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PostPosted: Tue Dec 15, 2015 1:16 pm 
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they are there hidden under the mass of cards somewhere similar to what you see above on the enemies mana, I think it goes crazy when you have this many cards lol.


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PostPosted: Wed Dec 30, 2015 7:13 am 
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Hello dear fellows - i am new in this forum and i joined this because i like the decks here a lot! This is my newest deck (i currently use in Magic Duels) and i hope i can improve this deck with your help

My actual score is 7-1 at the moment (the one loss resulted against an AI (the player dropped at start), who played Sphinx's Tutelage at the 3rd drop) and already won against several decks (aggro red, aggro white/green, several ramp/land destruction decks with Ulamog, the Ceaseless Hunger, Gaea's Revenge and/or Plated Crusher in game etc)

This deck contains 65 cards at the moment - i tried to lower the card-amount to 60, but i dont know which cards ill cut for that

1 drop
Bone Splinters x 1
Vampiric Rites x 1 (think its safer than Nantuko Husk)

2 drop
Perilous Myr x 4 (against aggro decks)
Alchemist's Vial x 3 (helps me to trigger Thopter Spy Network and Artificer's Epiphany, and also make a creature not able to attack for 1 round, which saved me several games already)
Telling Time x 3
Jace, Vryn's Prodigy x 1
Reave Soul x 2
Disperse x 1

3 drop
Fleshbag Marauder x 2
Eldrazi Skyspawner x 3 (2 units for sacrificing or holding down aggro decks/deal damage with the flying)
Sphinx's Tutelage x 3
Scatter to the Winds x 2
Artificer's Epiphany x 3

4 drop
Smothering Abomination x 2
Thopter Spy Network x 2
Whirler Rogue x 3
Aligned Hedron Network x 1 (to get rid of stronger units)
Languish x 1 (to get rid of weaker units, 2 of this card were too much in my opinion)

5 drop
Disciple of the Ring x 1
Ob Nixilis Reignited x 1

6 drop
Part the Waterveil x 1 (for the lategame)

24 Lands
Evolving Wilds x 3
Foundry of the Consuls x 1
Sunken Hollow x 2
Drowned Catacomb x 2
Island x 9
Swamp x 7

Main strategy of this deck

Trying to get rid of threats or suvive long enough till i can cast

1) Sphinx's Tutelage to mill him down before i lose or/and
2) Thopter Spy Network with an artifact in play to attack them with flying units or/and
3) Disciple of the Ring

I usually had an autowin when i had Sphinx's Tutelage and enough units with Smothering Abomination ingame. As the card says "Whenever you sacrifice a creature, draw a card." it triggers Sphinxs Tutelage all the time when i sacrifice a creature (cards which help me in this case are Bone Splinters, Vampiric Rites and Fleshbag Marauder). Of course i had several cards in mind like Nantuko Husk, Shadows of the Past, Possessed Skaab etc - but as i wrote above, i dont know which cards i should cut for them and i dont think they improve my deck better than the cards i use at the moment


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PostPosted: Wed Dec 30, 2015 10:14 am 
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hao wrote:

This deck contains 65 cards at the moment - i tried to lower the card-amount to 60, but i dont know which cards ill cut for that


That doesn't make much sense...all your cards have exactly the same "value"?...any card you add above 60, decreases the chance of you seeing your best cards when playing...

And also f**s up the mana, it's like you were playing 22 lands, too low for that deck (9!x4 CC, 2x5 CC, 1x6-9-10 CC)

I'd cut: 1 Hedron, 1 myr, 1 telling time, 1 veil (10 mana is too much for this deck...and playing it for less is a pity...) 1 disciple (good, but the deck is too low on inst/sor)


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PostPosted: Wed Dec 30, 2015 12:41 pm 
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hao wrote:

This deck contains 65 cards at the moment - i tried to lower the card-amount to 60, but i dont know which cards ill cut for that


That doesn't make much sense...all your cards have exactly the same "value"?...any card you add above 60, decreases the chance of you seeing your best cards when playing...

