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PostPosted: Thu Sep 03, 2015 12:45 am 
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When in doubt. run Hakeem build.

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PostPosted: Thu Sep 03, 2015 6:02 am 
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I am in no way the architect of the deck, I just needed a link for my YT channel. I've never liked Displacement Wave, all it ever does is bounce my own Vials/Visionaries. I think the deck has enough draw power to get by with 2x Languish and not need the Wave.

I run 25 land for a few reasons:

1) Early land drop consistency.
2) Evolving Wilds thins.
3) Skaab + Languish is a nine mana play and I want to reach it.

@Winningteam, thanks for the support but when the "other build" is Geg's, I'm not sure you should default to mine. He is our resident mill player, after all, and this is just my version of his deck at the end of the day.

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PostPosted: Thu Sep 03, 2015 10:35 am 
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Running Jace is so good in Geg's deck.

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PostPosted: Thu Sep 03, 2015 10:36 am 
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honestly meh jace would be better in geg's deck if flipping was a may ability (even if that doesn't make sense lore wise)


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PostPosted: Thu Sep 03, 2015 10:58 am 
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How does he not always die before you can untap with him? Are people blowing removal on Visionaries?

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PostPosted: Thu Sep 03, 2015 11:04 am 
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Face no care if puny planeswalker is there, Face go face


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PostPosted: Thu Sep 03, 2015 11:09 am 
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Hakeem, curious to hear about your thoughts behind Telling Time over Read the Bones

I've been playing a sultai fog deck for some time, and can't wrap my head around why Telling Time over Read the Bones, when Telling Time doesn't trigger the mill effect. Of course, you pay 2 life, but I'm happily paying that price in exchange for milling 4+ cards in addition to the extra card selection. I haven't really ever had an issue where the 2 life mattered enough, and if I'm down to 3-4 life (which does admittedly happen fairly often), I'll save it for an endgame play. I'll hold out for a 2nd Sphinx's Tutelage and then mill 8+ cards.


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PostPosted: Thu Sep 03, 2015 11:23 am 
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@Ballz

Instant speed 2 mana card selection in a deck that wants to find it's key pieces/ tools/ lands as fast as possible in the early game and often wants to leave mana open on the opponent' s turn anyway in the late game.

That doesn't mean you absolutely can't run read the bones in this type of deck, just trying to explain what I think is the function of telling time in this deck.


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PostPosted: Thu Sep 03, 2015 11:33 am 
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Fog, Disperse, Hydrolash, and Artificer's Epiphany are all instants. We already have Vials and Visionaries at sorcery speed so playing more sorceries can turn our instants off at critical moments. That's why I think Telling Time is better.

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PostPosted: Thu Sep 03, 2015 1:45 pm 
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Yes, I chose Telling Time over Read the Bones for the earlier card selection. Telling Time is your best turn 2 play, if you need to find that Tutelage or a third land. Makes 2-landers much more keepable. As you might have noticed, finding the Tutelage often takes much longer than the mill process thereafter, so I prefer to dig earlier/cheaper and increase my chances with a 2-land Sphinx opener.

I also think that the lifeloss really matters. I don't know about you, but I'm very generous with my lifepool on the first few turns. I prefer to take the hits while I can, so I don't run out of spells when they're swinging for 20 later anyway. However, this playstyle makes me drop below 10 very often and burn becomes really dangerous. I can't afford to lose 2-6 more life and have the next sacrificed Myr or Twin Bolt kill me.

I really don't know which version of the deck ultimately performs best in the current meta. My build differs from Hakeems in 3 cards and the difference is so minor that I'd need to play hundreds of games and take notes. The truth is that the Duels meta bores me already and I stopped playing about a week ago. No way am I gonna do this marathon to find out, if the 25th land is really needed or if the singleton Reclamation Sage is worth cutting a Disperse. Especially since the latter only depends on the kinds of decks you encounter the most, which might change until that research is done.


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PostPosted: Thu Sep 03, 2015 6:28 pm 
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I've played every deck there is to play and this one is by far is the most fun, most difficult, and most powerful. I'm closing in on 400 wins on the Xbox, granted the competition isn't fierce this deck with the right pilot, is unbeatable. I'm currently 163-2 with this monster and STILL finding interesting ways to use it.

Last night I stalled out 2 Gaea's Revenge for 8 turns to win it, fogging 6 times, and chumping then dispersing Visionary's and Scaab's for more cards and chumps. A few nights before that milling RDW for 22 cards in 2 triggers to win with 1 life left (love those mono decks that run 19 lands). My point is games this deck shouldn't win.. WIN.. hope is never lost when you have the amount of choices and versatility this deck gives you.

Read the Bones vs Telling Time comes down to meta IMO.. they're both great for the deck but you want RtB against durdle/control/mirror decks and TT against aggro/midrange. I also love Jace, he provides so much value when flipped and he sticks way more than he should. :)


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PostPosted: Thu Sep 03, 2015 9:54 pm 
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It seems i do something horribly wrong with this deck, but, at least on steam, it isn't working properly for me. At crucial points i either haven't tutelage out soon enough, or the stallers run out too quickly or i simply get agroed. I know about tricks like skaabing fogs and disperising skaabs, but still, it seems to RNG-y - just not enough stuff a lot of the times. It still manages to win, but with less than a 50% winrate. And i consider myself at least knowing how a mill work, my heavy controll Jeskay Mill wins about 8-2. I want to love this deck, but somewhere i do something wrong. Any ideas what?


