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PostPosted: Fri Jan 29, 2016 1:44 pm 
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Here's the list I'd like DJ to put in the Master list. I'm very, very happy with this. I added a 26th land as curving out is super important and the power level of this list puts a ton of pressure on the opposition. The only moderately rough matchup is Thopters, and that's a 50/50 split. Ramp and RDW get hammered.

Timmy's Simic Tempo - 28 creatures, 6 noncreature spells, 26 land
Curve:
1cmc - 0
2cmc - 14
3cmc - 8
4cmc - 6
5cmc - 2
6cmc - 4

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

3 x Frost Lynx
2 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 Drowner of Hope
1 x Woodland Bellower
1 x Part the Waterveil

6 x Island
5 x Forest
2 x Lumbering Falls
2 x Sunken Hollow
2 x Cinder Glade
2 x Canopy Vista
2 x Prairie Stream
1 x Hinterland Harbor
4 x Evolving Wilds

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PostPosted: Fri Jan 29, 2016 1:53 pm 
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Here's the list I'd like DJ to put in the Master list. I'm very, very happy with this. I added a 26th land as curving out is super important and the power level of this list puts a ton of pressure on the opposition. The only moderately rough matchup is Thopters, and that's a 50/50 split. Ramp and RDW get hammered.

Timmy's Simic Tempo - 28 creatures, 6 noncreature spells, 26 land
Curve:
1cmc - 0
2cmc - 14
3cmc - 8
4cmc - 6
5cmc - 2
6cmc - 4

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

3 x Frost Lynx
2 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 Drowner of Hope
1 x Woodland Bellower
1 x Part the Waterveil

6 x Island
5 x Forest
2 x Lumbering Falls
2 x Sunken Hollow
2 x Cinder Glade
2 x Canopy Vista
2 x Prairie Stream
1 x Hinterland Harbor
4 x Evolving Wilds


Mega,

I've been running your last list for a few days...I'm sitting around 50-60% win with it right now, but only because my last 6 games have been wins. All but 2 of my losses were to sweepers, most of them double, but they hurt either way.

How has all that land been doing for you? Seems excessive, especially with the overall moderate curve.

I might put this up on my channel this weekend as it is a fun and unusual deck.

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PostPosted: Fri Jan 29, 2016 2:00 pm 
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The land has been somewhat annoying. Taking a two lander with a bunch of two and three drops has often led to me missing land drops and struggling. I want to err on the side of flood here bc having a bunch of land keeps the Snappers going, gives Tazeem the fuel he needs to tap, gives us mana to activate Lumbering Falls and let's us curve into those delicious six drops. Believe it or not.. I've only flooded out once, but dealt with screw a handful of times.. maybe 6-7 games out of 50ish.

The debate between Battle/Check lands has been a wash IMO. They both come in untapped about the same amount of times. I have a checklands version on my account and a battlelands version on my wife's account.. and I can't really tell a difference to be perfectly honest.

As far as sweepers go.. you just have to play around them. If you're against red, go taller than 3 with Skyrider and Wanderer, against black.. taller than 4. Against white, don't overextend.. hold back that Rogue/Bellower. If I've got 6-10 power on the board and I smell a sweeper.. I'll not play anything or just activate Lumbering Falls.

Edit: You know all that though. If you're flooding, take out some land and put in the fourth Frost Lynx or some Clutch of Currents.. or put in some Spell Shrivels to stop sweepers. Modify it to your meta/shuffler.. as always brotha.

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Last edited by megabeast37215 on Fri Jan 29, 2016 2:12 pm, edited 1 time in total.

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PostPosted: Fri Jan 29, 2016 2:11 pm 
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The land has been somewhat annoying. Taking a two lander with a bunch of two and three drops has often led to me missing land drops and struggling. I want to err on the side of flood here bc having a bunch of land keeps the Snappers going, gives Tazeem the fuel he needs to tap, gives us mana to activate Lumbering Falls and let's us curve into those delicious six drops. Believe it or not.. I've only flooded out once, but dealt with screw a handful of times.. maybe 6-7 games out of 50ish.

