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PostPosted: Fri Dec 18, 2015 4:46 pm 
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Not disagreeing, but the deck has Clutch of Currents and Guardian of Tazeem at six mana now. Tough decisions!

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PostPosted: Fri Dec 18, 2015 7:08 pm 
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Hakeem928 wrote:
Not disagreeing, but the deck has Clutch of Currents and Guardian of Tazeem at six mana now. Tough decisions!


Not with Evolvings in the board, not the most common situation but can happen...and at 5 it's sometimes a good play too, anyways. And later.

I tend to count Guardians as in the 5 slot, is the bottom line of my ramblings...


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PostPosted: Sat Dec 19, 2015 1:48 am 
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Ramp deck.

I call it Simic Evo-Ramp.

This is my new highest winning percentage (over at least 20 games) deck in BFZ, 24/25. I don't think it's going to hold that win rate of course, and I was fortunate to win a couple of those. Also only ran into five aggro decks in the sample size and had unusually good draws in two of those games, and in another two my opponent had unusually bad draws. The remaining one is the loss, to Boros Auras.

Most current ramp decks have twelve ramp cards (4x Nissa's Pilgrimage, 4x Acid Moss, 2x Nissa's Renewal). This one has those, plus 4x Eldrazi Skyspawner, 4x Eyeless Watcher, 2x Drowner of Hope and 1xKiora. That's twice as many cards, roughly, with a ramp component (and Jace and Part the Waterveil also often have that effect, by allowing the next turns land drop or flashing back ramp spells). This makes the deck a lot more resilient against Moss, as well as making T6 or T7 Ulamog, awakened Part the Waterveil, or Desolation Twin fairly consistent if you have them in your hand. It's also got the ability to chump forever, more or less. And if you happen to have Evo-Leap, you can bury most decks in card advantage, as well as find your big guns.

It is weak to fliers, fast aggro, and Willbreaker (should have lost the game my opponent had that, but was fortunate they misplayed), and (speculatively) Emeria Shepherd. But it's not terrible against anything so far really, and can go over the top of most decks.

The list:

Creatures

1 x Jace, Vryn's Prodigy
4 x Gatecreeper Vine
4 x Eldrazi Skyspawner
1 x Nissa, Vastwood Seer
4 x Eyeless Watcher
2 x Drowner of Hope
1 x Oblivion Sower
2 x Desolation Twin
1 x Ulamog, the Ceaseless Hunger

Spells

2 x Evolutionary Leap
4 x Nissa's Pilgrimage
4 x Acid Moss
1 x Kiora
2 x From Beyond
2 x Nissa's Renewal
1 x Part the Waterveil

Lands

2 x Lumbering Falls
2 x Hinterland Harbor
2 x Simic Guildgate
5 x Island
13 x Forest


The toughest exclusions are probably Woodland Bellower, Greenwarden of Murasa, and Rogue's Passage. I wouldn't be surprised if the best version of this deck has all three, but I'm not sure what should be cut. I'm hesitant to cut lands below 24, as this deck is helpless against aggro if it doesn't make its land drops (as happened in the one loss). But those cards would be really handy in some spots. Difficult call.

I'd really like to see if this one works as well for others as it has for me!

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PostPosted: Sat Dec 19, 2015 6:50 am 
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cut desolation twins add bellower and greenwarden


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PostPosted: Sat Dec 19, 2015 7:23 am 
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Appreciate the suggestion, and generally that would be my thought as well. However in this specific deck, the Desolation Twins are critically important and very, very good. It has a heck of a lot more mana acceleration than most ramp decks. Getting to 10 mana just isn't a problem. And two 10/10s is just a lot more power. The on cast trigger means you still get one of them even if it's countered. There were a number of games I'd have lost if I had Bellower and Warden instead of the twins.

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PostPosted: Mon Dec 21, 2015 7:34 am 
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Lot of good stuff lately !
I'll have to test your list randomname.
Awaken Part the waterveil is a nice addition to simic ramp, more interesting than most 8-9CMC Eldrazis.

With only 2 Drowners and no Passage nor Trample you had no problem with getting your damage hit the face ?


