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PostPosted: Mon Aug 17, 2015 2:26 am 
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PostPosted: Mon Aug 17, 2015 3:01 am 
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Cancer v2

Long time reader of the forums, decided to throw my deck list into here because I've been having so much fun with it recently, im also curious what suggestions you guys have because it gets absolutely slammed by a few good control decks with things like displacement wave and languish.

This is a Jund Control deck but I've considered removing the red and putting in blue to counter displacement wave and languish, though because i like flameshadow conjuring so much I'm a little hesitant. I call it the Cancer deck because, well you'll see when you look at the list. I know its not optimal and I'm still tinkering with it so any suggestions would be great.


The deck is mainly based around the idea of trying to ramp up with Zendikar's Roll in play by turn 4-6 so you can use things like Animist's Awakening, Gatecreeper Vine, and Nissa's Pilgrimage to flood the board with 2/2s. Initially, I misread Elemental Bond to be card draw on creatures 3 or lower and figured that the synergy between it and Zendikar's Roll would be a powerful card draw engine but obviously that didn't work out. Still I like having Elemental Bond in the deck because you can get a few draws off of the larger creatures and their doubles from Flameshadow Conjuring. Incidentally, I'll probably cut the Elemental Bond cards out of the deck because you get enough card draw from many of the other mechanics to be half way through your deck before your opponent is even a quarter of the way through theirs.

Chandra, Fire of Kaladesh was just added to fill and give me a non-creature based finisher but I really haven't seen much use from her in my games on the ladder so she will probably also be cut from the deck as well.

Mostly, I made this deck for fun, but its been extremely successful in this very aggro-centric meta, getting me up from rank 5 to rank 23 in a few hours. The losses I've suffered have been to control decks and I imagine this deck wont do very well versus a mill deck considering how much card draw you do on your own. Though it is worth noting that I was able to theoretically do 78 damage in one turn to an AI while I was testing this deck; there have been quite a few games on ladder where I killed the enemy with more than 30 damage worth of creatures and spells hitting him in one turn.

In version 2, I dropped the draw from Elemental bond and decided that a few elvish visionary's were more than enough. I also added another win-condition with Zendikar Incarnate; considering how many lands you have in play at any given time this card is a no-brainer, in particular with Chandra's Ignition making it not even have to attack. Adding a few Mwonvuli Acid-Moss also seemed to make tons of sense, sort of like a big middle finger to whom ever your playing, saying here look at my mana compared to yours. I'm still considering cutting more cards to allow for more mana presence but we will see, the deck is still rolling pretty hard up the ladder.


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PostPosted: Mon Aug 17, 2015 4:55 pm 
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sicsacsuc wrote:

a) you don't have enough red spells to reliably flip chandra b) kothophed while it seems awesome will kill you once you run up against a evo leap deck (one of the more powerful archetypes currently) c) I feel like chandra's ignition isn't really needed here languish is pretty much all you'll need for sweepers. also why no myrs or visionaries? you know the kind of creatures you want to sac to evo leap?


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PostPosted: Tue Aug 18, 2015 2:22 am 
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thanks for your reply.
trying out:
- chandra
- 2 chandras ignition
- kothophed
+2 elvish vis
+ 2 myr
today.

The deck idea wasnt typical Evo leap. I didnt plan to sac a lot. Only in response to removal.
I usually tried to flip chandra via Embermaw Hellion but your right, didnt work really often


edit:
mb i should cut red completely :/


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PostPosted: Tue Aug 18, 2015 10:47 am 
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chandra can't flip to embermaw period (well it does reduce the number of times if you only activate her ability ) the simpilist way to activate chandra is a) attack play redspell tap using her ability or b) use her ability 3 times and play 2 red spells to untap her and embermaw only helps with the second plan since her flipping requires her activated ability to be used

and if you want to keep red around take a look at Flameshadow Conjuring and maybe take out 1 or 2 evo leaps for that or maybe go all in on controlling the board and run an Molten Vortex


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PostPosted: Tue Aug 18, 2015 9:09 pm 
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Westane wrote:
DJ0045 wrote:
Ignite Them All V2 Control

