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PostPosted: Wed Sep 09, 2015 4:54 am 
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Afterlife would be pretty good.


um pls path to exile anyone?


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PostPosted: Wed Sep 09, 2015 7:23 am 
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Quote:
Afterlife would be pretty good.


um pls path to exile anyone?


Only if I can have it and don't have to share :cloud9:

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PostPosted: Thu Sep 10, 2015 6:06 am 
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I'm seriously considering cutting Willbreaker. It hasn't mattered in the last 25-30 matches. I don't need it.. I wanna put in Archangel of Tithes and another removal spell.. maybe Hixus. The Angel taxes my opponents ability to block even more.. the synergy is there.

I think I'd replace the willbreaker with whirler rogue

definitely put back the anointers for vanguards

don't know if you keep the knife package it is a pretty strong card that can just finish by tossing the knife over the top of a wide board


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PostPosted: Thu Sep 10, 2015 10:14 am 
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I think I'd replace the willbreaker with whirler rogue

definitely put back the anointers for vanguards

don't know if you keep the knife package it is a pretty strong card that can just finish by tossing the knife over the top of a wide board


IMO investing 4 mana for +2/0 or two points of damage isn't really what this deck wants to be doing. Annointer and Throwing Knife/Relic Seeker are cute tricks with Willbreaker on the board, but probably inferior card choices without. Even with the Willbreakers in the deck, they are kind of iffy since there will be many games where WB either never hits the board or quickly dies to removal after he does.

Whirler Rogue is a strong choice, though. I'd vote for -2 Willbreaker and +2 Whirler, or even dropping one Topen Freeblade for all three rogues.

The Angel is another cute option and the ability does play well with the theme of the deck, but as a 1 of with WWW in it's casting cost, it may not come up that often. The rogues are probably more consistent and they add some much needed evasion where the deck normally doesn't have much.


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PostPosted: Thu Sep 10, 2015 2:13 pm 
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That's some sound thinking w6ire and Ramona. I think I'll try it.

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PostPosted: Thu Sep 10, 2015 3:35 pm 
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I've tried the anointers and they don't fit for me.

I think it depends on the choices you make.

_ With the knife package and willbreakers; the +1 dorks aren't worth it imo. Simply because they open you up more to myr/bolt 2 for one, and they do NOT replace the creature density that the knives weaken. I like the knives, so I run Kytheon as only 1 drop, just to be sure that each other threat I play has at least 2 toughness. So I run 2 topan Freeblade instead.

_Without the knife you might choose to curve out and go for 7 1 drops, the rest of the dudes, and curve out at 2 Irregulars and 3 Whirler Rogues. I think that's valid too.

Personally I'm sticking on the 2 drop and knives plan,and thats mainly a meta decision. If I dont see twinbolt, I'll face myrs. I 've added Archangel of Tithes in the third anointer slot. I've been testing her, and with MY manabase, she's castable. I wouldn't run her in Megabeast's manabase.


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PostPosted: Thu Sep 10, 2015 3:43 pm 
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:doh:


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PostPosted: Sat Sep 26, 2015 4:40 pm 
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So, I set out to make another tempo deck, using early beaters, and then sufficient board control to make sure we can keep hitting the opponent for as long as it takes. It went 5 in a row before finally losing to a gruul monsters (top tier deck of our current META IMO) build that needed a twin bolt 2 for 1 nailing both elite vanguards I had in play, and 2 Chandra's Ignitions (the last of which was literally the only out he had in his entire deck) - I should mention that one of the other 5 was an absolute beating of another Gruel deck, so don't mistakenly assume this deck can't handle Gruul. When it takes that kind of luck to kill my streak, I usually think it's time to post the build, so here goes (some additional information below).

