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PostPosted: Mon Jan 11, 2016 7:36 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

I'll worry about that when your deck is 33% of the meta :p

and imho any deck that runs drowner of hope should always pick watcher over moss

for obvious reasons


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PostPosted: Tue Jan 19, 2016 1:54 pm 
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PostPosted: Fri Jan 22, 2016 3:46 pm 
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PostPosted: Fri Jan 22, 2016 6:02 pm 
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Terazin wrote:
Spin'n'Win troll deck.


U forgot the trolls


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PostPosted: Fri Jan 22, 2016 7:43 pm 
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I made little deck which mainly runs around Willbreaker. Deck is full of stuff that can trigger Willbreakers ability and also stuff that try to get Willbreaker on board. Haven't lost single match yet so don't really know what actually is bad match for this build.

Some random matches in youtube video with this deck https://www.youtube.com/watch?v=pMoM9TATj6I

Deck list
3 x Sigiled Starfish
4 x Gatecreeper Vine
2 x Evolutionary Leap
4 x Nissa's Pilgrimage
1 x Jace, Vryn's Prodigy
1 x Nissa, Vastwood Seer
1 x Kiora, Master of the Depths
3 x Reclamation Sage
4 x Wildsize
3 x Whirler Rogue
2 x Scatter to the Winds
3 x Bounding Krasis
1 x Greenwarden of Murasa
2 x Willbreaker
2 x Guardian of Tazeem
1 x Part the Waterveil
9 x Forest
6 x Island
2 x Lumbering Falls
2 x Hinterland Harbor
4 x Simic Guildgate

Card explanation:

Sigiled Starfish - To get the deck running. Main goal is to find Evolutionary Leap or Willbreaker. Also helps to block early aggro, fix mana etc.

Gatecreeper - Mana fixer, early blocker and food for leap.

Evolutionary Leap - Engine of the deck. Keep in mind that u can sac Willbreaked creatures so opponen wont get them back even if Willbreaker is killed.

Nissas's Pilgrimage - Booster for 5 mana drops and also land thinner.

Reclamation Sage - For taking out important enchantments or artifacts.

Jace - Need i say anything :). Well first ability is amazing with Willbreaker

Nissa - Again pretty clear why it's in the deck.

Kiora - Great abilities for this build. First ability also synnergies with Willbreaker and second "tutors" Willbreaker.

Wildsize - Surprise combat trick (this card is almost nonplayed and opponent wont suspect it) and also trigger for Willbreaker.

Whirler Rogue - Great drop for 4 mana. Triggers Willbreaker. Creates 3 blockers for situation with heavy aggro.

Scatter to the Winds - Only counter in deck. For important spells like Ulamog.

Bounding Krasis - Surprise blocker and also trigger Willbreaker

Greenwarden of Murasa - Great card alone (even with the bug). Can bring back important cards like Leap, Walkers or Willbreaker.

Willbreaker - Decks main idea. Spam stuff and control all creatures.

Guardian of Tazeem - Trigger Willbreaker. Great 5 mana flyer. Can block most of the stuff and also clear out creatures with tapping.

Part the Waterveil - Mainly for Planes Walkers to gain extra turn for their abilities.

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PostPosted: Fri Jan 22, 2016 8:17 pm 
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Flayer wrote:
I made little deck which mainly runs around Willbreaker. Deck is full of stuff that can trigger Willbreakers ability and also stuff that try to get Willbreaker on board. Haven't lost single match yet so don't really know what actually is bad match for this build.