Black: 17
4 x Bone Splinters
4 x Reave Soul
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
3 x Gravedigger
2 x Languish

Red: 8
4 x Act of Treason
2 x Flameshadow Conjuring
2 x Chandra's Ignition

Green: 8
4 x Elvish Visionary
1 x Evolutionary Leap
1 x Nissa, Vastwood Seer
2 x Gaea's Revenge

Multi-Color: 3
3 x Zendikar Incarnate

Land: 24
7 x Swamp
4 x Mountain
3 x Forest
2 x Woodland Cemetery
2 x Rootbound Crag
2 x Dragonskull Summit
4 x Evolving Wilds

Spoiler

This deck took me from Rank 6 to Rank 18 undefeated, still undefeated. I did find that the early game could occasionally be kind shaky though, and I often found myself playing catch up after the first few turns, or worse, getting stuck on 3-4 lands for just a bit too long. Around Rank 14 I changed out the two Flameshadow Conjuring and a single Gravedigger for 3x Fiery Impulse and the deck just sings. Conjuring seems a bit overkill usually, and I typically don't have the mana to make use of it until much later. It also means I'm holding back creatures. The Impulses add some instant speed early removal that I've been finding extremely useful.

I'm up to rank 26 at the moment. This deck is super great against everything I've went up against for the most part. Tough to play vs counterspell decks. Sometimes have to wait for 9 mana to play bombs.

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PostPosted: Wed Aug 19, 2015 11:25 am 
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I've been playing Magic for a couple decades on and off, always casual. I've really been enjoying this ever-so-slightly Jundified version of Golgari Control that I put together. It's gotten me all the way to rank 40 (though I might be lower at any given moment), and it has Johnny and Timmy appeal as well.

J'GARI CONTROL DECKLIST*
2 Drops
4 x Perilous Myr
4 x Gatecreeper Vine
2 x Evolutionary Leap
4 x Reave Soul

3 Drops
1 x Liliana, Heretical Healer
2 x Graveblade Marauder
3 x Fleshbag Marauder
1 x Nissa, Vastwood Seer
3 x Reclamation Sage

4 Drops
2 x Gravedigger
2 x Flameshadow Conjuring
2 x Languish

5 Drops
2 x Priest of the Blood Rite
2 x Outland Colossus
2 x Cruel Revival

6 Drop
1 x Woodland Bellower

23 Land
4 x Swamp
1 x Mountain
6 x Forest
2 x Woodland Cemetery
2 x Rootbound Crag
2 x Dragonskull Summit
1 x Golgari Guildgate
1 x Rakdos Guildgate
4 x Evolving Wild

*I sometimes run a modified version which drops the Graveblade and Bellower for Jagged-Scar Archers, Gatecreeper for Elvish Visionary, and Colossus for Gilt-Leaf Winnower. It's stronger against Thopters due to the large number of threats with unequal power and toughness and the Archers ability to ping Thopter tokens, and its got nice draw with the Visionaries, but its land fixing is less stable and I miss the offensive punch of the removed cards.

So this is Golgari Control + Flameshadow Conjuring (abbreviated FC from here on), basically. It splashes the bare minimum amount of red lands to make red mana reliably available for casting and powering FC, and until it hits that it plays regular Golgari Control. Unlike some Golgari Control decks it runs either Gatecreeper Vines OR Elvish Visionaries (see variant) because I was getting blown up by some really fast decks that killed me while I was still setting up my board and I needed more room for early game defense. Other than that, FC is the only real change.

But FC is huge, especially with Evolutionary Leap. The basic effect is that every time you create a creature token, you can sac the temporary token to Evo Leap to continue drawing threats while maintaining board presence and creating a disposable offense. It also combines wonderfully with the large number of ETB effects attached to creatures in this deck (including Nissa's Forest grab ability - just be sure to pick the one without the haste marker to keep). Double Fleshbag sac, double Gravedigger rez (including "infinite" where one Gravedigger digs the other out of the Graveyard and the duplicate gets something else), double Bellower (for cc of 9, you can have 3 permanent creatures and 3 tokens), even double Myr followed by double Evo Leap to do 2 packets of 2 damage to anything and draw 2 creatures for 5 mana.

