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PostPosted: Sun Feb 28, 2016 6:49 am 
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Modulo wrote:
Definitely an interesting list; my takes on it:

-I am not sure if Blue is the best fourth color for you. Both Jace and Kiora look a bit mediocre in this deck and I've been pretty unimpressed by Skyrider Elf. On the other hand, Red would give you access to Firemantle Mage and Munda, Ambush Leader; both of which could be decent in this type of deck.

-Your main option for a different white 2-drop is Kor Bladewhirl; I think there are arguments for either it or Castigator.

-I am not very high on the Reproach either, especially in a more aggressive deck like this one. Don't know if I'd want Reave Soul, though; maybe just something like Ob Nix at the top of the curve?


Tried the two version, with Red and with Blue...and I think I prefer with Blue.
Firemantle is'nt that great in a deck that do damage mainly through flyers and static Healers...the best thing about Red would be some direct damage, cause this deck has the annoying tendency to stall when the opponent is at 1 life...yesterday it was ridiculous, in like 10 games, I lost 4...and three of them with the opponent at 1 life, I kid you not! It was comical at the end, some pretty epic games, I must confess it was a funny session...probably could have won most of those 3, but the deck is a bit tricky and I'm a mediocre player, lol
Munda is nice, but I usually want some land mixed with the creatures mid-late game for the Emerias. Anyways, with the Healers he should be pretty awesome, yep.

Blue gives me access to two walkers = wincons if the game stalls... and manafix, that I badly need, in the early game...Chandra (Red), on the contrary, requires a dedicated deck to work and don't fix my mana

Tried Nix too, I always like him in any black deck...but the BB was too high...there's no double color requirement in the deck, except for Gideon, and white is the main color by far...I have tried several double color cards and out of White, they basically don't work for those mana reasons (Rolling Thunder :cry: )

Skyrider works wonders for me, it's pretty good at any cost, and I like them to protect the 4 walkers
Jace and Kyora are there mainly for fixing my mana, as said... u know, in a 4 color deck...and also they atract a lot of pressure
Later, Jace can bring back spot removal, and above all, late Unified Fronts, those with Warleaders, Healers or Emerias in the board, are f** lethal. In fact, this deck wins half the time through the Fronts, amazingly enough :teach:

Bladewhirls...I wonder. Tried them, but not too excited...First Strike isn't that great in a weenie deck, against the mirror or tribal decks is really good...but that's it. It's mainly useless against control, ramp or burn

I want/need some enchantment removal, so maybe 1 felidar or two should go there...even if they aren't allies

EDIT: tried again the Bladewhirls...and I think they are definitely better than Castigators...it's the Emerias/Wilds what makes the difference, pumped and/or instant-speed first strike... now that's interesting. It's just that I faced only ramp when testing them and didn't realized how good they are against aggro. So -3 Castigators, +2 Bladewhirls +1 Felidar


Last edited by callmemaggit on Sun Feb 28, 2016 12:06 pm, edited 4 times in total.

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PostPosted: Sun Feb 28, 2016 9:53 am 
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Lemme know how high your win streak goes. I'm still having fun with your boros deck. I only have three decks now, I've deleted almost everything


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PostPosted: Sun Feb 28, 2016 10:53 am 
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Lemme know how high your win streak goes. I'm still having fun with your boros deck. I only have three decks now, I've deleted almost everything


Sure...right now, I'm 17-4...but half those 4 must be due to my lousy play :P
I love this deck, reminds me somehow of funny decks like that Immortal Servitude one, full of Blood Artists etc... this thing about having a ton of weenies and do nothing with them while chiping away their life with the Healers and Emisaries until a big EvoWild/Emeria arrives cracks me up

Since always, I get more fun building decks than playing them...25 years ago was the same, I spent more time making pen-and-paper rol characters than playing them, lol

I finally took the Sigils out from the Boros deck, and one Mountain...then put + 3 Elite vanguards...more early punch and less akwardness in the synergies...but still not convinced. What would you put instead of the Sigils?


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PostPosted: Sun Feb 28, 2016 12:27 pm 
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I'm really enjoying the sigils, especially when firebird has them. I like having the option to go wide if he's holding up two Plainsboro has chump fliers or something. The sigils don't get along with Gideon and tactics which bothers my OCD, but I think it's good to have both options depending what you're playing against.


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PostPosted: Sun Feb 28, 2016 1:11 pm 
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The sigils don't get along with Gideon and tactics which bothers my OCD, but I think it's good to have both options depending what you're playing against.


