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PostPosted: Tue Aug 25, 2015 8:50 am 
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grasp and nimbus wings for favor? :confused: okay then


Lol yea, that is quite the headscratcher.


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PostPosted: Tue Aug 25, 2015 1:15 pm 
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Hello, this is my GW Control, hope to hear what you guys think about it. First, to the list:

Spells

4x Alchemist's Vial
3x Reprisal
4x Celestial Flare
4x Solemn Offering
4x Suppression Bonds
2x Tragic Arrogance

Creatures

4x Perilous Myr
1x Nissa, Vastwood Seer
3x Citadel Castellan
1x Archangel of Tithes
2x Kytheon's Irregulars
2x Outland Colossus
2x Rhox Maulers
1x Gaea's Revenge

Lands

9x Plains
4x Forest
2x Sunpetal Grove
2x Selesnya Guildgate
4x Evolving Wilds

Curve: 0, 15, 8, 7, 6, 0, 1

So, the cards reasonings. First I'll adress what I think will rise most eyebrows, the set of 12 Myr/Vial/Solemn cards. Solemn is a somewhat specific card (enchantment/artifact hate), so having 4 of in a deck could be a risk of it turning into a dead card in your hand sometimes. That's where Myrs and Vials enter the fray. The 8 cards serve as valid targets, ensuring that Solemns will never become dead cards in your hand. By themselves they serve the purpose of the deck well already: Vial gives you card advantage while slowing down creature aggression. Myr can single handly stop early creature aggro. So the final picture is this: Solemn can be very handy on it's own, as a lot of popular decks have some core enchantment cards (Evolutionary Leap,Thopter Spy Network, Flameshadow Conjuring, Zendikar's Roil, Sphinx's Tutelage, auras of all sorts). Having 4 could increase the certainty of removing those troublesome threats but also the risk of it becoming dead cards, so we put cards (myr, vial) that not only work well for the purpose of the deck on their own, but also turns the downside of having 4 Solemns into another plus. I have not seen any deck that can rely on life sustain consistently as this one does. RDW specifically gets wrecked by this deck. Most matchups against them ends with them conceding after the second, sometimes even the first Solemn.

Moving on.

Celestial Flare: insanely good removal, being a "sac" rather than a "destroy" type of removal it can remove even that pesky Primal Huntbeast or that Gaea's Revenge.

Reprisal: Cheap, instant speed, big threat removal. It sells itself I guess.

Supression Bonds: this card is OFF. THE. ROOF. on the meta right now. It can lock down creatures, enchantments, fliped walkers, you name it.

Tragic Arrogance: Definitely the best Sweeper in the format. Some may argue that Languish is a turn faster. I argue Languish won't give you the pleasure of choosing a Gatecreeper Vine and sacrificing 3 other 5+ thoughness creatures :D Seriously though, a great card, gets the job done.

Creatures: Gaea's Revenge is a creature very hard to deal with, it swings hard and fast, no further explanations needed I guess. Outland Colossus, if Rogue's Passage is on the field, it becomes a 2 turn clock (swings for 6 then 12 = 18 = probably game). Rhox Maulers can trample his way to your opponents face own it's own so it works well. Irregulars in a late game stage (where the deck will almost always lead you) can swing for considerable damage (4 > 5 > 5...) while keeping big threats tapped out all at once. Great card overall. Archangel is questionable, I guess it's there for lack of a better option? Maybe put a second Gaea's in it's slot? Hope to hear your thoughts. Citadel is just a card that while not being extremely dangerous when it hits the field, can become a big threat (4/5 with vigilance) so it will almost always force that Bone Splinters or Reprisal to be spent on her, leaving your later Colossus or Maulers with one less potential removal to deal with. And finally, Nissa. Hold her until you have 6 lands on the field and the only thing that will prevent her from flipping is an instant speed burn or a Disperse. So it's pretty easy to flip her, and once she does, if she stays unanswered it will filter your deck, make the big creatures come to your hand faster, and even win you the game with her ultimate alone.

