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PostPosted: Sun Feb 28, 2016 3:24 pm 
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Mulletman wrote:

Smoothering Abominations should improve the deck's speed, imho :)


Thanks, I'll give it a go but I suspect there are not enough targets to sacrifice for Smothering Abomination to make an impact.

In the 4 CC range I might also try Talent of the Telepath or Miasma.


I like Smothering Abomination really handy normally would want a husk out in case it dies straight away you can just sacrifice it with husk and other creatures you have to draw more cards.


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PostPosted: Sun Feb 28, 2016 3:49 pm 
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Mulletman wrote:

Smoothering Abominations should improve the deck's speed, imho :)


Thanks, I'll give it a go but I suspect there are not enough targets to sacrifice for Smothering Abomination to make an impact.

In the 4 CC range I might also try Talent of the Telepath or Miasma.

You are right...I think I mixed in my head your list with a crats one, lol. He doesn't make any sense in your list...

Talent has become quite good for a mill deck with the expanded pool...and probably continue doing so...good choice


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PostPosted: Sun Feb 28, 2016 11:01 pm 
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Mulletman wrote:

Smoothering Abominations should improve the deck's speed, imho :)


Thanks, I'll give it a go but I suspect there are not enough targets to sacrifice for Smothering Abomination to make an impact.

In the 4 CC range I might also try Talent of the Telepath or Miasma.


I definately approve of the Telepath idea.

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PostPosted: Wed Mar 16, 2016 9:07 pm 
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I feel like mono blue is better for mill. Before Zendikar came out I had a sick mill deck but I tried to update it and messed it up. I made a new one with Eldrazi creatures in it but it's still not perfect. It's pretty easy if you have all the counter spells that are 3 or 4 CMC. Ingest helps you mill so having [Salvage Drone] helps as throw away blockers and triggers Sphinx. I also have 4 [Faerie Miscreant], and as long as I keep one alive to trigger the draw, I'll block with them too because the draw ability doesn't stack because it's part of the casting ability. I even threw in[Part The Waterveil] just as an added bonus.

This is my first post on this site. Cherry popped


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PostPosted: Sun Mar 27, 2016 12:05 pm 
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Hi everybody I'm a completely noob in magic in general... Only playing since a few months and I am currently playing this deck:

2x Clutch of currents
2x harbinger of the tides
1x sigiled starfish
2x horribly awry
3x telling time
1x reave soul
3x jorubai murk lurker
2x frost lynx
1x graveblade marauder
2x fleshbag marauder
2x claustrophobia
2x scatter to the winds
1x read the bones
1x erebos's titan
2x languish
1x mire's malice
1x guardian of tazeem
1x priest of the blood rite
1x gilt-leaf winnower
1x necromantic summons
1x kothophed soul hoarder
1x part the veil
1x alhammarret, high arbiter

7x swamp
8x island
2x sunken hollow
1x consul's foundry
1x rogue's passage
2x dimir guildgate
3x evolving wilds

I would like to know what cards should I drop and what cards should I add in exchange... And to know if the deck needs more focus in one estrategy in particular iin place of having a bit o drawing, counter, removal, etc. I must say I don't have all the cards also...


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PostPosted: Sun Mar 27, 2016 2:15 pm 
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El dandy wrote:
Hi everybody I'm a completely noob in magic in general... Only playing since a few months and I am currently playing this deck:
2 x Clutch of currents
2 x harbinger of the tides
1 x sigiled starfish
2 x horribly awry
3 x telling time
1 x reave soul
3 x jorubai murk lurker
2 x frost lynx
1 x graveblade marauder
2 x fleshbag marauder
2 x claustrophobia
2 x scatter to the winds
1 x read the bones
1 x erebos's titan
2 x languish
1 x mire's malice
1 x guardian of tazeem
1 x priest of the blood rite
1 x gilt-leaf winnower
1 x necromantic summons
1 x kothophed soul hoarder
1 x part the veil
1 x alhammarret, high arbiter

7 x swamp
8 x island
2 x sunken hollow
1 x consul's foundry
1 x rogue's passage
2 x dimir guildgate
3 x evolving wilds

I would like to know what cards should I drop and what cards should I add in exchange... And to know if the deck needs more focus in one estrategy in particular iin place of having a bit o drawing, counter, removal, etc. I must say I don't have all the cards also...


