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PostPosted: Wed Apr 20, 2016 5:13 pm 
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Dimir actually looks like it could be interesting this iteration. I can't build decks to save my life. Has anyone optimized a Reanimator deck? What about a Zombie deck?


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PostPosted: Thu Apr 21, 2016 4:07 am 
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I have been playing this deck for quite a bit and I made a couple changes. One important thing of note (and directly related to change i made) is how pieces of the puzzle is exactly bugged atm. Basically, I have figured out that they programmed this card to only work on sorceries so one main cut i made is I took out all Catalog and I upped Pieces of the puzzle to the max copies of 4..... This card rips through our library like no other and gets us to our sorceries faster. I also added 1 Rise from the Grave. Going to toy around with this spot with Possessed Skaab and maybe even Jace, Unraveler of Secrets since it would synergize with Oath of Jace. Going to test this change right now, but like i said this spot kind of a flex spot for either Rise from grave, skaab, or jace. Because of pieces of puzzle bug may even be worth cutting telling time, but i doubt it because that card does what it does well which is dig for answers. I also cut Oblivion Sower because it's no good for reanimation and I put in a second Plated Crusher because of all the targeted exile, bounce, or tap down abilities. May even go to a third crusher someday.

Starting to have some bad games versus fast rush decks. If i cant live until turn 5 it seems we fold. Will prolly cut looters since we have plenty of ways to fill graveyard, especially with max copies of Pieces of the puzzle. Removal will most likely go into the looters place. Prolly a very very light splash into red for Radiant Flames



Ok, here's my revised take on this deck and some of the cuts and additions were difficult to make, but i wanted the bugged Pieces of the Puzzle (which only works with sorceries) to be as harmonious as possible. With my changes the deck doesn't fold as hard to rush decks. Here it is

3 Sinister Concoction Removal and card out of our hand (ideally fatty) but sometimes my newly introduced Prized Amalgam works too

1 Jace, Vryn's Prodigy


Ended up cutting Telling time Not an easy cut to make so I upped land by 1 and also main reason it's an instant and oftentimes it gets pitched to yard.

2 Prized Amalgam Gives us a bit more board early game. It's the gift that will keep on giving and doesn't even feel bad sweeping T3 or T4 knowing T5 it comes back with friends
2 Oath of Jace Would play 4 if I could. So good.
4 Pieces of the Puzzle Currently bugged to only get sorceries, so I built deck to work with this. Oftentimes you can chain this into another Puzzle since itself is a sorcery. Gets us to all our sweepers and our reanimation spells while putting alot into yard
3 Brilliant Spectrum Basically 3 more Oath of Jaces (draw 3 discard 2) also is a sorcery so can chain together with pieces of the puzzle. Newest addition im testing in place of looters. Ran out of steam too much so maybe this will solve it


2 Radiant Flames Splashed for this card alone. Deck was folding way too often to rush decks. This solves it.
2 Languish

2 Possessed Skaab Really an all star for when someone counters ever after or something like that. Gives the deck more options. Options are good. Could even add a third for Ob nix


3 Necromantic Summons Will hardly ever have a problem with mastery
2 Ever After

1 Linvala, the Preserver Obvious priority bring back target if you had been rushed down. Causes a pretty massive swing in game
1 Greenwarden of Murasa Pretty much an automatic first pick if in yard (unless you play Ever After). this = free reanimation by targeting necromantic with it's citp
1 Sire of Stagnation Obvious target when facing ramp
1 Alhammarret, High Arbiter Obvious target when facing control or anything with white
1 Gaea's Revenge
2 Plated Crusher Second one was brought in to substitute for Oblivion Sower. Sower is poor reanimation. Mostly wanting to on cast it. Ulamog exception to rule since without his on cast he ends games.
1 Omnath, Locus of Rage Synergy with Gaea's revenge and Evolving wilds. May someday be more correct to go to two gaea's and one plated.
1 Ulamog, the Ceaseless Hunger T5 ulamog = gg unless exile

5 Island
5 Swamp
1 Mountain
2 Smoldering Marsh
2 Sunken Hollow
2 Drowned Catacomb
2 Sulfur Falls
2 Dragonskull Summit
4 Evolving Wilds

