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PostPosted: Tue Jul 05, 2016 5:03 pm 
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Yeah, hexproof is incidental and almost never actually relevant. Chose it for the flash and evasion, it just got the spot over dimensional infiltrator because of the hexproof. Flux is what makes the whole thing really work; deck is significantly worse without it. Ideally use it on rogue, but it's ok on Skyspawner in a pinch. Great to be able to play Valor T4, then drop rogue + flux T5 (or hold flux for surprise defense). Rattlechains, vessel, foundry, and flux are all there for surprise/instant speed pumps.

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PostPosted: Thu Jul 07, 2016 3:22 pm 
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4 x Tightening Coils
3 x Telling Time
2 x Gideon's Reproach
2 x Disperse
2 x Declaration in Stone
3 x Sphinx's Tutelage
2 x Scatter to the Winds
3 x Broken Concentration
2 x Isolation Zone
2 x Suppression Bonds
1 x Gideon, Ally of Zendikar
1 x Archangel Avacyn
2 x Sigil of the empty Throne
2 x Confirm Suspicions
1 x Jace, Unraveler of Secrets
1 x Linvala, the Preserver

4 x Meandering River
2 x Prarie Stream
2 x Glacial Fortress
8 x Plains
9 x Island


This is a control based enchant deck I have been working on using sigil, sphinx tutelage, 2 planeswalkers, and 2 angels as win conditions. I axed horribly awry for gideon's reproach and the final copy of telling time. Let me know what you guys think and what changes I should make.

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PostPosted: Thu Jul 21, 2016 4:09 pm 
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Currently trying to make a spirits deck. This is the current draft that I've yet to test thoroughly because I'm waiting a minimum of 3 minutes on steam for a match. But feedback is always appreciated.

2 x Selfless Spirit
3 x Long Road Home
2 x Vryn Wingmare
2 x Thalia, Heretic Cathar
2 x Bygone Bishop
2 x Always Watching
3 x Make a Stand
2 x Collective Effort
2 x Planar Outburst

3 x Essence Flux
2 x Rattlechains
3 x Nebelgast Herald
4 x Displace
2 x Niblis of Frost

2 x Spell Queller

2 x Prairie Stream
2 x Glacial Fortress
10 x Plains
10 x Island


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PostPosted: Thu Jul 21, 2016 4:44 pm 
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You only have 17 creatures, a bunch of spells that target creatures, a creature that makes all those spells more expensive, and sweepers for your own creatures. I'm not sure what to say.

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PostPosted: Thu Jul 21, 2016 4:55 pm 
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I've actually been able to test this a few times. And Vryn Wingmare is absolutely useless in this deck where Thalia is actually helpful. I've yet to face a scenario where I was forced to use Boardwipe. So that could be dropped as well, giving a total of 4 free slots atm.

The bounce makes this very annoying for people who count on removal. I've seen many times people think that I'm not going to block since my stuff is tapped or be able to counter removal with only 2 mana open.

Also, this is basically a type of tapdance type deck with Niblis of Frost and Nebelgast Herald.

I'm seriously thinking of adding either some more draw, or Thunderclap Wyvern.


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PostPosted: Thu Jul 21, 2016 5:03 pm 
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Here's my initial list, and above it you can see felbatista's take. Start here or there and help us out.

http://forum.nogoblinsallowed.com/viewtopic.php?f=61&t=15293&start=80#p474700

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PostPosted: Sat Aug 06, 2016 11:27 pm 
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Spoiler

@ The Secret of TIMH

So Barney was talking about this deck and I had intended to build it to check it out. As I was doing so, I had several questions/ comments pop up so wanted to get some feedback first.

I'm just not seeing why Rattlechains is included here. It's a great card but I just don't see the synergy or reason it's included other than a combat trick with valor (I'm likely over looking something obvious).
I'm not sold on either Jace in this build. Granted baby Jace can get some potential flashback mileage but how often are games going down this line? Big Jace just seems misplaced. Would love to hear thoughts on their inclusion.
Did you try/consider Reflector Mage? Fits the color and essence flux. I personally think that if you have color access to this card, it's usually worth including it.
Did you try/consider Collective Effort? Counters aren't great for blink targets but having some beefier threats/tokens for both offense and defense couldn't hurt (especially if you don't hit a Valor). It gives access to enchant removal and another creature removal option (basically covers more options than Reprisal with the exception of being sorcery over instant). It's probably the closest Duels will likely come to Dromoka's Command.


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PostPosted: Sun Aug 07, 2016 1:33 am 
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elk wrote:
Spoiler

@ The Secret of TIMH

So Barney was talking about this deck and I had intended to build it to check it out. As I was doing so, I had several questions/ comments pop up so wanted to get some feedback first.

