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PostPosted: Tue Dec 08, 2015 9:08 am 
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First thought. You have several green creatures in your deck. and no way to actually cast them (you don't show any green lands). That means the only way to play them is by recursion. While it can work to some degree, there may be times where you have them in your hand and could hard cast if you had the mana. if you don't allow for it, you'll end up with dead cards/draws (i.e. no way to put them in the bin and/or no recursion spells). Sitting with cards in hand that you can't cast/use is just awful.

If it were me, I'd either go Sultai and utilize the 3rd color (green does have good mana fixing) or trim the green and focus on Dimir.

Oh and you currently don't have any reliable ways to flip her, but Liliana, Heretical Healer and her +1 ability would be useful for filling your own grave (I'm sure pressuring your opponents hand wouldn't be bad either since you can recur their cards too).

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PostPosted: Tue Dec 08, 2015 9:20 am 
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@SquiderDragon
yea i had the same conclusion after testing the deck with different setups.
That's why I came here, just in case i was missing something ( a great card or a very good sinergy) that would make my deck viable for online play (for now i'm moving up and down from rank 15 to 20 with this deck).
I guess i will have to wait for the next expansions ^^'

@elk
I think the green creatures are the best cards to end the game on reanimation. I will try to go back as 3 color deck.
I tested liliana and removed it because i couldn't flip her, but I have 3 more low CCM creature now so I will try to put her back in the deck to see if it changes something.


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PostPosted: Tue Dec 08, 2015 9:29 am 
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@elk
I think the green creatures are the best cards to end the game on reanimation. I will try to go back as 3 color deck.
I tested liliana and removed it because i couldn't flip her, but I have 3 more low CCM creature now so I will try to put her back in the deck to see if it changes something.[/quote]
you could add fleshbag marauder

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PostPosted: Tue Dec 08, 2015 10:21 am 
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Love Mire's Malice for a reanimate theme. Works very well at the right moment.

If they've got 2-3 cards in hand, building their mana base to cast fat creatures, they'll often have no choice but to discard one. All to your advantage. You've reduced their threat level and increased your target pool all at once, can't beat that for 4 mana


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PostPosted: Tue Dec 08, 2015 11:18 am 
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kavlo wrote:
@elk
I think the green creatures are the best cards to end the game on reanimation. I will try to go back as 3 color deck.
I tested liliana and removed it because i couldn't flip her, but I have 3 more low CCM creature now so I will try to put her back in the deck to see if it changes something.


Like Squid said, it may not be entirely viable atm. You've got quite a few reasonable cards to fill the bin but only 6 recursion spells (all of which are 5 mana sorceries). So realistically, you're only saving your self a turn or two since most of your threats are 6 and 7 mana (and I hate to say it, but ramp would be more consistent and probably faster to play those threats).

As for 3 colors, it can be tough especially with folks focusing on Acid-Moss. I was just concerned you would have draws/hands where you couldn't play cards (out side of mill and discard, having cards I can't cast is a huge pet peeve of mine. 3 color decks with double costed cards and the wrong mana makes for a grumpy elk).

As for Lily, you need to incorporate her flip into the deck if you want to run her (i.e. fleshbag, bone splinters, evolutionary leap etc). You can't rely on your opponent to help it happen. Still, her discard would help you and her 2nd ability could help with your shortage of recursion options. Still, it'd be hard to uptick her to a value where you could recur 7 mana creatures especially since it'd be faster to hard cast them in most cases.



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PostPosted: Tue Dec 08, 2015 4:49 pm 
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The 'saving 1/2 turns' is a very good poin.

I messed around with it, and eventually came up with a 3 colour control deck with a splash for max Spectrum; that could still hardcast the relevant fatties.

One nasty issue is that we can't have 6 necromantic summons. There is a rather significant difference between a T5 10/7 jolly giant/ 7/7 JHC superstar and their 8/5 5/5 versions.

It's relatively consistent to go T3 flames/ epiphany T4 spectrum/mutilate T5 GOTCHA though. Well .... ok not super consistent, but I've pulled it off online more often than I thought I would. I just run some early sacboys, splinters and gates to get the ball rolling. The scions really help casting the fat early should you not draw your reanimation.

Best one yet was T1 Blisterpod; T2 Splinters your Werewolf Glory Chaser; T3 Epiphany; T4 7/9 Sire of Stagnation. 'player X has left the game'.


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PostPosted: Tue Dec 08, 2015 10:37 pm 
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Edit: I have abandoned this decklist. I still feel its an ok list but isn't strong enough to be competitive in versus. However i did make a Sultai version which does quite well in 1v1.