So...I guess that's it, hope to hear your thoughts on the deck!

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Last edited by diegodeschain on Tue Aug 25, 2015 1:24 pm, edited 1 time in total.

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PostPosted: Tue Aug 25, 2015 1:21 pm 
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I'd replace two solomn offering with angelic edict


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PostPosted: Tue Aug 25, 2015 1:32 pm 
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Naahh, I think I'm good with the offerings instead of the edicts. Solemn is a much faster response to Leap, which I think is the worst threat enchantment-wise, than edict, as it can be cast 2 turns faster, plus the whole Myr/Solemn synergy would be lost with the replacements. Summarizing: To destroy enchantments, Solemn is a lot faster, to destroy creatures I already have tons of other removals. I have 2 mana, instant speed creature removals and 3 mana, 4 life gain enchantment destruction, so even if the argument would be that edict can remove both, it can do it much less efficiently (more expensive to be cast, sorcery speed) than the other specific hate cards I already have.

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PostPosted: Tue Aug 25, 2015 1:37 pm 
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Naahh, I think I'm good with the offerings instead of the edicts. Solemn is a much faster response to Leap, which I think is the worst threat enchantment-wise, than edict, as it can be cast 2 turns faster, plus the whole Myr/Solemn synergy would be lost with the replacements. Summarizing: To destroy enchantments, Solemn is a lot faster, to destroy creatures I already have tons of other removals. I have 2 mana, instant speed creature removals and 3 mana, 4 life gain enchantment destruction, so even if the argument would be that edict can remove both, it can do it much less efficiently (more expensive to be cast, sorcery speed) than the other specific hate cards I already have.


You are guaranteed (at least for right now) that you won't see the Edict'd card again. It's possible to see the Creature (highly) or enchantment (possible, not overly likely).

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PostPosted: Tue Aug 25, 2015 1:49 pm 
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auramancer brah


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PostPosted: Tue Aug 25, 2015 1:50 pm 
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Yeah, the exile instead of going to grave thing is definetly something to be taken into account. But then again, even IF I kill, let's say...a Erebo's Titan or a Despoiler of Souls that can return, by the time I had 5 mana to invest on the edict, I would also probably have put big threats of my own on the field, or even have the removal necessary to deal with it again. And don't forget that I run Suppression Bonds, which can at 4 mana, neutralize these cards completely, they won't be able to att/block, and won't be sent to grave so the opponent can just "re-cast" it. So, my point for Solemns > Edicts in this particular list remains.

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PostPosted: Wed Aug 26, 2015 10:20 am 
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Hello, this is my GW Control, hope to hear what you guys think about it. First, to the list:

Spells

4x Alchemist's Vial
3x Reprisal
4x Celestial Flare
4x Solemn Offering
4x Suppression Bonds
2x Tragic Arrogance

Creatures

4x Perilous Myr
1x Nissa, Vastwood Seer
3x Citadel Castellan
1x Archangel of Tithes
2x Kytheon's Irregulars
2x Outland Colossus
2x Rhox Maulers
1x Gaea's Revenge