If you do [ deck ] (without the spaces) at the top of your deck lists, and [ /deck ] at the bottom, it will auto link the cards in it. I did it for you in the quoted section; not sure how many people know every card by name with instant recall.

Blue/Black is my least favorite color combination (just personal preference); I don't play much with it, so I'm prob not the best person to give advice on yours overall. A few things stick out though:

I don't think Priest of the Blood Rite is a good fit there. You don't have many ways to get rid of the priest on your own, and that -2 life every round hurts a deck like this (especially with the soul hoarder and dem bones), I think. Maybe the murk-lurker helps you mitigate, but I don't care for the priest outside of more aggressive builds, or ones with plenty of sacrifice options. The 5/5 token is too fragile, with even bounce spells killing it. When I've played him in decks that don't have a good way to manage him, he ends up hurting me more than he helps. If you want the extra beater, I'd look for something else in your card collection (maybe a 2nd winnower or guardian - not sure what all you have). I'd also consider Cruel Revival for help on creatures your other removal can't hit or can't kill - plus it has synergy with your flesh bags. Another consideration at the 5 CMC spot would be Possessed Skaab, who could get you back your languish, a dead beater, or whatever else you might need. I would use any of those choices over the priest.

Not sure the lone starfish makes sense either. If I was thinking about using him, I'd want to run more so I have better chances of playing it on turn (help block aggressive starts from your opponent and start the scryn' ASAP), or none at all. If he's working for you, then cool - but it feels off to me.

Another one that stands out to me is your Rogue's Passage. With you having 2, 3, and 4 drops that want you to have UU, BB, or BBB, I'd hate to have that passage in my hand early (personally wouldn't run any lands in your deck that aren't a color source - or fetching you a color source)... Not sure that it's worth having late, since your beaters already have some evasive abilities like menace or flying. If you feel you need that unblockable ability, maybe a Whirler Rogue in place of the priest would be better than the passage? It only taps 4 of your lands to cast where passage taps 5 total (and that's going to matter when you want to leave mana open for counterspells); you might only get to use it once before losing a thopter, but ideally that's all you'd need. Whirler's a strong card anyways, giving you 4 power spread out over 3 bodies with 2 of it flying, for the bargain price of 4 CMC.

Lastly, if you have any Drowned Catacombs, those are strictly better than the guildgates you're using now.

Welcome to the Wonderful World of Magic!

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Last edited by The Secret of TIMH on Sun Mar 27, 2016 3:25 pm, edited 1 time in total.

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PostPosted: Sun Mar 27, 2016 2:59 pm 
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From the options you said I only have Cruel Revival instead of the priest so I will try it.. In the deck I wrote there are only 59 cards I forgot to put the second Alhammarret. Didn't think about what you said in terms of the lands but I think you are right so I will fix it and only play colour sources. I have two Sigiled Starfish so maybe I will add the second one or maybe remove the one I actually have and add a third Frost Lynx?

Thank you good to have some help!!


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PostPosted: Sun Mar 27, 2016 7:47 pm 
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El dandy wrote:
From the options you said I only have Cruel Revival instead of the priest so I will try it.. In the deck I wrote there are only 59 cards I forgot to put the second Alhammarret. Didn't think about what you said in terms of the lands but I think you are right so I will fix it and only play colour sources. I have two Sigiled Starfish so maybe I will add the second one or maybe remove the one I actually have and add a third Frost Lynx?

Thank you good to have some help!!


No problem :) I know how invaluable advice can be, especially when you're first getting started, so I'm practically obligated to pay it forward.