So 1st post here. Hi everyone! Now I'm sort of a casual player, irl I play only EDH. I'm posting this deck because its really fun to play and I love mill! Here goes it

4x Salvage Drone
1x Vampiric Rites
2x Bone Splinters
3x Runed Servitor
4x Perilous Myr
3x Carrier Thrall
4x Altar's Reap
1x Liliana, Heretical Healer
2x Graveblade Marauder
3x Fleshbag Marauder
3x Sphinx's Tutelage
1x Tainted Remedy
3x Darkslick Drake
1x Smothering Abomination
2x Gravedigger
2x Languish
1x Ob Nixilis Reignited

6x Island
8x Swamp
2x Sunken Hollow
2x Drowned Catacomb
2x Mortuary Mire

The potential is there to mill your opponent very quickly, like turn 6 steadily with good draws. Here a turn 3 Sphinx's Tutelage should only go down if some Salvage Drone or Runed Servitor are already in play. Focus on filling the board with these little guys asap. They can be great distractions to trick your opponent into not attacking at all, especially if Tutelage is out. To have Tutelage in you opening hand is also unneccasary because you will draw into it.

So you get Reclamation Saged. This is usually sad news, but you should be able to keep the board relatively clear. In comes Graveblade Marauder. He can pack a serious punch if you have sac'd all your weenies. He can definitely do some work here. Speaking of doing work, Liliana, Heretical Healer shines in this deck. Popping her is an easy feat and discarding is not a problem. Get rid of those lands! What I end up using her for the most is to pull out my 1 or 2 drops depending on the situation.

What slows us down/kills it the most? Flyers!!! Save your Bone Splinters for those flyers. This is where Darkslick Drakes come in handy. Also should point out this deck is very weak to mill as well. The draw effects here can mill yourself as well if not careful. Going Altar's Reap on a Runed Servitor with a Smothering Abomination under your control can be devastating for both parties. Also an 80+ card deck can make us cry here. Not impossible to mill an 80 card deck but you may mill yourself first, so that is to be kept in mind as well.

Basically dream setup on turn 5 with Tutelage and 2Runed Servitors in play and a couple Altar's Reap in your hand. Very gimmicky but can make for some very fun romps if mill is your thing.

I'm still flipping around Gravedigger's and Necromantic Summons. Problem with Summons is its cost and Gravedigger can provide me with another creature to sac. Also swapping a Perilous Myr for a Shadows of the Past can be very helpful, I'm kinda torn though. Tainted Remedy can be swapped as well; At your own risk :)

Hey if you try it out lemme know what you think. Get out there and Stomp rampers and mossers!


Last edited by Proconaut on Sun Dec 27, 2015 2:08 pm, edited 1 time in total.

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PostPosted: Wed Dec 09, 2015 3:03 am 
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I like the idea of the deck and it's got some nice synergy.

I'm not a fan of Tainted Remedy or Darkslick Drake in this list though. Other than thopters, there isn't a lot of decent flyers in the card pool and therefore I'd suggest you rely on removal for those situations. Granted life gain (ramp) has become a thing and I'd maybe consider Remedy in a more aggressive deck (in this lifegain meta), but this deck isn't pressuring their life total often and I doubt Remedy is winning games.

The 20 lands seems a bit thin too. I actually think this is a deck that wants all of the Mortuary Mire (could cut the gravediggers for just the Mire lands since you've got a lot of draw in the deck). And since you're mostly fogging with fodder, Skyline Cascade could be something to try. Speaking of lands, Foundry of the Consul would be another consideration for chumps/sacs.

You're also right that a copy of Shadows of the Past should be in this list so I'd suggest making a cut to fit it in.

FYI - I only spun it against the AI a few times with several cuts/tweaks and it was quite interesting (a seemingly newer take on the fog mill and it was a lot of fun).



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PostPosted: Wed Dec 09, 2015 6:58 pm 
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Thank you for the ideas elk!(great name btw!)

After a few duels and some comp stomp, I too agree the Darkslick Drakes will be going bye bye. The mana base cannot consistently support them. My only defense for Tainted Remedy is if i have one to play on turn 3 when my opponent has a Jaddi Offshoot turn one, also once I was able to punish an Ally lifegain bugger. But like you said, them gaining life isn't a huge deal unless I'm beating on them with Graveblade Marauder.

So experiments tonite will include dropping Gravediggers for one or two more Mortuary Mire. And swapping around the drakes for a few possibilities including: Infernal Scarring, Consecrated by Blood, Deadbridge Shaman, Rising Miasma, Tide Drifter and/or Mist Intruder.

