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PostPosted: Thu Apr 14, 2016 7:03 pm 
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DJ0045 wrote:
Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis :p


No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

Deck engine: Druids, cultivators, Kiora, retreats, and to a lesser degree Mina and Denn.

I would not suggest cutting any of it, not a single card. Not until you see what happens when any two of them are in play at the same time. If it doesn't impress you, okay fine, but it should.


Took it for a spin. Liking it!

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PostPosted: Sat Apr 16, 2016 1:42 am 
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DJ0045 wrote:
Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis :p


No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

Deck engine: Druids, cultivators, Kiora, retreats, and to a lesser degree Mina and Denn.

I would not suggest cutting any of it, not a single card. Not until you see what happens when any two of them are in play at the same time. If it doesn't impress you, okay fine, but it should.


Took it for a spin. Liking it!


Any ideas on how to make it better... I just crushed 6 randoms in a row with it, but it's still not amazing me. I'm not sure what it needs, but I feel like it needs something.


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PostPosted: Sat Apr 16, 2016 10:22 am 
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DJ0045 wrote:
Feels brutal... Try it out.

Temur Midrange

Creatures (24)
2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Lambholt Pacifist
1 x Nissa, Vastwood Seer
3 x Lifespring Druid
3 x Void Grafter
2 x Mina and Denn, Wildborn
2 x Woodland Wanderer
2 x Guardian of Tazeem
2 x Outland Colossus
1 x Ulvenwald Hydra
1 x Woodland Bellower

Spells (11)
2 x Radiant Flames
3 x Retreat to Coralhelm
1 x Arlinn Kord
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets
2 x Chandra's Ignition
1 x Chandra, Flamecaller

Lands (25)
1 x Rogue's Passage
2 x Cinder Glade
2 x Hinterland Harbor
2 x Lumbering Falls
2 x Mountain
2 x Rootbound Crag
2 x Sulfur Falls
2 x Wandering Fumarole
3 x Island
7 x Forest


Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.


Love that, have to try...my inner Johnny got a stiffy :)

-1 Forest
-2 Deathcap Cultivators
-3 Lambholt Pacifist
+2 [card]Sylvan Ranger]
+2 [card]Explosive Vegetation[/card]
+1 Plains
+1 Nahiri Harbringer just because. Won't really be 100% useful but still nice because I like pulling out a Bellower and destroying tapped things..

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PostPosted: Tue Apr 19, 2016 4:51 pm 
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so can anyone give me a few hints for this deck
its a bit clunky and i have not unlocked all the sets but have all of core and 78% of battle for zendikar unlocked

2x scythe leopard
2x jaddi offshoot
2x skyrider elf
2x evolutionary leap
1x telling time
1x rolling thunder
1x nissa, vastwood seer
3x life spring druid
2x tajuru stalwart
2x retreat to kazandu
2x radiant flames
2x woodland wanderer
2x zendikar incarnate
4x Explosive Vegetation
1x kiora, master of the depths
2x zandikar's roil
1x akoum hellkite
1x oran-rief hydra
2x Gaea's Revenge
1x omnath, locus of rage

LANDS
3x ISLANDS
5x MOUNTAINS
10x FOREST
2x cinder glade
1x rouge's passage
2x evolving wilds

so far im 5/1 with the deck but i feel its only because of luck not that its at its best. what would you guys do to improve this and make it run smoother?
thanks


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PostPosted: Wed Apr 20, 2016 10:44 pm 
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2 x Fall of the Titans
2 x Deathcap Cultivator
2 x Sylvan Advocate
1 x Twin Bolt
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
2 x Reclamation Sage
2 x Jori En, Ruin Diver
2 x Radiant Flames
1 x Nissa, Voice of Zendikar
1 x Akoum Firebird
2 x Woodland Wanderer
4 x Explosive Vegetation
1 x Kiora, Master of the Depths
1 x Arlinn Kord
2 x Guardian of Tazeem
2 x Stonefury
1 x Jace, Unraveler of Secrets
1 x Greenwarden of Murasa
1 x Woodland Bellower
1 x Ulvenwald Hydra
1 x Chandra, Flamecaller
1 x Omnath, Locus of Rage


4 x Island
5 x Mountain
5 x Forest
2 x Lumbering Falls
2 x Wandering Fumarole
2 x Cinder Glade
1 x Westvale Abbey
1 x Rootbound Crag
1 x Hinterland Harbor
1 x Sulfur Falls


Is the list that I have been using. The deck is great against anything that isn't mono white aggro. Other decks are too slow to deal with the number of walkers and explosive creatures. This is especially true when I can keep 6/6 wanderer on the board with the help of deathcap cultivator. I am thinking of dumping arlin kord as she has been pretty useless every time I have played her. Kiora has been a godsend though. I will likely also cut Ulvenwald Hydra as well, but im not sure what to replace it with. I will probably take arlin out for a tayimo journal. Let me know what you guys think.