Decklist: Dance Tapper - Aggro/Control (yes, this is a nod to MegaBeast's version, and it's extremely similar, but definitely not the same)

1 x Kytheon, Hero of Akros
3 x Elite Vanguard
3 x Dauntless River Marshal
1 x Jace, Vryn's Prodigy
4 x Welkin Tern
4 x Grasp of the Hieromancer
4 x Disperse
3 x Jhessian Thief
4 x Frost Lynx
3 x Whirler Rogue
4 x Separatist Voidmage
2 x Willbreaker
6 x Plains
10 x Island
2 x Glacial Fortress
4 x Azorius Guildgate
1 x Evolving wilds


So, it should be obvious from the list that this deck is all about putting pressure on the opponent from the beginning, and beating them before they have a chance to get set up - or ruining whatever they set up. I put aggressive creatures in the early slots, everything must have at least 2 power, evasion and power is even better. Later slots provide even more evasion, control abilities, and or card advantage. It's pretty quick, but much more importantly, in most matches you will be the beatdown deck, but they may not notice that fact until it's too late.

Mulligans: the most basic thing to consider in your opening hand: do you have at least 1 drop, by turn 2? if you do, you are probably good to go - obvious land mulligans notwithstanding. You can play the deck differently, depending on your end game cards, but the 1 play by t2 is essential. Without it you are a slow crappy control deck, with no serious end game threats: e.g.: you are dead before you play your first land. With it, you should be constantly on the aggressive stance - even if they manage to hit your early plays with removal. (btw, I should mention, that your later game plays - such as Willbreaker - are much less likely to be removed, as they will need to expend a lot of their removal in order to handle your early threats)

I think most of the cards here don't really require any defending, except possibly Welkin Tern, so I will address it and only it. The 2/1 flyer for 2 is actually an extremely aggressive card. If it hits for 6 damage, you probably win the game. You should be attacking with it each turn, and the only reason not to run it is in the event that you start noticing everyone running thopters. Right now, I'm not seeing that in my META, but should that change, I'd consider a different card - or my Simic build, which will be posted later today, unless it's too similar to Hakeem's, in which case, (edit: my Simic build is not good enough until bfz, maybe try Hakeem's) I'd simply tell you to run his in the event of high Thopter likelihood.

FYI: Simic Tempo, trades the best 2 drop for Tempo builds - Dauntless River Marshal - with the best 3 drop for Tempo - Bounding Krasis and a few other 2/2s like Undercity Troll, which combined will do a better job against a flood of 1/1 flyers.

In the event that you feel you must run this deck, and you want to handle thopters, I'd suggest a 4 for 4 trade Terns for either Kinsbaile Skirmisher, or Topan Freeblade (I prefer Freeblade, but both have their justifications in this deck, so user decide). With Skirmishers you gain some synergy with Willbreaker (probably not worth it), With Freeblade you gain some defense (but you probably don't need it), with both you lose evasion (and I really wanted the evasion).

Edit: possibly - 1 Jace, -1 Tern, +2 Harbinger of the Tides. If you do this, play harbinger as a 2 drop. The second ability is relevant, but having a 2/2 on t2 is the most important thing. It's the last 2 drop you should play, if you have options, but it should still be treated primarily as a bear. The return creature ability is only relevant if you draw him later, puttin 2/2s on the board to create pressure is the more important thing for this deck. You must be the early beat down if you want to win. Tempo only works if you are ahead.


Last edited by DJ0045 on Sun Sep 27, 2015 9:15 am, edited 1 time in total.

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PostPosted: Sun Sep 27, 2015 2:32 am 
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Tern is a good card for this build for sure. I tried Whirller Rogue in Tap Dancer and it wasn't very good with the rest of the deck.. but the card is so good on its own, so I see why you put it in. I noticed there was no Kytheon's Irregulars.. that thing will be missed, but yeah.. It's mana intensive and you don't have any other double white cards. Voidmage is probably pretty good here.. I might try him in Tap Dancer.

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PostPosted: Sun Sep 27, 2015 2:33 am 
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I like everything in this list other then the jace... not really seeing the point in him


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PostPosted: Sun Sep 27, 2015 2:36 am 
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I like everything in this list other then the jace... not really seeing the point in him


Agree 100%. He could be pretty much anything else.