And also f**s up the mana, it's like you were playing 22 lands, too low for that deck (9!x4 CC, 2x5 CC, 1x6-9-10 CC)

I'd cut: 1 Hedron, 1 myr, 1 telling time, 1 veil (10 mana is too much for this deck...and playing it for less is a pity...) 1 disciple (good, but the deck is too low on inst/sor)


Hello - thanks for the hints, much appreciated!

The reason is that i never had mana issues in those 8 games so far (i even cutted one evolving wild due that), though i will consider your opinion over mine - i agree absolutely with 1 telling time and 1 disciple (although it helped me to counter some crucial spells and tap creatures) after you mentioned it!

But the Hedron saved me 2 games already (against units over 5 power it helped greatly) whereas i think with losing 1 myr and 1 veil i am losing already 3 artifacts for triggering Thopter Spy Network ... what do you (and others) think?

Greetings


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PostPosted: Wed Dec 30, 2015 12:48 pm 
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Does disperse work? The deck seems kinda slow for it.


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PostPosted: Wed Dec 30, 2015 12:59 pm 
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Does disperse work? The deck seems kinda slow for it.


Hello, i know it doesnt really fit in this deck but it did helped me in 3 games / cases already (saved my jace from a languish / sphinx from getting exiled, and when a player was putting a 2nd aura on his 1/1 renowned goblin at his 3rd round). Of course i can only speak from my experience unfortunately

In my opinion an alternative of saving my cards instead of a counterspell, which can also be used against the enemy of course - i usually keep such cards for emergency cases

Edit: Had a game before against Boros (red/white), who used a lot of flying units - it helped me there greatly too after he used 2 titan strengths on his 1ww flying double strike unit (i didnt mind the 2 damage, and then used disperse after he used both titan strengths)


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PostPosted: Mon Jan 04, 2016 9:43 am 
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Hi guys,

I've been skulking around this forum for quite some time now, getting here via youtube clips with decklists posted on here in their description.. For my first post, I wanted to share with you my favorite deck at this time, being Dimir control, featuring Tainted Remedy just because I haven't seen it in any other deck so far.

Please note that at the moment of this post, I've unlocked all Origins, but I have only 9 boosters from the Zendikar set, so that's why you won't see many of those in my list.

The deck is focused heavily on keeping the other side of the board clean and empty with recycled removal, coupled with card advantage, but I've won games by letting an opponent's Outland Colossus get renowned (oops) followed up by giving him lifelink with my Jorubai Murk Lurker with Tainted Remedy on the board when he tries to hit me again. Hilariously unexpected! Just make sure that the almighty leech keeps your life total higher than your opponent's.

So here goes:

Deathlink

24 Lands:
Mortuary Mire: The "may" ability might get in handy when I've set up Tainted Remedy but my Murk Lurker got removed. If it gets back a Gravedigger or countered Skaab, it's a 2-for-1.
Drowned Catacomb
Dimir Guildgate: Two of them will be replaced by Sunken Hollows when I unlock them
Island
11× Swamp

2-drops:
Perilous Myr: Used more as creature removal than face damage. Gets rid of 6 toughness dudes when Languished
Reave Soul: Early removal, gets more valuable with Jace's +1 ability.
Shambling Ghoul: Early body / mana curve filler / Cruel Revival target
Jace, Vryn's Prodigy/Jace, Telepath Unbound: Usually only comes out when I'm already close to flipping him. Main purpose is the -3 ability, getting back Cruel Revival
Disperse: Lets me use my Skaab twice, or clears a path for the Thief, or protects a Lurker pre-Languish. I rarely use it on my opponent, unless it's to reset a Planeswalker almost going Ultimate
Sigiled Starfish: Early body / mana curve filler / Draw Fixer

3-drops:
Liliana, Heretical Healer/Liliana, Defiant Necromancer: I'll try to ultimate her asap, even if I'm the only one discarding. Especially with a Fleshbag in my hand, if you know what I mean ;)
Jorubai Murk Lurker: Offsets Read the Bones drawback and combo's awesomely with Tainted Remedy
Read the Bones: Card advantage.
Fleshbag Marauder: Great removal. My opponents rarely have more than 1 creature at a given time, so also gets rid of Hexproof stuff
Jhessian Thief: Card advantage. Usually gets in at least 1 hit. If I disperse something or read some bones first, it even survives a Languish.
Tainted Remedy: Just for giggles, and to shut down big dudes without hexproof in case Jorubai is lurking around. It also shuts down any inherent lifelink the opponent might rely on. Turns Felidar Sovereign, Blood-cursed Knight with Nimbus Wings and some others from a win condition into a dead draw. Keep (the 2nd one) on hand if you expect Ulamog to come out