Same...there are times when they are MVP...and others when they are just fashion jewlery...love/hate relationship it's called, me thinks

Btw, I just realized this is a wide but mostly static deck which its heavy hiters all have flying or trample...must try a Sigil here too asap, lol


Last edited by callmemaggit on Sun Feb 28, 2016 7:29 pm, edited 1 time in total.

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PostPosted: Sun Feb 28, 2016 3:36 pm 
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Man, you have to try this one if you are tired of the same crap...so fun...I just got, with 3 healers and a warleader on the field, 16 damage out of a Front turn 5, me 36 life living teh drrream, lol

He died


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PostPosted: Mon Feb 29, 2016 6:13 am 
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Here's an update on the Turbofog archetype. I've noticed opponent quality has been going down on Steam recently; having been absent for a month or so made this difference quite confronting. Gives some room to play more wonky decks though:

Glint-Eye Mill

3 x Fog

1 x Jace, Vryn's Prodigy
3 x Gatekreeper Vine
3 x Elvish Visionary
4 x Alchemist's Vial
2 x Telling Time

3 x Sphinx's tutelage
1 x Radiant Flames
4 x Artificer's Epiphany

2 x Talent of the Telepath
4 x Brilliant Spectrum
2 x Languish

2 x Lumbering Falls

2 x Drowner of Hope
1 x Part the Waterveil

5 x Island
3 x Swamp
4 x Forest
1 x Mountain

1 x Cinder Glade
2 x Sunken Hollow
1 x Woodland Cemetery
1 x Hinterland Harbor
1 x Dimir Guildgate
1 x Izzet Guildgate
1 x Rakdos Guildgate
2 x Evolving Wilds


So the deck has basically 2 angles :

Plan A is of course tutelage + massive draw. But if you run into enchantment hate, your backup plan is racing the opponent thanks to Fog + Vials + Part the Waterveil + Lumbering Falls + Drowner of Hope (can awaken and smash t8 instead of t10 if you go t7 drowner + fog their attack; t8 awaken, you can just kill em t9).

25 land and kreepers to offset Moss; not being greedy, the draw should cycle us through unneeded lands later on in the game. I think this is really the right call, I just won back to back games vs Temur Ramp where he got double drowner, Ulamog, and double and even TRIPLE moss both times.

Worst matchup ? Probably anything involving more than 1 big Rolling Thunder or mid-range monsters.
Its pretty fun to play; I find running Ulamog (they will have an answer by the time you finally get it out)/Sower (5/8 mill 4....meh)/Stagnation (5/7, text may as well not exist for this deck unless you were gonna win that game anyway)/Ob nixilis ( 5 mana kills spell ? 5 mana mill 2 draw 1 .....only playable if you have fog in hand) unneeded in these decks. Greenwarden may deserve a spot though; unsure.

Talent of the Telepath is like a burnspell if you went with plan A but your tutelage got removed. Sometimes it allows you to go totally Ham with Jace as well (pay 8, mill 14, cast 4 spells is gamewinning more often than not); and you can even use it to try and score Moss or a white sweeper, should you want those casts. The 'cast your Moss' thing is why we play 1 of Cinder Glade in the deck over a forest.

You could ask why we don't play white for Outburst over Languish? Well I like my sweepers cheap, and mana efficiency is very important in these type of decks. Also Drowner survives Languish, which can be important. We have other tools to 'deal' with big guys.

Important to be pretty disciplined with the mulligans; but you don't NEED tutelage in opener to succeed. I've had plenty wins with Jace emblem/Falls Beatdown too.

Let me know what you think :).


Last edited by Goblin Rabblemaster on Mon Feb 29, 2016 2:18 pm, edited 4 times in total.