Some random matches in youtube video with this deck https://www.youtube.com/watch?v=pMoM9TATj6I

Deck list
3 x Sigiled Starfish
4 x Gatecreeper Vine
2 x Evolutionary Leap
4 x Nissa's Pilgrimage
1 x Jace, Vryn's Prodigy
1 x Nissa, Vastwood Seer
1 x Kiora, Master of the Depths
3 x Reclamation Sage
4 x Wildsize
3 x Whirler Rogue
2 x Scatter to the Winds
3 x Bounding Krasis
1 x Greenwarden of Murasa
2 x Willbreaker
2 x Guardian of Tazeem
1 x Part the Waterveil
9 x Forest
6 x Island
2 x Lumbering Falls
2 x Hinterland Harbor
4 x Simic Guildgate

Card explanation:

Sigiled Starfish - To get the deck running. Main goal is to find Evolutionary Leap or Willbreaker. Also helps to block early aggro, fix mana etc.

Gatecreeper - Mana fixer, early blocker and food for leap.

Evolutionary Leap - Engine of the deck. Keep in mind that u can sac Willbreaked creatures so opponen wont get them back even if Willbreaker is killed.

Nissas's Pilgrimage - Booster for 5 mana drops and also land thinner.

Reclamation Sage - For taking out important enchantments or artifacts.

Jace - Need i say anything :). Well first ability is amazing with Willbreaker

Nissa - Again pretty clear why it's in the deck.

Kiora - Great abilities for this build. First ability also synnergies with Willbreaker and second "tutors" Willbreaker.

Wildsize - Surprise combat trick (this card is almost nonplayed and opponent wont suspect it) and also trigger for Willbreaker.

Whirler Rogue - Great drop for 4 mana. Triggers Willbreaker. Creates 3 blockers for situation with heavy aggro.

Scatter to the Winds - Only counter in deck. For important spells like Ulamog.

Bounding Krasis - Surprise blocker and also trigger Willbreaker

Greenwarden of Murasa - Great card alone (even with the bug). Can bring back important cards like Leap, Walkers or Willbreaker.

Willbreaker - Decks main idea. Spam stuff and control all creatures.

Guardian of Tazeem - Trigger Willbreaker. Great 5 mana flyer. Can block most of the stuff and also clear out creatures with tapping.

Part the Waterveil - Mainly for Planes Walkers to gain extra turn for their abilities.


I have tried a lot of Willbreaker builds, and three things imo that would go really ok in your deck is a bunch of Coralheim Guides, one or two kazhandu and one Disciple of the ring (not at her best here, but you need her just to protect/ping for Willbreaker for a couple turns)...better than the Veil, starfishes and -1 sage and/or wildsize

5-6 triggers more for Willy and more speed and synergy for your deck (they all go well with the ramp/unblocable/tapped themes of the deck)

Also, Disperse is probably better than Scatter for that same reason...and you lack 2 CC cards too, so...

My two cents :)


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PostPosted: Sat Jan 23, 2016 4:18 am 
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Callmemaggit good ideas. I think i have to try at least kazhandu but i really don't like Coralheim Guides for some reason. But u know what they say u don't change the winning team :) so i won't make change before i lose a match with this current build.

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PostPosted: Mon Jan 25, 2016 11:04 pm 
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This is a deck wifey and I have been working on. It started with Hakeem's list and ended up here. It's Simic-y Tempo with a little more top end shenanigans.

2 x Clutch of Currents

3 x Undercity Troll
4 x Snapping Gnarlid
3 x Skyrider Elf
3 x Disperse

4 x Frost Lynx
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis

3 x Whirler Rogue
2 x Woodland Wanderer
1 x Kiora, Master of the Depths

2 x Guardian of Tazeem
2 x Willbreaker

1 x Woodland Bellower
1 x Part the Waterveil

5 x Island
5 x Forest
2 x Lumbering Falls
2 x Rootbound Crag
2 x Drowned Catacomb
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds


So yeah.. we've got some pretty solid early tempo game/attackers.. we can go toe to toe with other aggro decks thanks to all the tapping/bounce. The midgame is pretty dominant with Woodland Wanderer and Whirler Rogue. If I get mossed, their going to get their face punched in for it.. especially if I'm on the play and resolve a Woodland Wanderer. Kiora is really good here, digging for creatures, untapping attackers, helping us be mana efficient, aiding in larger converge creatures by untapping dual lands and allowing us to re-tap them for additional colors.. and she triggers Willbreaker. Willbreaker adds a whole 'nother game plan/win condition to the deck. There's a bunch of creatures that can trigger him/her/whatever that person is. We also have a lot of fliers, which is huge in this meta. Guardian of Tazeem is a beast, Bellower is Bellower.. and Waterveil is a strong closer once you're ahead on board. I haven't awakened it yet.. but it has allowed me to steal a few games.