If I drop too many creatures I'm afraid Graveblade Marauder may not be as ideal. Only play-testing will tell. And yes lets try Shadows of the Past in place of Tainted Remedy.

After some tweaking and my confidence is high enough i will update my original list.


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PostPosted: Sun Dec 13, 2015 8:57 pm 
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So this one is a bit of a monster (if some version of this isn't in the top tier, I will be shocked) - you can see the Mono U, and Mono B versions here: viewtopic.php?p=393513#p393513 and here: viewtopic.php?p=393510#p393510 respectively.

UB Tokens Sac

Blue: 10
1 x Jace, Vryn's Prodigy
4 x Eldrazi Skyspawner
3 x Whirler Rogue
2 x Drowner of Hope

Black: 25
3 x Vampiric Rites
4 x Bone Splinters
3 x Carrier Thrall
4 x Altar's Reap
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
4 x Nantuko Husk
2 x Smothering Abomination
1 x Ob Nixilis Reignited

Multi-Color: 1
1 Sire of Stagnation

Land: 24
6 x Island
7 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
1 x Rogue's Passage
4 x Dimir Guildgate
2 x Evolving Wilds


How to play: this is not a simple deck to play, unfortunately. You will need to make decisions on when and how to sacrifice your tokens. You will also need to make decisions on what you use to sacrifice your tokens. However, you have a lot of ways to hit for tons of damage, especially thanks to Husk, but it's not just him.

Carrier Thrall is an unsung hero in this deck. He is very good, and typically nets you a free draw and a ramp to get something big out a turn early.

Nantuko Husk + Whirler Rogue = one of the very best combos we have available to us. Tap to make unblockable, swing for at least 8, but with this deck probably much more, possibly even lethal.

Smothering Abomination: please tell me no one thinks this is a downside. Note, you draw no matter why you sacrifice. If he is out in this deck it's almost always going to be GG, just by card advantage alone. p.s.: and he flies?!? seriously? k, have fun.

Drowner of Hope: do not ignore its tap target creature ability. It will will you games.

Note: a sacrificed token does not flip Lilliana - unfortunately - so keep that in mind.


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PostPosted: Mon Dec 14, 2015 10:40 am 
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CoGo's version is Jund and it went 6-1 in his testing. He doesn't even play blue. He thinks Jund is the right answer.

I have no idea which version will be the best one, it's going to take lots of testing. Your version looks great though but I have a feeling Dimir isn't the answer.


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PostPosted: Mon Dec 14, 2015 10:55 am 
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CoGo's version is Jund and it went 6-1 in his testing. He doesn't even play blue. He thinks Jund is the right answer.

I have no idea which version will be the best one, it's going to take lots of testing. Your version looks great though but I have a feeling Dimir isn't the answer.


I consider them to be the same deck. Note: we are using essentially the same engines. I haven't tested Jund yet, but when I made the statement the potential builds I was considering included that Jund. I could also see it going Grixis with a red splash for the exact same card: Act of Treason. Btw, if I remember correctly, my Dimir went undefeated in our testing round. BUT, that's too small of a sample to be meaningful, as I was throwing a ton of decks at him - I only posted the good ones from my perspective.

Also, worth mentioning: both concepts are very low curve decks, considering what they do. They are much more efficient than some of the other options currently available.

Edit: hell, on further thought, the best deck might even be BUG. You get all of the benefits, except for act, and from beyond becomes a serious low cost tool box, capable of tutoring for answers, including a counter if you're at six mana (Ulamog's Nullifier), and have prepared for the situation. But, it's worth mentioning again that they will all have the same rough engine in common.


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PostPosted: Mon Dec 14, 2015 6:06 pm 
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I think Husk + Rogue is too strong to pass in this kind of deck.

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PostPosted: Mon Dec 14, 2015 6:14 pm 
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felbatista wrote:
I think Husk + Rogue is too strong to pass in this kind of deck.


Agreed. It's in mine, and it's just ridiculous. As is Drowner of Hope + husk + rogue etc... although less so. And frankly husk plus abomination. Just so much combo, so little time.


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PostPosted: Mon Dec 14, 2015 6:17 pm 
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It's a little like Splinter Twin in Modern. Your opponent has to respect it at all times, and will even play suboptimally just because of the threat of you having it and winning the game on the spot.

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PostPosted: Mon Dec 14, 2015 6:25 pm 
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felbatista wrote:
It's a little like Splinter Twin in Modern. Your opponent has to respect it at all times, and will even play suboptimally just because of the threat of you having it and winning the game on the spot.