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PostPosted: Mon Feb 29, 2016 8:15 am 
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Here's an update on the Turbofog archetype. I've noticed opponent quality has been going down on Steam recently; having been absent for a month or so made this difference quite confronting. Gives some room to play more wonky decks though:

Glint-Eye Mill

3 x Fog

1 x Jace, Vryn's Prodigy
3 x Gatekreeper Vine
3 x Elvish Visionary
4 x Alchemist's Vial
2 x Telling Time

3 x Sphinx's tutelage
1 x Radiant Flames
4 x Artificer's Epiphany

2 x Talent of the Telepath
4 x Brilliant Spectrum
2 x Languish

2 x Lumbering Falls

2 x Drowner of Hope
1 x Part the Waterveil

5 x Island
3 x Swamp
4 x Forest
1 x Mountain

1 x Cinder Glade
2 x Sunken Hollow
1 x Woodland Cemetery
1 x Hinterland Harbor
1 x Dimir Guildgate
1 x Izzet Guildgate
1 x Rakdos Guildgate
2 x Evolving Wilds


So the deck has basically 2 angles :

Plan A is of course tutelage + massive draw. But if you run into enchantment hate, your backup plan is racing the opponent thanks to Fog + Vials + Part the Waterveil + Lumbering Falls + Drowner of Hope (can awaken and smash t8 instead of t10 if you go t7 drowner + fog their attack; t8 awaken, you can just kill em t9).

25 land and kreepers to offset Moss; not being greedy, the draw should cycle us through unneeded lands later on in the game. I think this is really the right call, I just won back to back games vs Temur Ramp where he got double drowner, Ulamog, and double and even TRIPLE moss both times.

Worst matchup ? Porbably anything involving more than 1 big Rolling Thunder.
Its pretty fun to play; I find running Ulamog/Sower/Stagnation/Obnixilis unneeded in these decks. Greenwarden may deserve a spot though; unsure.

Talent of the Telepath is like a burnspell if you went with plan A but your tutelage got removed. Sometimes it allows you to go totally Ham with Jace as well; and you can even use it to try and score Moss or a white sweeper, should you want those casts. The 'cast your Moss' thing is why we play 1 of Cinder Glade in the deck over a forest.

You could ask why we don't play white for Outburst over Languish? Well I like my sweepers cheap, and mana efficiency is very important in these type of decks. Also Drowner survives Languish, which can be important. We have other tools to 'deal' with big guys.

Important to be pretty disciplined with the mulligans; but you don't NEED tutelage in opener to succeed. I've had plenty wins with Jace emblem/Falls Beatdown too.

Let me know what you think :).


Ey, at last somebody plays with the Guilgates for the Vines! Yay! My bro! :V


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PostPosted: Tue Mar 01, 2016 4:45 pm 
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Still trying to make a 1.5 Tier deck, I'm now at this:

4 x Kalastria Healer
1 x Jace, Vyn's Prodigy
3 x Skyrider Elf
2 x Kor Bladewhirl
3 x Kor Castigator
3 x Serene Steward

2 x Lantern Scout
3 x Drana's Emissary
1 x Nissa, Vastwood Seer
2 x Veteran Warleader
2 x Kytheon's Tactics
1 x Read the bones

3 x Unified Front
2 x Woodland Wanderer
3 x Retreat to Emeria
1 x Gideon, Ally of Zendikar

2 x Plains
2 x Swamp
2 x Forest
2 x Island
2 x Sunpetal Grove
1 x Canopy Vista
1 x Sunken Hollow
2 x Glacial Fortress
2 x Prairie Stream
2 x Isolated Chapel
2 x Woodland Cemetery
4 x Evolving Wilds


The main difference with the former version is the higher creature density...it seems that the key for this deck to work was playing more and more creatures and ignoring almost any attempt at control...

Edit: and even more...lol...now starts to feel like the grinder it should be... :D


Last edited by callmemaggit on Thu Mar 03, 2016 7:21 pm, edited 2 times in total.

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PostPosted: Tue Mar 01, 2016 5:48 pm 
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Liking that decklist there, I've only made a boros ally deck, and orzhov ally lifegain deck.


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PostPosted: Thu Mar 03, 2016 12:04 pm 
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Still trying to make a 1.5 Tier deck, I'm now at this:

4 x Unified Front



That's uncommon, so you're at 3. Only 59 cards otherwise. Deck plays pretty solid otherwise though from my playtesting, does well against red aggro and mid-range.


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PostPosted: Thu Mar 03, 2016 7:26 pm 
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That's uncommon, so you're at 3. Only 59 cards otherwise. Deck plays pretty solid otherwise though from my playtesting, does well against red aggro and mid-range.


Opps...my bad. Edited...put a second Tactics, maybe it should be a Reprisal, but I find that this decks want to be agressive...lifegain can be a problem for it.

