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PostPosted: Sat Jan 30, 2016 8:16 am 
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I'm not running Wilds because I don't want more taplands.

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PostPosted: Sat Jan 30, 2016 1:06 pm 
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J, if your Simic deck is dying to sweepers, you're playing it wrong. You only go wide against thopters. Most of the time you're happy playing more of a control game with one or two creatures on board. It looks like a simple deck but there's elegance to how it should be handled


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PostPosted: Sat Jan 30, 2016 4:19 pm 
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I'll keep with it while bouncing from deck to deck, the only real board clear problems Were Radiant Flames, Rolling Thunder and Planar Outburst. There'd be a change in advantage I couldn't typically get back. Regardless of deck the game loves to grant me land problems. Whether it's too much or not enough. But I'm not certainly blaming the card array.


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PostPosted: Sat Jan 30, 2016 5:15 pm 
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Why are the board clears a problem though ? How many of your guys is he getting with each one ? Shouldn't be more than one or two unless you are relying on Krasis a ton


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PostPosted: Sun Jan 31, 2016 6:38 pm 
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Yeah I only lose 2-3 at a time, just often enough I don't draw well enough to keep/regain board advantage. Problem of chance really. It's not a consistent issue.


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PostPosted: Thu Feb 04, 2016 1:51 pm 
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Got me to Rank 40, got some lucky matches in there for sure but Gruul Ramp, RDW and Rakdos Sac fell pretty easily to it. Tokens got me every time though.


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PostPosted: Thu Feb 04, 2016 4:52 pm 
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I started playing it last night and went 2-0. It's annoying cuz the green spells aren't triggering for my quest. I don't know why.

Yeah, wide strategies should totally wreck you. It's designed specifically for stuff like Rampers Pampers. Glad to hear it works against RDW, i had a concern there.


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PostPosted: Thu Feb 04, 2016 5:07 pm 
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I started playing it last night and went 2-0. It's annoying cuz the green spells aren't triggering for my quest. I don't know why.

Yeah, wide strategies should totally wreck you. It's designed specifically for stuff like Rampers Pampers. Glad to hear it works against RDW, i had a concern there.


I've been playing ramp pretty consistently the last few days and I'm about 50% against Simic over that time.

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PostPosted: Thu Feb 04, 2016 5:18 pm 
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jeez... who's piloting those Simic decks? Maybe they're overextending their board. On paper it looks like Simic should have a real advantage there.


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PostPosted: Thu Feb 04, 2016 5:22 pm 
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I'm having trouble deciding if I should start another Long War play through of XCOM: Enemy Unknown and wait for Long War to come out for XCOM 2, or if I should just bite the bullet and playthrough vanilla XCOM 2... decisions decisions

oh and btw get rekt scrubs XCOM is out everywhere that isn't the Americas


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PostPosted: Thu Feb 04, 2016 5:27 pm 
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Yeah its always tempting to over extend and try to finish quick, I've corrected my technique and knowing what i have left to draw. The games tend to go a little long, just not Control long. I have them quit on me pretty often after i tap down their Oblivion Sower for 3 turns in a row and keep pinging for 2-3. I dropped a Whirler Rogue for a Displacement Wave just so I have hope of dealing with Thopters, dont think I've won a single game against a Thopter deck yet.

As for Ramp yeah thats crazy youve hit 50/50 against them. I always have something ready for Acid Moss or an early game board wipe. Myabe theyre tinkering or getting **** draws. Ive had some mana flood lose me a few.


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PostPosted: Thu Feb 04, 2016 5:35 pm 
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I think Yumi be drinking too much sake.


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PostPosted: Thu Feb 04, 2016 6:48 pm 
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oh oops

on phone at work

wrong tab

oh well


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PostPosted: Thu Feb 04, 2016 6:57 pm 
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It's OK, it wasn't that good a post anyway


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PostPosted: Sat Feb 13, 2016 12:41 pm 
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DJ0045 wrote:
Broken Will (Aggro/Control)

Blue: 15
1 x Jace, Vryn's Prodigy
4 x Frost Lynx
3 x Whirler Rogue
4 x Countermand
1 x Disciple of the Ring
2 x Willbreaker

Green: 18
4 x Fog
4 x Might of the Masses
4 x Timberland Guide
2 x Evolutionary Leap
3 x Gather the Pack
1 x Nissa, Vastwood Seer

Multi-Color: 3
3 x Bounding Krasis

Land: 24
8 x Island
3 x Forest
2 x Hinterland Harbor
3 x Rogue's Passage
4 x Simic Guildgate
4 x Evolving Wilds


Description: I set out to make a deck to abuse Willbreaker, and this is what I came up with. In essence, your long term plan is to steal their creatures, and control the board. I added plenty of control elements to get you there - in terms of creatures that can tempo your opponent, and fog. I also added some hard counters to protect your creatures, and slow your opponent's late game down. Finally, there is draw in here to help you find your key cards. Without willbreaker in play this is a very good tempo deck. You can use fog to safely attack into your opponent. Your creatures area decent on their own (although by no means the best, they can still hang with most decks).

