for a 61 card deck which is probably dumb, Ive been color screwed once, and have been mana screwed once (out of around 10 games) so I'm thinking of cutting a Displacement Wave and/or Thopter Spy Network.

I could probably cut a Sphinx's Tutelage too, having more than 1 out isn't really necessary, and there isnt enough enchantment hate in decks im facing to warrant backup copies. Furthermore getting this card later in the game is fine, i got 40 cards deep in one match before finding one and was still able to mill the opponent out easily enough.

1 cmc
4x Fog

2 cmc
2x Ruined Servitor
1x Jace, Vryn's Prodigy
2x Sigiled Starfish
3x Gatecreeper Vine
2x Alchemist's Vial
2x Displacement Wave

3 cmc
3x Bottle Gnomes
3x Sphinx's Tutelage
3x Hydrolash
4x Artificer's Epiphany

4 cmc
1x Thopter Spy Network
4x Inspiration
1x Languish

5 cmc
1x Disciple of the Ring
3x Possessed Skaab

1x Forest
5x Island
2x Swamp
2x Drowned Catacomb
2x Hinterland Harbor
3x Foundry of the Consuls
1x Dimir Guildgate
1x Simic Guildgate
1x Golgari Guildgate
4x Evolving Wilds


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PostPosted: Sun Aug 09, 2015 7:14 am 
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Identity: Dweller In The Dark
The One Ring

Two mana:
2x Disperse
4x Gatecreeper Vine
1x Jace, Vryn's Prodigy
4x Perilous Myr
4x Telling Time

Three mana:
3x Anchor to the Aether
4x Calculated Dismissal
2x Nissa's Pilgrimage
1x Nissa, Vastwood Seer

Four mana:
4x Bone to Ash
1x Inspiration
2x Languish
1x Mwonvuli Acid-Moss
1x Wild Instincts

Five mana:
1x Disciple of the Ring
1x Unholy Hunger

Land:
4x Dimir Guildgate
2x Drowned Catacomb
1x Golgari Guildgate
2x Hinterland Harbor
4x Simic Guildgate
1x Woodland Cemetery
3x Island
7x Forest

Three rings for the Dwynen-queen under the sky,
seven for the abbots in their keep of stone.
Nine for Josu Vess, doomed to die,
one for emo Jace in his draw-go
in the land of Vryn where the sphinxes lie.

One Ring to rule them all,
One Ring to find them.
One Ring to bring them all
and in this context bind them,
in the land of Vryn where the sphinxes lie.



Okay, so this is styled after a classic draw-go strategy where the only win condition in the entire deck was Rainbow Efreet. Not quite as extreme here, we have a few creatures for sacrifice fodder and to help us accelerate/stall. Jace and Nissa could both be win conditions if Disciple of the Ring doesn't work out or just refuses to show up. I don't exactly expect this to work, but stranger things have happened. If Perilous Myr stabilizes against an opponent's slow start, you may very well be able to play straight draw-go for a while. By the time you feel it is safe to cast Disciple of the Ring your graveyard should be piled high with counterspells, Telling Time and other spells, making her a formidable counterspeller and able to hold the ground against any army that hasn't gone too wide. If the opponent is sufficiently locked down, you may proceed to beat them down with your One Ring Disciple of the Ring after a long game of stall.

The one copy of Wild Instincts is there to potentially deal with Gaea's Revenge; oddly enough, Disciple of the Ring is one of the few creatures in the format who could potentially survive that trade of blows.


Love the flavor dude.

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PostPosted: Sun Aug 09, 2015 11:06 pm 
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Hey guys,

First time ever posting here at No Goblins Allowed but I thought I really should share this stupidly fun deck.
It might not be the "best" deck out there or top tier competitive, but its prolly the most fun wins I've had in the game so far and currently I've gone 8/1 W/L so it does work.

I haven't unlocked all the cards in Origins yet so its not totally optimised but as it is it still works pretty well and it just means it can only get better :)

Stop Hitting Yourself

2 Drops
3x Gatecreeper Vine
2x Titanic Growth

3 Drops
3x Chief of the Foundry
3x Bottle Gnomes
1x Guardians of Meletis
3x Jorubai Murk Lurker
2x Graveblade Marauder
1x Nissa, Vastwood Seer
2x Tainted Remedy
3x Artificer's Epiphany
1x Nissa's Pilgrimage

4 Drops
3x Darkslick Drake
2x Thopter Spy Network
2x Languish
3x Wild Instincts

5 Drops
2x Unholy Hunger

Lands
4x Island
6x Swamp
4x Forest
2x Woodland Cemetery
2x Drowned Catacombs
2x Hinterlands Harbor
2x Foundry of the Consuls
2x Evolving Wilds

So the main combo to win is getting out Tainted Remedy and Jorubai Murk Lurker. You build up a good defensive line and hold until you get the required cards. Once you have Tainted in play and Jorubai you can then chump block their heavy hitters and give them life link so your opponent loses life when trying to get through your lines.