The debate between Battle/Check lands has been a wash IMO. They both come in untapped about the same amount of times. I have a checklands version on my account and a battlelands version on my wife's account.. and I can't really tell a difference to be perfectly honest.

As far as sweepers go.. you just have to play around them. If you're against red, go taller than 3 with Skyrider and Wanderer, against black.. taller than 4. Against white, don't overextend.. hold back that Rogue/Bellower. If I've got 6-10 power on the board and I smell a sweeper.. I'll not play anything or just activate Lumbering Falls.


I'm also on the fence between Battle/Check lands. Just like you, the average is pretty much the same. I doubt there is any statistical difference.

As far as sweepers, I have been hit with Languish twice a few games, one guy hit me with 2 Languish, 1 Radiant Flames, and top decked a Planar Outburst (Awakened) to beat the deck (just not going to win that game). I usually do pretty good against the first sweeper, the lack of draw hurts you trying to get going though. The second one is pretty backbreaking usually.

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PostPosted: Fri Jan 29, 2016 2:20 pm 
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I'm currently testing the list with a mix of battle and check lands. The battle lands at least count towards the check lands.


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PostPosted: Fri Jan 29, 2016 2:22 pm 
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Timmy's Simic Tempo - 28 creatures, 6 noncreature spells, 26 land



I'm confused, how does this work? Just tried 4 games with it, lost 4-0. 3 games against RDW and 1 against uwr clears/plansewalkers, by the time the deck has mana sorted the game is over.

Last game went:
t1 Foundry goblin
me tapped land
t2 dragon fodder
me undercity troll
t3 twin bolt
me hold mana
t4 (bounding krasis to tap and block) titans strength, abbot
me concede

I'm happy to be told I'm doing it wrong, but how the hell do you do it right?


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PostPosted: Fri Jan 29, 2016 2:26 pm 
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@Kryder: The only draw that really makes sense is Nissa.. and I cut her bc I never once flipped her in this deck. She was always a bear and a forest.. so I figured I could do better. I looked at blue draw, and Telling Time looked ok.. nothing else. Evolutionary Leap is tempting. Kiora digs for stuff already.. she's been absolutely amazing in this deck. There aren't enough creatures 3+ power that could make Elemental Bond work.

So your options are Evoleap, Nissa and Telling Time IMO. Cut whatever isn't doing it for you..

@Elk: That might be the optimal way to go. I just want enough basics for the battle lands and Evolving Wilds.. and cards that say 'island' for Guardian of Tazeem.

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PostPosted: Fri Jan 29, 2016 2:55 pm 
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AD2016 wrote:

Timmy's Simic Tempo - 28 creatures, 6 noncreature spells, 26 land



I'm confused, how does this work? Just tried 4 games with it, lost 4-0. 3 games against RDW and 1 against uwr clears/plansewalkers, by the time the deck has mana sorted the game is over.

Last game went:
t1 Foundry goblin
me tapped land
t2 dragon fodder
me undercity troll
t3 twin bolt
me hold mana
t4 (bounding krasis to tap and block) titans strength, abbot
me concede

I'm happy to be told I'm doing it wrong, but how the hell do you do it right?


Against an RDW opponent who is on the play.. you have to accept that he's going to kill you early stuff and you have to run him out of gas. Turn 1 he plays Foundry Street t2 Dragon Fodder and hits you for three. You play Gnarlid and he Twin Bolts it (which is a 1 for 1 trade) then swings for three again (you're at 14). You hold up Krasis mana.. he plays Abbot.. hmm.. I'd play Krasis before he attacks tapping a token.. then when he declares attackers I'd block Foundry Street forcing him to 2 for 1 himself to kill Krasis.. which is fine IMO. He'd only do one damage to you if he killed Krasis, or lose his Foundry Street Denizen, leaving you with a solid blocker. Then what? What was in your hand for turn 4? Whirler Rogue or Woodland Wanderer are significant roadblocks for RDW. Frost Lynx or another Krasis would be fine to tap down the Abbot.. a well timed Disperse could really hurt RDW here too. I mean.. you should've had options. What was in your hand?