The card I really want in Tap Dancer is Nimbus Wings. It's just so good with Freeblade and Jhessian Thief.. but I don't wanna lower my creature count/control cards. Maybe Voidmage would make it possible.. I wish I wasn't leaving, I'm headed offshore in the morning.. I'd love to test this stuff. Thanks DJ for giving me something to do when I get back.

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PostPosted: Sun Sep 27, 2015 8:08 am 
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I like everything in this list other then the jace... not really seeing the point in him


Card sorting/filtering to start, great synergy with willbreaker later, a third attacker for Kytheon (done that one a couple times, if Jace survives, you even get to untap jace, lol). Ummm, so basically there's no point. Reusing Disperse?

Yeah get rid of him, if you wanna :P he's not necessary to the deck. Maybe add another 2 drop instead? I dunno. Possibly drop a tern or two, add a kinsbaile or freeblade or two? Dunno. Edit: instead replace Jace with Harbinger of the Tides (maybe drop a tern as well, so that you can run two, the mana doesn't fully support his, but it should be okay), but make sure you play him right. In this deck Harbinger is another 2 drop, his second ability is relevant, and he's your last 2 drop, but don't hesitate to count him as a 2 drop in your opening hand, and don't hesitate to play him t2 in order to start the pressure.

I put Jace into a lot of decks where he isn't necessary. He's a great card, but not supported enough in our pool yet. So I'm practicing with him for the future.


Last edited by DJ0045 on Sun Sep 27, 2015 9:10 am, edited 1 time in total.

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PostPosted: Sun Sep 27, 2015 8:21 am 
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Tern is a good card for this build for sure. I tried Whirller Rogue in Tap Dancer and it wasn't very good with the rest of the deck.. but the card is so good on its own, so I see why you put it in. I noticed there was no Kytheon's Irregulars.. that thing will be missed, but yeah.. It's mana intensive and you don't have any other double white cards. Voidmage is probably pretty good here.. I might try him in Tap Dancer.


Well, here's how I sold them to myself: Irregulars are the power card of the two, and some mana base adjustment probably gets them in, but whirler rogue does everything they do (in their best case scenario) for free, and on t4 (when they come into play) rather than later. Why are we tapping creatures? To get damage through, whirler rogue bypasses all that, and just makes them unblockable. Whirler has better synergy with willbreaker too.

Hakeem was right about voidmages, they are excellent. I took his advice. Also, this deck is better than the Simic version (not just his, in general IMO)*. They are even better in here. And note: you get to keep the creature if willbreaker is in play.

* turns out best 2 drop is more important, because the 3 drop slot is easier to fill. Simic may retake the crown, post expansion though, in fact I expect Simic to do so. Either that, or aggro/control goes to Bant... We shall see, we shall see. (Note: the main reason to run Krasis, is because you have hard counters at 2 or 3 CMC, I tried it with our current 3 mana counter, but it isn't good enough, when/if that changes, it will make Simic a lot better).


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PostPosted: Mon Sep 28, 2015 5:17 pm 
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Here's the latest version of the Artifact Mill deck I've been working on.

2 x Perilous Myr
2 x Knight of the White Orchid
1 x Jace, Vryn's Prodigy
2 x Sigiled Starfish
4 x Alchemist's Vial
3 x Celestial Flare
2 x Disperse

3 x Esperzoa
1 x Sphinx's Tutelage
3 x Artificer's Epiphany
2 x Solemn Offering


2 x Thopter Spy Network
1 x Archangel of Tithes
3 x Whirler Rogue

2 x Tragic Arrogance
1 x Disciple of the Ring
1 x Angelic Edict

7 x Plains
6 x Island
2 x Glacial Fortress
2 x Foundry of the Consuls
4 x Azorius Guildgate
4 x Evolving Wilds


It's tap-out control for the majority of the early and mid game. Myrs, Knights, Starfish, and Whirler Rogues make it extremely difficult for any deck to go wide against us early, and soon we have a board state that makes it difficult for the opponent to attack into. Celestial Flares, Disperses and chump/multiple blocks generally deal with big monsters pretty handily. If the opponent stumbles or we have an early Esperzoa going we can put out some respectable beats of our own, but generally we don't attack for more than 3 damage per turn for most of the game.