If they catch onto whats happening and sit back, you can use Wild Instincts on one of your chump blockers and give their creature life link so they will still take damage. If you have enough mana (8 total with 1B 2G) you can give their creature life link and Titanic Growth then Wild Instincts and deplete most of their life in one foul move.

The reason for the Thopter Spy Network is to keep generating chump blockers and card advantage. I would be running a full set of the guardians as it buys a lot of time to get everything together but I only have the one :cry:

As an alternative way to win you can use the Chief of the Foundry to pump all of your artifacts and hide behind your walls while the fliers pick them apart (its just not as much fun ;) ).

Any feed back or recomended improvements will be much appriciated as I love playing this deck and I feel it has a lot of potential :D


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PostPosted: Sun Aug 09, 2015 11:38 pm 
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Posts: 13
Th3Nark wrote:
Hey guys,

First time ever posting here at No Goblins Allowed but I thought I really should share this stupidly fun deck.
It might not be the "best" deck out there or top tier competitive, but its prolly the most fun wins I've had in the game so far and currently I've gone 8/1 W/L so it does work.

I haven't unlocked all the cards in Origins yet so its not totally optimised but as it is it still works pretty well and it just means it can only get better :)

Stop Hitting Yourself

2 Drops
3x Gatecreeper Vine
2x Titanic Growth

3 Drops
3x Chief of the Foundry
3x Bottle Gnomes
1x Guardians of Meletis
3x Jorubai Murk Lurker
2x Graveblade Marauder
1x Nissa, Vastwood Seer
2x Tainted Remedy
3x Artificer's Epiphany
1x Nissa's Pilgrimage

4 Drops
3x Darkslick Drake
2x Thopter Spy Network
2x Languish
3x Wild Instincts

5 Drops
2x Unholy Hunger

Lands
4x Island
6x Swamp
4x Forest
2x Woodland Cemetery
2x Drowned Catacombs
2x Hinterlands Harbor
2x Foundry of the Consuls
2x Evolving Wilds

So the main combo to win is getting out Tainted Remedy and Jorubai Murk Lurker. You build up a good defensive line and hold until you get the required cards. Once you have Tainted in play and Jorubai you can then chump block their heavy hitters and give them life link so your opponent loses life when trying to get through your lines.

If they catch onto whats happening and sit back, you can use Wild Instincts on one of your chump blockers and give their creature life link so they will still take damage. If you have enough mana (8 total with 1B 2G) you can give their creature life link and Titanic Growth then Wild Instincts and deplete most of their life in one foul move.

The reason for the Thopter Spy Network is to keep generating chump blockers and card advantage. I would be running a full set of the guardians as it buys a lot of time to get everything together but I only have the one :cry:

As an alternative way to win you can use the Chief of the Foundry to pump all of your artifacts and hide behind your walls while the fliers pick them apart (its just not as much fun ;) ).

Any feed back or recomended improvements will be much appriciated as I love playing this deck and I feel it has a lot of potential :D


I love the idea of this deck. Have you thought about splashing white for Kytheon? Gideon can force opponent's creatures to attack each turn.


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PostPosted: Sun Aug 09, 2015 11:43 pm 
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Reiku wrote:

I love the idea of this deck. Have you thought about splashing white for Kytheon? Gideon can force opponent's creatures to attack each turn.



I had not thought of that but its an awesome idea. I'll have to have a play around with that tonight :D


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PostPosted: Mon Aug 10, 2015 12:09 am 
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Haha, great deck idea!:-)


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PostPosted: Mon Aug 10, 2015 9:10 pm 
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Is it bad I have a monster deck in these colors but kind of worried bout people copying it if I post it?

Lets put it this way... Land D, and I mean the kind where you end the game sometimes with opponent at zero land or repeated abuse of the most underrated card with Possessed Skaab and Displacement Wave


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PostPosted: Mon Aug 10, 2015 10:31 pm 
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Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.

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PostPosted: Tue Aug 11, 2015 1:25 am 
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Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.


I'm game. That is awesome.

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PostPosted: Tue Aug 11, 2015 2:19 am 
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Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.