4-drops:
Languish: Keeps everything tidy. Big dudes can be taken down with a Reave Soul afterwards in a pinch, though I've never had to do that combo.
Gravedigger: Card advantage / chump blocker for a big 'lifelinked' dude swinging from across the board
Mire's Malice: Card advantage + optional body. Best used when opponent only has two cards left, and hope Ulamog goes away! :D

5-drops:
Possessed Skaab: Card advantage / recycle whatever
Cruel Revival: Removal that gets back a Gravedigger / Shambling Ghoul / Fleshbag / countered Skaab

7-drops:
Alhammarret, High Arbiter: Finisher + better version of Clairvoyance

Usually I'm winning games by gradually eating away at my opponent's life total (which he can't get back up if Tainted Remedy's on the board) and dealing the final blow with Alhammarret if he gets to come out and play. Hope you like the build, and any comments, especially BFZ card suggestions are most welcome.


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PostPosted: Fri Jan 08, 2016 8:46 pm 
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Currently rank 16 with this build, i like playing bad creatures so I looked at ingest stuff almost immediately,have been climbing up lately, but is far from finalized, I want to see how much I can climb, any suggestion on changes to make?
On paper it should die very quickly against zenzikar's roil,thopter spy network or from beyond, but I still haven't faced them.

1 drop:
4 sludge crawler sadly one of the two best ingestors in the pool.
2 clutch of currents awakened is a pretty good tempo play, the one mana mode can kill annoying auras or restore ETB effects in a pinch or just buy time.

2 drop
4 mist intruder more bad cards, sadly the third best ingestor in the pool, surprisingly effective at bleeding opponents to death.
2 culling drone fourth best ingest card in the pool imho, should probably cut it, but the deck is hungry for early drops and ingestors...

3 drop
4 benthic infiltrator best ingestor in the pool? nice against aggro, that probably needs the battle phase to remove it, nice to be sure that something gets exiled.
3 jorubai murk lurker more big butts to troll aggro, regains some much needed life since the deck is super slow to close the game
2 wastelands stanger THE reason to play processors, Imo, brutal.
1 scatter to the winds another decently big guy that offers sweeper insurance.(I have only 1)
2 spell shrivel good counter that can get things exiled.
1 complete disregard instant speed removal that enables processors.
1 titan's presence similar to disregard, sometime is dead, sometime is murder often is reave soul.
1 read the bones needed some way to refill my hand due to some of the ingestors being subpar.

4 drop
2 mind raker value, having a decently big body is good for racing and blocking and it produces (the worst kind of) card advantage (but while affecting the board, so it's okay), more seriously is not the worst turn four play if you can enable it, and I kind of need to play around sweepers by keeping critters in the hand, and there this shines too.
1 ulamog's nullifier I only have one, it's very hungry for exiled stuff, but I needed more defences against flyers, so I'll probably bump it up, plus is sick tempo when enabled
1 coastal discovery with so many underwhelming bodies I need a good way to close the game and laying down a decent creature while reloading is really sweet, plus it looks totally unfair against control.
2 bitter revelation enormous card selection, the lurkers help paying for the cost and it's a good follow up to my ground-clogging 3 drops

5 drops

1 flesh to dust in while I wait for nixilis, I don't have much space for high drops, but answering the biggest thing I see seems like a good reason to pack one.
1 blight herder new inclusion, being able to hold mana for shrivel after casting it is good, and is pretty big.(waiting for a second copy)

7 drop
2 ruin processor big, the life gain is surprisingly relevant, and baiting removal with other things+ mind rakers is not too hard, plus is an autowin against red aggro since the deck might still lose to burn to the face due to how slow it is.

lands
8 island
8 swamp
2 drowned catacomb
4 dimir guildgate Generally I don't have both a turn one AND a turn 2 play, so it's easy enough to fit in the curve.
1 evolving wilds
1 sunken hollow will replace a guildgate once I get the second one.
Obviously it still needs a lot of changes, any suggestions?