Once we have the board locked up with creatures we have multiple systems for drawing cards and gaining incremental advantage. Spy Networks are great for this, Starfish can filter our draws, Esperzoa + Vial draws an extra card per turn, and Artificer's Epiphany is always solid.

Tragic Arrogance is almost always a blowout. We split our resources up pretty evenly between enchantments, planeswalkers, creatures, artifacts, (and artifact creatures), so in effect it's a one-sided wrath for 5 mana. It's pretty much a win condition against most decks.


In this latest version I dropped the countermands for Whirler Rogues to make the deck more proactive and consistent, but it's left me a bit vulnerable to Chandra's Ignition. I'll probably need to add 1-2 more Disperse, and I certainly don't consider the list final.


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PostPosted: Tue Sep 29, 2015 1:29 pm 
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So I spent a lot of time unlocking cards and didn't bother looking at deck lists folks were making. Then after unlocking, I spent some time brewing the limited archatype themes to see what I could come up with. As expected, I didn't come up with anything new/original and ended up creating decks that are already posted.

I wanted to make Willbreaker a thing and ended up with a list very similar to yours, Beast. There were some minor differences and of course was looking to hear your thoughts.

I see folks have suggested Suppression Bonds and really think you should reconsider it over Claustrophobia. It's in your primary color, easier to cast and has far more utility (cough Planeswalkers/Evoleap cough). The one extra mana can be taxing with lots of mana sinks in River Marshall and Irregulars (and to a lesser extent Passage) but in such a low curve deck it's easy enough to absorb over the long run and definitely worth it (it's just better removal than Claustrophobia).

Whirler Rogue was another card suggested to you and think it should make the cut. Too much value in the card on it's own and it actually has synergy with Willbreaker/ Jhessian Thief (I run one less Rogue's Passage for an additional blue souce because of the two Whirler's).

The one card I didn't see mentioned (or I missed it) was Harbinger of the Tides. The casting cost is prohibitive in a white skewed deck but the card is never cast on curve (the deck has a bazillion two drops already) and has a lot of upside in a deck like this. It's a limited form of Disperse with a body attached to it but more importantly it's a great combat trick in a deck that has none. It's also a 'may' ability so more Willbreaker synergy.

Hixus is the only other card I've been experimenting with here but the jury's still out on that choice.


So short form - Suppression Bonds, Whirler Rogue, Harbinger of the Tides. Thoughts?


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PostPosted: Thu Oct 01, 2015 4:47 pm 
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@Elk

I'm getting back from a trip.. just saw this.

Suppression Bonds.. yeah, it's good.. a fine option for that Claustrophobia spot, probably better. Hakeem mentioned Angelic Edict.. but it can't hit Planeswalkers.

Whirller Rogue.. meh. The card is sick for sure.. but in this list it lets me: Make a 2-4 damage creature unblockable (which can be disrupted by a Thopter dying) or let me get in 2 damage through the air, making that option no better than a Welkin Tern. I honestly didn't think the card did enough IN THIS LIST to justify adding another double blue card, and raising the curve. The unblockability is nice, but if I'm not swinging with most/all of the team each turn, I'm probably gonna lose.

Harbinger is a good card.. It's just double blue. The mana base is so skewed to white, and fast white openers.

I am looking forward to testing Separatist Voidmage in this list.

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PostPosted: Thu Oct 01, 2015 10:06 pm 
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@Elk

I'm getting back from a trip.. just saw this.