I'm game. That is awesome.



haha thanks guys. Figured I had to find a use for Tainted Remedy other than having it there and just HOPING someone uses life gain :P


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PostPosted: Tue Aug 11, 2015 9:48 am 
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Posts: 693
Identity: Dweller In The Dark
Th3Nark wrote:
Hey guys,

First time ever posting here at No Goblins Allowed but I thought I really should share this stupidly fun deck.
It might not be the "best" deck out there or top tier competitive, but its prolly the most fun wins I've had in the game so far and currently I've gone 8/1 W/L so it does work.

I haven't unlocked all the cards in Origins yet so its not totally optimised but as it is it still works pretty well and it just means it can only get better :)

Stop Hitting Yourself

2 Drops
3x Gatecreeper Vine
2x Titanic Growth

3 Drops
3x Chief of the Foundry
3x Bottle Gnomes
1x Guardians of Meletis
3x Jorubai Murk Lurker
2x Graveblade Marauder
1x Nissa, Vastwood Seer
2x Tainted Remedy
3x Artificer's Epiphany
1x Nissa's Pilgrimage

4 Drops
3x Darkslick Drake
2x Thopter Spy Network
2x Languish
3x Wild Instincts

5 Drops
2x Unholy Hunger

Lands
4x Island
6x Swamp
4x Forest
2x Woodland Cemetery
2x Drowned Catacombs
2x Hinterlands Harbor
2x Foundry of the Consuls
2x Evolving Wilds

So the main combo to win is getting out Tainted Remedy and Jorubai Murk Lurker. You build up a good defensive line and hold until you get the required cards. Once you have Tainted in play and Jorubai you can then chump block their heavy hitters and give them life link so your opponent loses life when trying to get through your lines.

If they catch onto whats happening and sit back, you can use Wild Instincts on one of your chump blockers and give their creature life link so they will still take damage. If you have enough mana (8 total with 1B 2G) you can give their creature life link and Titanic Growth then Wild Instincts and deplete most of their life in one foul move.

The reason for the Thopter Spy Network is to keep generating chump blockers and card advantage. I would be running a full set of the guardians as it buys a lot of time to get everything together but I only have the one :cry:

As an alternative way to win you can use the Chief of the Foundry to pump all of your artifacts and hide behind your walls while the fliers pick them apart (its just not as much fun ;) ).

Any feed back or recomended improvements will be much appriciated as I love playing this deck and I feel it has a lot of potential :D


I love the backwards synergy this deck have! Called mine Tainted Love.

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PostPosted: Tue Aug 11, 2015 10:30 am 
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Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.


+1 I love this reverse logic here, most creative deck posted so far in MDO!

Tainted Love will be in my deck list tonight!

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PostPosted: Tue Aug 11, 2015 4:44 pm 
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I love the deck Th3Nark. I had thought of the concept when I first saw Murk Lurker and Tainted Remedy, but I hadn't had a chance to put a decklist together. Glad to hear that it's working out. I was a little worried it would be too unreliable, since you need both cards for it to work well. I like the idea of falling back on artifacts as an alt win-con. That definitely seems like a good idea.

I'll throw it together tonight.

Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.


+1 I love this reverse logic here, most creative deck posted so far in MDO!

Tainted Love will be in my deck list tonight!

-Says +1 -> Doesn't +1 the decklist. :ahem:


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PostPosted: Tue Aug 11, 2015 5:07 pm 
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Is it bad I have a monster deck in these colors but kind of worried bout people copying it if I post it?

Lets put it this way... Land D, and I mean the kind where you end the game sometimes with opponent at zero land or repeated abuse of the most underrated card with Possessed Skaab and Displacement Wave

I'd love to hear about it, but I totally get that you would hate to see it copied XD

Hm... most underrated card in Sultai Colors? Well, the only land destruction in Sultai is Mwonvuli Acid-Moss, although I wouldn't say it's underrated. I would think it would be tough trying to rely on only 2 copies of Acid Moss. If you don't draw those, you don't have any way to fetch them. Of course once you do, then Skaab and bounce can do work.

Maybe I'm missing something.

Edit: Wow, I'm bad. I thought acid moss was rare.


Last edited by Slayer1557 on Tue Aug 11, 2015 6:01 pm, edited 1 time in total.

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PostPosted: Tue Aug 11, 2015 5:22 pm 
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Slayer1557 wrote:
I love the deck Th3Nark. I had thought of the concept when I first saw Murk Lurker and Tainted Remedy, but I hadn't had a chance to put a decklist together. Glad to hear that it's working out. I was a little worried it would be too unreliable, since you need both cards for it to work well. I like the idea of falling back on artifacts as an alt win-con. That definitely seems like a good idea.

I'll throw it together tonight.

Th3Nark: That is hilarious. Great way to figure out a use for Tainted Remedy.. in the silliest, most obscure way possible.