Once you have your willbreaker in play the deck changes completely. Most of the cards in the deck can target your opponent's creatures. This means that even cards that were originally intended to be boons for your cards, actually steal your opponents creatures instead. Jace, for example, can steal a creature each turn once willbreaker is in play. Rogue's passage becomes tap 5 lands to steal a creature at instant speed, Disciple steals a creature for 1 mana, etc... So bottom line, willbreaker has to be protected once it is in play. Hence the counterspells and Might of the masses (to hopefully save it from direct damage). Finally, evolutionary leap is a star in this deck. All of your creatures are either ETB, or a piece of the combo. Also, it's great to steal their creatures and sack them for a combo element. Good times to be had by all, lol.



I like the idea but changed out Disciple of the Ring for Kiora just never have felt disciple plays out well for me (especially since for first few months it was broken on Xbox and you couldn't activate it) and Kiora's +1 combos well with will breaker plus untap a land for a potential countermand etc.

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PostPosted: Sat Feb 13, 2016 1:08 pm 
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I think it's not quite relevant anymore. It's from back in Origins season. A lot of cards should be different now, IMO.


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PostPosted: Sun Feb 21, 2016 6:00 am 
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Haven't posted in a while and work is kinda slow, so figured I'd leave this here:

Jolly Green (Simic Stompy) v2.6

Creatures x22
3x Jaddi Offshoot
1x Jace, Vryn's Prodigy
3x Sigiled Starfish
4x Gatecreeper Vine
1x Nissa, Vastwood Seer
1x Reclamation Sage
1x Eyeless Watcher (flex slot)
1x Drowner of Hope
1x Greenwarden of Murasa (flex slot)
1x Woodland Bellower
1x Oblivion Sower
1x Gaea's Revenge
1x Plated Crusher
1x Breaker of Armies
1x Ulamog, the Ceaseless Hunger

Non-Creatures x13
1x Evolutionary Leap
1x Titan's Presence
4x Nissa's Pilgrimage
2x From Beyond
3x Acid Moss
1x Part the Waterveil (originally a flex, but eventually I realized it's way too good to pass up)
1x Nissa's Renewal (flex pick)

Lands x25
2x Island
15x Forest
2x Lumbering Falls
2x Hinterland Harbor
2x Rogue's Passage
1x Simic Guildgate
1x Evolving Wilds

Basic strategy is kinda like the whole ramp till you puke forests and win game, but with the new BFZ, parts of this strat got better and other parts just kinda flopped. For starters, ramping got super safe because you can heal while you grow trees! On the other hand, the spittin trees part flopped because the stuff you wanted to trample with got worse, as creature sizes... well.. grew... and so, the deck grew with them. The newer build doesn't bother with tricky crazy 1-shots, and instead re-commits itself to the long game of dropping steady threats that have one form or another of evasion/survivability.

Refusing to part ways with the Waterveil, is a choice I made after I whimsically subbed it in for the Desolation Twin that had previously held that slot as I realized that I was going more and more into lately, a color I had originally only splashed because of man-lands, but was proving to be more and more useful to commit further to.

I guess what I like most about the deck, and the reason I've been playing it for about 2 months, between playing other decks, is that it's so easy to tweak for the meta, adding a little more control here or a little more damage there, as needed.

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PostPosted: Fri Feb 26, 2016 1:57 am 
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This is my first Willbreaker Deck which is working. My record so far: 18:3

Creatures:

2 x Timberland Guide
3 x Whirler Rogue
1 x Disciple of the Ring
2 x Guardian of Tazeem
2 x Willbreaker
2 x Drowner of Hope
1 x Greenwarden of Murasa

Planeswalkers:
1 x Jace, Vryn's Prodigy
1 x Nissa, Vastwood Seer
1 x Kiora, Master of the Depths

Instant:
2 x Disperse
3 x Telling Time
2 x Scatter to the Winds
4 x Spell Shrivel
2 x Natural Connection
1 x Inspiration

Enchantments:
3 x Retreat to Kazandu

Artefacts:
2 x alchemist's vial

Lands:
10 x Island
5 x Forest
2 x Lumbering Falls
2 x Hinterland Harbor
2 x Mortuary Mire
4 x Evolving Wilds


Interessting Card Choices:

- Timberland Guide is in because of triggering Willbreaker and highering the creature count for Kiora
- Retreat to Kazandu is great against Aggro and later triggers Willbreaker with any land coming into play. Being on the play i always play it on turn three. On the draw i always keep the mana open when i have a counter in my hand for opponents acid-moss.