This deck is made to punish ramp, as bounce hurts ramp, tapping hurts ramp, flying hurts ramp and Willbreaker breaks their back if they don't have removal. Feedback is always welcome/appreciated. If I missed something obvious, let me know. I'd love Babs divine input on the mana.. I think I want a 25th.

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PostPosted: Tue Jan 26, 2016 12:10 am 
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hmm check lands over battle lands? any reason why?


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PostPosted: Tue Jan 26, 2016 12:16 am 
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This is a deck wifey and I have been working on. It started with Hakeem's list and ended up here. It's Simic-y Tempo with a little more top end shenanigans.

2 x Clutch of Currents

3 x Undercity Troll
4 x Snapping Gnarlid
3 x Skyrider Elf
3 x Disperse

4 x Frost Lynx
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis

3 x Whirler Rogue
2 x Woodland Wanderer
1 x Kiora, Master of the Depths

2 x Guardian of Tazeem
2 x Willbreaker

1 x Woodland Bellower
1 x Part the Waterveil

5 x Island
5 x Forest
2 x Lumbering Falls
2 x Rootbound Crag
2 x Drowned Catacomb
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds


So yeah.. we've got some pretty solid early tempo game/attackers.. we can go toe to toe with other aggro decks thanks to all the tapping/bounce. The midgame is pretty dominant with Woodland Wanderer and Whirler Rogue. If I get mossed, their going to get their face punched in for it.. especially if I'm on the play and resolve a Woodland Wanderer. Kiora is really good here, digging for creatures, untapping attackers, helping us be mana efficient, aiding in larger converge creatures by untapping dual lands and allowing us to re-tap them for additional colors.. and she triggers Willbreaker. Willbreaker adds a whole 'nother game plan/win condition to the deck. There's a bunch of creatures that can trigger him/her/whatever that person is. We also have a lot of fliers, which is huge in this meta. Guardian of Tazeem is a beast, Bellower is Bellower.. and Waterveil is a strong closer once you're ahead on board. I haven't awakened it yet.. but it has allowed me to steal a few games.

This deck is made to punish ramp, as bounce hurts ramp, tapping hurts ramp, flying hurts ramp and Willbreaker breaks their back if they don't have removal. Feedback is always welcome/appreciated. If I missed something obvious, let me know. I'd love Babs divine input on the mana.. I think I want a 25th.

What? No Moss? Weak.... ;)

Even with the bugged second trigger, I'm surprised no Greenwarden of Murasa. It's a good body and you've got a lot of great targets that you'd probably want to get back.

I second the extra mana too. I really think you want to keep on curve and you'll need the mana consistency to ensure you can change the tempo of the game. Could you live without 2x Clutch of Currents (my suggested cuts)? You've got a fair amount of creature interaction already.

I'm curious how frequently you curve the 6/6 Wander or get a 5/5 Skyrider?


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PostPosted: Tue Jan 26, 2016 12:18 am 
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elk... it's not a ramp deck... why would it need moss?


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PostPosted: Tue Jan 26, 2016 12:26 am 
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hmm check lands over battle lands? any reason why?


With only 10 basics.. I figured it'd be easier for them to come in untapped (requiring only one basic). I'm totally open to your suggestions.. you're way better than I at building mana bases.