Big time. Had a whole discussion about just how relevant Horribly Awry was today, and this was one of the main reasons I was arguing in favor of the counter. lol


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PostPosted: Tue Dec 15, 2015 3:41 am 
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Is mill a thing this year? Admittedly what little there is is significantly better then it was last year but it seems based entirely on Sphinx's Tutelage and Jace popping his ultimate. Is that enough? Jace is a mythic and comes online (at the absolute earliest) on Turn 7 so he's crushingly slow. Can the Sphinx cut it?


I play a deck with a win con solely relying on Sphinx's Tutelage, and I've won 10 out of the last 12 games I played.


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PostPosted: Tue Dec 15, 2015 11:21 am 
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DJ0045 wrote:
So this one is a bit of a monster (if some version of this isn't in the top tier, I will be shocked) - you can see the Mono U, and Mono B versions here: viewtopic.php?p=393513#p393513 and here: viewtopic.php?p=393510#p393510 respectively.

UB Tokens Sac

Blue: 10
1 x Jace, Vryn's Prodigy
4 x Eldrazi Skyspawner
3 x Whirler Rogue
2 x Drowner of Hope

Black: 25
3 x Vampiric Rites
4 x Bone Splinters
3 x Carrier Thrall
4 x Altar's Reap
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
4 x Nantuko Husk
2 x Smothering Abomination
1 x Ob Nixilis Reignited

Multi-Color: 1
1 Sire of Stagnation

Land: 24
6 x Island
7 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
1 x Rogue's Passage
4 x Dimir Guildgate
2 x Evolving Wilds


How to play: this is not a simple deck to play, unfortunately. You will need to make decisions on when and how to sacrifice your tokens. You will also need to make decisions on what you use to sacrifice your tokens. However, you have a lot of ways to hit for tons of damage, especially thanks to Husk, but it's not just him.

Carrier Thrall is an unsung hero in this deck. He is very good, and typically nets you a free draw and a ramp to get something big out a turn early.

Nantuko Husk + Whirler Rogue = one of the very best combos we have available to us. Tap to make unblockable, swing for at least 8, but with this deck probably much more, possibly even lethal.

Smothering Abomination: please tell me no one thinks this is a downside. Note, you draw no matter why you sacrifice. If he is out in this deck it's almost always going to be GG, just by card advantage alone. p.s.: and he flies?!? seriously? k, have fun.

Drowner of Hope: do not ignore its tap target creature ability. It will will you games.

Note: a sacrificed token does not flip Lilliana - unfortunately - so keep that in mind.


Had a few cards left over, dunno if I needed them all......

http://imgur.com/V4X5w6P


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PostPosted: Tue Dec 15, 2015 11:27 am 
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But did he die? Lol, jk... That's awesome!


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PostPosted: Tue Dec 15, 2015 12:36 pm 
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permallama wrote:
DJ0045 wrote:
So this one is a bit of a monster (if some version of this isn't in the top tier, I will be shocked) - you can see the Mono U, and Mono B versions here: viewtopic.php?p=393513#p393513 and here: viewtopic.php?p=393510#p393510 respectively.

UB Tokens Sac

Blue: 10
1 x Jace, Vryn's Prodigy
4 x Eldrazi Skyspawner
3 x Whirler Rogue
2 x Drowner of Hope

Black: 25
3 x Vampiric Rites
4 x Bone Splinters
3 x Carrier Thrall
4 x Altar's Reap
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
4 x Nantuko Husk
2 x Smothering Abomination
1 x Ob Nixilis Reignited

Multi-Color: 1
1 Sire of Stagnation

Land: 24
6 x Island
7 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
1 x Rogue's Passage
4 x Dimir Guildgate
2 x Evolving Wilds


How to play: this is not a simple deck to play, unfortunately. You will need to make decisions on when and how to sacrifice your tokens. You will also need to make decisions on what you use to sacrifice your tokens. However, you have a lot of ways to hit for tons of damage, especially thanks to Husk, but it's not just him.

Carrier Thrall is an unsung hero in this deck. He is very good, and typically nets you a free draw and a ramp to get something big out a turn early.

Nantuko Husk + Whirler Rogue = one of the very best combos we have available to us. Tap to make unblockable, swing for at least 8, but with this deck probably much more, possibly even lethal.

Smothering Abomination: please tell me no one thinks this is a downside. Note, you draw no matter why you sacrifice. If he is out in this deck it's almost always going to be GG, just by card advantage alone. p.s.: and he flies?!? seriously? k, have fun.

Drowner of Hope: do not ignore its tap target creature ability. It will will you games.

Note: a sacrificed token does not flip Lilliana - unfortunately - so keep that in mind.


Had a few cards left over, dunno if I needed them all......

http://imgur.com/V4X5w6P


The better question is what happened to all your lands? :o

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