Edit: Took out twin bolt plus nissa the planeswalker for 2 x sylvan ranger for early mana fixing and chump blocking. Also replaced 2 x jori en with 2 x mina and den. Final change was replacing westvale abbey with rogues passage. These changes give the deck more evasion and better fixing early, and allow me to take a wider variety of hands. Thanks to wecoexist for the suggetions

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PostPosted: Fri May 20, 2016 12:58 pm 
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I will need our help with this deck...


CLUES ON FIRE

2x Fiery impulse


3x Erdwal Illuminator
4x Alchemist´s vial
4x Press for answers


1x Nissa, Vastwood ser
2x Tireless tracker
2x Seer´s lantern
3x Ghirapur AEther grid
2x Radiant flames


3x Reclusive artificer
2x Aligned hedron network
2x Thopter spy network


2x Embermaw hellion
1x Tamiyo´s journal
2x Confirm suspicions

1x Chandra, Flamecaller


5x Island
5x Mountain
2x Forest
2x Lumbering falls
2x Wandering fumarole
2x Cinder glade
2x Hinterland harbor
2x Rootbound crag
2x Sulfur falls


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PostPosted: Fri May 20, 2016 2:55 pm 
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viejozorro wrote:
I will need our help with this deck...

CLUES ON FIRE

2x Fiery impulse


3x Erdwal Illuminator
4x Alchemist´s vial
4x Press for answers


1x Nissa, Vastwood ser
2x Tireless tracker
2x Seer´s lantern
3x Ghirapur AEther grid
2x Radiant flames


3x Reclusive artificer
2x Aligned hedron network
2x Thopter spy network


2x Embermaw hellion
1x Tamiyo´s journal
2x Confirm suspicions

1x Chandra, Flamecaller

5x Island
5x Mountain
2x Forest
2x Lumbering falls
2x Wandering fumarole
2x Cinder glade
2x Hinterland harbor
2x Rootbound crag
2x Sulfur falls


A Ghirapur clue deck! How about this:

I Clues, You Lose

3 x confront the unknown

2 x sylvan advocate
4 x sylvan ranger
4 x elvish visionary
3 x erdwal illuminator

1 x nissa, vastwood seer
1 x nissa, voice of zendikar
3 x ulvenwald mysteries
2 x tireless tracker
2 x ghirapur aether grid
2 x claustrophobia

2 x pia and kiran nalaar
3 x whirler rogue
1 x thopter spy network

2 x tamiyo's journal

1 x Chandra, flamecaller

7 x forest
3 x island
2 x mountain
2 x Lumbering falls
2 x Wandering fumarole
2 x Cinder glade
2 x Hinterland harbor
2 x Rootbound crag
2 x Sulfur falls


I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:
1) Chump with non-token creatures, generate clues with Ulvenwald mysteries.
2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar.
3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.
4) Sac clues and make tracker into an enormous threat.
5) Draw cards and/or create endless stream of chumps via thopter spy network.
6) Tutor for combo pieces with tamiyo's journal.
7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.
8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.
9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.
Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

claustrophobia could be swapped for exquisite firecraft, not sure about this one.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.


Last edited by HenWen on Fri May 20, 2016 8:53 pm, edited 1 time in total.

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PostPosted: Fri May 20, 2016 4:25 pm 
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HenWen, i appreciate your help, but I would not change a lot of cards in the deck , would be another different deck .


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PostPosted: Fri May 20, 2016 4:33 pm 
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Henwen, not running 2 Westvale Abbey in that deck seems like a mistake ;)

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PostPosted: Sat May 21, 2016 10:42 pm 
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@ viejozorro

I understand, but you might have made that more clear when you asked for help.

@ BATMAN

I will concede that Abbey would offer a lot of value here because of all the sac fodder.