Against Gruul with Jadis, Renewals and Ignitions, for example, is a really close race...if he/she has a good hand, with some moss and renewal, you are almost doomed


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PostPosted: Sat Mar 05, 2016 2:08 pm 
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Ok, I think that^ is the final form of the list...it's a fun deck, not god tier because when it works, it works like a charm...but it's almost totally non-reactive, so in front of the right combination of removal/sweepers and then big creatures or a combo, it's gonna suffer

Anyways, very different to the same handful as always, so just for that, it deserves some play in my sessions...and the minicombos in it are so fun...see:

Turn 5 megaFront, notice my life

Spoiler


And turn 6 big kill incoming, he went -8:

Spoiler


:V


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PostPosted: Fri Mar 11, 2016 7:42 am 
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Most people are too busy grinding for those 20k+ coins needed for the new update or complaining about the moss/ramp dominated meta, but seeing as I just unlocked the last B4Z cards, I'm having fun building decks. Here's my take on nephilim reanimation/mill (Odd combination? I used to think so too, but wait and see...)

1 CMC
4x Salvage Drone (draw for mill, discard for reanimation, chump to stay alive)

2 CMC
1x Jace, Vryn's Prodigy (he draws/mills, he discards, he flips and reuses your sweepers and reanimators... awesome)

3 CMC
1x Graveblade Marauder (used to be 2, since the idea is to put creatures into the graveyard and deathtouch can keep some pressure off in the early game, but he get replaced by something better)
1x Nissa, Vastwood Seer (She's probably the best PW in duels. Super useful and easy to flip - practically flips herself)
2x Sphinx's Tutelage (Mill, Mill, Mill... Don't forget the reanimation cards can target any graveyard. So Mill his Ulamog and then reanimate him and save yours for a rainy day)
3x Artificer's Epiphany (Who needs artifacts? I want to discard all those phatties into my graveyard)
2x Radiant Flames (The deck used to be sultai, then I added red and white mana sources for Brilliant Spectrum to go to 4, but I also figured I needed more sweepers. So the white went and this came in and seems a keeper. Only Red splash in the deck)

4 CMC
2x From Beyond (Ramp, tokens, eldrazi tutor... This is more broken than moss imo)
2x Talent of the Telepath (Use your opponent's sweepers and save yours. Mills and can potentially put reanimatable phatties into the graveyard. Underplayed card...)
2x Brilliant Spectrum (Just awesome in this deck)
2x Languish (Essential aggro defence... Has saved me several times as you can imagine)
1x Kiora, Master of the Depths (Utility PW. Her -2 works well here as you can opt to send cards to graveyard)

5 CMC
1x Oracle of Dust (Utter crap in most other decks. I'm still testing this guy, but he may work here. Solid blocker, survives he sweepers and can mill/discard to graveyard since salvage drones have ingest)
3x Necromantic Summons (MVP of the deck. Spell mastery condition nearly always viable)
2x Rise from the Grave (Extra backup reanimation. Less powerful than Necromantic Summons, since it doesn't give the +2/+2 buff. The zombie and black color effects are irrelevant)
1x Ob Nixilis, Reignited (The only spot removal in the deck. Draws cards and mills... All good. Awesome card)

6 CMC (Guys that you want to send to the graveyard)
1x Greenwarden of Murasa (Had forgotten about this guy when I initially built this deck. Makes sense here, get an extra sweeper or reanimator sorcery... Also become better with +2/+2. Heaps of utility and don't bother exiling him...bug and all... he's more useful in the graveyard anyway)
1x Sire of Stagnation (Pain in the ass for your opponent. If he gets killed, just bring him back... fatter)
1x Deathless Behemoth (Reanimates himself with the tokens from From Beyond. Vigilance is useful when your low on life... That's one of the flaws of the deck, life gain... Could use something like Felidar Sovereign, like I did against the AI... Who says you can't play that card?)
2x Plated Crusher (Currently playing these guys instead of Gaea's Revenge. Just seem less chumpable because of trample)

10 CMC
1x Ulamog, the Ceaseless Hunger (Its a shame in this deck that the exile ability is only when he's cast. This deck can often play him turn 5, but he's less useful then. Have saved him to be cast for that reason. Also the reason why Oblivion Sower got cut from the original build of the deck. The deck can win without Ulamog, so don't worry too much if he gets killed or exiled or whatever...