This deck is absolutely amazing and a blast to play. I customized it a little and found that Displacement Wave absolutely belongs in this deck. Not only does it let you sweep and set your opponent back, but you get to recast Oath of Jace again :D


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PostPosted: Fri Apr 22, 2016 4:55 pm 
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Yup loving the Reanimator deck. Yes Displacement Wave should be in there. Removed 1 Brilliant Spectrum and 1 Plated Crusher


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PostPosted: Tue Apr 26, 2016 10:38 am 
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Here's a madness control deck - with video included! :blush: https://www.youtube.com/watch?v=_rufMYG ... e=youtu.be
2 x sinister concoction
2 x dead weight
1 x Jace, Vryn's prodigy
2 x harbinger of the tides
3 x call the bloodline
2 x compelling deterrence
3 x grasp of darkness
2 x scatter to the winds
3 x broken concentration
2 x welcome to the fold
2 x languish
2 x Gisa's bidding
1 x biting rain
2 x Tamiyo's journal
2 x confirm suspicions
2 x from under the floorboards
1 x Jace, unraveler of secrets
1 x Ob Nixilis reignited
4 x island
7 x swamp
2 x sunken hollow
2 x drowned catacomb
3 x skyline cascade
4 x evolving wilds
3 x submerged boneyard


The idea is to use discard outlets like call the bloodline as a way to play my threats at instant speed, most notably from under the floorboards. The rest of the deck is a pile of counterspells, removal, and 4 game-winning cards: the two planeswalkers and the 2 Tamiyo's journals.

Now I'm afraid that I (once again) had the sound volume a bit too low in the video, let me know if it's audible.


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PostPosted: Tue Apr 26, 2016 2:50 pm 
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Hi

Essentially first post here. Random thought also.
How about including Posessed Skaab and Eldrazi displacer in the reanimator shell with ever after?
Quite hard on the mana, but could offer infinite answers from a toolkit graveyard.


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PostPosted: Tue Apr 26, 2016 11:54 pm 
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boh wrote:
Here's a madness control deck - with video included! :blush: https://www.youtube.com/watch?v=_rufMYG ... e=youtu.be
2 x sinister concoction
2 x dead weight
1 x Jace, Vryn's prodigy
2 x harbinger of the tides
3 x call the bloodline
2 x compelling deterrence
3 x grasp of darkness
2 x scatter to the winds
3 x broken concentration
2 x welcome to the fold
2 x languish
2 x Gisa's bidding
1 x biting rain
2 x Tamiyo's journal
2 x confirm suspicions
2 x from under the floorboards
1 x Jace, unraveler of secrets
1 x Ob Nixilis reignited
4 x island
7 x swamp
2 x sunken hollow
2 x drowned catacomb
3 x skyline cascade
4 x evolving wilds
3 x submerged boneyard


The idea is to use discard outlets like call the bloodline as a way to play my threats at instant speed, most notably from under the floorboards. The rest of the deck is a pile of counterspells, removal, and 4 game-winning cards: the two planeswalkers and the 2 Tamiyo's journals.

Now I'm afraid that I (once again) had the sound volume a bit too low in the video, let me know if it's audible.


This deck looks very sweet! UB is my favorite color combination and I've been looking for a controlly deck like this. Can't wait to try it out, thanks for posting the list!

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http://forum.nogoblinsallowed.com/viewtopic.php?f=61&t=14434&p=441519#p441519


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PostPosted: Wed Apr 27, 2016 2:00 pm 
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This deck is a combination of a Sphinx's Tutelage mill deck and a Willbreaker deck. It was inspired by the Willbreaker deck posted by LegenVd on Youtube. I will immediately tell you that his deck list is very similar to mine. I mostly decided to add in the Sphinx's Tutelage to add another win condition, and to add some pressure to the opponent. I got the idea because I noticed how much draw/card searching he had to snag a Willbreaker, which is similar to what you do with Tutelage.