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PostPosted: Thu Sep 03, 2015 10:47 pm 
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Hmmm, well, I think the most difficult part is to know when to use your defensive spells and when to take the damage. Just because I have 3 mana open and 3 2-power guys swinging at me, doesn't mean I pull the trigger on Hydrolash.

Rule of thumb: If you're not up against red decks, elves or Myrs with sacrifice options, eat that damage while you can.

I also happen to have a bad series of matches from time to time. The average win ratio should be very positive with this deck though. Not 162-2 kind of positive (if that's true, he should probably visit a casino), but an average of 8-2 should be realistic (maybe that was supposed to read 16/2-2 ;))


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PostPosted: Fri Sep 04, 2015 8:07 am 
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Gegliosch wrote:
Hmmm, well, I think the most difficult part is to know when to use your defensive spells and when to take the damage. Just because I have 3 mana open and 3 2-power guys swinging at me, doesn't mean I pull the trigger on Hydrolash.

Rule of thumb: If you're not up against red decks, elves or Myrs with sacrifice options, eat that damage while you can.

I also happen to have a bad series of matches from time to time. The average win ratio should be very positive with this deck though. Not 162-2 kind of positive (if that's true, he should probably visit a casino), but an average of 8-2 should be realistic (maybe that was supposed to read 16/2-2 ;))


171-3, lost a heartbreaker last night against a great player, but like I said the Xbox competition is sporadic at best. 90% of those wins are against complete nubs running piles. 8-2 or 9-1 feels about right for experienced players.


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PostPosted: Sat Sep 05, 2015 9:26 am 
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This is my new favorite deck. Most people concede when they see it in action. Test it. Try it. Give it a spin. Yes...I know I'm missing one card. Cannot decide what to add.

A deck for Sultai Control
60 Cards. 32 nonlands (12 creatures, 20 spells).

Creature 12
-- 1x Jace, Vryn's Prodigy
-- 4x Perilous Myr
-- 3x Fleshbag Marauder
-- 1x Liliana, Heretical Healer
-- 1x Nissa, Vastwood Seer
-- 2x Gaea's Revenge

Spell 20
-- 2x Evolutionary Leap
-- 4x Reave Soul
-- 3x Telling Time
-- 4x Read the Bones
-- 2x Languish
-- 2x Thopter Spy Network
-- 3x Cruel Revival

Land 27
-- 3x Foundry of the Consuls
-- 4x Evolving Wilds
-- 2x Drowned Catacomb
-- 2x Hinterland Harbor
-- 2x Woodland Cemetery
-- 8x Swamp
-- 4x Island
-- 2x Forest


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PostPosted: Sat Sep 05, 2015 9:30 am 
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This is my new favorite deck. Most people concede when they see it in action. Test it. Try it. Give it a spin. Yes...I know I'm missing one card. Cannot decide what to add.

A deck for Sultai Control
60 Cards. 32 nonlands (12 creatures, 20 spells).

Creature 12
-- 1x Jace, Vryn's Prodigy
-- 4x Perilous Myr
-- 3x Fleshbag Marauder
-- 1x Liliana, Heretical Healer
-- 1x Nissa, Vastwood Seer
-- 2x Gaea's Revenge

Spell 20
-- 2x Evolutionary Leap
-- 4x Reave Soul
-- 3x Telling Time
-- 4x Read the Bones
-- 2x Languish
-- 2x Thopter Spy Network
-- 3x Cruel Revival

Land 27
-- 3x Foundry of the Consuls
-- 4x Evolving Wilds
-- 2x Drowned Catacomb
-- 2x Hinterland Harbor
-- 2x Woodland Cemetery
-- 8x Swamp
-- 4x Island
-- 2x Forest


Pretty much the same deck I was running. Honestly, Sultai Walkers just doesn't have the right cards at the moment. I want it to work, but it isn't that strong in the current meta.

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PostPosted: Sat Sep 05, 2015 3:18 pm 
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2 networks with 3 foundry of the council as triggers ? Pass me your joint please.


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PostPosted: Sat Sep 05, 2015 3:44 pm 
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Perilous Myr is in there, but I'm still on your side of the fence.

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PostPosted: Sat Sep 05, 2015 3:53 pm 
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Same, it doesn't flow.

viewtopic.php?f=52&t=10308&start=80#p341857

List I was trying to run.

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Last edited by The Lockhammer on Sat Sep 05, 2015 3:58 pm, edited 1 time in total.

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PostPosted: Sat Sep 05, 2015 3:56 pm 
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could replace telling time with alchemist's vial for more thopter network action


Last edited by babassoonist on Sat Sep 05, 2015 7:30 pm, edited 1 time in total.

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