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PostPosted: Mon Sep 07, 2015 2:25 pm 
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@klye That deck is unique enough that it's next on my list to mess with.

@lockhammer:

Titan is a beast vs certain decks. It's 3 black but this deck can fetch it close to curve often. The problem I have with it is that the WEAK matchups; the card doesn't do enough. Red deck wins with depth puts this deck through its paces more than a classic golgari control; this is slower. Fixing everything for a turn 4 5/5 will just get you killed, trust me. Vs Thopters/evolpea archetypes it's just a dude that's gonna get joyfully chumpblocked all day; even if you summon him. I'm 100% sure he does nothing for the deck; when you take the harder matchups into account.


What do you replace him with that won't hurt the curve?

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PostPosted: Mon Sep 07, 2015 2:46 pm 
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Can't answer it since i'm now running a sultai evolpea contraption. Give me a few games going back the 'pure' idea and I'll comment :)

LoL got triple mossed first game. Fun ! I can just imagine the chest thumping !


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PostPosted: Tue Sep 08, 2015 1:01 am 
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Auunj wrote:
Tbh, Necromantic Summons was a game winner for Blue, both games abusing my Gaea or Fleshbag *grumble*, so I'd advise 3x NS :-)


It's usually what wins my games too. It is a powerhouse here.


I've tried your original Sultai Walkers list, and I think your modifications are good. I did 2-2 (a loss against RDW and one against RG Monsters), apart from not winning, the deck performed really well mana-wise and curved well all 4 matches, the only problem is that it enters top-deck mode quite quickly for a control(ish) deck, so I was going to suggest Read the Bones.
I am not entirely sure about reclamation sage to be honest, my two wins were against EvoLeap decks, were he kept on leaping. The only enchantments that scares me would be Tutelage and Spy Network... Well, still might be worth it anyway.
I will have a go with the modded version soon.


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PostPosted: Tue Sep 08, 2015 9:20 am 
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So, tried any biggin you could think of to replace Erebos in the deck. Big K gets you killed via Languish. GR can't pump via Murk Lurker. Alham the Flying Monkey costs too much to do so little. No sac outlet for the life stealing Priest. No mountains for Nightfire. Colossus tends to attract a lot of removal. Bellower cost too much to be putting down a Gatecreeper. Rhox just dies to Languish.

Did I miss anything? Each one of these things has cost me a game at least twice before I did the switch.

Eberos is a 5/5 that is often Indestructible as you are killing/bouncing anything your opponent plays. He can be mana pumped via Murk Lurker. More importantly, he turns Summons into an even more powerful card. 2 for 5 and a discard. You take/pump something from their graveyard and he comes back to hand.

A few people have expressed concern the mana cost. It might come down to my play style, but I can honestly say I have had little trouble playing him. He isn't always a turn 4 answer, but is a threat the moment he enters the board. With Cruel Revival, Possessed Skaabs, Gravediggers, and Lilly being so big, discarding the aboundance of land you usually have in hand is a fair trade if somehow he gets removed. You can also play him for 4B by discarding him via Lilly and Summoning him up to a usualy Indestructible 7/7.

Just my thoughts on Erebos in my Sultai Superfirends build.

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Last edited by The Lockhammer on Tue Sep 08, 2015 9:59 am, edited 1 time in total.

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PostPosted: Tue Sep 08, 2015 9:46 am 
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Erebos plays really well here. In my opinion, keep it.


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PostPosted: Tue Sep 08, 2015 4:13 pm 
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As I explained to lockhammer, Erebos is fine, but he will be bad in the weak matchups. He will be irrelevant vs aggro because even on turn 4 (you need a great hand to get those 3 black), you will just die turn 5/6 bd them regardless if you put all your plan on him; one 5/5 isn't good enough. Vs evolpea control he will be chumpblocked all day.

You have to make a decision, wether you just wanna fold when people play evolpea early, or if you want to play to win those matches.
I think the deck doesn't have a favourable matchup vs it, but the KEY thing to make it work, if you can't hit their evolpea very fast, is evasion. The winnowers have semi evasion, but vs evolpea dorks it's often not gonna be enough.
A summoned big K will fly over all his dorks.
Yes you can't play languish with him on the table vs many decks, I recognize that limitation. But purely for the evolpea match, languish will sometimes be a dead card anyway. Vs other decks summons/Jorubai/winnower is strong enough once you have control.

So yeah, I think from what is availale big K is the best option here. Titan will win you matches you would've won anyway. Another option would be, wait for it ...... whirler rogues ! Haven't tested that yet though :)

My list for this deck; even though I think it's not the top of the meta :

1 x Bone Splinters (hmm may go 2 of these, T6, skaab back my best card, kill your best dude is pretty strong)
1 x Jace, Vryn's Prodigy
4 x Gatekreeper Vine
3 x Disperse
3 x Reave Soul
2 x Reclamation Sage
3 x Jorubai Murk Lurker
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
1 x Nissa, Vastwood Seer
4 x Read the Bones
2 x Languish
2 x Gilt-Leaf Winnower
2 x Possessed Skaab
2 x Cruel Revival
2 x Necromantic Summons
1 x Kothophet, Soul Hoarder

3 x Island
4 x Swamp
3 x Forest
2 x Woodland Cemetery
2 x Drowned Catacomb
2 x Hinterland Harbor
1 x Dimir Guildgate
2 x Golgari Guildgate
4 x Evolving wilds


Yes that's 23 land, yes that's enough. We have 4 drawspells at 3 and 4 fetches at 2. Basically we are running close to 27 land.