I'm just not seeing why Rattlechains is included here. It's a great card but I just don't see the synergy or reason it's included other than a combat trick with valor (I'm likely over looking something obvious).
I'm not sold on either Jace in this build. Granted baby Jace can get some potential flashback mileage but how often are games going down this line? Big Jace just seems misplaced. Would love to hear thoughts on their inclusion.
Did you try/consider Reflector Mage? Fits the color and essence flux. I personally think that if you have color access to this card, it's usually worth including it.
Did you try/consider Collective Effort? Counters aren't great for blink targets but having some beefier threats/tokens for both offense and defense couldn't hurt (especially if you don't hit a Valor). It gives access to enchant removal and another creature removal option (basically covers more options than Reprisal with the exception of being sorcery over instant). It's probably the closest Duels will likely come to Dromoka's Command.


elk


Rattlechains is there for the combat trick, an early flying attacker to start chipping life, and an evasive attacker for valor pumped attacks. It's nice to help fake counterspells too. I didn't see a better option in the 2 spot at the time, so that's why it got in.

Both Jace's are there to help dig for valor and attract attention to preserve life total, primarily. Big Jace helps keep gas in the tank if valor is out. That they can help win the game if they ultimate, and provide some utility with bounce, power drain, or spell recursion is gravy and why I took them over straight draw spells.

I tested some with Reflector Mage, but I didn't like the fit. It doesn't jumbo pump valor, attack evasively, kill threats, or help me dig for valor. Fluxs mission is to blink token generators after valor is out - that's a 'you win the game' card when used that way, so I try not to cast it otherwise. I do like the Reflector Mage in general, but didn't like it here.

Collective Effort should probably go in. There might be some other new stuff that can improve the deck; it's still in the SOI version. Been distracted by shiney new toys in the game and a shiney new born in the home eating into me time, so haven't gotten around to updating it yet.

Interested to see what welcome changes you might be able to make :)

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PostPosted: Mon Aug 22, 2016 3:59 pm 
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I've got a Spirits deck for you guys to criticize and pick apart for me.

1 x Selfless Spirit
2 x Rattlechains
3 x Fogwalker
2 x Bygone Bishop
2 x Spectral Shepherd
3 x Nebelgast Herald
2 x Spell Queller
2 x Apothecary Geist
1 x Niblis of Frost

3 x Enshrouding Mist
3 x Essence Flux
2 x Grasp of the Hieromancer
2 x Expose Evil
2 x Declaration in Stone
2 x Always Watching
1 x Make a Stand
2 x Collective Effort
1 x Gideon, Ally of Zendikar
1 x Jace, Unraveler of Secrets

10 x Plains
9 x Island
2 x Prairie Stream
2 x Glacial Fortress


It involves a lot of tapping and flashing. I don't like not having draw power so I included Jayce, but I need a better method for drawing cards because he is too expensive. I think Niblis of Frost and Make a Stand are unnecessary, but I haven't thoroughly tested the deck enough to know what to replace them with (maybe draw power). I think I need more creatures, too.


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PostPosted: Mon Aug 22, 2016 6:44 pm 
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Nevermind. Its bad and I can't make it work.


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PostPosted: Mon Aug 22, 2016 7:12 pm 
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Nevermind. Its bad and I can't make it work.

More flash. More counters.

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PostPosted: Fri Aug 26, 2016 7:33 am 
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When it came out I was skeptical about it chances of seeing play, but now I'm starting to seriously consider playing convolute in my azorius aggro lists.

Spoiler


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PostPosted: Fri Aug 26, 2016 8:53 am 
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When it came out I was skeptical about it chances of seeing play, but now I'm starting to seriously consider playing convolute in my azorius aggro lists.

Spoiler


System.out.println("If it's Azorious then you could probably afford to play the hard counters.");

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PostPosted: Fri Aug 26, 2016 12:37 pm 
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When it came out I was skeptical about it chances of seeing play, but now I'm starting to seriously consider playing convolute in my azorius aggro lists.

Spoiler


Why would anyone use Convolute? It's just a bad Spell Shrivel.


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PostPosted: Fri Aug 26, 2016 1:46 pm 
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Answers in the spoiler^

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PostPosted: Fri Aug 26, 2016 4:28 pm 
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Answers in the spoiler^


:V :V :V


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PostPosted: Thu Sep 29, 2016 6:27 am 
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Last edited by BounceBurnBuff on Thu Sep 29, 2016 3:51 pm, edited 1 time in total.

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PostPosted: Thu Sep 29, 2016 6:52 am 
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Nice list, it looks very controlly (is that even a word?) and seems to make the same level of denial as the old Esper lists without the cumbersome black requirements. I feel like it will miss Languish, Ob Nixilis, Reignited, and Anguished Unmaking but with Fragmentize at least half of Unmaking is covered.

I would probably go -2Spell Shrivel, +2Broken Concentration but I can see the reason you chose Shrivel.

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PostPosted: Thu Sep 29, 2016 12:15 pm 
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I haven't played with insidious will yet, but it's already my favourite card in the game.


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PostPosted: Thu Sep 29, 2016 2:23 pm 
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I've really enjoyed playing with a slightly tweaked iteration of your build, BounceBurnBuff. Control is my favored archetype, and this goes a long way toward helping me fulfill my "Nope, draw, go!" dreams.

I've made the following adjustments:

-2 Gideon's Reproach
-2 Spell Shrivel
+3 Broken Concentration

Also, you're running 6 creatures, not 5 mate.

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