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PostPosted: Mon Dec 21, 2015 6:00 pm 
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hopop wrote:
Lot of good stuff lately !
I'll have to test your list randomname.
Awaken Part the waterveil is a nice addition to simic ramp, more interesting than most 8-9CMC Eldrazis.

With only 2 Drowners and no Passage nor Trample you had no problem with getting your damage hit the face ?


Thank you for your interest in the deck. Please let me know how it works for you!

Ulamog is the primary win condition, and he wins by milling more than by direct damage. But most decks can't chump the twins forever. The real key to the deck is the overwhelming card advantage evolutionary leap generates with all those scion producers. Even if someone has the sweeper, it's easy to just play an eyeless watcher and gas back up with three new creature cards the following turn. Generally, I'm just not too worried about finishing the game off quickly. Time is on this deck's side.

All that said, you can certainly throw a Passage or two in or you like. I feel like if I can play my cards I'm probably going to win, and Passage is likely to just be win more, so I prioritized making sure I've got what I need to play out my hand on-curve as much as possible. But I'm sure it's good either way.

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PostPosted: Wed Dec 23, 2015 6:08 pm 
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randomname wrote:
Thank you for your interest in the deck. Please let me know how it works for you!

Ulamog is the primary win condition, and he wins by milling more than by direct damage. But most decks can't chump the twins forever. The real key to the deck is the overwhelming card advantage evolutionary leap generates with all those scion producers. Even if someone has the sweeper, it's easy to just play an eyeless watcher and gas back up with three new creature cards the following turn. Generally, I'm just not too worried about finishing the game off quickly. Time is on this deck's side.

All that said, you can certainly throw a Passage or two in or you like. I feel like if I can play my cards I'm probably going to win, and Passage is likely to just be win more, so I prioritized making sure I've got what I need to play out my hand on-curve as much as possible. But I'm sure it's good either way.


Ok so I went with allmost your exact list, saw you consider going with 23 lands wich I kinda fear so i just did -1 gate -1 forest +2 wilds for a lil' bit of deck thinning. Might go for a 3rd wilds.
You might be very right about the win-more Passage, not to mention the "gimme this damn 3rd island for awaken Part the waterveil side of it. Drowner has proved to be sufficient most of the time i needed to get the damage to the face.

Here's how it went, 1st Steam game starting at rank 20 iirc :

Game 1 : luckily I went 1st, RDW with lucky draw : T1 Goblin Glory Chaser, T2 Goblin Glory Chaser + Titan's Strengh on the attacking one. I chumped with a Gatecreeper. He Fiery Impulse'd my Jace and got me down to 6 life 2 turns later. In the meantime i managed to ramp a bit with Moss and put down From Beyond. I then went for not-awaken Part the waterveil, got a 2nd chump blocker to kill one of the 2/2 Chaser and managed to ramp up to Ulamog (exiled the 2nd Chaser and a Mage ring bully) at 4hp. Mossed him down to 2 mountains, he rage quit just before i went in for victorious swing.
I had a correct draw (much ramp but luckily 1 early Gatecreeper), but manage to defeat a very strong RDW draw. Promising ! WIN

Game 2 : Sultai Controlish Ramp. Went pretty well, mirror Jace at the beginning with me getting some decent ramp while the opponent had a very slow draw with allmost only tapped land. Got T3 Pilgrimage, T5 Sower he countered but still gave me 2 lands. T6 Moss-Nissa, T7 Twins (opponent left), T8 Drowner, win with a clean sheet.
After the Part the Waterveil-Ulamog wincon, i got to savour the Desolation Twin-Drowner of Hope one. Very promising indeed ! WIN

Game 3 : Converge landfall deck. The f***er got lucky with an Animist awakening draw gave him 2 lands out of 3 drawn cards with Zendikar's roil on board. This put too much pressure on me while i didnt manage to ramp well and drew Ulamog into Twins into Part the waterveil i couldnt play. Very bad luck, yet i was 1 mana close to cast Ulamog, but the Trample Hydra denied my chump blockers. LOSS

Game 4 : Golgari ramp. I kept a 4 land hand with Moss and Skyspawner. By turn 3 opponnent had 2 Elvish Visionnary on board and i had 1 Eldrazi Skyspawner. He hoped for a 3rd land draw wich didn't happened. Instead i punished him with a T4 Moss. On Turn 5 Oblivion Sower exiled 2 lands he had been waiting for, he rage quit and i felt sorry. Nah just kidding, I Ulamog'ed his face on next turn and enjoyed my quick win. WIN

