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PostPosted: Wed Apr 20, 2016 2:22 am 
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Lol just tried to play some games with your second list. over 4 hands, the 1 waste appeared 3 times :D


One thing I'm cognitivebiasly convinced about is that the shuffler promotes the aparition of one-landers and dual lands in the starting hand. If you have 14 basic color lands and 10 dual/utility/singletons, most of the times your hand will contain more of the later than the formers...


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PostPosted: Wed Apr 20, 2016 7:53 am 
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At 26 land I feel you really want the drowners though. The smashers make less sense (they are still very good, don't get me wrong) here since there's less early flier pressure. Am I nuts for suggesting to sub em with drowner?
I personally went up to 25 land in my build, cutting 1 drowner, and swapping in 2 make a stand with the roil spouts.

That's why I was thinking, if you are going midrange anyway, it might be better to just give up on trying to curve out 2-drop creatures like the River Marshal, run 4x Evolving Wilds and 4x Meandering River, expect to fix on 2, and throw in a couple higher end cards like Drowner. I might keep the Hanweir Militia Captain anyway though since he synergizes well with Skyspawner and Whirler.

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Your second list is what I was expecting to do first when doing azorius, and is likely a very strong list. I Would probably try to fit in 2 Rattlechains, since topplegeists with flash is pretty nice :).... -1 plains +1 Island -1 Anointer -1 Freeblade +2 Rattlechains ?

I think this aggro deck really wants to play a renown guy on 2, hopefully with an anointer on 1 or something on 3 to help it push through. I don't think I would give up a plains and compromise my double-white on 2 plan -- the mana ideally should look like W, W, W/B, (W or C), (C or W). If I were to include Rattlechains I would generally expect to play it no earlier than 3, so I don't think the extra island is desirable.


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PostPosted: Wed Apr 20, 2016 8:15 am 
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By my count the mana holds up for t2 double white even if you add an island to up the blue count for rattlechains, but it rules out anointer.

I take an island instead of a vestige there because of the priority bug. I then count 17 sources of double white t2, and 10 (not 12, because of vestige priority bug) blue. Which isn't PERFECT, but very very close because of the free mulligan.

If you are talking about double white AND an anointer t1, then even your current manabase does not support it. (6 taplands, the prairie streams and the evolving wilds + the land you played t1 leaves you at 14 untapped double white sources to play if you also played a t1 anointer) which isn't enough.
Actually scratch that, it's just enough I think, my bad.


About the midrange build, I think skipping t2 in this format completely is a mistake. Don't forget the Marshalls have great lategame utility.


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PostPosted: Thu Apr 21, 2016 8:44 pm 
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Gegliosch wrote:
Updated my flash deck. Gideon's Reproach is better than Celestial Flare most of the time. Easier on the mana and you get to target. I have counters for bigger stuff. Also testing Make a Stand as additional protection and a finisher. The plan is simple: Get some flyers out, draw go and counter your way to victory. When there's nothing to counter, you can add more fuel. Sweepers don't do anything against this deck.

Creatures (19)
3x Topplegeist
4x Faerie Miscreant
2x Rattlechains
2x Dimensional Infiltrator
2x Bygone Bishop
3x Thunderclap Wyvern
2x Hixus, Prison Warden
1x Archangel Avacyn

Instants & Sorceries (17)
3x Horribly Awry
4x Gideon's Reproach
3x Make a Stand
2x Scatter to the Winds
3x Broken Concentration
2x Confirm Suspicion

Land (24)
8x Plains
12x Island
2x Prairie Stream
2x Glacial Fortress


Why not Tenacity instead of Hixus? That has an offensive option to it.


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PostPosted: Thu Apr 21, 2016 11:45 pm 
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I already have Make a Stand as a finisher and my creatures aren't big enough to use it for blocking. I could use it to gain some life, but the point of this deck is not to tap out during your turn unless it wins you the game.


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PostPosted: Sun Apr 24, 2016 4:59 am 
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Hi everybody, this is the first time I post. I have a cool version of the spirit deck to share with you. So far, I have found that it's the most consistent deck in this expansion. It doesn't seem much, but you have a lot of control over the battlefield and small flying creatures do the job well (especially with Always watching and Thunderclap Wyvern. You have lots of offensive and defensive synergies as well as some card drawing with the clues that could work well enough against mass removal.