Lands

9x Plains
4x Forest
2x Sunpetal Grove
2x Selesnya Guildgate
4x Evolving Wilds

Curve: 0, 15, 8, 7, 6, 0, 1

So, the cards reasonings. First I'll adress what I think will rise most eyebrows, the set of 12 Myr/Vial/Solemn cards. Solemn is a somewhat specific card (enchantment/artifact hate), so having 4 of in a deck could be a risk of it turning into a dead card in your hand sometimes. That's where Myrs and Vials enter the fray. The 8 cards serve as valid targets, ensuring that Solemns will never become dead cards in your hand. By themselves they serve the purpose of the deck well already: Vial gives you card advantage while slowing down creature aggression. Myr can single handly stop early creature aggro. So the final picture is this: Solemn can be very handy on it's own, as a lot of popular decks have some core enchantment cards (Evolutionary Leap,Thopter Spy Network, Flameshadow Conjuring, Zendikar's Roil, Sphinx's Tutelage, auras of all sorts). Having 4 could increase the certainty of removing those troublesome threats but also the risk of it becoming dead cards, so we put cards (myr, vial) that not only work well for the purpose of the deck on their own, but also turns the downside of having 4 Solemns into another plus. I have not seen any deck that can rely on life sustain consistently as this one does. RDW specifically gets wrecked by this deck. Most matchups against them ends with them conceding after the second, sometimes even the first Solemn.

Moving on.

Celestial Flare: insanely good removal, being a "sac" rather than a "destroy" type of removal it can remove even that pesky Primal Huntbeast or that Gaea's Revenge.

Reprisal: Cheap, instant speed, big threat removal. It sells itself I guess.

Supression Bonds: this card is OFF. THE. ROOF. on the meta right now. It can lock down creatures, enchantments, fliped walkers, you name it.

Tragic Arrogance: Definitely the best Sweeper in the format. Some may argue that Languish is a turn faster. I argue Languish won't give you the pleasure of choosing a Gatecreeper Vine and sacrificing 3 other 5+ thoughness creatures :D Seriously though, a great card, gets the job done.

Creatures: Gaea's Revenge is a creature very hard to deal with, it swings hard and fast, no further explanations needed I guess. Outland Colossus, if Rogue's Passage is on the field, it becomes a 2 turn clock (swings for 6 then 12 = 18 = probably game). Rhox Maulers can trample his way to your opponents face own it's own so it works well. Irregulars in a late game stage (where the deck will almost always lead you) can swing for considerable damage (4 > 5 > 5...) while keeping big threats tapped out all at once. Great card overall. Archangel is questionable, I guess it's there for lack of a better option? Maybe put a second Gaea's in it's slot? Hope to hear your thoughts. Citadel is just a card that while not being extremely dangerous when it hits the field, can become a big threat (4/5 with vigilance) so it will almost always force that Bone Splinters or Reprisal to be spent on her, leaving your later Colossus or Maulers with one less potential removal to deal with. And finally, Nissa. Hold her until you have 6 lands on the field and the only thing that will prevent her from flipping is an instant speed burn or a Disperse. So it's pretty easy to flip her, and once she does, if she stays unanswered it will filter your deck, make the big creatures come to your hand faster, and even win you the game with her ultimate alone.

So...I guess that's it, hope to hear your thoughts on the deck!


Anti-enchantment....would certainly be a good match up vs decks like Turbofog....
I like the sound of it.Will try and playtest your deck.


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PostPosted: Wed Aug 26, 2015 10:36 am 
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my first impression was: "that won't work" because of the high numbers of removal beeing too responsive. after your explains i think the deck will have big problems against controldecks anyways because of the lack of carddraw. I can see that you can manage aggrodecks quite well because of your lifegain and controlelements though. what are your experiences with this deck? i would recommend some carddraw or at least some landdraw via Nissa's Pilgrimage or Gatecreeper Vine to get quicker to your much needed mana, otherwise it could be a long way - for example for Gaes Revenge you will need at least 10 turns to play it if not more... The mainproblem you have is, that for a controldeck you don't generate enough cardadvantage.


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PostPosted: Wed Aug 26, 2015 6:20 pm 
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Jolly wrote:
my first impression was: "that won't work" because of the high numbers of removal beeing too responsive. after your explains i think the deck will have big problems against controldecks anyways because of the lack of carddraw. I can see that you can manage aggrodecks quite well because of your lifegain and controlelements though. what are your experiences with this deck? i would recommend some carddraw or at least some landdraw via Nissa's Pilgrimage or Gatecreeper Vine to get quicker to your much needed mana, otherwise it could be a long way - for example for Gaes Revenge you will need at least 10 turns to play it if not more... The mainproblem you have is, that for a controldeck you don't generate enough cardadvantage.