+1 I love this reverse logic here, most creative deck posted so far in MDO!

Tainted Love will be in my deck list tonight!

-Says +1 -> Doesn't +1 the decklist. :ahem:


haha yeah I know right, wher eis the like love? :P

I'm still tweaking it as I unlock more cards, looking to add in more card draw so I can work my way through the deck at a quicker pace to find what it needs to shine. Or possibly a couple more pump cards to help keep people at bay early on. Its defos still a work in progress but I'm happy with how its shaping up atm :)

Anyone got any ideas?
I do like the idea of the splash of white for Kytheon, just haven't done it yet so I don't have to move where the deck is posted :P


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PostPosted: Tue Aug 11, 2015 5:59 pm 
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I'm not sure about splashing white. I know you want to use his +1 to force enemies to attack, but are you gonna be able to flip him? You're playing a mostly defensive deck. You do have a few fliers, but its a matter of getting the time to do that, and have 3 mana open to make him indestructible. Something to consider.

Ok, let's see, what would I change? I'm not sure if Nissa belongs, but she's very strong anyway, so whatever. Maybe you'll want to slot in a reclamation sage to deal with enchantments? Not sure. I'm not very good at this sort of thing >.<


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PostPosted: Wed Aug 12, 2015 5:35 am 
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This deck makes it possible for a Double KO to happen right? But I guess the Tainted trigger will happen after you are dead so it doesn't count :(

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PostPosted: Wed Aug 12, 2015 4:59 pm 
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This deck makes it possible for a Double KO to happen right? But I guess the Tainted trigger will happen after you are dead so it doesn't count :(

Nope, tainted remedy isn't a triggered effect. It's a replacement. So if they kill you with a lifelinker, and the damage they take from tainted remedy is enough to kill them, it's actually simultaneous, because the life gain (And thus life loss) happens when the damage occurs, not after.

If it doesn't cause a draw/both players to lose, then it's a bug with Origins. Someone correct me if I'm wrong.


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PostPosted: Wed Aug 12, 2015 8:58 pm 
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Slayer1557 wrote:
This deck makes it possible for a Double KO to happen right? But I guess the Tainted trigger will happen after you are dead so it doesn't count :(

Nope, tainted remedy isn't a triggered effect. It's a replacement. So if they kill you with a lifelinker, and the damage they take from tainted remedy is enough to kill them, it's actually simultaneous, because the life gain (And thus life loss) happens when the damage occurs, not after.

If it doesn't cause a draw/both players to lose, then it's a bug with Origins. Someone correct me if I'm wrong.


Damage and Life Gain triggger before the state-based action occurs, which checks life values.

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PostPosted: Thu Aug 13, 2015 11:13 pm 
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1-drop
4x Fog

2-drop
4x Disperse
3x Telling Time
4x Alchemist's Vial
4x Elvish Visionary

3-drop
1x Nissa, Vastwood Seer
3x Sphinx's Tutelage
3x Hydrolash
4x Artificer's Epiphany

4-drop
2x Languish

5-drop
3x Possessed Skaab

X-Spells
1x Displacement Wave

Land
7x Island
3x Swamp
4x Forest
4x Evolving Wilds
2x Hinterland Harbor
2x Drowned Catacomb
2x Woodland Cemetery

This is my take on Sultai Fog Mill. Lots of card draw and global control effects that reliably stall the board for a very very very long time. Skaab can return Fog or card draw as the situation demands. Telling Time is very useful to find missing pieces. It works so well that I'm tempted to call this a top tier deck. Pure burn decks are impossible with this card pool, so people have to rely on creatures for most of their damage. That makes Fog a very powerful stall card.

Against slower decks you have a little more time and when they finally start doing stuff, you still have all the Fogs and Skaabs left. Against aggro decks Hydrolash is basically Fog with a cantrip and with a total of 8 copies you're almost guaranteed to last quite a few turns. Don't worry that you'll eventually run out of fuel, you don't have to stall aggro decks until you mill them: with all the card draw you'll eventually come across Languish to cause a ragequit.

Edit: Replaced Jace with Nissa and Countermand with Disperse as suggested in the comments below. Thanks guys, it improved the deck!
Edit 2: I went down to 24 lands and removed 1 Skaab to squeeze in a Reclamation Sage and another Disperse.
Edit 3: Added the 4th Disperse and the 3rd Skaab. Removed the Sage, because in the end I didn't like that it is matchup dependent. Displacement Wave is a good card in this deck, but I don't wanna see 2 in my hand.


Last edited by Gegliosch on Wed Sep 16, 2015 3:19 pm, edited 6 times in total.

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