If I want to add the Abbey, my options are:
1) Remove two non-land cards. In what is essentially a combo deck you need to draw as many combo pieces as possible to get synergy. This deck needs synergy to survive.

2) Remove two basic lands and replace them with Abbey. This is probably the default scenario that you and other Abbey advocates consider. "Abbey is free because it is a land!"

But consider this. This is a 3 color deck that wants 95% reliable on turn 2 and semi-reliable on turn 4, mana isn't an afterthought, it is a core issue and stumbling block for the deck. If this were a competitive deck I would not have such extreme mana needs at all.

3) Remove four basic lands and add two abbey and two taplands to offset the lost mana. I.e. remove 2 islands, 2 forest and add 2 abbey, 2 woodland stream. This would saddle the deck with even more lands that come into play tapped - 6 lands that come into play tapped and 8 lands that are tapped about half the time in the critical early turns.

Is it possible to squeeze Abbey into the deck? Sure. Is it desirable? I am not sure. This would require some playtesting. I feel that the mana-intensive four drops are key stabilizers for this deck and I do not want to dilute my manabase further.


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PostPosted: Wed May 25, 2016 5:20 pm 
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HenWen wrote:
viejozorro wrote:
I will need our help with this deck...

CLUES ON FIRE

2x Fiery impulse


3x Erdwal Illuminator
4x Alchemist´s vial
4x Press for answers


1x Nissa, Vastwood ser
2x Tireless tracker
2x Seer´s lantern
3x Ghirapur AEther grid
2x Radiant flames


3x Reclusive artificer
2x Aligned hedron network
2x Thopter spy network


2x Embermaw hellion
1x Tamiyo´s journal
2x Confirm suspicions

1x Chandra, Flamecaller

5x Island
5x Mountain
2x Forest
2x Lumbering falls
2x Wandering fumarole
2x Cinder glade
2x Hinterland harbor
2x Rootbound crag
2x Sulfur falls


A Ghirapur clue deck! How about this:

I Clues, You Lose

3 x confront the unknown

2 x sylvan advocate
4 x sylvan ranger
4 x elvish visionary
3 x erdwal illuminator

1 x nissa, vastwood seer
1 x nissa, voice of zendikar
3 x ulvenwald mysteries
2 x tireless tracker
2 x ghirapur aether grid
2 x claustrophobia

2 x pia and kiran nalaar
3 x whirler rogue
1 x thopter spy network

2 x tamiyo's journal

1 x Chandra, flamecaller

7 x forest
3 x island
2 x mountain
2 x Lumbering falls
2 x Wandering fumarole
2 x Cinder glade
2 x Hinterland harbor
2 x Rootbound crag
2 x Sulfur falls


I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:
1) Chump with non-token creatures, generate clues with Ulvenwald mysteries.
2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar.
3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.
4) Sac clues and make tracker into an enormous threat.
5) Draw cards and/or create endless stream of chumps via thopter spy network.
6) Tutor for combo pieces with tamiyo's journal.
7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.
8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.
9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.
Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

claustrophobia could be swapped for exquisite firecraft, not sure about this one.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.


willbreaker
kills it in this deck


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PostPosted: Wed May 25, 2016 6:07 pm 
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HenWen wrote:
viejozorro wrote:
I will need our help with this deck...

CLUES ON FIRE

2x Fiery impulse


3x Erdwal Illuminator
4x Alchemist´s vial
4x Press for answers


1x Nissa, Vastwood ser
2x Tireless tracker
2x Seer´s lantern
3x Ghirapur AEther grid
2x Radiant flames


3x Reclusive artificer
2x Aligned hedron network
2x Thopter spy network


2x Embermaw hellion
1x Tamiyo´s journal
2x Confirm suspicions

1x Chandra, Flamecaller

5x Island
5x Mountain
2x Forest
2x Lumbering falls
2x Wandering fumarole
2x Cinder glade
2x Hinterland harbor
2x Rootbound crag
2x Sulfur falls


A Ghirapur clue deck! How about this:

I Clues, You Lose

3 x confront the unknown

2 x sylvan advocate
4 x sylvan ranger
4 x elvish visionary
3 x erdwal illuminator

1 x nissa, vastwood seer
1 x nissa, voice of zendikar
3 x ulvenwald mysteries
2 x tireless tracker
2 x ghirapur aether grid
2 x claustrophobia