Yeah, I guess it's good reasoning. The card advantage you get from Vials are just marginal. Maybe the Pilgrimages you mentioned could replace the Castellans? It would keep the curve exactly the same, I guess it's pretty worth a try. Maybe some Visionaries? But then again what could possibly go out for them to go in without losing control power?

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PostPosted: Wed Aug 26, 2015 7:24 pm 
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Would you look at that. I ran into someone on Xbox One playing some outlandish take on WG. It threw me way off but I still managed to win with what I was playing. Here I am browsing the forums and someone post the EXACT same deck I played against online. Go figure...


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PostPosted: Wed Aug 26, 2015 7:36 pm 
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Would you look at that. I ran into someone on Xbox One playing some outlandish take on WG. It threw me way off but I still managed to win with what I was playing. Here I am browsing the forums and someone post the EXACT same deck I played against online. Go figure...


Lolnetdeckers.

Which list?

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PostPosted: Wed Aug 26, 2015 8:20 pm 
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he might not have netdecked he could be the OP


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PostPosted: Wed Aug 26, 2015 8:28 pm 
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Would you look at that. I ran into someone on Xbox One playing some outlandish take on WG. It threw me way off but I still managed to win with what I was playing. Here I am browsing the forums and someone post the EXACT same deck I played against online. Go figure...


I play the Steam Version, and I came up with the list myself. I keep on building a lot of decks just because I find it so fun to. Eventually one of them turns out to be actually good, which was the case here, so I decided to share the list. And plus, it's not like it's the most statistically impossible thing to happen, 2 people having the same ideia on a deck.

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PostPosted: Wed Aug 26, 2015 8:31 pm 
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Jolly wrote:
my first impression was: "that won't work" because of the high numbers of removal beeing too responsive. after your explains i think the deck will have big problems against controldecks anyways because of the lack of carddraw. I can see that you can manage aggrodecks quite well because of your lifegain and controlelements though. what are your experiences with this deck? i would recommend some carddraw or at least some landdraw via Nissa's Pilgrimage or Gatecreeper Vine to get quicker to your much needed mana, otherwise it could be a long way - for example for Gaes Revenge you will need at least 10 turns to play it if not more... The mainproblem you have is, that for a controldeck you don't generate enough cardadvantage.


I playtested the change (off with castellans, in with pilgrimages). I felt it just don't have enough forests in the deck to be effective. Remembering, I run only 4 forests in the list.

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PostPosted: Thu Aug 27, 2015 10:38 am 
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Jolly wrote:
my first impression was: "that won't work" because of the high numbers of removal beeing too responsive. after your explains i think the deck will have big problems against controldecks anyways because of the lack of carddraw. I can see that you can manage aggrodecks quite well because of your lifegain and controlelements though. what are your experiences with this deck? i would recommend some carddraw or at least some landdraw via Nissa's Pilgrimage or Gatecreeper Vine to get quicker to your much needed mana, otherwise it could be a long way - for example for Gaes Revenge you will need at least 10 turns to play it if not more... The mainproblem you have is, that for a controldeck you don't generate enough cardadvantage.


I playtested the change (off with castellans, in with pilgrimages). I felt it just don't have enough forests in the deck to be effective. Remembering, I run only 4 forests in the list.