Game 5 : Izzet Thopters. Dude got a perfect draw, i kept a 2 lands hand with a nice curve (Evoleap, Pilgrimage x2, Skyspawner, Moss...) I didnt draw a land in the 3 first turns, game loss. My bad, i couldn't help but think this was playable with 22 lands in library and 3 turns to draw 1... LOSS

Game 6 : Temur ramp. I had a decent but slow hand with 4 lands, no turn 2 and only Skyspawner on T3. Got hit by a Moss wich delayed my Sower to turn 6. It got killed after blocking his 6/6 Behemoth and a Chandra's ignition. I managed to Ulamog the next turn and both Behemoth and Jace he just cast. Ulamog said goodbye on his after an Hedron network (so there are people playing this).
And there comes the goodie : i put Drowner on the board and managed to permatap his board with the help of Eyeless Watcher. 2 swings of the Drowner and his fellow 1/1 Scions later he was dead. WIN
So even after my opponent wiped my board clean, got rid of my Ulamog and Sower, i still managed to rebuild the board quickly and win 2 turns later.

Game 7 : Orzhov lifegain allies. He kept a 2 lander hand with good T1 Elite Vanguard -T2 Kalastria Healer plays, got punished by a Moss on curve that brought him down to 2 lands on T4. A few turns of ramp later, he was too far behind and the Twins came to finish him. WIN

Game 8 : Orzhov lifegain allies again. I had a pretty slow hand, he got a perfect curve. I chumped a lot to avoid getting too much damage to the face, thus didn't manage to ramp and recover from his very aggressive plays. I could have chumped a bit less, although in this game it would have resulted in a faster defeat to be honnest. LOSS
It's really hard to recover from early aggression if you dont get a good ramp draw. Maybe there's room for improvement on that matter, i thought about going -1 Skyspawner -1 Gatecreeper -1 Watcher and +3 Blisterpod but I feel it wouldn't make so much of a difference in early game and hurt too much the ramp ability... Maybe +3 Elvish visionnary ? Provides an early body and thins the deck...
I'll have to test the list against aggro decks some more before changing anything, i recovered from a nice RDW aggression after all !

So that's 5-3, could have avoided at least 1 loss with better play, and got multiple times very unlucky.
I love the deck so far. Pretty consistent, nice wincons and synergies. Some cards with solid value even countered wich is nice.
I'm yet to master the list ofc (and the game in a whole), so there's room for improvement in my results. I'll keep playing it since it's been fun for me and will keep you informed.

I hope this post is usefull to anyone interested in the deck. Imho it's worth a good run !


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PostPosted: Wed Dec 23, 2015 6:33 pm 
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Thank you for the report!

Sounds like, as you said, you had some rather unlikely poor breaks. As powerful as this deck can be, missing the third land drop hurts quite badly. I'd certainly have kept that hand. In general it's probably a personal weak point that I'm too inclined to gamble and keep otherwise strong two land hands. And fliers are a bit of a weakness in general; there are no particularly clean answers to thopters. I can't help but feel there might have been a different way to play against the BW lifegain deck, as I've had such good success against it even when they had what felt like optimal draws, but of course it's always possible to get a draw that matches up just wrong against the deck you're playing against.

Visionaries are usually cards that start in my decks with green mana until something kicks them out, and I'd love to shoe-horn them in to this list somehow. I just don't see anything I'd like to cut. On the other hand, I'm fairly suspicious of Blisterpods here, as they are good if and only if you need early chump blocks or you draw Evo-Leap, whereas Visionaries are much more consistent.

Most of all, I'm glad you're having fun with it!

