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PostPosted: Mon May 30, 2016 7:23 am 
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Hi !

Here is my version of Bant-clue :

3 Erdwal Illuminator
2 Tireless Tracker
2 Bygone Bishop

4 Sylvan Ranger
3 Pilgrim's Eye

2 Hanweir Militia Captain
1 Emeria Shepherd
1 Ulvenwald Hydra

2 Tamiyo's Journal
3 Ulvenwald Mysteries
2 Evolutionary Leap

4 Confront the Unknown
4 Angelic Purge
3 Reprisal

1 Nissa, Voice of Zendikar
1 Gideon, Ally of Zendikar

Lands :

3 Plain
2 Island
6 Forest
2 Canopy Vista
2 Westvale Abbey/Ormendahl, Profane Prince
2 Hinterland Harbor
2 Sunpetal Grove
4 Evolving Wilds


Thanks to Rangers and Pilgrim's Eye, the deck runs smoother on early game. With them, Trackers and Bishops often trigger. They also make Westvale Abbey and Hanweir Militia Captain flip easily.

This deck kills with big creatures (Ormendahl, Hanweir Militia Captain, Tracker, hydra) or lots of tokens (got with Ulvenwald Mysteries or Hanweir), which can be pumped thanks to Nissa and Gideon. Hydra makes a great blocking creature, and feches Westvale Abbey. Confront the Unknown is great for an alpha-strike on end-game, or can be use to get rid of an attacking creature on early game. Works well with Erdwal Illuminator btw.

I've put EvoLeap because of all the tokens and expendable creatures (Ranger and Pilgrim's Eye), I'm still testing it.


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PostPosted: Tue May 31, 2016 1:42 pm 
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Welcome to NGA!

Thanks for sharing your deck! It looks quite interesting. You probably should have at least one more land however, and Sylvan Advocate is better than Erdwal Illuminator by enough that I think you might do well to make that trade. You also probably do not need three reprisal, as many times you will not have good targets if you draw more than one. I would suggest -2 Illuminator, +2 Advocate, -3 Reprisal, +3 Whirler Rogue (works very well with Militia Captain and Westvale Abbey, and is good against most planeswalkers), -2 Angelic Purge, +2 Declaration in Stone (the lower mana cost does matter, and sacrificing a permanent is not always free). You might also consider Jace, Unraveler of Secrets or Drowner of Hope instead of Emeria Shepherd. You are only running 23 lands, and you do not want to play Emeria Shepherd until you have eight (to make sure you get at least one landfall trigger), so a bit less expensive bomb might be helpful.

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PostPosted: Fri Jun 03, 2016 3:02 pm 
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Ally Bonds

Attacking blindly is totally possible with undestructable creatures.

Creatures 26
4 x Kor Castigator
2 x Sylvan Advocate
3 x Duskwatch Recruiter
2 x Lantern Scout
2 x Veteran Warleader
3 x Bounding Krasis
2 x Woodland Wanderer
2 x Altered Ego
1 x General Tazri
1 x Archangel Avacyn
2 x Hero of Goma Fada
1 x Greenwarden of Murasa
1 x Woodland Bellower

Non-creature spells 10
3 x Essence Flux
3 x Elemental Bond
2 x Disperse
1 x Gideon, Ally of Zendikar
1 x Kiora, Master of the Depths

Lands 24
3 x Plains
3 x Island
3 x Forest
2 x Lumbering Falls
2 x Canopy Vista
2 x Prairie Stream
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
3 x Evolving Wilds


Some Key-cards of the deck.
Elemental Bond - card-advantage, a card i realy want to have in my opening hand
Hero of Goma Fada - makes my creatures fearless
Lantern Scout - lifelink for when I'm behind
Essence Flux - a lot of awesome targets here in this deck

card advantage is too important in this game, i get it with Elemental Bond, Greenwarden of Murasa, General Tazri, Kiora, Master of the Depth and Duskwatch Recruiter


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PostPosted: Sun Jun 05, 2016 1:41 pm 
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Been messing around with Bant Tempo again. I can't believe this deck doesn't see more play.