Notes:
- Liliana's -X and emblem abilities also create possible triggers for FC.
- Duplicating Liliana & sacrificing the real one in hopes that the token copy will flip does not work on IOS. AFAIK, it should work by the rules, but it does not.
- Lili's flip requirement is a non-token creature. Just a friendly reminder.
- Due to the order of the stack the first opportunity you have to copy a creature with Flameshadow will be the one you bring in through Woodland Bellower's ability, not the Bellower itself, so if you're on a budget save your mn to copy the Bellower.
- I've brought Gaea's Revenge in and out a bunch of times. I miss it when it's gone, but I feel like I need to run another land when it's in, and if the deck is doing what it does best I usually don't need it while if it's not sometimes the GR feels way too slow. Ultimately I think it's better in Golgari Control than here - I have to have good early control to make space to cast 2 enchants that do nothing without further mana to feed them, and sinking 2 cards into a 7cc creature when I could clone a Priest, Colossus, or Bellower for <= 7 doesn't really appeal. However, just as an FYI you can double GR - it's not targeted so it bypasses the "green only" exception.


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PostPosted: Sun Aug 23, 2015 11:48 am 
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Alright, my take on Jund Mid-Range.

4 x Perilous Myr
4 x Gatecreeper Vine
4 x Elvish Visionary
2 x Evolutionary Leap
4 x Twin Bolt
3 x Fleshbag Marauder
1 x Nissa, Vastwood Seer
3 x Kird Chieftain
3 x Zendikar Incarnate
2 x Nightfire Giant
2 x Outland Colossus
2 x Cruel Revival
2 x Chandra's Ignition
2 x Swamp
4 x Mountain
4 x Forest
2 x Woodland Cemetery
2 x Rootbound Crag
2 x Dragonskull Summit
1 x Rogue's Passage
2 x Golgari Guildgate
1 x Gruul Guildgate
2 x Rakdos Guildgate
2 x Evolving Wilds


Myr, Vine, and Visionary are sac bait for Evo Leap and Fleshbag. Fleshbag, Bolts, and Revival spot removal. Get more value of Nightfire with Revival as well. Kird, Nightfire, Zendikar, and Colossus are all targets for Ignition. Passage is to sneak in kills. Nissa is simply a Beast. She's a Megabeast! Also, Myr/Sac and Nightfire give additional options for removal. Kird just makes all the biggins scarier.

Thoughts?

Edit: Gates are there to mana fix via Vine and same with Wilds for basic land to ensure total value for Nightfire and Kird.

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Last edited by The Lockhammer on Sun Aug 23, 2015 10:16 pm, edited 1 time in total.

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PostPosted: Sun Aug 23, 2015 1:02 pm 
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I've been messing around a lot with tri-color builds and thought the same about Wilds but after a ton of games with various decks (including a Jund build very similar to this) Guildgates worked much better. I still like the wilds for the ape and giant but would probably drop down to 2 for 2 gates. Looks like a solid build though! That's just my minor bit of advice.

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PostPosted: Sun Aug 23, 2015 1:05 pm 
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I don't find nightfire giant to be all that strong of a card for midrange decks. The 5 mana ability doesn't really do enough until you have a ton of mana to dump into it. The body is decent, but I prefer things like Gilt-leaf Winnower in that mana spot. I still have quite a bit to learn, but that's my immediate thought.


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PostPosted: Sun Aug 23, 2015 1:14 pm 
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Nebula wrote:
I've been messing around a lot with tri-color builds and thought the same about Wilds but after a ton of games with various decks (including a Jund build very similar to this) Guildgates worked much better. I still like the wilds for the ape and giant but would probably drop down to 2 for 2 gates. Looks like a solid build though! That's just my minor bit of advice.


Will give it a shot! I ran 4 because I definately wanted to make sure I got the element I was missing for Kird and Nightfire. Also to thin the deck a bit too. Gonna try the following:

-2 Wilds
+1 Golgari Gate
+1Rakdos Gate

I will let yall know how it goes.