Millbreaker Deck Lister
1 x Jace, Vryn's Prodigy
2 x Harbringer of the Tides
3 x Alchemist's Vial
2 x Telling Time
1 x Disperse

3 x Jorubai Murk Lurker
1 x Liliana, Heretical Healer
2 x Sphinx's Tutelage
1 x Scatter to the Winds
1 x Spell Shrivel
2 x Artificer's Epiphany
1 x Complete Disregard
3 x Read the Bones

3 x Whirler Rouge
1 x Talent of the Telepath
2 x Rising Miasma
1 x Oblivion Strike

2 x Willbreaker
1 x Possessed Skaab
1 x Pore Over the Pages

1 x Sire of Stagnation

1 x Alhammarret, High Arbiter

10 x Islands
7 x Swamp
1 x Sunken Hollow
2 x Drowned Catacomb
3 x Evolving Wilds
1 x Submerged Boneyard


I already know about a few changes I want to make when I get the cards:
I'll take off the Submerged Boneyard and trade it for a second Sunken Hollow.
I want to add by Ob Nixilis Reignited and Jace, Unraveler of Secrets, but I don't know what to cut for them.
Finally, I'll replace Spell Shrivel with a second Scatter to the Winds.
Do you guys have any other suggestions?


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PostPosted: Thu Apr 28, 2016 10:55 pm 
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boh wrote:
Here's a madness control deck - with video included! :blush: https://www.youtube.com/watch?v=_rufMYG ... e=youtu.be
2 x sinister concoction
2 x dead weight
1 x Jace, Vryn's prodigy
2 x harbinger of the tides
3 x call the bloodline
2 x compelling deterrence
3 x grasp of darkness
2 x scatter to the winds
3 x broken concentration
2 x welcome to the fold
2 x languish
2 x Gisa's bidding
1 x biting rain
2 x Tamiyo's journal
2 x confirm suspicions
2 x from under the floorboards
1 x Jace, unraveler of secrets
1 x Ob Nixilis reignited
4 x island
7 x swamp
2 x sunken hollow
2 x drowned catacomb
3 x skyline cascade
4 x evolving wilds
3 x submerged boneyard


The idea is to use discard outlets like call the bloodline as a way to play my threats at instant speed, most notably from under the floorboards. The rest of the deck is a pile of counterspells, removal, and 4 game-winning cards: the two planeswalkers and the 2 Tamiyo's journals.

Now I'm afraid that I (once again) had the sound volume a bit too low in the video, let me know if it's audible.


This list right here looks really freaking fun! Gotta give it a shot. How much testing have you already got into it Boh?

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PostPosted: Sun May 01, 2016 2:33 am 
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Have you ever felt like your opponent was having too much fun, casting spells and drawing cards? Ever wanted to reduce people to tears until they quit? Now you can, with my new patented "I Hate Fun" decklist! Annoy your friends! Annoy your enemies! Annoy everybody!

Our primary win condition is our opponent conceding out of frustration, but I have included a real win condition as well in case that doesn't pan out.

Decklist:

Fun is a Zero Sum Game
(Control)

Threats
What's a threat? Do people play those?

Removal
1x Compelling Deterrence
1x Reave Soul
4x Complete Disregard
2x Languish

Counterspells
3x Horribly Awry
2x Scatter to the Winds
3x Broken Concentration
3x Spell Shrivel
4x Bone to Ash
2x Confirm Suspicions

Everything Else
2x Brain in a Jar
3x Pore Over the Pages
3x Rise from the Tides

Lands (27)
7x Island
6x Swamp
4x Evolving Wilds
4x Submerged Boneyard
2x Sunken Hollow
2x Drowned Catacomb
2x Westvale Abbey/Ormendahl, Profane Prince


Mana Sources
Enough and to cast our spells on curve. Westvale Abbey is a win condition by itself, though a very slow one. It gives inevitability, though, so our opponents have to act first. It's the only land in our colors that gives recurring value, and the best answer to an opponent's Westvale Abbey. We can flip it at instant speed during the combat step to blow people out on an empty board - see strategy. Also, we're running a full 27 lands here - the main bottleneck on our gameplay is mana available in a single turn. We can fairly easily get to the point where we're holding a hand of 7 relevant cards - every time we do that and don't have a land, that's a wasted opportunity. We can reasonably use 20+ mana in a turn if our opponent tries to dump their hand, so it's not like that 15th land is bad.