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PostPosted: Mon Jan 11, 2016 11:28 pm 
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PostPosted: Mon Jan 11, 2016 11:45 pm 
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Evasive beats and Husk + Rogue combo? Seems legit. With all these fragile creatures.. I'd be looking to run a few counterspells to protect your board from sweepers. I run Spell Shrivel in my Azorious Fliers list and without it.. I'd lose 40% of my games.

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PostPosted: Mon Jan 11, 2016 11:53 pm 
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Evasive beats and Husk + Rogue combo? Seems legit. With all these fragile creatures.. I'd be looking to run a few counterspells to protect your board from sweepers. I run Spell Shrivel in my Azorious Fliers list and without it.. I'd lose 40% of my games.

hmm yeah probably good to cut the skitterskins, they are the weakest creature


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PostPosted: Tue Jan 12, 2016 12:31 am 
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Evasive beats and Husk + Rogue combo? Seems legit. With all these fragile creatures.. I'd be looking to run a few counterspells to protect your board from sweepers. I run Spell Shrivel in my Azorious Fliers list and without it.. I'd lose 40% of my games.

hmm yeah probably good to cut the skitterskins, they are the weakest creature


And here I was, just about to ask you if that card was any good.


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PostPosted: Tue Jan 12, 2016 3:43 am 
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I'd play sludge crawler over the archer if I was using skitterskin.
Ok I would play anything over the archer.

Mist intruder is a really slow clock, does it work?
Maybe perilious myr would perform better?
Edit: oh gurmag swiftwing exists.
Infernal scarring might work, I guess.


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PostPosted: Tue Jan 12, 2016 6:40 am 
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aright so I like most of the suggested changes

Dimir Aggro Crats 2.0
4 x Thornbow Archer
4 x Sludge Crawler

4 x Welkin Tern
3 x Carrier Thrall
3 x Gurmag Swiftwing

4 x Eldrazi Skyspawner
4 x Nantuko Husk
3 x Spell Shrivel

3 x Whirler Rogue
2 x Adverse conditions

2 x Clutch of Currents

8 x Island
10 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
2 x Rogue's Passage


don't knock the archer man, the whole idea of the deck is to get incremental damage in until you swing with husk and blow your opp out


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PostPosted: Tue Jan 12, 2016 7:14 am 
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So Babs is the general plan getting out at T3 Husk hoping it doesn't get wiped and then holding open a counter spell until you can WR for the finisher? The Swiftwing is interesting as you can sac after its first strike damage for +3.

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PostPosted: Tue Jan 12, 2016 7:29 am 
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So Babs is the general plan getting out at T3 Husk hoping it doesn't get wiped and then holding open a counter spell until you can WR for the finisher? The Swiftwing is interesting as you can sac after its first strike damage for +3.

pretty much

against white you have to be a bit more careful cause they have reprisal and such. and of course, don't over extnd into radiant flames and languish

and yeah husk has that interaction with both swiftwing and thornbow archer


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PostPosted: Tue Jan 12, 2016 7:34 am 
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I guess if the opponent does't do anything and you get the god hand you can win on T4:

T2 = -3 (T-bow and Swifty)
T3 = -3
T4 = -14 (Husk sac after first strike dmg and Whirler Rogue)

PS like the new Avatar :D

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PostPosted: Tue Jan 12, 2016 7:42 am 
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I guess if the opponent does't do anything and you get the god hand you can win on T4:

T2 = -3 (T-bow and Swifty)
T3 = -3
T4 = -14 (Husk sac after first strike dmg and Whirler Rogue)

PS like the new Avatar :D

yup

and thanks :3


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PostPosted: Tue Jan 12, 2016 8:19 am 
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I guess if the opponent does't do anything and you get the god hand you can win on T4:

T2 = -3 (T-bow and Swifty)
T3 = -3
T4 = -14 (Husk sac after first strike dmg and Whirler Rogue)

PS like the new Avatar :D

yup

and thanks :3


Entertaining deck.

I like the old avatar better.

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PostPosted: Tue Jan 12, 2016 8:39 am 
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This is Babs' Aristocats avatar :D

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