Creatures 29

2 x Sylvan Advocate - Auto include in any green deck
3 x Duskwatch Recruiter - Almost a mana lord and can dig
2 x Elvish Visionary - put this in as a cantrip and wanted a couple more 2 drops
2 x Skyrider Elf - Versatile card. Comes out as a 2 drop most often
2 x Bygone Bishop - Flyer and we have 19 other creature that will combo to make clues.
1 x Nissa, Vastwood Seer - Draws a land and becomes a PW
3 x Reflector Mage - Quasi removal
3 x Bounding Krasis - Flash and taps enemy creatures to let ours swing in
3 x Whirler Rogue - One of blues best 4 drops. Great after a sweeper.
2 x Woodland Wanderer - 5/5 with vigilance and trample. Love it.
1 x Archangel Avacyn - Whites best 5 drop. Keep her in hand to save the field.
2 x Outland Colossus - Tops out our mana curve. 6/6 for 5. Great tempo.

Other Spells 5

2 x Declaration Stone - Only hard removal
2 x Always Watching - Great in this deck
1 x Gideon, Ally of Zendikar - Only PW. Anthem is ridiculous

Lands 26

4 x Plains
3 x Island
3 x Forest
2 x Lumbering Falls
2 x Canopy Vista
2 x Prairie Stream
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds


Sometimes I wonder if I need so many dual lands or Wilds. I know the wilds work well with Tracker, but this deck works best if all the lands come into play untapped.

Thoughts?

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PostPosted: Sun Jun 05, 2016 4:08 pm 
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I'm totally not a mana-expert but i was comparing my manabase with yours (deck above your post) and I run 24 lands with one more 5-drop and 2 6-drops, I did run 4 wilds also but I ended up cutting 1 for Greenwarden of murasa. Sure I'm relying more on recruiter and the bonds for mana, but you also have tracker and bishop for extra draw means more land.

I also had a quick look at other decks in this thread and most are running 24-25 lands, I think its safe to cut 1 evolving wilds.
And if you run Sylvan Rangers instead of Elvish, you can cut one more wilds.


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PostPosted: Tue Jun 07, 2016 11:21 am 
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Hey, I just got back into the game recently and haven't played much since Gatewatch, but this is the deck I've been messing around with. Don't know how competitive it is, but it is pretty fun to play.

Creature 8
4 x Sylvan Ranger
1 x Nissa, Vastwood Seer
1 x Greenwarden of Murasa
2 x Emeria Shepherd

Planeswalker 1
1 x Kiora, Master of the Depths

Enchantment 2
2 x Retreat to Emeria

Instant 2
2 x Scatter to the Winds

Sorcery 22
3 x Clutch of Currents
2 x Displacement Wave
3 x Roil Spout
3 x Coastal Discover
2 x Explosive Vegetation
3 x Zendikar's Roil
2 x Planar Outburst
1 x Part the Waterveil
2 x Rise from the Tides
1 x Nissa's Renewal

Lands 25
6 x Plains
8 x Island
7 x Forest
4 x Evolving Wilds


It's basically a control deck using Awakened Lands and/or Tokens as a finisher. I haven't had any issues with mana yet and I just wanted as many basic lands as possible for fetching purposes.

If you have any suggestions for the deck, I'd be happy to hear, though I still need a ways to go to finish my collection, it'd be nice to know what to keep an eye out for ;) I only have Origins and Battle for Zendikar completed.


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PostPosted: Wed Jun 08, 2016 6:14 pm 
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@Immortal Reborn
I count 26 creatures only not 29.


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PostPosted: Thu Jun 09, 2016 8:52 am 
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Moheekan wrote:
@Immortal Reborn
I count 26 creatures only not 29.


You are correct. I will try and look at the list later. This deck would be great if we had that Company card. Without it, I'm afraid it's tier 2.

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PostPosted: Sat Jun 11, 2016 8:03 am 
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randomname wrote:
Welcome to NGA!

Thanks for sharing your deck! It looks quite interesting. You probably should have at least one more land however, and Sylvan Advocate is better than Erdwal Illuminator by enough that I think you might do well to make that trade. You also probably do not need three reprisal, as many times you will not have good targets if you draw more than one. I would suggest -2 Illuminator, +2 Advocate, -3 Reprisal, +3 Whirler Rogue (works very well with Militia Captain and Westvale Abbey, and is good against most planeswalkers), -2 Angelic Purge, +2 Declaration in Stone (the lower mana cost does matter, and sacrificing a permanent is not always free). You might also consider Jace, Unraveler of Secrets or Drowner of Hope instead of Emeria Shepherd. You are only running 23 lands, and you do not want to play Emeria Shepherd until you have eight (to make sure you get at least one landfall trigger), so a bit less expensive bomb might be helpful.