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PostPosted: Fri Jan 29, 2016 3:18 pm 
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Against an RDW opponent who is on the play.. you have to accept that he's going to kill you early stuff and you have to run him out of gas. Turn 1 he plays Foundry Street t2 Dragon Fodder and hits you for three. You play Gnarlid and he Twin Bolts it (which is a 1 for 1 trade) then swings for three again (you're at 14). You hold up Krasis mana.. he plays Abbot.. hmm.. I'd play Krasis before he attacks tapping a token.. then when he declares attackers I'd block Foundry Street forcing him to 2 for 1 himself to kill Krasis.. which is fine IMO. He'd only do one damage to you if he killed Krasis, or lose his Foundry Street Denizen, leaving you with a solid blocker. Then what? What was in your hand for turn 4? Whirler Rogue or Woodland Wanderer are significant roadblocks for RDW. Frost Lynx or another Krasis would be fine to tap down the Abbot.. a well timed Disperse could really hurt RDW here too. I mean.. you should've had options. What was in your hand?


Yeah, I used Krasis to tap foundry and block a fodder, he titaned the fodder to kill the krasis then played abbot. My hand was lands that'd enter play tapped, a drowner and a woodland bellower - nothing I could play. This was the fastest loss to RDW, the other two took longer but were mostly down to lands entering play tapped putting me a turn behind the pace and getting burned down. I didn't see a disperse in any game vs RDW, it would have made a difference if I could have bounced a pump target.

Maybe just bad luck, I'll give it another go later (doing somegames with babassoonists Bigdrazi atm) possibly with more basic lands.


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PostPosted: Fri Jan 29, 2016 6:43 pm 
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Why would you 4x Disperse over 4x Clutch of Currents? That doesn't make sense in a Tempo deck, you need to be more efficient with your mana.

What does Kiora even do here except cost you Tempo instead of your opponent?

Why Reclamation Sage, it's such a reactive card in a deck that should be proactive. It's horrible on-curve and this type of deck should aim to curve out.

Why are you running four six-drops? That's why you need more mana. Drowner is all you need.

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PostPosted: Fri Jan 29, 2016 8:17 pm 
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Agree with what Hakeem said. Also, the best card draw for this deck should be Jhessian Thief.

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PostPosted: Fri Jan 29, 2016 8:20 pm 
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How about this Simic Tempo? Is it proactive enough to be a mana efficient tempo deck? Found this deck recommendation in an article but I don't trust single opinions nor do I want to directly netdeck. I like to collect varying opinions and create a beast of my own.

4x Welkin Tern
3x Skyrider Elf
2x Jhessian Thief
4x Eldrazi Skyspawner
4x Frost Lynx
3x Bounding Krasis
3x Whirler Rogue

4x Clutch of Currents
4x Disperse
3x Spell Shrivel
3x Adverse Conditions

10x Island
7x Forest
2x Lumbering Falls
2x Simic Guildgate
2x Hinterland Harbor

I'm sorry, I have no forum knowledge don't know how to make each card a link, cant find a how-to anywhere on the website yet and somehow google actually hasn't helped!


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PostPosted: Fri Jan 29, 2016 9:20 pm 
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Hakeem928 wrote:
Why would you 4x Disperse over 4x Clutch of Currents? That doesn't make sense in a Tempo deck, you need to be more efficient with your mana.

What does Kiora even do here except cost you Tempo instead of your opponent?

Why Reclamation Sage, it's such a reactive card in a deck that should be proactive. It's horrible on-curve and this type of deck should aim to curve out.