My main issue is Bitter revelation vs Read the Bones here. I recognize Read the Bones as an inferior card, but I like being able to do 2 things in one turn one turn earlier. I think for a control deck, being able to read the bones turn 5 and removing a dude/playing a blocker/holding up disperse is pretty valuable. Same goes turn 6 where you can play one of your many 3 drops AND read the bones in the same turn. Combine that with the amount of taplands in this pile and Read the Bones takes the cake I think.

Thoughts?

Lol first guy I play vs this evening plays naked evoleap, I play reclamation sage, he somehow locks up the game :D Hilarious. Stay classy people.


Last edited by Goblin Rabblemaster on Tue Sep 08, 2015 5:41 pm, edited 3 times in total.

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PostPosted: Tue Sep 08, 2015 5:18 pm 
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I KNEW I recognized sultai superfriends from somewhere


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PostPosted: Tue Sep 08, 2015 5:27 pm 
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Ah but that's an evolpea deck; trading card quality up for consistency down compared to golgari. Get with the program, Lockhammer wants to build a deck WITHOUT evolpea in sultai.


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PostPosted: Tue Sep 08, 2015 9:00 pm 
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Yeah, trying to get away from a Control deck needing Enchantments to function.

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PostPosted: Wed Sep 09, 2015 12:16 am 
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Hakeem928 wrote:
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.

Wave is great for that extra "drawing out the game so my cards I need get there.."

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PostPosted: Tue Sep 15, 2015 6:26 pm 
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I'm messing with some sort of Sultai reanimate, mill, on a Golgari control shell. It's silly but it is getting big boys like GR and the Blue seven drop out on t5 regularly, plus it's loaded with win cons. Gonna try it tonight. I would post, but it looks similar to some others, and I'm late to the party, so I'll wait until I've got some hard results. Lol.

No evolpea in it though. So there's that. Sultai on a Half Shell


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PostPosted: Wed Sep 16, 2015 10:40 pm 
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Yeah, so that idea flopped. Totally annoyed, because I got beat down by mill every single time. In the dumpster with you. Lol...


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PostPosted: Thu Sep 17, 2015 4:27 am 
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> deck has one bad matchup (mentioned)
> terrible deck
.-. lol wut?


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PostPosted: Thu Sep 17, 2015 8:37 am 
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> deck has one bad matchup (mentioned)
> terrible deck
.-. lol wut?


Grumpy about the losses. :P

Edit: also, fine... I'll give it another shot. :-)

Edit2: nope, still bad.


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PostPosted: Thu Sep 17, 2015 1:58 pm 
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DJ0045 wrote:
> deck has one bad matchup (mentioned)
> terrible deck
.-. lol wut?


Grumpy about the losses. :P

Edit: also, fine... I'll give it another shot. :-)

Edit2: nope, still bad.

>complains about losses
>hasn't posted list to make it better
.-. k then


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PostPosted: Thu Sep 17, 2015 2:01 pm 
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stop it, it's impossible to upset this one. You're trolling a brick wall.

there are better targets in these parts...


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PostPosted: Thu Sep 17, 2015 2:05 pm 
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stop it, it's impossible to upset this one. You're trolling a brick wall.

there are better targets in these parts...

who me a troll :bigeyes:


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PostPosted: Thu Sep 17, 2015 2:07 pm 
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your 'lol wut??" post was great tho


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PostPosted: Thu Sep 17, 2015 2:28 pm 
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You guys... so mean to me... WAAAAAAAAAAAHHHHHHHHHHH!!!!!!!

Can't share it, I've already deleted it. But from memory:

1 Jace
1 Lilliana
1 Nissa
4 Reave Soul
3 Fleshbag
3 Sphinx Tutelage
4 Artificer's Epiphany
4 Elvish Visionary
2 Languish
4 Inspiration (originally 4 Read the Bones - tried both, never really settled)
3 Necromantic Summons
2 Gilt-Leaf Winnower (probably should just be some hard instant speed removal - actually not sure this is the card I used)
2 Alhammarret, High Arbiter
2 Gaea's Revenge

No idea what the land was - but total count was 24. Basically, all copies of the come into play tapped unless lands, all Evolving Wilds, slightly more forrests than other lands. Maybe 4 4 6 (with forrest being 6).

Deck was almost auto-lose to Mill - obviously.

Did well against other things, but never looked super powerful.

I could drop big creatures into the GY, pull them back out with summons or Lilliana (less likely).

Tried some other options - Mostly dealing with removing Alhamarret from the deck, which seems bad, even on turn 5, he never works out for me. Considered adding some enchantment hate. Etc...

Deck was too reliant on Tutelage (which really surprises me, but oh well).

edit: deck has better potential when expansion drops, because a bunch of those creatures will be much, much more dangerous if you drop them turn 5. As will the potential targets in your opponent's GY.


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PostPosted: Wed Sep 30, 2015 4:13 am 
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I'm running this atm

2Drops
1 x Runed Servitor
3 x Elvish Visionary
4 x Alchemist Vial
3 x Telling Time
2 x Displacement Wave

3Drops
2 x Fleshbag Marauder
2 x Reclamation Sage
3 x Sphinx's Tutelage
2 x Hydrolash
2 x Anchor to the Aether
2 x Read the Bones

4Drops
2 x Separatist Voidmage
2 x Grave Digger
2 x Languish

5Drops
2 x Possessed Skab
2 x Unholy Hunger

Lands
6 x Island
6 x Swamp
2 x Forest
2 x Woodland Cemetery
2 x Drowned Catacombs
2 x Hinterland Harbor
1 x Golgari Guildgate
1 x Simic Guildgate
2 x Evolving Winds

I'm lacking of servitors, would exchange a visionary for one more i think. Not realy sure about the lands, but actually there are not many games with needing a special color and can't play a card.

It's really fun to play it, the synergy and board control can be amazing.

Greetz,

Oliver

p.s. I'm from Berlin, maybe bad grammar ;)


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