24 Lands (always tricky with 4 colors and probably an acid moss liability...)
3x Swamp
4x Island
2x Forest
1x Mountain
1x Lumbering Falls
2x Sunken Hollow
2x Drowned Catacomb
2x Hinterland Harbor
2x Woodland Cemetery
2x Sulfur Falls
1x Dragonskull Summit
2 x Evolving Wilds

Like most of my decks, needs to be tested. Has beaten Red Aggro, which I thought it couldn't (won with 1 life btw) This build is stronger than the initial version and I believe will get stronger with the delirium ability in SOI and if we get more quality, reanimation friendly big critters.
The fact that the deck has 2 viable win strategies that work well together really pleases me and gives you lots of flexibility. Has won more with mill in my tests, but that all depends on what cards you get.
The mana curve is a bit frightening, but since its crammed with draw, land hasn't been a problem.
Comments, suggestions, enraged flames, thoughts about how crap the deck is... All are welcome, give me your opinion. :)

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PostPosted: Fri Mar 11, 2016 10:14 am 
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Haven_pt wrote:

Comments, suggestions, enraged flames, thoughts about how crap the deck is... All are welcome, give me your opinion. :)


Ey, mill/reanimation always was a possibility...I usually put a couple of Summons in my mill decks...I like your deck, the timmy in me wants Omnath as reanimation target and then...Sower. In a mill deck, that can mean between 2 and...all the Elementals in the world!!!11!! TIMMEH!!


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PostPosted: Sat Mar 12, 2016 9:28 am 
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Well, the 4-color Land Control deck was fun while it lasted. I'm guessing you all have seen the changes in this post here: http://magic.wizards.com/en/articles/ar ... 2016-03-11

So, losing Mwonvuli Acid-Moss is the kicker. Unless they add in a new land destruction card (in which case I'm game to try), the purpose of the deck is moot. Losing Gatecreeper Vine is a big problem for a 4-color deck that needs GG and RR (as well as U and B), Sylvan Ranger just doesn't cut it the same way. The other major shift coming is losing Perilous Myr, I have a lot of control decks that depend on that little guy in the early game (sometimes next to Evolutionary Leap), 4-color Land Control is no exception.

Now, I'll soldier on and try a new LD deck if they release Structural Distortion with SoI, but it won't be this deck. The changes are radical enough that the deck simply won't look the same, and may not play the same. It was a fun control deck that punished the AI's poor choices of land animation targets, but it may be time to shelve it.

On the plus side... two new expansions! And Expedition Envoy to assist with Ally decks. I won't exactly mourn the passing of Acid-Moss (it was definitely getting unhealthy in the constructed metagame), but I will miss destroying the AI's lands over and over again.


Ahh well. On to new 4-color builds!

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PostPosted: Fri Apr 01, 2016 4:33 am 
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I've been trying to make a decent ally deck for a while now, because I like flavorful decks. Then when I manage to make something playable I come into this thread and it turns out callmemaggit already posted something very similar... oh well, I think mine is still different enough to warrant posting. I'm using red instead of blue for Munda and Firemantle mage(this guy is seriously nuts sometimes), as well as infuse with elements as a finisher/combat trick - it seems really good in a 4-color deck. 3x reprisal for call of the full moon shenanigans, oblivion sower, woodland wonderer, colossus, husks... all the other stuff our guys can kill on their own. Ulamogs and plated crushers dodge it, of course, but by this point you should already win or lose. I'm thinking of cutting Hero of Goma Fada because it comes a little too late, I often win with only 4 lands.

2 x Kor Bladewhirl
3 x Serene Steward
1 x Felidar Cub
3 x Reprisal
4 x Kalastria Healer
2 x Lantern Scout
3 x Firemantle Mage
3 x Drana's Emissary
2 x Veteran Warleader
3 x Infuse with the Elements
2 x Munda, Ambush Leader
3 x Unified Front
2 x Retreat to Emeria
1 x Gideon, Ally of Zendikar
2 x Hero of Goma Fada

2 x Plains
2 x Swamp
2 x Forest
2 x Mountain
2 x Shambling Vent
2 x Sunpetal Grove
1 x Cinder Glade
1 x Canopy Vista
2 x Clifftop Retreat
2 x Isolated Chapel
2 x Woodland Cemetery
4 x Evolving Wilds


Last edited by Ordev on Sat Apr 02, 2016 6:00 am, edited 1 time in total.