@Elk: I curve into Wanderer pretty consistently.. he's a 6/6 on turn 4 66% of the time I'd say.. the rest he's a 5/5. The Elf.. not so much, I don't prioritize the elf bc unless it gets to 5/5.. it dies to Radiant Flames/Languish/Firecraft/etc. Wanderer survives all that jazz and will win games on his own. I'd rather get Guardian of Tazeem out over the Elf.. he has a much more profound effect on the battlefield.

Clutch of Currents has been ok. I like the effect.. I seldom awaken it. It keeps opponents on their heels.

Edit: I cut the two Clutches for the fourth Disperse and an extra land. The extra land has been great.. losing out on an extra bounce effect hasn't mattered much bc I'm curving out much better into my mid-late tapping shenanigans. Skyrider Elf won me a game where she was the only thing that survived a desperation Radiant Flames, then got lethal on the backswing.

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PostPosted: Tue Jan 26, 2016 2:49 am 
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elk... it's not a ramp deck... why would it need moss?

Because it's Moss
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I cut the two Clutches for the fourth Disperse and an extra land.

So Disperse over the Greenwarden idea? Isn't Greenwarden a potential Disperse (or even a target for) as well as a 'copy' of everything else that hits the bin? Just seemed like it would fit (just like it seems to fit into most decks).


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PostPosted: Tue Jan 26, 2016 10:22 am 
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@megabeast: Simic tempo is my favorite build atm. Here's my input:

You don't need the converge stuff: Simplify your mana and go back to Simic. Get some counterspells and Adverse Conditions instead of Skyrider and Woodland Wanderer
I'd definitely switch some Islands for Skyline Cascades. It's a land that triggers Willbreaker or disables a Krasis'ed or Lynx'ed creature an additional turn and doesn't necessarily come in untapped if you have Kiora. You could use some card draw too, I'd cut the Clutches and Gnarlids in favor of Jhessian Thief and Wild Size.

I guess I'm closer to Hakeem's Origins build of Simic Tempo than you.. I've only taken Kiora, the Falls and Cascade lands, Tazeems, Adverse Conditions and Counterspells (scatter and shrivel) from BFZ


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PostPosted: Tue Jan 26, 2016 10:34 am 
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@megabeast: Good advice Good advice Great advice..... and Wild Size ....


'looks at decklist'
'sees no gaea's revenge'
'walks away shaking head slowly'

I know I know, it comboes with krasis to 6 mana remove soul Gaea's revenge and it comboes with willbreaker and shines on thief but.... it's still a bad card, and potentially a huge blowout if your opponent gets crafty. A combat trick has to be cheap and devastating and produce big swings for it to be worth the risk. Like Might of the masses in Bab's Simic tokens deck. Now if there would be 2x gaea's revenge (maybe with some skyspawners to get em out ahead of curve) then I could see it. 10 points of hexproof trample is a great way to close out a game out of nowhere.


Last edited by Goblin Rabblemaster on Tue Jan 26, 2016 10:44 am, edited 4 times in total.

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PostPosted: Tue Jan 26, 2016 10:38 am 
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@megabeast: Simic tempo is my favorite build atm. Here's my input:

You don't need the converge stuff: Simplify your mana and go back to Simic. Get some counterspells and Adverse Conditions instead of Skyrider and Woodland Wanderer
I'd definitely switch some Islands for Skyline Cascades. It's a land that triggers Willbreaker or disables a Krasis'ed or Lynx'ed creature an additional turn and doesn't necessarily come in untapped if you have Kiora. You could use some card draw too, I'd cut the Clutches and Gnarlids in favor of Jhessian Thief and Wild Size.

I guess I'm closer to Hakeem's Origins build of Simic Tempo than you.. I've only taken Kiora, the Falls and Cascade lands, Tazeems, Adverse Conditions and Counterspells (scatter and shrivel) from BFZ


Nizz,

Mega's got a hard-on for the converge creatures. Rightfully so, too. I beat down a Mono-Green player last night who spent turns 4-5 Acid Mossing my lands while I dropped a 6/6 Wanderer and a 4/4 Skyrider down on him. One of the few times I didn't mind getting Moss'd.