Strategy

We don't have life gain, and there's minimal removal. What we do have are counterspells. The goal is to counter literally everything that could threaten us. Never tap mana on our own turn except for Brain in a Jar - ideally with one counterspell still up - or Pore Over the Pages when you can untap lands to still hold up counters. Now, most of this deck is fairly obvious - the interesting card is the aforementioned Brain in a Jar. When your entire deck is instants and sorceries, this card is amazing. It's not Aether Vial - but it's very close. This card lets you hold up hard counterspells for 1 mana, which means that people can't overwhelm you in a flurry of spells - you can counter four times in a turn if you need to. It also gives you the breathing room to crack clues and activate Abbey. And if the game's going long, you can use it to scry with spare mana. This card gives you access to instant speed Languish.

The removal is primarily for whatever they manage to cast before our third turn. Basically everything in that category is three power or less, and won't kill us before we get to six lands, or they decline to cast a threat one turn. It also hits all the manlands of the format, which can be troublesome for us. Later on, once we stockpile some removal, we can use them as "creature counterspells" for things without ETB triggers. Languish is almost exclusively to make the aggro match-up better; everywhere else it's probably a 1-for-1 at best. If you want to get more value from it, set a Brain in a Jar on three counters (alongside tapping low to draw cards if you have clues), then let them resolve a threat without even bothering to pause to see what you want to do about it. A lot of people will assume you've "run out of counterspells" and try to dump their hand and you can grab a 2 or 3-for-1. Poor fools, we never run out of counterspells. All we have are counterspells. The one Compelling Deterrence gives us an out to any single problematic permanent that entered the battlefield when we were low on counter-magic, and lets us counter it again on the way down. This is card disadvantage, though, so we don't want very much of it. Unless we've cast Rise from the Tides...

Rise from the Tides is an interesting choice of win conditions. It's sorcery speed, expensive, and our opponents can interact with it. Right? Wrong. We're playing two Brain in a Jars. Just tick one of those little guys up to five and hold him there. Then, whenever you feel like winning with 10+ spells in your graveyard, cast Rise in their endstep for 1 mana and untap into lethal. Hello Secure the Wastes, didn't even see you there! This also lets you Rise into Westvale Abbey at instant speed for seven mana, which should blow out any combat (and game) that you're in. Lastly, using this as a win condition gives us an out to our biggest weakness, Gaea's Revenge. Just block him with three Zombies and kill him in combat. If they don't want to attack, flip Ormendahl and race them. Easy game. The fact that this can "counter" three or four creature spells - the most common threat against us - means we can tap low for it and still feel safe only holding up one or two counterspells for Walkers, because a resolved creature doesn't matter any more.


Match-ups

The fewer relevant cards the opponent has, the better the match-up. We are playing precisely 0 creatures, 0 enchantments, and 0 planeswalkers - so most opponents will have a number of dead spells against us. Our cards aim to 1-for-1 with cards in our opponent's hand as reliably as possible - and then let the few extra cards off Pore Over the Pages or Confirm Suspicions or Bone to Ash pull us ahead, alongside the massive value of a resolved Rise from the Tides. The more removal our opponents bring, the worse a day they will have. We also love to see enchantments that don't do anything without creatures - Stensia Masquerade, Retreat to Valakut, Always Watching, etc. Let them resolve, counter all the creatures. Whether or not card draw spells are worth countering depends on the match-up, and what the odds are that it draws them into more than one relevant threat.

You might think we'd have trouble against other control decks like mill where our own removal and creature-counters are dead - but as long as you can keep them off an early Sphinx's Tutelage, they have just as many dead cards as you. And thanks to Brain in a Jar, your counterspells can be cheaper in the final counter-war.