I'm not sure about more or fewer Frost Lynx. It depends on how well he works for you in the deck. On the surface, I'm not a big fan of him and haven't ever used him in a deck. I have seen him run in decks were he works fairly well though, so I won't advise you to ditch him outright. Usually when I see him working well, he's in a more aggressive deck tapping down blockers to help push through damage as fast as possible, or combo'd with Willbreaker to steal things. Do you find him useful to help your beaters get through, or is he more for stalling early? If it's the latter, I'd rather run more Reave Soul, so I don't have to worry about the creature again once it untaps. For stalling, I'd even prefer a 2nd Sigiled Starfish, who can absorb 2 powered creatures and let you scry every round. Both of those options cost you 1 fewer mana to cast than the Lynx, which helps you keep mana open to cast (or bluff) counterspells.

I don't know how much you play online, but Displacement Wave might be a useful addition, if you have any. Thopters and elves will give your deck problems, and getting some displacement in there with your playset of Languish would help those matchups. You can cast the wave with 0 in the X value (just UU to cast), and it will only hit tokens (along with Origins plainswalkers who have flipped), and erase them. I don't notice the AI getting too crazy with tokens, but on line you will run into thopter or elf decks that will overwhelm your spot removal.

I don't know how much you've learned about playing, but there are a few rules of thumb you should know - particularly when using a control deck - that will make you a much better player than your average noobie. You never want to play anything in your first main phase that isn't sorcery speed and relevant to your combat phase. Unless you need to dig for something you have to find and cast on same turn in an emergency, those Telling Times you have should be cast during your opponent's end step. You want to keep your mana open to play instants in combat phase, or bluff instants even if you're not holding any. This is especially important in a deck that runs counterspells - you want your opponent to have to play as if you can counter whatever they might want to do, even if you can't really. This also makes them think twice if they're planning to block and pump (or block with multiple creatures), since for all they know, you're holding instant speed removal that can blow up their play. When playing instant speed removal spells, you want to play those at the last possible minute. Obviously, if the situation asks you to kill something right away (if you're behind on the board and can't wait till the next turn to cast it because you need to cast something else, or what have you), then do it - but it's always better if you can wait for your opponent to try to cast an aura or pump spell on the creature, and then kill it in response to make them waste the extra cards. Card advantage is king in magic, and on balance, the deck that makes the most of it will win out.

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PostPosted: Mon Mar 28, 2016 1:31 am 
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I have the willbreaker so I think I'll try it keeping theFrost Lynx and will keep the Displacement Wave in mind but I must get it first :D


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PostPosted: Mon Mar 28, 2016 10:07 am 
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El dandy wrote:
I have the willbreaker so I think I'll try it keeping theFrost Lynx and will keep the Displacement Wave in mind but I must get it first :D


Just to make sure you know - Harbinger of the Tides will steal a tapped creature instead of bouncing it with Willbreaker in play. Willbreaker's steal will resolve first, so the creature will no longer be controlled by your opponent when Harbinger tries to resolve. So you'll have those, along with Lynx, murk lurkers, and guardian to try to steal with.

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PostPosted: Mon Mar 28, 2016 11:52 am 
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Great didnt know about that, thank you!


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PostPosted: Tue Mar 29, 2016 2:24 pm 
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Hi everyone, i´m trying to improve this deck and i will need help for that. This is the list:

DIMILL CRATS

1 Drop

3x Salvage drone
1x Vampiric rites

2 Drop

1x Jace, Vryn´s prodigy
3x Carrier thrall
4x Alchemist´s vial
2x Tightening coils
1x Altar´s reap

3 Drop

3x Eldrazi skyspawner
1x Liliana, heretical healer
4x Artificer´s epiphany
3x Sphinx´s tutelage

4 Drop

3x Whirler rogue
2x Smothering abomination
1x Thopter spy network
2x Countermand

5 Drop

1x Ob Nixilis Reignited

6 Drop

1x Sire of stagnation

LANDS

10x Islands
8x Swamps
2x Drowned Catacomb
2x Sunken hollow
2x Foundry of the consuls


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PostPosted: Tue Mar 29, 2016 11:01 pm 
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Mistake number 1: running salvage drone