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PostPosted: Tue Jan 26, 2016 10:41 am 
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Perfectly agree with Nizz that it isn't worth it to contaminate the manabase in a tempo deck. The skyriders are still good as t2 2/2 fliers; they do what the deck wants to do: get on board with nasty threats early before the shenanigans begin. Gnarlids are inferior to Skyriders imo since you be running lots of taplands to enable them. That costs you tempo for no guaranteed increase in damage (no evasion) = bad. I'd even rate visionaries higher now that we have 3 trolls +3 Skyridiers for the beats. Heck even Welkin Tern might be a way better choice.


Last edited by Goblin Rabblemaster on Tue Jan 26, 2016 11:02 am, edited 2 times in total.

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PostPosted: Tue Jan 26, 2016 10:48 am 
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Perfectly agree with Nizz that it isn't worth it to contaminate the manabase in a tempo deck. The skyriders are still good as t2 2/2 fliers; they do what the deck wants to do: get on board with nasty threats early before the shenanigans begin.


If he counts the Check lands as basic lands of the type it produces in the colors he needs (i.e., Crag, Grove as Forests, Catacombs, Fortress as Islands) he's really not contaminating the manabase. He's opening up possibilities.

He's also probably confusing the crap out of his opponent, who might be second guessing what is in his deck. I approve of this.

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PostPosted: Tue Jan 26, 2016 10:56 am 
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Kryder wrote:
Perfectly agree with Nizz that it isn't worth it to contaminate the manabase in a tempo deck. The skyriders are still good as t2 2/2 fliers; they do what the deck wants to do: get on board with nasty threats early before the shenanigans begin.


If he counts the Check lands as basic lands of the type it produces in the colors he needs (i.e., Crag, Grove as Forests, Catacombs, Fortress as Islands) he's really not contaminating the manabase. He's opening up possibilities.

He's also probably confusing the crap out of his opponent, who might be second guessing what is in his deck. I approve of this.


It slows the deck down in order to appease timmy. That's typically not where you wanna be in tempo. It seems that every deck Beast makes (this is not an attack, but an observaton) tries to be 'the rock midrange'.
10x Island 8x Forest 2x Lumbering Falls 2x Hinterland Harbor 2x Simic Guildgate runs only 4 taplands and should have 85% consistency for all the drops in deck on curve (counting free mull), even Rogue. Also it will reliably grant landdrops opening the possiblity to top out at Gaea's revenge on and even ahead of curve if you include Skyspawners and / or Adverse Conditions (which is what I would do).


Last edited by Goblin Rabblemaster on Tue Jan 26, 2016 11:22 am, edited 1 time in total.

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PostPosted: Tue Jan 26, 2016 11:22 am 
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Kryder wrote:
Perfectly agree with Nizz that it isn't worth it to contaminate the manabase in a tempo deck. The skyriders are still good as t2 2/2 fliers; they do what the deck wants to do: get on board with nasty threats early before the shenanigans begin.


If he counts the Check lands as basic lands of the type it produces in the colors he needs (i.e., Crag, Grove as Forests, Catacombs, Fortress as Islands) he's really not contaminating the manabase. He's opening up possibilities.

He's also probably confusing the crap out of his opponent, who might be second guessing what is in his deck. I approve of this.


It slows the deck down in order to appease timmy. That's typically not where you wanna be in tempo. 10x Island 8x Forest 2x Lumbering Falls 2x Hinterland Harbor 2x Simic Guildgate runs only 4 taplands and should have 85% consistency for all the drops in deck on curve (counting free mull), even Rogue. Also it will reliably grant landdrops opening the possiblity to top out at Gaea's revenge on and even ahead of curve if you include Skyspawners and / or Adverse Conditions (which is what I would do).


I honestly don't see it slowing the deck down much, if any really.

And he wants to play it this way. Definitely not boring.

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