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PostPosted: Fri Dec 25, 2015 4:44 am 
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Haha I warned Covert like 3 weeks ago about blue drazi in this environment; glad my fav simic builder decided to post a list :p

My proposition:

-1 Eyeless Watcher -1 Eldrazi Skyspawner -1 Gatecreeper Vine
+3 Elvish Visionary

-1 Island +1 Greenwarden of Murasa

-3 Eyeless Watcher + 3 Adverse Conditions


I think Greenwarden is a must in this deck, whatever which way you turn it.
I cut some ramp and a land, but you still got EASILY 27,5 land (counting vines and visionaries and spawners) for the purposes of hitting the mana needed to ramp up further. Adverse conditions can deal with guys with pants/fliers/tokens to buy you more time, and can be reused with jace (which doesn't have alot to do in this deck otherwise) /greenwarden in a pinch. It's also ramp. Oh and it can be an offensive too as well. Could replace by disperse/Displacement wave; and / or tuned after testing to hit more ramp; but I feel 3 cards that interact with non- chumpable threats is something you can't really ignore, it will save alot of games.


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PostPosted: Fri Dec 25, 2015 2:19 pm 
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I was thinking both about Adverse Conditions for the reasons you mentionned, and the exact swap for Elvish Visionnary.

I'm going to test the latter since it might help with early aggro aggression without hurting too much the ramp.

Adverse condition is a really great card but in this deck the 4CMC is allready full of great cards... Eyeless watcher has so much synergies, it's pretty much never a dead card : Evoleap, Ramp, Drowner, chump... Pretty hard to sub it for a great but tadly more situational card... Might give it a try tho, given the offense/défense abilities (and early trampler/flyers are a problem indeed) after Christmas frenzy is over.


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PostPosted: Mon Jan 11, 2016 6:56 am 
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PostPosted: Mon Jan 11, 2016 7:01 am 
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Boy everything's coming up blue today !

Pretty cool you managed to cram Bounding Krasis in there.
I think 1 Reclamation sage is warranted for a 4 drop since you went with Bellower.

But seriously Babs,

Y U no t2?


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PostPosted: Mon Jan 11, 2016 7:07 am 
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Boy everything's coming up blue today !

Pretty cool you managed to cram Bounding Krasis in there.
I think 1 Reclamation sage is warranted for a 4 drop since you went with Bellower.

But seriously Babs,

Y U no t2?

mm yeah -1 adverse +1 sage is probably a good idk

and idk only 2 drop cards that are worth are vine and visionary, and seeing as how my deck is Queen of the Scions I don't feel the need to fetch too many lands, and visionary could be good, but idk what I'd cut.

ultimately this deck is designed to counter other ramp decks though, so it can afford to be slower then normal


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PostPosted: Mon Jan 11, 2016 7:17 am 
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I commend any list that avoids Acid Moss! Looks good too, I would find a way to squeeze a rec sage in there like Rabble said.

Also I think I prefer Nissa's Pilgrimage here as you only have 2 land types and it filters your deck more. Not sure how relevant the instant speed ramp is as you are will want to play Krasis instead.

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PostPosted: Mon Jan 11, 2016 7:19 am 
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I commend any list that avoids Acid Moss! Looks good too, I would find a way to squeeze a rec sage in there like Rabble said.

honestly i don't see the point in acid-moss in anything other then naya, in naya it has to fix 2 colors so you go heavy on green and expect moss to fix the other 2

in any other color combo you're probably already gonna be fixed by turn 4 so eyeless watcher will have a bigger impact for you

now in my original version of simic ramp I did have woodland wanderer and radiant spectrum so I did run acid moss and the green Battle lands then :p


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PostPosted: Mon Jan 11, 2016 7:23 am 
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Acid Moss is a *$&!£ for your opponent a lot of the time though so while it does ramp less it hurts your opponent and can't be undone by a board wipe.

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PostPosted: Mon Jan 11, 2016 7:24 am 
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Nah moss is a game winner, it's not so much about fixing (great upsdie) and ramp in G decks, more about killing 3 colour decks and putting your opponent back to stonage. Especially if you have 2 mosses, then it's gg if your opponent doesn't play ramp.


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PostPosted: Mon Jan 11, 2016 7:26 am 
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land destruction is only effective against multicolored control decks

the best control color right now is white, W's removal suite are all 2 cmc, if acid moss forces your opponent bellow 2 mana you didn't win because of acid moss


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PostPosted: Mon Jan 11, 2016 7:31 am 
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Don't forget Babs that your deck is also kind of tempo-y so land destruction does delay any deck (except weenies) by 1 turn at least.

I love that your not playing it because it would make my Grixis deck favorite against it instead of a massive underdog :D

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