Improvements
Most of the improvements are probably in the removal suite - it's even possible isn't the right color to splash. Gets us two (arguably better) wraths and similar unconditional removal. I think Complete Disregard is better than Gideon's Reproach because we can cast it on endstep and it hits baby walkers, but maybe there's some other removal spell I haven't considered. Gives four Fiery Impulse, but little else of relevance. gets us Thought-Knot Seer, the most justifiable removal magnet, along with Spatial Contortion (and would let us play more threats in our land base). I could be convinced by any of them, but black seemed like the most reasonable starting place. I've also dropped one counterspell which may or may not be right - but if we're playing for a 20-land game, Spell Shrivel gets dead relatively quickly. All the rest are hard counters.


And that's a wrap...
Go out and ruin some poor soul's day, while sucking an hour out of their life that they'll never get back!

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For those interested, a link to some of my better decks.

If I ever built an Esper Control deck, it would still somehow contain 2x Sylvan Advocate, 2x Tireless Tracker, 1x Nissa, Vastwood Seer, 1x Reclamation Sage, 1x Nissa, Vital Force, and 1x Woodland Bellower.


Last edited by Zerris on Sun May 01, 2016 12:20 pm, edited 12 times in total.

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PostPosted: Sun May 01, 2016 4:55 am 
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Identity: The Dance Commander
Wow. You bastard...


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PostPosted: Tue May 03, 2016 2:37 pm 
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Zerris - your post had me chuckling. You are a funny guy. Your deck building/strategy look equally as good. You know, I might just have to try this out... Just for research purposes obviously.


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PostPosted: Fri May 06, 2016 9:15 am 
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Zerris:

Do you realize the two key cards in your build are zombies... and BRAINS? A natural fit I think.
I love the win condition. Rise from the tides is the ultimate application of Brain in a jar. I think your decklist is basically the best possible against some matchups, such as ramp, since you have enough counters to stop all their big plays. I would expect you to perform very well against control since they probably will not bother to counter Brain in a jar.

I recommend 3x Telling Time for early mana fixing.

Weak points I see: early game, especially on the draw. Dealing with resolved enchantments or planeswalkers, or any big resolved threat. You are all in on the counterspells. Tapping mostly out for languish before 7 mana must be a death sentence. You also appear notably weak to manlands. I guess complete disregard works but you only have so many of those cards.

Due to your almost complete reliance on counters to deal with most threats, I would want to tap as little mana at sorcery speed as possible. Pore over the pages is one of the best draw spells in the game, and a good value at "only" 3 mana. But I think Comparative analysis would perform better since it would never force you to tap a single mana during your turn.

Proposed changes:
-1 land
-1 reave soul
-1 horribly awry
-3 pore over the pages
+3 telling time
+3 comparative analysis
I am tempted to fiddle with other stuff too but I haven't played your deck (and can't play it since I haven't unlocked all the cards).

I just love the idea of tapping one mana and brain in the jar and dumping lethal damage worth of zombies on the table during someone's end step. I am not going to run this in my esper control list because it is a two card combo and I do not like zombies without brains. But this is probably the most resilient and hard-to-disrupt win condition I have seen so far in the game.


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PostPosted: Fri May 06, 2016 11:43 am 
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One advantage to pore over is that it naturally fits the brain in a jar curve at the five slot. And if you cast it with brain, it costs one mana... but still untaps two! So that's good fun. It usually reads "3 mana: draw three cards", which feels too good to drop.

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For those interested, a link to some of my better decks.

If I ever built an Esper Control deck, it would still somehow contain 2x Sylvan Advocate, 2x Tireless Tracker, 1x Nissa, Vastwood Seer, 1x Reclamation Sage, 1x Nissa, Vital Force, and 1x Woodland Bellower.


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PostPosted: Tue May 10, 2016 4:07 am 
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Zerris wrote:
Have you ever felt like your opponent was having too much fun, casting spells and drawing cards? Ever wanted to reduce people to tears until they quit? Now you can, with my new patented "I Hate Fun" decklist! Annoy your friends! Annoy your enemies! Annoy everybody!