I have playtested your exact decklist.....and I have to say its suffering from too thin a manabase...my land draw was crippling and it didn't feel smooth at all

After playtesting w/the following tweaks,I started to gain a bit more control :

Creatures
(-2 Rhox Maulers,-1 Archangel of Tithes,- 1 Kytheon Irregulars,-1 Outland Colossus,-3 Citadel Catellan)
(+1 Reclamation Sage,+ 1 Woodland Bellower+1 Hixus Prison Warden,+3 Gatecreeper vine,+4 Elvish Visionary)

Spells
(-1 Reprisal,-2 Celestial Flare)

Lands
(+3 Forest,+1 Plains,-2 Selesnya Guildgate)

After changes

18 Spells
4x Alchemist's Vial
2x Reprisal
2x Celestial Flare
4x Solemn Offering
4x Suppression Bonds
2x Tragic Arrogance

17Creatures
4x Perilous Myr
3x Gatecreeper Vine
4x Elvish Visionary
1x Nissa, Vastwood Seer
1x Reclamation Sage
1x Kytheon's Irregulars
1x Hixus, Prison Warden
1x Outland Colossus
1x Woodland Bellower
1x Gaea's Revenge

24Lands
10x Plains
8x Forest
2x Sunpetal Grove
4x Evolving Wilds

Notice your control elements were still there and I didn't touch your 4 sets of Vial,Myrs and Offerings.But your curve looks like 0,0,19,6,5,4,2.

Hopefully you can try this one out.


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PostPosted: Thu Aug 27, 2015 8:25 pm 
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Graymalkin wrote:
Jolly wrote:
my first impression was: "that won't work" because of the high numbers of removal beeing too responsive. after your explains i think the deck will have big problems against controldecks anyways because of the lack of carddraw. I can see that you can manage aggrodecks quite well because of your lifegain and controlelements though. what are your experiences with this deck? i would recommend some carddraw or at least some landdraw via Nissa's Pilgrimage or Gatecreeper Vine to get quicker to your much needed mana, otherwise it could be a long way - for example for Gaes Revenge you will need at least 10 turns to play it if not more... The mainproblem you have is, that for a controldeck you don't generate enough cardadvantage.


I playtested the change (off with castellans, in with pilgrimages). I felt it just don't have enough forests in the deck to be effective. Remembering, I run only 4 forests in the list.


I have playtested your exact decklist.....and I have to say its suffering from too thin a manabase...my land draw was crippling and it didn't feel smooth at all

After playtesting w/the following tweaks,I started to gain a bit more control :

Creatures
(-2 Rhox Maulers,-1 Archangel of Tithes,- 1 Kytheon Irregulars,-1 Outland Colossus,-3 Citadel Catellan)
(+1 Reclamation Sage,+ 1 Woodland Bellower+1 Hixus Prison Warden,+3 Gatecreeper vine,+4 Elvish Visionary)

Spells
(-1 Reprisal,-2 Celestial Flare)

Lands
(+3 Forest,+1 Plains,-2 Selesnya Guildgate)

After changes

18 Spells
4x Alchemist's Vial
2x Reprisal
2x Celestial Flare
4x Solemn Offering
4x Suppression Bonds
2x Tragic Arrogance

17Creatures
4x Perilous Myr
3x Gatecreeper Vine
4x Elvish Visionary
1x Nissa, Vastwood Seer
1x Reclamation Sage
1x Kytheon's Irregulars
1x Hixus, Prison Warden
1x Outland Colossus
1x Woodland Bellower
1x Gaea's Revenge

24Lands
10x Plains
8x Forest
2x Sunpetal Grove
4x Evolving Wilds

Notice your control elements were still there and I didn't touch your 4 sets of Vial,Myrs and Offerings.But your curve looks like 0,0,19,6,5,4,2.

Hopefully you can try this one out.


Just by looking at it, it appears much more solid indeed, will definitely try this one out!

I playtested it a couple times now and I have the same frustrating feeling I got when playing other attempts at control in different colors. It just doesn't have enough threats of you own. You keep playing passive, passive, passive, then when you pop one of you already scarce creatures, one simple removal and again you have nothing to do other than play passively and hope they don't start putting more threats of theirs than you can keep overcoming. I am pretty sure the original list had lots of space to be improved, but the lack of creatures of the new list just doesn't work I guess. Even against the random IA decks (which are usually midrange decks) the deck seems to strugle a lot more now. I guess the trouble here is about what I explained earlier, when having the Castellans, Irregulars or whatever, they where threats of enough importance to force removals from the other midrange and control decks, and by the time I had Colossus or Gaea's out they were less likely to hit the field just to get removed before even hiting face. I don't know, maybe keep the manabase changes and put some more creatures back in the mix?