Let me know your feedback! :angel:

3x Topplegeist
3x Essence Flux
2x Rattlechains
3x Erdwal Illuminator
2x Expose Evil
4x Gideon's Reproach
2x Declaration in stone
2x Bygone Bishop
3x Reflector Mage
2x Always watching
2x Invocation of Saint Traft
2x Apothecary Geist
3x Tower Geist
3x Thunderclap Wyvern

10x Plain
7x Island
2x Prairie Stream
2x Glacial Fortress
3x Evolving Wilds


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PostPosted: Sun Apr 24, 2016 7:33 am 
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Hi everybody, this is the first time I post. I have a cool version of the spirit deck to share with you. So far, I have found that it's the most consistent deck in this expansion. It doesn't seem much, but you have a lot of control over the battlefield and small flying creatures do the job well (especially with Always watching and Thunderclap Wyvern. You have lots of offensive and defensive synergies as well as some card drawing with the clues that could work well enough against mass removal.

Let me know your feedback! :angel:

3x Topplegeist
3x Essence Flux
2x Rattlechains
3x Erdwal Illuminator
2x Expose Evil
4x Gideon's Reproach
2x Declaration in stone
2x Bygone Bishop
3x Reflector Mage
2x Always watching
2x Invocation of Saint Traft
2x Apothecary Geist
3x Tower Geist
3x Thunderclap Wyvern

10x Plain
7x Island
2x Prairie Stream
2x Glacial Fortress
3x Evolving Wilds


Apothecary Geist seems expensive for a 2/3 flyer. I know it's a Spirit which is why you included him. Seems Whirler Rogue would fit better in the 4 cmc slot IMO.

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PostPosted: Mon Apr 25, 2016 12:03 am 
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Hi everybody, this is the first time I post. I have a cool version of the spirit deck to share with you. So far, I have found that it's the most consistent deck in this expansion. It doesn't seem much, but you have a lot of control over the battlefield and small flying creatures do the job well (especially with Always watching and Thunderclap Wyvern. You have lots of offensive and defensive synergies as well as some card drawing with the clues that could work well enough against mass removal.

Let me know your feedback! :angel:

3x Topplegeist
3x Essence Flux
2x Rattlechains
3x Erdwal Illuminator
2x Expose Evil
4x Gideon's Reproach
2x Declaration in stone
2x Bygone Bishop
3x Reflector Mage
2x Always watching
2x Invocation of Saint Traft
2x Apothecary Geist
3x Tower Geist
3x Thunderclap Wyvern

10x Plain
7x Island
2x Prairie Stream
2x Glacial Fortress
3x Evolving Wilds


Apothecary Geist seems expensive for a 2/3 flyer. I know it's a Spirit which is why you included him. Seems Whirler Rogue would fit better in the 4 cmc slot IMO.


Yeah, you're right, I'll try your suggestion. Whirler Rogue in combo with Essence Flux could have some potential; I'll let you know :)


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PostPosted: Mon Apr 25, 2016 4:48 am 
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PostPosted: Sat Apr 30, 2016 1:31 pm 
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Someone with a megacontrol deck? Looking forward to see one!


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PostPosted: Sat Apr 30, 2016 3:43 pm 
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PostPosted: Mon May 02, 2016 5:01 pm 
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Mine currently runs (100% ORI, 0% OGW and over 50% of BFZ and SOI):

2 Thing in the Ice/Awoken Horror
1 Jace, Vryn's Prodigy/Jace, Telepath Unbound
2 Horribly Awry
2 Disperse
1 Gideon's Reproach
3 Telling Time

1 Reprisal
2 Declaration in Stone

2 Scatter to the Winds
2 Spell Shriver
4 Artificier's Epiphany
1 Angelic Purge

2 Thunderclap Wyvern
1 Supression Bonds
3 Countermand

1 Disciple of the Ring
1 Guardian of Tazeem
1 Confirm Suspicions
2 Planar Outburst

1 Oblivion Sower

2 Alhammarret, High Arbiter

8 Plains
12 Island
2 Prairie Stream
2 Glacial Fortress

Take your suggestions please!


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PostPosted: Tue May 17, 2016 12:48 pm 
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Like many others before me, I tried messing around with Valor in Akros. Tried it in :r::w:, :g::w:, and :b::w: with mixed results. All that building and testing gave me the Valor blues... and then I realized I liked it best that way.

:u::w:Valor Blues:w::u:

15 Creatures
1 x Kytheon, Hero of Akros
1 x Jace, Vryn's Prodigy
2 x Hanweir Militia Captain
2 x Rattlechains
4 x Eldrazi Skyspawner
3 x Whirler Rogue
2 x Drowner of Hope

2 Planeswalkers
1 x Gideon, Ally of Zendikar
1 x Jace, Unraveler of Secrets

3 Enchantments
3 x Valor in Akros

10 Instants
3 x Essence Flux
2 x Reprisal
2 x Gideon's Reproach
3 x Telling Time

6 Sorceries
2 x Declaration in Stone
2 x Allied Reinforcements
2 x Rise from the Tides

24 Land
6 x Plains
6 x Island
2 x Prairie Stream
2 x Glacial Fortress
2 x Westvale Abbey
3 x Foundry of the Consuls
3 x Evolving Wilds



What I like best about this color combination is the abundance of cards that put 3+ bodies on the board in one shot. It repopulates very quickly after a board wipe, and makes for insane Valor pumps.