I made my own version of this deck, it's not a Dimir anymore, maybe it is a Grixis or a Dimir with a red splash. The original version was an Izzet deck but then i found that black works a lot better than red in this build

Anyway my deck works great so far, people have no idea how to fight againt me :)

**Pure Magic**

Instant(16):
3x Disperse
3x Horribly Awry
2x Scatter to the Winds
3x Broken Concentration
3x Spell Shrivel
2x Confirm Suspicions

Sorcery(8):
2x Exquisite Firecraft
2x Radiant Flames
2x Languish
2x Biting Rain

Enchantment(7):
2x Sinister Concoction
3x Sphinx's Tutlelage
2x Fevered Visions

Planeswalker(2):
1x Jace, Unraveler of Secrets
1x Ob Nixilis Reignited

Artifacts(4):
2x Aligned Hedron Network
2x Tamiyo's Journal

Lands(23):
2x Sunken Hollow
6x Island
2x Smoldering Marsh
4x Swamp
3x Mountain
2x Dragonskull Summit
2x Drowned Catacomb
2x Sulfur Falls

The combo Sphinx's Tutlelage + Fevered Visions is the key of this deck of course.
Aligned Hedron Network is perfect to deal with hexproof creatures
Radiant Flames, Languish and Biting Rain are perfect to remove dangerous creatures.
Tamiyo's Journal + Confirm Suspicions is another great combo
Ob Nixilis Reignited -8 ability + Fevered Visions can really hurt your opponet

Maybe with cards from OTG i could make it even better but, so far, works really great

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PostPosted: Tue May 10, 2016 7:51 am 
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I RUN A SIMILAR DECK BUT IT PRETTY MUCH RUNS ON MADNESS MECHANICS.
IT WORKS REALLY GOOD WHEN IT WANTS TO, BUT I HAVE FOUND THAT WITHOUT WHITE ITS SOMETIMES HARD TO GET RID OF A LANDED PLANESWALKER. YOU DO TAP OUT TO PLAY YOUR ENCHANTMENTS AND THAT IS USUALLY A LANDED CREATURE OR PLANESWALKER.

I ADDED Brain in a Jar SO I COULD RAMP UP AND PLAY INSTANTS FOR 1 CMC, BUT STILL DOES'T CONTROL LIKE IT IS MEANT TO BE. -2\\-2 AND -4\\-4 DON'T TAKE CARE OF THE BIGGER THREATS.


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PostPosted: Tue May 10, 2016 8:25 am 
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i need an Asprin


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PostPosted: Tue May 10, 2016 9:40 am 
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Hi Boh:

Madness is a fun mechanic and I basically like your deck, but I want to understand some of your card choices here.
Cards you did not include:
Nagging Thoughts probably not worth it in this deck since you have so few discard outlets.
Murderous Compulsion this is the flipside of Sinister Concoction, concoction wants you to discard, compulsion wants you to discard it. It requires a discard outlet to work at sorcery speed. Overall not as good as concoction or grasp of darkness, but I still think it could be good removal in its own right.
Reckless Scholar - if he sticks I think he is overall a better discard outlet than call the bloodline. They are both instant, but scholar is cheaper and nets you a card each time you madness. You already have multiple ways of producing / stealing bodies. And the reduced cost can be a big deal with welcome to the fold or from under the floorboard.
Kalitas, Traitor of Ghet - I brewed a madness deck with much of the same zombie package that you have, and this guy blew me away. He makes his own swarm of zombies, he can eat your zombies, and he can grow HUMONGOUS. The lifelink is very valuable for a control deck. He can outrace practically anything if you feed him zombies.
Card draw - such as Comparative analysis or Pore over the Pages - it looks like you went 2 planeswalkers plus two journals, with the draw from confirm suspicions providing an extra boost. I think your draw package is fine.

The card I dislike the most is Dead Weight. This is great against white aggro, but any deck with the early green creature package is immune to dead weight. Murderous compulsion scales so much better.

So I like your package overall, these are talking points more than criticism.

I have mainly been playing Esper control but I do not have a lot of experience under my belt for SoI. I think Esper can answer more resolved threats (resolved hexproof, enchantments, planeswalkers) but black removal may be better vs aggro and I love instant speed control magic.


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PostPosted: Tue May 17, 2016 10:25 pm 
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Reanimator is fun. I wanted a deck that had a high degree of redundancy and large numbers of key combo pieces. I love the big sorcery plays and ripping through my deck, filling my hand and tossing stuff in the graveyard.