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PostPosted: Thu Aug 27, 2015 10:05 pm 
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I am trying the following changes from my original list now:

-1 Suppression Bonds (to make room for a 24th land); -1 Archangel>+1 Bellower; Manabase: 12 P, 6 F, 4 EW, 2 SPG

Other thing I forgot to mention about the previous change, the Sage felt redundant with the 4 Solemns already in the deck.

I talked about creatures, in the end this leaves me with 16, opposed to the 17 from your changes, but the thing is 7 of them just weren't impacting the battlefield as I wished them to be. The card advantage from the elves is always good but after a while they just become cards you really hate to be drawing, at least in this deck. I guess he is absurdly superior in the Golgari, Leap, type of list, than he is for what this deck tries to do. The gatecreepers also felt kinda pointless after a while. I know that removing lands from your deck is a good thing, and it ensures that you have the mana to cast your big things after a while, but after having removed so much of the bigger creatures, I just ended up in the games with a field with almost the entire lands from the deck, and no heavy creatures to cast with them. The 23 to 24 lands is definitely a good thing though. Although I find 23 is the sweet spot in most decks I play, this one seems to benefit on 24. I also removed the Rogue's passage since the Vials can already open path to Colossus, and the manabase now seems more solid indeed, without the gates and more basic lands. The Bellower addition is definitely a keeper too. Putting him and a Castellan on the field for 6 mana is a HUGE board presence, and I already felt the Archangel wasn't doing good for the list from the beggining. Reemoving 1 Suppression Bonds doesn't seem to have hurted one bit. It is a versatile and powerfull "almost remove" kinda of spell, but it is expensive, and the best use I often find it for is to stop fliped walkers, so I guess I can live with just 3. The celestial Flares were really missed. Gaea's is really as hard as F to deal with and it helps a lot with that, plus, in the end of the day it's the most efficient way alongside Myrs to stop early aggro. I think of it as being "my Reave Soul" y'know? I have to be sure to always have at least one in hand to kill early smaller creatures one by one. And plus, as I said before, it is even better than Reave Soul I think. It is instant speed. It's situational? So is Reave. But the difference is reave becomes a dead card after your opponent start casting the big ones, Celestial Flare doesn't. And as I also argued before, the Vials do a pretty good job at helping that your opponent attack with the thing you want to make him sac. Plus it's good follow up to Tragic Arrogance, since you'll leave him with only one creature. Anyway, I'll playtest some more with these little (but I think significant) changes and see how it goes. :)

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PostPosted: Thu Aug 27, 2015 10:56 pm 
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I'm starting to feel it's faded to not being consistent no matter what. Because when your draws are good the deck can do some very interesting things, but sometimes the draws just leaves that feeling of...oh well, not much I can do. Because ultimately it's kind of a midrange...controlish deck. And it certainly have access to some things other tier 1 decks of this kind don't, but this doesn't make up for the fact that it lacks the card advantage the other decks bring with elves, gatecreepers and leap. And if we try to add these things here, we saw that it just crumbles anyway, so I guess I'm fine with accepting it will probably be a tier 2 deck no matter the changes, for this particular frame of mind I mean. Of course other GW decks that didn't try to focus on being too controlish and focus on a more classic aggro approach it could work. So I guess I'm calling it a day with this deck. If someone continues to try to improve a control approach for GW and finds some sweet spot, please let me know, bye bye! :)

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PostPosted: Fri Aug 28, 2015 1:50 am 
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Maybe add Zendikar's Roil as a win condition? Not easy to remove for a lot of decks, and it can generate a lot of value.


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