2 x pia and kiran nalaar
3 x whirler rogue
1 x thopter spy network

2 x tamiyo's journal

1 x Chandra, flamecaller

7 x forest
3 x island
2 x mountain
2 x Lumbering falls
2 x Wandering fumarole
2 x Cinder glade
2 x Hinterland harbor
2 x Rootbound crag
2 x Sulfur falls


I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:
1) Chump with non-token creatures, generate clues with Ulvenwald mysteries.
2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar.
3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.
4) Sac clues and make tracker into an enormous threat.
5) Draw cards and/or create endless stream of chumps via thopter spy network.
6) Tutor for combo pieces with tamiyo's journal.
7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.
8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.
9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.
Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

claustrophobia could be swapped for exquisite firecraft, not sure about this one.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.

1). Personally, I'm a big fan of the Embermaw Hellion. A big benefit is that it makes the Ghirapur Aether Grid deal 2 damage.
2). Again, I'm a fan of the Exquisite Firecraft. I think if you're thinking of swapping it in, you could try swapping in 1 of the Firecraft for a Claustrophobia to see which one sits better in your hand. Personally, I like the fact that you can blast the Firecraft directly into the opponent's face for 4 damage (5 with the Hellion, if you put it in). Better yet, you can burn the opponent to 0 in the late game. By that time, you might have spell mastery, especially with two Firecraft, which is basically a guaranteed win. Although I guess what it really comes down to is whether you find that burning off a creature/planeswalker is better for your game than tapping one, especially since Claustrophobia can hit much bigger creatures than Exquisite Firecraft. But the Firecraft can also hit walkers, like I said above.
Well, that was a lot of talk for a single sorcery. :) By the way, I really like the way your build looks right now. I'll have t o try it when I get the cards.


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PostPosted: Wed May 25, 2016 6:41 pm 
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Kirito wrote:
HenWen wrote:
viejozorro wrote:
I will need our help with this deck...

CLUES ON FIRE

2x Fiery impulse


3x Erdwal Illuminator
4x Alchemist´s vial
4x Press for answers


1x Nissa, Vastwood ser
2x Tireless tracker
2x Seer´s lantern
3x Ghirapur AEther grid
2x Radiant flames


3x Reclusive artificer
2x Aligned hedron network
2x Thopter spy network


2x Embermaw hellion
1x Tamiyo´s journal
2x Confirm suspicions

1x Chandra, Flamecaller

5x Island
5x Mountain
2x Forest
2x Lumbering falls
2x Wandering fumarole
2x Cinder glade
2x Hinterland harbor
2x Rootbound crag
2x Sulfur falls


A Ghirapur clue deck! How about this:

I Clues, You Lose

3 x confront the unknown

2 x sylvan advocate
4 x sylvan ranger
4 x elvish visionary
3 x erdwal illuminator

1 x nissa, vastwood seer
1 x nissa, voice of zendikar
3 x ulvenwald mysteries
2 x tireless tracker
2 x ghirapur aether grid
2 x claustrophobia

2 x pia and kiran nalaar
3 x whirler rogue
1 x thopter spy network

2 x tamiyo's journal

1 x Chandra, flamecaller

7 x forest
3 x island
2 x mountain
2 x Lumbering falls
2 x Wandering fumarole
2 x Cinder glade
2 x Hinterland harbor
2 x Rootbound crag
2 x Sulfur falls


I felt that your deck was counting too directly on the aether grid to win, and making too many plays that did nothing but generate artifacts for aether grid use.

This deck has several synergies:
1) Chump with non-token creatures, generate clues with Ulvenwald mysteries.
2) Fill the board with even more creatures courtesy of whirler rogue and pia and kiran nalaar.
3) Sac clues and generate even more bodies with mysteries so that you can continue chumping.
4) Sac clues and make tracker into an enormous threat.
5) Draw cards and/or create endless stream of chumps via thopter spy network.
6) Tutor for combo pieces with tamiyo's journal.
7) Activate the journal at instant speed to create three 1/1 tokens via mysteries or to give tracker +3/+3.
8) Activate ghirapur aether grid to leverage your huge swarm of clues into targeted damage.
9) Chandra complements the deck nicely: her +1 will help you go even wider, her 0 can help you find missing combo pieces, and her -X can be used to wipe the board and cash in your own bodies for more clues.
Embermaw Hellion can potentially double the combo but I felt it was win more... I could be wrong.

claustrophobia could be swapped for exquisite firecraft, not sure about this one.