Thanks for your reply and suggestions !

Here is my current version :

3 Erdwal Illuminator
2 Tireless Tracker
2 Bygone Bishop

4 Sylvan Ranger
3 Pilgrim's Eye

2 Hanweir Militia Captain
1 Hixus, Prison Warden
1 Ulvenwald Hydra
2 Whirler Rogue

2 Tamiyo's Journal
3 Ulvenwald Mysteries

1 Confront the Unknown
3 Titanic Growth
3 Angelic Purge
3 Reprisal

1 Nissa, Voice of Zendikar
1 Gideon, Ally of Zendikar

Lands :

3 Plain
2 Island
7 Forest
2 Canopy Vista
2 Westvale Abbey/Ormendahl, Profane Prince
2 Hinterland Harbor
2 Sunpetal Grove
4 Evolving Wilds

I did :

-2 EvoLeap +2 Whirler Rogue. Whirler Rogue is a bomb in this deck, no doubt about it. I think 2 are enough.
-1 Angelic Purge +1 forest, the deck needed a little bit more lands
-3 Confront the Unknown +3 Titanic Growth. Titanic growth is better in early game, to get rid of attacking creatures or to protect a important creature.
-1 Sheperd +1 Hixus, still testing

I'm not sure about replacing Reprisal by Declaration. Declaration is great, but as a control deck, I hate make my opponents draw. To be tested...

I'm pretty sure about Illuminator vs Sylvan Advocate. The advocate doesn't fly, and doesn't interract with the other clues producers. There is no good synergies in this deck for the advocate I think.

Still testing !


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PostPosted: Mon Jun 13, 2016 3:41 am 
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Synergies are not excuses to run subpar creatures. Sylvan Advocate doesn't need synergies, it's a win condition on its own and defends against aggro. Run it.

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PostPosted: Mon Jun 20, 2016 12:44 pm 
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EncinoGino wrote:
I've tried out Bygone Bishop and Reflector Mage, but the first one only helped on occasion, and the second actually works against the goal of the current design. I haven't tried out Duskwatch Recruiter, and I don't have any Sylvan Advocate yet, so maybe that's a way to go?

Thoughts are appreciated!


Did you know that Reflector Mage "works" with Willbreaker? That is, Reflector only bounces opponent's creatures, so it targets, Willbreaker nabs it, and then it's on your half of the table so it stays in play. So it helps early game to establish defenses, and late games it transitions to another Willbreaker trigger.

I'd also like to see Declaration in Stone in there, along with Reflector really gives you excellent early game defenses. Declaration in Stone, btw, also works with Willbreaker to pull the opposing creature onto your side of the table before turning it into a clue token - which does have the side effect of not hitting other, identically named creatures on the opposite side, but does become exceptionally cost-effective removal when 2 mana exiles an enemy creature and gives you a clue.

Lately I run a mashup of Sjok's deck & 4C PWs with Willbreakers. Arlinn Kord's human form +1 is a beast with Willbreaker. Have tried a singleton Ghirapur Aether Grid also to take advantage of all the clues, but it hasn't pulled its weight thus far.


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PostPosted: Thu Jun 30, 2016 4:57 pm 
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I've been toying with a midrange clue deck recently. It seems to perform well, I just feel like it could be a lot more efficient...

Spirit Guide

Creature
3 x Topplegeist
3 x Erdwal Illuminator
2 x Sylvan Advocate
2 x Bygone Bishop
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
3 x Reflector Mage
3 x Bounding Krasis

Planeswalker
1 x Gideon, Ally of Zendikar
1 x Kiora, Master of the Depths

Instant
2 x Confront the Unknown
3 x Telling Time

Sorcery
2 x Declaration in Stone
2 x Kytheon's Tactics

Enchantment
2 x Always Watching
3 x Ulvenwald Mysteries

Artifact
2 x Tamiyo's Journal

Lands
3 x Plains
2 x Island
2 x Forest
2 x Canopy Vista
2 x Prairie Stream
2 x Westvale Abbey
2 x Hinterland Harbor
2 x Glacial Fortress
2 x Sunpetal Grove
4 x Evolving Wilds


Other creatures I've considered: Duskwatch Recruiter, Lambholt Pacifist, Byway Courier, Citadel Castellan
All of these seem like solid choices for the deck, other things just kind of pushed them out. Duskwatch's effect is sometimes too hard for me to use and still play a card in the same turn, though I'll admit it goes really well with Krasis. Byway Courier would just be another Clue source, though not a bad one. Lambholt and Castellan are just really solid bodies.