Why are you running four six-drops? That's why you need more mana. Drowner is all you need.


Why Disperse over Clutch? Instant speed shenanigans mostly.. blowouts. Enchantments, Planeswalkers, I've taken auras off my own creatures and swung for lethal. Saved my board from a Chandra's Ignition a few times, bounced my Whirler Rogue to rebuild after a sweeper, etc. It also sets up really big turns by playing it on my opponents turn. Use a Disperse or two on my opponents end step, play Drowner or Krasis+ Lynx, disable their entire board using all my mana and swing in for lethal. So yeah.. instant speed shenanigans. I ran Clutch for a while, then went 2/2.. then went all Disperse bc I felt it was better most of the time.

Kiora has been really good. Play her turn 4 (if you don't have anything offensive to play), swing, untap something to protect her. Turn 5 swing, tap a mana, untap a creature + a mana, play Guardian of Tazeem with four mana, drop your 5th land (would usually hold an Island for this) and tap something right away. Her ultimate has won me a handful of games.. Her -ability is good to dig for gas with.. She lets me play Drowner and Time Warp for only 5 mana. She's really allowed me to dominate games I've had her out. Does she win on her own.. no.. but she allows me to be extraordinarily mana efficient and gives me the ability to untap my biggest creature so races turn into one-sided affairs. This is especially valuable vs Thopters.. using Skyrider and Tazeem to rule the skies.

Rec Sage was a reactionary include after losing a game to a resolved Thopter Spy Network. Retreat to Emeria, Chief of the Foundry, Tutelage, etc. Believe it or not I haven't drawn it that much.. kinda forgot it was even in here. It hasn't been very necessary. Disperse does the job decently enough. Also.. when attacking into a Thopter army or defending from one.. Disperse on Chief of the Foundry is a massive blowout.

As far as the six drops go.. I could cut Woodland Bellower and be fine with it. All he does is pull a Krasis and make a crapload of power on the board.. I think he's pulled a Sage once.. but it's almost always Krasis to make 9 power. Part the Waterveil has been excellent.. as in, every time I cast it, it's game over. Especially in a bounce/tap deck like this.. Use Disperse/Krasis (or Adverse Conditions if that's your thing) to set up a favorable board, play Waterveil and just win.

So if I cut two Sages and Woodland Bellower.. what do you think I should run in their spot? Edit: I'm trying 3x Skyspawner currently.

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Last edited by megabeast37215 on Fri Jan 29, 2016 10:53 pm, edited 1 time in total.

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PostPosted: Fri Jan 29, 2016 9:24 pm 
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felbatista wrote:
Agree with what Hakeem said. Also, the best card draw for this deck should be Jhessian Thief.


No way.. screw that card. I'd rather just take a turn off and play Inspiration or something.. it'll draw me the same amount of cards and I won't have to blow a bunch of valuable resources trying to get this trashy one power creature through. It'll take me two spells in a deck where I have six spells to get it to kill a Jaddi Offshoot, who would shut it down all day. So.. no.. just no to the Thief.. not in this deck. In a prowess deck with a bunch of spells, sure.. but this is a creature deck. The other bad thing about Thief is that it doesn't do any damage.

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PostPosted: Fri Jan 29, 2016 9:27 pm 
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j.larew wrote:
How about this Simic Tempo? Is it proactive enough to be a mana efficient tempo deck? Found this deck recommendation in an article but I don't trust single opinions nor do I want to directly netdeck. I like to collect varying opinions and create a beast of my own.

4x Welkin Tern
3x Skyrider Elf
2x Jhessian Thief
4x Eldrazi Skyspawner
4x Frost Lynx
3x Bounding Krasis
3x Whirler Rogue

4x Clutch of Currents
4x Disperse
3x Spell Shrivel
3x Adverse Conditions

10x Island
7x Forest
2x Lumbering Falls
2x Simic Guildgate
2x Hinterland Harbor

I'm sorry, I have no forum knowledge don't know how to make each card a link, cant find a how-to anywhere on the website yet and somehow google actually hasn't helped!