The mana is pretty bad, but right off the bat 15 sources allows you to easily hit all the two drops. Casting the and spells is more difficult with only 11 and 10 sources, but if you include the rangers the numbers are better at 15 and 14 sources each.

I haven't tested this but you can take it for a spin. I imagine the main problem in this deck will be a lack of consistency, we do have 8 cards that effectively do nothing the turn they are played. It certainly isn't tier 1, but with the right hand I think it can have game anywhere.

Edit: I can't count, this was only 59. Added non-flip nissa.

1). Personally, I'm a big fan of the Embermaw Hellion. A big benefit is that it makes the Ghirapur Aether Grid deal 2 damage.
2). Again, I'm a fan of the Exquisite Firecraft. I think if you're thinking of swapping it in, you could try swapping in 1 of the Firecraft for a Claustrophobia to see which one sits better in your hand. Personally, I like the fact that you can blast the Firecraft directly into the opponent's face for 4 damage (5 with the Hellion, if you put it in). Better yet, you can burn the opponent to 0 in the late game. By that time, you might have spell mastery, especially with two Firecraft, which is basically a guaranteed win. Although I guess what it really comes down to is whether you find that burning off a creature/planeswalker is better for your game than tapping one, especially since Claustrophobia can hit much bigger creatures than Exquisite Firecraft. But the Firecraft can also hit walkers, like I said above.
Well, that was a lot of talk for a single sorcery. :) By the way, I really like the way your build looks right now. I'll have t o try it when I get the cards.


Id suggest putting in will breaker, paired with a westvale abbey you can use ghirapur aether grid to target creatures one at a time and use them, or use them as a sacrifice to westvale abbey. Ive upset a few with this


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PostPosted: Sun Jun 19, 2016 8:25 pm 
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Having a thread in the constructed forum for Temur geistramp plus this thread is confusing as hell, so I am going to post the link. http://forum.nogoblinsallowed.com/viewtopic.php?p=462335#p462335


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PostPosted: Tue Jun 21, 2016 10:05 pm 
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I really like DJ's Jeskai Turbo Mill (viewtopic.php?f=52&t=10307&start=100#p436290), but I wanted to try it with green, mainly for Fog:

1 x Jace, Vryn’s Prodigy
2 x Forgotten Creation

2 x Oath Of Nissa
4 x Vessel Of Nascency
3 x Sphinx’s Tutelage
2 x Fevered Visions

1 x Expedite
4 x Fog
1 x Avacyn’s Judgment
2 x Geistblast
1 x Devour In Flames
2 x Bone To Ash
2 x Talent Of The Telepath
2 x Brilliant Spectrum
2 x Pour Over The Pages

1 x Jace, Unraveler Of Secrets
1 x Chandra, Flamecaller

1 x Skeleton Key
1 x Brain In A Jar
1 x Tamiyo’s Journal

7 x Island
3 x Mountain
6 x Forest
2 x Westvale Abbey
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls


EDIT: posted wrong version...

-1 Skeleton Key
-1 Westvale Abbey
+1 Evolving Wilds
+1 Brilliant Spectrum

There's a lot of random crap in here for various matchups, but basically you dig and draw for Tutelages and either Chandra or Forgotten Creation. Ormendahl and/or Chandra + Judgment for alternate wincons, but I haven't had to use them yet. 7-1 with this so far.

Suggestions and feedback welcome!


Came here looking for mill deck advice and I find this interesting. Couple ideas...

You're not getting more than 3 draws from Spectrum, so Oath of Jace gives the same effect for 1 less mana, plus maybe a bonus.

I see that Bone to Ash is possibly a mill from the draw, but why not Scatter to the Winds to counter anything? Creatures aren't really your worry anyways with Fog.

Expedite is fun, especially insta-flipping Jace, but with only 3 creatures is it worth it? Not sure what's best to replace it. Maybe simply Dispel? Personally, it's breaking the curve, but Part the Waterveil is an option - just pitch it to one of your draw+discard effects if it's too early in the game.

Skeleton key seemed questionable to me, and I think 3 Vessel might be OK, so I'm throwing in 2 Molten Vortex for those to get some emergency removal - it's drawing enough cards to support those. Let's see how that goes....