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PostPosted: Sun Aug 23, 2015 1:19 pm 
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Feynman wrote:
I don't find nightfire giant to be all that strong of a card for midrange decks. The 5 mana ability doesn't really do enough until you have a ton of mana to dump into it. The body is decent, but I prefer things like Gilt-leaf Winnower in that mana spot. I still have quite a bit to learn, but that's my immediate thought.

You know I've always thought the same thing myself and have yet to use him but playing against the giant a couple times and losing a couple games to it (in a good build of course) is starting to make me to take a closer look at him in a build like this.

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PostPosted: Sun Aug 23, 2015 1:24 pm 
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Feynman wrote:
I don't find nightfire giant to be all that strong of a card for midrange decks. The 5 mana ability doesn't really do enough until you have a ton of mana to dump into it. The body is decent, but I prefer things like Gilt-leaf Winnower in that mana spot. I still have quite a bit to learn, but that's my immediate thought.


A 4/3 that becomes a 5/4 just by playing a Mountain is bad? With 5 mana from Kird, it becomes a 7/6 with trample. Plus it can spot removal if you need it. Or simply 2 to the face if there is nothing else to do with the mana and end of turn. Revival drags it back up and it is only 4B. Lots of value there.

Winnower has menace going for it, but only a one time removal IF the creatures P/T are different. Once it dies, it's dead. Not to mention a 3BB requirement. In Elves, I agree 100% but it's body isn't good for Ignite at all at 3/4.

Just food for thought vs the two.

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PostPosted: Sun Aug 23, 2015 2:52 pm 
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I'm probably wrong about Nightfire Giant vs Gilt-leaf Winnower.

I had a brainfart and was forgot Winnower is 3BB instead of 4B, which is a big difference for tricolor decks. Also, it's 4/3 instead of 3/4. I think the jump from 4 to 3 power is a big one for ignition plays, but that's not enough to justify winnower. The main reason I jumped to winnower is the removal is great to combo with big creatures, especially outland colossus.

I don't think nightfire giant is particularly bad, but I think 5 mana cards need a pretty big impact especially in non-ramping decks. Would you include a 5 mana 5/4 with no text? I don't think so, and I don't think the giant's ability is strong enough to use instead of playing another creature most of the time. I think I need to test the card and Jund decks more to form a solid opinion, though.


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PostPosted: Sun Aug 23, 2015 3:03 pm 
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I would actually, 5/4 can still trample as 7/6. You can continuious hit for 7 if you only have that on the board. Swing for 5, tap for 2. I am honestly surprised how many games I'm winning due to him. Not to mention a 5/4 Ignited kills most the board, and then your swinging for 10. Being a Zombie just adds more value.

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PostPosted: Sun Aug 23, 2015 4:57 pm 
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5 power is relevant. He's easy to cast in Grixis (unlike erebos titan) and blocks gaeas revenge, also his ability is what that archetype can use (granted, so can jund). You have way better 5 drops in jund though.
evolpea / conjuring outland colossus / priest of bloodrite make him look pretty underwhelming here.


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PostPosted: Sun Aug 23, 2015 5:15 pm 
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yalldaball wrote:
5 power is relevant. He's easy to cast in Grixis (unlike erebos titan) and blocks gaeas revenge, also his ability is what that archetype can use (granted, so can jund). You have way better 5 drops in jund though.
evolpea / conjuring outland colossus / priest of bloodrite make him look pretty underwhelming here.


I might look at Priest. What is Evolpea?

Edit: No go for Priest. 3BB vs 4B and less utility. What is Evolpea?

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PostPosted: Sun Aug 23, 2015 5:39 pm 
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he probably meant evoleap


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PostPosted: Sun Aug 23, 2015 6:08 pm 
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he probably meant evoleap


Ah, I'm literally searching my cards for an Evolpea creature. >.<;

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PostPosted: Sun Aug 23, 2015 6:09 pm 
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Nebula wrote:
I've been messing around a lot with tri-color builds and thought the same about Wilds but after a ton of games with various decks (including a Jund build very similar to this) Guildgates worked much better. I still like the wilds for the ape and giant but would probably drop down to 2 for 2 gates. Looks like a solid build though! That's just my minor bit of advice.


Good call on land. I was gonna go total Gruul, but I wanna make sure I hit my Swamps.

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