This is a control deck. So be patient. It is very important to hit lands in the first 5-6 rounds. MVP is in my opinion Drowner of Hope which changes the game so often to my advantage.


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PostPosted: Sun Feb 28, 2016 7:25 am 
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turnabouts wrote:
This is my first Willbreaker Deck which is working. My record so far: 18:3

Creatures:

2 x Timberland Guide
3 x Whirler Rogue
1 x Disciple of the Ring
2 x Guardian of Tazeem
2 x Willbreaker
2 x Drowner of Hope
1 x Greenwarden of Murasa

Planeswalkers:
1 x Jace, Vryn's Prodigy
1 x Nissa, Vastwood Seer
1 x Kiora, Master of the Depths

Instant:
2 x Disperse
3 x Telling Time
2 x Scatter to the Winds
4 x Spell Shrivel
2 x Natural Connection
1 x Inspiration

Enchantments:
3 x Retreat to Kazandu

Artefacts:
2 x alchemist's vial

Lands:
10 x Island
5 x Forest
2 x Lumbering Falls
2 x Hinterland Harbor
2 x Mortuary Mire
4 x Evolving Wilds


Interessting Card Choices:

- Timberland Guide is in because of triggering Willbreaker and highering the creature count for Kiora
- Retreat to Kazandu is great against Aggro and later triggers Willbreaker with any land coming into play. Being on the play i always play it on turn three. On the draw i always keep the mana open when i have a counter in my hand for opponents acid-moss.

This is a control deck. So be patient. It is very important to hit lands in the first 5-6 rounds. MVP is in my opinion Drowner of Hope which changes the game so often to my advantage.


Very similar to one of mine...but dude, Bounding Krasis FTW!!

Also, I love to have 1 Rogue's Passage for the fatties, in case the Whirlers don't show...and it pings for Willy too...maybe instead of 1 Mire?
And I love 1 Evolpea too...allows you to look for your main threats, gives card advantage and above all, makes Willy way more foolproof


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PostPosted: Sun Feb 28, 2016 9:01 am 
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turnabouts wrote:
This is my first Willbreaker Deck which is working. My record so far: 18:3

Creatures:

2 x Timberland Guide
3 x Whirler Rogue
1 x Disciple of the Ring
2 x Guardian of Tazeem
2 x Willbreaker
2 x Drowner of Hope
1 x Greenwarden of Murasa

Planeswalkers:
1 x Jace, Vryn's Prodigy
1 x Nissa, Vastwood Seer
1 x Kiora, Master of the Depths

Instant:
2 x Disperse
3 x Telling Time
2 x Scatter to the Winds
4 x Spell Shrivel
2 x Natural Connection
1 x Inspiration

Enchantments:
3 x Retreat to Kazandu

Artefacts:
2 x alchemist's vial

Lands:
10 x Island
5 x Forest
2 x Lumbering Falls
2 x Hinterland Harbor
2 x Mortuary Mire
4 x Evolving Wilds


Interessting Card Choices:

- Timberland Guide is in because of triggering Willbreaker and highering the creature count for Kiora
- Retreat to Kazandu is great against Aggro and later triggers Willbreaker with any land coming into play. Being on the play i always play it on turn three. On the draw i always keep the mana open when i have a counter in my hand for opponents acid-moss.

This is a control deck. So be patient. It is very important to hit lands in the first 5-6 rounds. MVP is in my opinion Drowner of Hope which changes the game so often to my advantage.


Very similar to one of mine...but dude, Bounding Krasis FTW!!

Also, I love to have 1 Rogue's Passage for the fatties, in case the Whirlers don't show...and it pings for Willy too...maybe instead of 1 Mire?
And I love 1 Evolpea too...allows you to look for your main threats, gives card advantage and above all, makes Willy way more foolproof


Krasis is indeed perfect here. I will cut one counter spell, Inspiration and one Vial for them. And add another Timberland Guide for the other vial. And one Rogue's Passage for one Mire. Evo Leap is very strong too but i am not sure what to cut.


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