Other lands: Rogue's Passage, and Lumbering Falls
I've fancied the though of having a dozen clue's and combo'ing Confront and Passage, but that just seems so unlikely and too gimmicky to me. The point of this deck is going wide and hitting hard. Lumbering falls would just be another body, though a really nice one.

Thanks for the look/input!


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PostPosted: Fri Jul 15, 2016 6:08 am 
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Would this work at all? Hard to fit stuff in, could be fun with Whirler but the deck is already too fat.

Spooky Bant

Description
Spirits and other flash and stuff.

How to Play
Flash in stuff and hinder the opponent?

Creature(24)
3 x Topplegeist
2 x Selfless Spirit
2 x Rattlechains
2 x Sylvan Advocate
2 x Bygone Bishop
3 x Nebelgast Herald
1 x Reclamation Sage
3 x Bounding Krasis
3 x Reflector Mage
2 x Spell Queller
1 x Archangel Avacyn

Instant(6)
3 x Essence Flux
3 x Long Road Home

Sorcery(2)
2 x Declaration in Stone

Enchantment(2)
2 x Imprisoned in the Moon

Planeswalker(2)
1 x Gideon, Ally of Zendikar
1 x Tamiyo, Field Researcher

Land(24)
2 x Prairie Stream
4 x Plains
3 x Island
2 x Canopy Vista
2 x Lumbering Falls
2 x Forest
2 x Glacial Fortress
2 x Sunpetal Grove
1 x Hinterland Harbor
4 x Evolving Wilds


To view this deck go to: https://www.magicduelshelper.com/deckli ... 057ccc10a4

Created using Magic Duels Helper: http://www.magicduelshelper.com

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PostPosted: Fri Jul 15, 2016 6:13 am 
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Damn it Wright, you sniped what I was going to just upload to Duels Helper! :(

It's a great list, the only difference I have is -1 Rec Sage, -1 Herald, +2 Collective Effort. Pump for the team, kill a troublesome thing, still have enchantment hate. Mana shouldn't be too hard, since I doubt you're wanting to cast it turn 3.

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PostPosted: Fri Jul 15, 2016 6:20 am 
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Damn it Wright, you sniped what I was going to just upload to Duels Helper! :(

It's a great list, the only difference I have is -1 Rec Sage, -1 Herald, +2 Collective Effort. Pump for the team, kill a troublesome thing, still have enchantment hate. Mana shouldn't be too hard, since I doubt you're wanting to cast it turn 3.

Haha! Oh and yeah actually Collective Effort would be great, missed it in the deck helper but them changes will probably work.

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PostPosted: Sun Jul 17, 2016 11:36 pm 
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PostPosted: Sun Jul 17, 2016 11:55 pm 
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That's not even close to a tempo deck, it's Superfriends.

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PostPosted: Mon Jul 18, 2016 5:56 am 
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Hakeem928 wrote:
That's not even close to a tempo deck, it's Superfriends.


While I think that is a bit of an exaggeration, it definitely looks a little weird: I think we have a case of identity crisis for sure.

I'd even question some of the actual tempo choices, because I'm not a fan of Harbinger of the Tides: double blue limits its early game potential and its overcosted when used with flash. All it is doing is giving you a false representation of your curve, because you aren't going to cast it turn 2. If you're looking to go a little later in the game with the walkers I'd be running Bygone Bishop to get me there ASAP.

No Thalia also doesn't make sense to me. If you're after a gain in tempo then I can't think of a better card.

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PostPosted: Mon Jul 18, 2016 7:08 am 
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These are the best cards in Bant colors, and for me it was either Spell Queller or Thalia, Heretic Cathar. Also, 3-drop.deck isn't a functional curve. I cut the cap at 12 and if anything is to be added I make cuts.

Thalia is best when followed up with a 1-drop into a 2-drop. She isn't best when played on her own on turn 3 because she can tap a guy once or a non-basic. She belongs in a W aggro deck and not a midrange deck is what I'm saying.

I don't see the identity crisis. There's only like 4-5 planeswalkers. In constructed environments, you'd run 4 copies of a walker and it doesn't make the deck a superfriends deck automatically.


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PostPosted: Mon Jul 18, 2016 8:31 am 
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These are not the best cards in Bant colors, Harbinger of the Tides is in the deck and Thalia isn't.

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