Suppression Bonds.. yeah, it's good.. a fine option for that Claustrophobia spot, probably better. Hakeem mentioned Angelic Edict.. but it can't hit Planeswalkers.

Whirller Rogue.. meh. The card is sick for sure.. but in this list it lets me: Make a 2-4 damage creature unblockable (which can be disrupted by a Thopter dying) or let me get in 2 damage through the air, making that option no better than a Welkin Tern. I honestly didn't think the card did enough IN THIS LIST to justify adding another double blue card, and raising the curve. The unblockability is nice, but if I'm not swinging with most/all of the team each turn, I'm probably gonna lose.

Harbinger is a good card.. It's just double blue. The mana base is so skewed to white, and fast white openers.

I am looking forward to testing Separatist Voidmage in this list.



Just the way it was worded, I think you maybe selling Whirler Rouge short. 4 mana for 4 damage over 3 creatures is great. You mentioned the 2 damage in your range since it's evasive damage. In that case think of it as +2 damage to the rest of the damage you would be expecting to do each turn. As for unblockable, you've made the effort by including Rogue's Passage (@ 5 mana) and I'm sure you've used it in conjunction with Grasp to create unfavorable blocks (or even keep the Grasp trigger attacking). Having Whirler(s) will allow you to shave 1 Passage in favor of another land (and the creature has the potential to do more work than the land). To be clear here - I'm not saying cut the land. Just fit Whirler in and readjust your lands. Also remember that Whirler can target their creatures too for Willbreaker. The card just does work and adds value (it's been an all-star in my deck). It's hard not to include it.

As for Harbinger.... it's been fun so far. Playing it mid/late game for tempo swings or combat tricks is really where the card should be played (so it's a fine top deck) or turn 4 or 5 play in hand. Use it 2nd main with a Grasp attack. Activation from Irregulars. Frost Lynx. River Marshall. Willbreaker (since it's a may ability). Like I mentioned, it's a creature only Disperse which is the cheaper Separatist Voidmage but has more upside in the flash/combat trick. And so far, by the time I've needed to cast it, I've usually got the two :u: sources needed.


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PostPosted: Mon Oct 19, 2015 2:25 pm 
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So... I was building an Azorius Artifacts deck and I only needed one card to complete my deck, but couldn't decide, so, on a whim, I decided to use the autocomplete function. I think the idea that I was running 29 lands completely screwed with the algorithm of the program or something because the game froze, and when I restarted and tried it again, it froze again. Game works perfectly fine in all other regards, and yes, I have used the auto complete function before so, I don't think the file is corrupted.

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PostPosted: Sun Nov 22, 2015 8:28 am 
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Ok I coocked up a cool one to start testing, would love feedback.


Azorius with a splash of Chocolate

1 x Jace, Vryn's Prodigy
4 x Alchemist's Vial
2 x Celestial Flare
2 x Horribly Awry
2 x Telling Time
1 x Disperse

3 x Sphinx's Tutelage
2 x Scatter to the Winds
2 x Hydrolash
4 x Spell Shrivel
4 x Artificer's Epiphany

1 x Gideon, Ally of Zendikar

2 x Ulamog's Reclaimer
2 x Planar Outburst
2 x Tragic Arrogance
1 x Angelic Edict

1 x Emeria Shepherd

5 x Plains
6 x Island
1 x Swamp
2 x Shambling Vent
2 x Prairie Steam
2 x Isolated Chapel
2 x Glacial Fortress
4 x Evolving Wilds

Curve looks Wonky still. Emeria Sheperd and Reclaimer should be amazing in this deck though. I' d love info, since I haven't got time to test it properly now.
Plan is ofc to mill, and stay alive by endless whipe/counter recursion and awaken on shambling vent.


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PostPosted: Sun Nov 22, 2015 9:00 am 
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@Goblin

I think I might have annoyed someone...

Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=560382205

(also Axebane Stag? Who am I facing?)

I do like this actually, the synergy between the Angel and Vials alone was the only wincon I used that game.

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