3 x sinister concoction

1 x jace, vryn's prodigy
1 x compelling deterrence
4 x reave soul

2 x oath of jace
4 x pieces of the puzzle

2 x languish

2 x possessed skaab
3 x pore over the pages
3 x necromantic summons
1 x ob nixilis reignited

1 x linvala the preserver
1 x greenwarden of murasa
1 x oblivion sower
2 x ever after
1 x alhammarrett, high arbiter
1 x gaea's revenge
1 x omnath, locus of rage
1 x ulamog, the ceaseless hunger

6 x island
7 x swamp
2 x sunken hollow
2 x drowned catacomb
2 x drownyard temple
1 x rogue's passage
1 x mortuary mire
4 x evolving wilds


I took out some cards that have a reanimator flavor here. "What, no prized amalgam?" It is simple because this deck has cards that fit into very narrow card slots, they are:

Removal: because we need to survive early.

Draw/discard: because we need the combo pieces

Reanimation targets: Because these bad boys are what this deck is about

Reanimation spells: Because they put the bad boys into action.

We have a total of 11 removal spells including 3 concoctions, one bounce spell, 4 reave soul, two languish and ob nixilis. Concoction serves a double purpose as a discard outlet.

We have 10 spells that draw cards, including baby Jace, his oath, pieces of the puzzle, and pore over the pages. I went for cards with high draw power here rather than something like Index.

The bomb suite should be pretty obvious. Only one copy of each except the skaab since it can be hardcast easily. If you survive for 10-15 turns you should easily have half of your deck in your graveyard, these dead creatures will be your "tool kit."

The reanimation spells are also pretty obvious. We have three different ways to get them back with the two skaabs and the greenwarden.

Baby jace is just insane here. His loot mode is very useful and all the discard makes it easy to flip him quickly, frequently on turn 3. His plus ability helps to keep you alive. And being able to reuse reanimation or removal with his -3 ability is priceless. This deck is built around powerful sorcery spells, getting an extra use out of them is very valuable.

The advantage is the tremendous draw power and ability to resurrect relevant threats again and again. Ramp decks often make one or two big plays and then "whiff." This deck is well placed to fight endurance matches against midrange.


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PostPosted: Sun May 22, 2016 4:59 am 
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Hen Wen: It just works!

Climbed from level 32 to 40 with few losses.

One change: Plated Crusher for Gaea's revenge but essentially the same.

Good work!


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PostPosted: Sun May 22, 2016 10:01 am 
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Thorcas:
I am glad it is working out for you. I don't think it is a tie one deck, but it is good enough to compete in the rank 40 meta-game with a positive win ratio, and to play a deck different than what you normally see.

As far as revenge versus crusher, consider this. Revenge has eight power and necromantic summons gives +2+2. Revenge can have the fastest clock in the game that's two turns, faster than Ulamog, crusher will be four turns at best. Revenge can be chump blocked, but it is really good at taking care of planes walkers. I think I should probably add another copy but I'm not sure what cut to make.

I do not have a lot of time to play the game and I am spread thin because I want to be familiar with many different archetypes. So I haven't tested this deck much. Maybe I will let you know some of the revisions I have thought of, and you can get some of them a try.

I thought about adding a bit more madness to the deck, but I think that would lower the consistency a bit too much.

Brilliant Spectrum would be a big upgrade over oath of Jace if we could get it to work. First, it is a sorcery, so it works better with pieces of the puzzle. Second, we can potentially draw more cards. It also fits great on the curve, since we want to be casting necromantic summons on turn five.
Obviously the issue is the changes we would need to make to the deck in order to get one or two more colors of manner. The first thing to do would be to cut drownyard temple. I find it useful in only one out of every three games. After that we would probably want to add about 10 sources for different colors of manna up and we would have to decide how this affects them in a base. White would give us access to great removal.I'm not sure if it's worthwhile.

Fine-tuning is also an issue. The deck has four different moving parts and some of these may need to be adjusted to be smaller or larger.

Good luck and have fun.


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