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PostPosted: Fri Apr 01, 2016 5:36 am 
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Ordev wrote:
I've been trying to make a decent ally deck for a while now, because I like flavorful decks. Then when I manage to make something playable I come into this thread and it turns out callmemaggit already posted something very similar... oh well, I think mine is still different enough to warrant posting. I'm using red instead of blue for Munda and Firemantle mage(this guy is seriously nuts sometimes), as well as infuse with elements as a finisher/combat trick - it seems really good in a 4-color deck. 3x reprisal for call of the full moon shenanigans, oblivion sower, woodland wonderer, colossus, husks... all the other stuff our guys can kill on their own. Ulamogs and plated crushers dodge it, of course, but by this point you should already win or lose. I'm thinking of cutting Hero of Goma Fada because it comes a little too late, I often win with only 4 lands.

2 x Kor Bladewhirl
3 x Serene Steward
1 x Felidar Cub
4 x Kalastria Healer
2 x Lantern Scout
3 x Firemantle Mage
3 x Drana's Emissary
3 x Veteran Warleader
3 x Infuse with the Elements
2 x Munda, Ambush Leader
3 x Unified Front
2 x Retreat to Emeria
1 x Gideon, Ally of Zendikar
2 x Hero of Goma Fada

2 x Plains
2 x Swamp
2 x Forest
2 x Mountain
2 x Shambling Vent
2 x Sunpetal Grove
1 x Cinder Glade
1 x Canopy Vista
2 x Clifftop Retreat
2 x Isolated Chapel
2 x Woodland Cemetery
4 x Evolving Wilds


Lol, yeah...it's basically the same, just the red splash version :) ...I sholud try infuse, tho

I bet it suffers from the sama as mine: funny but inconsistent...it has barely any interaction with the opponent, and it isn't that explosive a to really be able to afford that


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PostPosted: Sat Apr 02, 2016 4:25 am 
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Ordev wrote:
I've been trying to make a decent ally deck for a while now, because I like flavorful decks. Then when I manage to make something playable I come into this thread and it turns out callmemaggit already posted something very similar... oh well, I think mine is still different enough to warrant posting. I'm using red instead of blue for Munda and Firemantle mage(this guy is seriously nuts sometimes), as well as infuse with elements as a finisher/combat trick - it seems really good in a 4-color deck. 3x reprisal for call of the full moon shenanigans, oblivion sower, woodland wonderer, colossus, husks... all the other stuff our guys can kill on their own. Ulamogs and plated crushers dodge it, of course, but by this point you should already win or lose. I'm thinking of cutting Hero of Goma Fada because it comes a little too late, I often win with only 4 lands.

2 x Kor Bladewhirl
3 x Serene Steward
1 x Felidar Cub
4 x Kalastria Healer
2 x Lantern Scout
3 x Firemantle Mage
3 x Drana's Emissary
3 x Veteran Warleader
3 x Infuse with the Elements
2 x Munda, Ambush Leader
3 x Unified Front
2 x Retreat to Emeria
1 x Gideon, Ally of Zendikar
2 x Hero of Goma Fada

2 x Plains
2 x Swamp
2 x Forest
2 x Mountain
2 x Shambling Vent
2 x Sunpetal Grove
1 x Cinder Glade
1 x Canopy Vista
2 x Clifftop Retreat
2 x Isolated Chapel
2 x Woodland Cemetery
4 x Evolving Wilds


Something is wrong with your list. Veteran Warleader can only be in two times and the 3 mentioned Reprisal are missing. But you have only 34 No Land cards so when you cut one Veteran Warleader you can add the 3 Reprisal. I think than the deck is right.

I for myself would cut the two Retreat to Emeria and perhaps add the ally who can tap a creature. And i would go with more 2 drops like the first strike ally.


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PostPosted: Sat Apr 02, 2016 6:05 am 
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turnabouts wrote:

Something is wrong with your list. Veteran Warleader can only be in two times and the 3 mentioned Reprisal are missing. But you have only 34 No Land cards so when you cut one Veteran Warleader you can add the 3 Reprisal. I think than the deck is right.

I for myself would cut the two Retreat to Emeria and perhaps add the ally who can tap a creature. And i would go with more 2 drops like the first strike ally.


You are completely right, I fixed the list. The Emeria and Hero of Goma Fada where originally there for the dream combo of Emeria+evolving wilds+hero on opponent's turn to protect everything from sweepers, but I haven't managed to get it off. Both Emeria and Hero of Goma Fada can probably be cut for more early game, although I didn't feel like I don't have enough two drops, what happened more often was that the colors would not align properly to drop what I wanted on t2.

I'd add Expedition Envoys when we get them on Wednesday, but then the whole deck is probably going to the trash anyway.


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