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PostPosted: Wed Mar 30, 2016 2:13 am 
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viejozorro wrote:
Hi everyone, i´m trying to improve this deck and i will need help for that. This is the list:

DIMILL CRATS

1 Drop

3x Salvage drone
1x Vampiric rites

2 Drop

1x Jace, Vryn´s prodigy
3x Carrier thrall
4x Alchemist´s vial
2x Tightening coils
1x Altar´s reap

3 Drop

3x Eldrazi skyspawner
1x Liliana, heretical healer
4x Artificer´s epiphany
3x Sphinx´s tutelage

4 Drop

3x Whirler rogue
2x Smothering abomination
1x Thopter spy network
2x Countermand

5 Drop

1x Ob Nixilis Reignited

6 Drop

1x Sire of stagnation

LANDS

10x Islands
8x Swamps
2x Drowned Catacomb
2x Sunken hollow
2x Foundry of the consuls


No Nantuko Husk? Personally, I think you should drop the Network and counterspells, and go more towards the full aristocrats package. Here's a good deck by @DJ0045, another user on here: http://decks.deckedbuilder.com/d/146627

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PostPosted: Wed Mar 30, 2016 3:18 am 
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zzmorg82, the idea behind the deck is have the tutelage as the only condition for the victory. Thank you for your answer.


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PostPosted: Tue Apr 05, 2016 2:41 am 
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Dimir Reanimator -

RE-ANIMATION SPELLS: 4

3 x Necromantic Summons
1 x Ever After

RE-ANIMATION TARGETS: 6

2 x Alhammarret, High Arbiter
2 x Gaea's Revenge
2 x Plated Crusher

EARLY PRESSURE/CHUMP/UTILITY CREATURES: 13

1 x Jace, Vryn's Prodigy
3 x Heir of Falkenrath
2 x Carrier Thrall
2 x Asylum Visitor
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
1 x Mindwrack Demon

UTILITY/REMOVAL SPELLS: 13

2 x Dead Weight
2 x Grasp of Darkness
1 x Shadows of the Past
4 x Just the Wind
2 x Oath of Jace
1 x Oblivion Strike
1 x Pore Over the Pages

LANDS: 24

7 x Island
8 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
1 x Drownyard Temple
4 x Evolving Wilds

Based on Michael Majors SCG's deck. Lot's of discard engines, nice removal package (outside of splashing White), focussing on the 4 big-Green guys over Eldrazi/Avacyn for their Hexproof/Haste or Trample power. These guys are well positioned against Azorious (Reflector Mage specifically) with that blessed target immunity. Alhammarret feels like a safer reanimation flyer than Avacyn or Linvala due to his ETB, since we didn't get Geralf's Masterpiece. I like the early pressure this can put out with Heirs/Visitors before hitting a turn 5 Gaea's. Liliana and Fleshbags still have their natural homes here, as well as providing another reanimation ability/discard outlet.

Feedback, as always, is mandatory.

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PostPosted: Tue Apr 05, 2016 6:32 am 
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Only 4 reanimation spells ?
I would instead play all 6 (or even 7) available reanimation spells if you plan to go that route for consistency sake.
Plated Crusher should be x3 as it's the best reanimation target you can have (Trample is way too important)

You will also most likely need some better draw than Pore Over the Pages
Artificer's Epiphany achieves about the same result earlier, for less mana and as an instant : Draw cards, discard green stuff to reanimate.

You will also most likely need Languish against the faster / board flooding decks


Edit.: Never mind about Carrier thrall, thought it was Corpse Hauler, hence my previous remark.


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PostPosted: Tue Apr 05, 2016 11:36 am 
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PostPosted: Wed Apr 06, 2016 10:43 am 
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Last edited by Goblin Rabblemaster on Wed Apr 06, 2016 11:42 am, edited 1 time in total.

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PostPosted: Wed Apr 06, 2016 11:03 am 
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Last edited by Goblin Rabblemaster on Sun Apr 10, 2016 1:14 pm, edited 5 times in total.

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