Most importantly, I think, it gives us a way to get a massive pump the same turn Valor hits the board, through Essence Flux. This helps mitigate what most seem to agree is the biggest weakness of Valor - that it doesn't do anything the turn you cast it. Here you can go off as a surprise attack as early as turn 5 - it's great to go T3 Skyspawner, T4 Whirler Rogue, T5 Valor + Flux on the Rogue, and stomp them out of nowhere (even better with Kytheon and Rattlechains T1 and T2). I've done similar combos in :r::w::u: (which are better with Thopter Engineer to give the Flux'd tokens haste), but a simpler mana base helps me do it more consistently in :w::u:, and cutting :r: helps me play Foundry and Abbey, which stalls opp attacks with threat of instant speed pumps and provides a life gaining win con.

I wanted to use Archangel Avacyn, because she's typically an auto include for me in :w:, but she didn't make my cut here. I like the instant speed pump + indestructible + flux target, but with so many fragile tokens (and scions to sac), her flip effect kept her on the sidelines.

I don't usually care much for Allied Reinforcements, but I like it here in small doses. It drops 2 bodies for Valor, and gives Rise from the Tides another zombie.

Rattlechains may seem a little out of place, but it's another instant speed pump for Valor and it's an evasive attacking T2 play. If opp's lacking aerial defenses, Rattlechains and Skyspawner can put the pressure on early.

Telling Time gives RftT another zombie and helps me dig for Valor - and allows me to do something with the mana I hold up for removal if no targets present themselves that turn. Baby Jace helps dig for Valor and recur my removal & flux. Big Jace gives card draw and utility with bounce, to stall a threat or put Rogue back to hand for another jumbo pump.

Rather than be honest about it and say it's a really fun deck that can absolutely Go The **** Off out of nowhere, but isn't going to beat 4c Planeswalkers or Esper Control without luck in the draw - I'm officially announcing it as a Tier 0 x Infinity Power deck; the best list you'll ever see! ...I think that's how you get feedback here ;)

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Last edited by The Secret of TIMH on Tue May 17, 2016 1:11 pm, edited 1 time in total.

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PostPosted: Tue May 17, 2016 12:59 pm 
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hmmm....seems weak versus 4c Planeswalkers or Esper Control to be considered tier 0 x infinity.

What's the record of this thing?


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PostPosted: Tue May 17, 2016 1:12 pm 
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9,000 - 0 vs rank 40 players, baby!

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PostPosted: Tue May 17, 2016 1:16 pm 
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OMG

IAMPRINTINGDATLISTIMMEDIATELY


Hey when that Oregon Militia Captain p00ps out a dude in your end phase and triggers Valor in Akros, it's like a real slap in the face


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PostPosted: Tue May 17, 2016 1:39 pm 
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Hey when that Oregon Militia Captain p00ps out a dude in your end phase and triggers Valor in Akros, it's like a real slap in the face


That's the truth; wish it was beginning of upkeep, but not every card can be Tier 0 - a few cards in the deck are Tier .5 (just under 9000 power).

He flips so easily in this deck, I included him anyways. Never one to complain about a beatstick that can potentially be attacking as a 7/7 on T4.

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PostPosted: Tue May 17, 2016 1:42 pm 
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ya but he dies to removal

I want to disregard your deck so bad (cuz I hate slow deaths to Control), but my OCD is having trouble resisting the allure of playing a deck with a claimed 9000-0 win streak. Against rank 40's to boot!


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PostPosted: Tue May 17, 2016 2:32 pm 
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This will be a new meta-defining deck for the new tier 0 times infinity tier.

I am going to get Fel over here to write a post about this ASAP.


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PostPosted: Tue May 17, 2016 3:25 pm 
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@Barney: so you disregard every deck then, right ;p

From watching your game vs Witty Name, this deck can beat control in a similar way with +bodies. Main dif seems to be mine doesn't have the clue draw your tourney deck has, but it explodes for kills rather than slowly chipping away life. Not trying to say my list is strictly better, but it is Tier 0 x Infinity after all, so that's exactly what I'm saying.

@HenWen: While you're absolutely correct that this is a meta defining list, I don't think you should have anyone do a write up on it. Like Raiders of the Lost Ark, this list is so powerful it will melt the faces off mortals who gaze upon it. For the sake of my conscience, I can't be responsible for the type of mass murder that would result from a large scale distribution of the deck list.

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Yes I’m fine with killing women and children.


Last edited by The Secret of TIMH on Wed May 18, 2016 9:53 am, edited 1 time in total.

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