It looks alright. Nice and smooth, quick.. but dead vs sweepers unless you have one of those Spell Shrivels. Twin Bolt also hurts it pretty bad. Try it out and report back.

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PostPosted: Fri Jan 29, 2016 10:03 pm 
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No consistent issues so far, yeah sweepers were a problem on the few times Languish came along before my Shrivel but I typically take a defensive hand and expect a board wipe more often than not. Twin bolt was a bitch for the times I did encounter it. But the deck is....methodical? Lacks fun, surprise. Always aiming for a particular opening hand. Leaves me wanting more entertainment value. Has the wins certainly, I'll continue my search for something out of the ordinary though.


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PostPosted: Fri Jan 29, 2016 10:15 pm 
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felbatista wrote:
Agree with what Hakeem said. Also, the best card draw for this deck should be Jhessian Thief.


No way.. screw that card. I'd rather just take a turn off and play Inspiration or something.. it'll draw me the same amount of cards and I won't have to blow a bunch of valuable resources trying to get this trashy one power creature through. It'll take me two spells in a deck where I have six spells to get it to kill a Jaddi Offshoot, who would shut it down all day. So.. no.. just no to the Thief.. not in this deck. In a prowess deck with a bunch of spells, sure.. but this is a creature deck. The other bad thing about Thief is that it doesn't do any damage.


Well, it's still the best draw option for this kind of deck :V

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PostPosted: Fri Jan 29, 2016 11:55 pm 
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Hakeem928 wrote:

So I've monkeyed with Beast's deck and now I'm on to testing yours. Before I do, I wanted to understand the land choices here. Your first line says "you can count Evolving Wilds as basics" yet they aren't in the list. Were they removed? You also have a much higher Blue card count, several :u::u: costs and a card that benefits from Islands being played yet you've got more green sources than blue. Is this just to ensure you have green in your opener to curve? Have you tried shaving the green sources to see how low you can go before it hurts? Granted Beast's deck is slightly different but I always felt I was in need of another blue source and; in theorycrafting, would expect the same here. Also, have you considered a blend of Battle lands and Check lands since the battle lands can count towards the check lands (in the attempts to minimize how often lands come in tapped)?


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PostPosted: Sat Jan 30, 2016 12:05 am 
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Elk: Its bc you need green for all your turn 2 plays.. so you need to ensure you have it early to get going.. otherwise your dicking around until turn 3.

He was talking to me about the Evolving Wilds.. he never said he ran any.. which I think is crazy. Evolving Wilds has let me absolutely punish ramp's slow starts. With a Gnarlid or two on the field, and a moss in their hand.. go ahead bum.. moss me.. I dare ya. Sometimes I'll just play the Wilds and not crack it if there's a blocker in the way or something. I've even had the Gnarlids up to 5 before with two Wilds. Wilds is also pretty sick with Guardian of Tazeem.. like a flying Drowner of Hope. Wilds guarantees you'll pull an Island to lock down a serious threat.. AND you can do it whenever you want.. like on your opponents turn, costing them two attacking opportunities.

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PostPosted: Sat Jan 30, 2016 12:53 am 
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Elk: Its bc you need green for all your turn 2 plays.. so you need to ensure you have it early to get going.. otherwise your dicking around until turn 3.

elk wrote:
Is this just to ensure you have green in your opener to curve? Have you tried shaving the green sources to see how low you can go before it hurts?

elk
I do understand the idea behind it but wanted to get his feedback since he's played it. When running your deck Beast, I always felt like I need another :u: source and worry it would be the same here. Hakeem does have a lot of ways to generate mana though which seems like it could even out or accelerate his curve even with tapped lands. I guess it comes down to when the 2nd :u: shows up.


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