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PostPosted: Sun Jun 26, 2016 1:00 pm 
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Here is my silly/supergimmicky OTK combo deck that i made and i can't stop playing (though it's not very well refined, or consistent). It's heavily inspired from the mono blue prison deck on channel fireball's website. The idea is to use part the waterveil and GeistBlast to get multiple back-to-back turns and win before your opponent can react.

Waterveil OTK

Creatures
1 x Jace, Vryn's Prodigy
2 x Thing in the Ice
2 x Tireless Tracker

Spells
1 x Dispel
4 x Fog
3 x Telling Time
3 x Just the Wind
4 x Nagging Thoughts
2 x Hydrolash
2 x Geistblast
3 x Natural Connection

2 x From Beyond
2 x Tamiyo's Journal
3 x Pore over the pages
1 x Chandra's Ignition
1 x Part the Waterveil
1 x Crush of Tentacles
1 x Rise From the Tides
2 x Nissa's Renewal

Lands
9 x Island
2 x Mountain
4 x Forest
2 x Hinterland Harbor
3 x Evolving Wilds


-With Geistblast in graveyard, on 12 mana you can Part the Waterveil awakened + Geistblast > swing > swing for 24 lethal on empty board (13 mana is 36 damage).
- Chandra's Ignition on your second turn on a 12/12 wipes most boards and does nice face damage too.
- Rise from the Tides is for when your opponent has a few really big creatures in play. Play on second turn, they all untap on third and you swing in with ~30 damage's worth of 2/2s.
- Tamiyo's Journal tutors for combo pieces. With Tireless Tracker and Tamiyo's Journal in play, playing a Nissa's Renewal leads to a delicious tutoring mess, getting 4 lands a turn + 7 life + buffs for the tracker.
- Pore over the Pages and Nagging thoughts to churn through cards as fast as possible (i think). Jace, Vryn's Prodigy trigger's this too.
- Dispel for those control decks that want to ruin our fun.
- From Beyond as pseudo ramp.
- Fog, Hydrolash and Just the wind to survive the turns.
- Thing in the Ice and Crush of tentacles are to wipe when things get too crazy.


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PostPosted: Sat Aug 06, 2016 3:19 am 
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PostPosted: Mon Oct 03, 2016 12:01 pm 
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Identity: Lonely Card-Counter
This deck probably isn't any good, but I'm trying to make a Temur artifact deck work for some reason. So any suggestions would be helpful.

Artifact Swarm

Creatures x23
2x Oviya Pashiri, Sage Lifecrafter
3x Eager Construct
3x Thopter Engineer
1x Nissa, Vastwood Seer
3x Pilgrim's Eye
3x Chief of the Foundry
3x Whirler Rogue
1x Verdurous Gearhulk
2x Cultivator of Blades
1x Combustible Gearhulk
2x Metalwork Colossus

Planeswalkers x2
1x Nissa, Voice of Zendikar
1x Chandra, Torch of Defiance

Vehicles x3
2x Smuggler's Copter
1x Skysovereign, Consul Flagship

Instants x3
3x Telling Time

Enchantments x4
2x Thopter Spy Network
2x Flameshadow Conjuring

Lands x24
4x Island
3x Mountain
4x Forest
2x Cinder Glade
2x Rootbound Crag
2x Hinterland Harbor
2x Sulfur Falls
2x Foundry of the Consuls
3x Evolving Wilds

This deck has a few nice combos and a synergies. One of my favorite is having the opportunity scry and then playing Combustable Gearhulk. Hitting a Metalwork Colossus with that just feels so good. I'm not sure if I should try to force in some control somewhere though. This deck might just be way too slow to be any good. I'm not that afraid of board clear b/c of Flameshadow and Spy Network, but I am open to suggestions to make this a better overall deck.


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PostPosted: Tue Oct 04, 2016 3:01 pm 
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The deck seems slow and I don't like its lack of removal, but I think it's workable.

The red and blue are fine, but green might need revising - Oviya is slow as hell and not very "Conjurable", while the Hulk lacks real targets other than cultivator and there are other options to power your creatures up.
Plant spawning Nissa is fine, but it's early double green in a mainly UR deck, so New Nissa would be better I think. If you want her mainly for the +1/+1 counters, it could be a better use. I'd use new Chandra here just for the mana ability till ult.

For green I'd go for Sylvan Advocate as early blocker / later beast and Eldritch Evolution, which isn't an early double green card.
Aether Hubs will help with the mana base and allow exchanging Pilgrim's Eye for Filigree Familiar. Consider also mixing some red burn.


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