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PostPosted: Sun Aug 07, 2016 4:30 am 
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I concur.

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PostPosted: Sun Sep 25, 2016 8:15 pm 
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I've been tinkering with this deck for a few days and like it. It's pretty fast and has great synergy in the madness/discard theme. It is similar to a couple of the decks posted previously. This is the first deck I've ever posted, so go easy on me, but I'd love to get feedback!

Mad Vamps

Description
A fast Vampire theme deck with great madness/discard synergy. A good, removal suite of 10 cards that all complement the madness theme. Both Liliana PWs to help with removal, discard, & GY recursion.

Creature(23)
3 x Insolent Neonate
2 x Asylum Visitor
2 x Stromkirk Condemned
3 x Heir of Falkenrath
3 x Furyblade Vampire
3 x Bloodmad Vampire
1 x Liliana, Heretical Healer
1 x Olivia, Mobilized for War
2 x Bloodhall Priest
3 x Incorrigible Youths

Instant(7)
3 x Lightning Axe
4 x Fiery Temper

Sorcery(3)
3x Murderous Compulsion

Enchantment(3)
3x Stensia Masquerade

Planeswalker(1)
1x Liliana, the Last Hope

Land(23)
8 x Swamp
2 x Smoldering Marsh
7 x Mountain
2 x Dragonskull Summit
4 x Evolving Wilds

To view this deck go to: https://www.magicduelshelper.com/deckli ... df4dd6d416

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

A couple of notes:

- 23 Lands because nothing in the deck will ever be cast for more than 3 mana - the 5 cards above 3 cmc are madness cards for 3 and will nearly always be cast in that manner. I ran only 22 for awhile, but felt it could use the 23rd.
- I tested Looming Spires because the First Strike and +1/+1 were helpful to push through damage or kill a blocker, but I didn't like the tempo hit so I took em out.
- While we have a lot more red mana cards than black, we have an early BB requirement, therefore I went heavier on the black mana than maybe required. I don't know what the math says here, so I'd love some feedback!
- It would be nice to have more options when top-decking as it's very easy to run out of cards (though quite often you'll have done mortal damage by then). The Bloodhall Priest and Asylum Visitor both benefit from having no cards in hand. I'd considered adding Avaricious Dragon to help, but not sure it's worth it, as otherwise it has limited synergy with the deck.

Edit(9/27): -4 Titan's Strength, -2 Olivia's Bloodsworn, +3 Murderous Compulsion, +1 Liliana, Heretical Healer, +1 Liliana, The Last Hope, +1 Swamp


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PostPosted: Thu Oct 06, 2016 10:24 am 
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Moving the conversation here since it belongs here and not the other thread

Regarding the Rakdos Artifact deck variants similar to this:
Light wrote:


I just unlocked my 3rd Flayer Drone. Do we want 7 copies of that effect? I prefer the Reckless Fireweaver for this effect due to his increased survivability (not a real word) so my decklist runs 4 of those. I think Flayer Drone is fine as a 2 of. Are there any other opinions on that?

OR; Should I go 3 and 3 due to the First Strike on the drone?

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PostPosted: Thu Oct 06, 2016 9:44 pm 
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joNDel wrote:
I've been tinkering with this deck for a few days and like it. It's pretty fast and has great synergy in the madness/discard theme. It is similar to a couple of the decks posted previously. This is the first deck I've ever posted, so go easy on me, but I'd love to get feedback!

Mad Vamps

Description
A fast Vampire theme deck with great madness/discard synergy. A good, removal suite of 10 cards that all complement the madness theme. Both Liliana PWs to help with removal, discard, & GY recursion.

Creature(23)
3 x Insolent Neonate
2 x Asylum Visitor
2 x Stromkirk Condemned
3 x Heir of Falkenrath
3 x Furyblade Vampire
3 x Bloodmad Vampire
1 x Liliana, Heretical Healer
1 x Olivia, Mobilized for War
2 x Bloodhall Priest
3 x Incorrigible Youths

Instant(7)
3 x Lightning Axe
4 x Fiery Temper

Sorcery(3)
3x Murderous Compulsion

Enchantment(3)
3x Stensia Masquerade

Planeswalker(1)
1x Liliana, the Last Hope

Land(23)
8 x Swamp
2 x Smoldering Marsh
7 x Mountain
2 x Dragonskull Summit
4 x Evolving Wilds

To view this deck go to: https://www.magicduelshelper.com/deckli ... df4dd6d416

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

A couple of notes:

- 23 Lands because nothing in the deck will ever be cast for more than 3 mana - the 5 cards above 3 cmc are madness cards for 3 and will nearly always be cast in that manner. I ran only 22 for awhile, but felt it could use the 23rd.
- I tested Looming Spires because the First Strike and +1/+1 were helpful to push through damage or kill a blocker, but I didn't like the tempo hit so I took em out.
- While we have a lot more red mana cards than black, we have an early BB requirement, therefore I went heavier on the black mana than maybe required. I don't know what the math says here, so I'd love some feedback!
- It would be nice to have more options when top-decking as it's very easy to run out of cards (though quite often you'll have done mortal damage by then). The Bloodhall Priest and Asylum Visitor both benefit from having no cards in hand. I'd considered adding Avaricious Dragon to help, but not sure it's worth it, as otherwise it has limited synergy with the deck.

Edit(9/27): -4 Titan's Strength, -2 Olivia's Bloodsworn, +3 Murderous Compulsion, +1 Liliana, Heretical Healer, +1 Liliana, The Last Hope, +1 Swamp

mfw 0 new cards from set just released in list that could clearly take advantage of roflcopter among other things...

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PostPosted: Thu Oct 06, 2016 9:46 pm 
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sixty4half wrote:
Moving the conversation here since it belongs here and not the other thread

Regarding the Rakdos Artifact deck variants similar to this:

I just unlocked my 3rd Flayer Drone. Do we want 7 copies of that effect? I prefer the Reckless Fireweaver for this effect due to his increased survivability (not a real word) so my decklist runs 4 of those. I think Flayer Drone is fine as a 2 of. Are there any other opinions on that?

OR; Should I go 3 and 3 due to the First Strike on the drone?

Flayer is nice, but nettle drone has more synergy with vehicles, imo

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PostPosted: Sat Oct 08, 2016 7:25 pm 
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Alright, this is what took me from 10 to 40 this season;

3 x Inventor's Apprentice
2 x Syndicate Trafficker
3 x Reckless Fireweaver
2 x Scrapyard Scrounger
3 x Runed Servitor
2 x Smuggler's Copter
3 x Harnessed Lightning
3 x Weaponcraft Enthusiast
3 x Thopter Engineer
3 x Flayer Drone
3 x Unlicensed Disintegration
1 x Collective Defiance
2 x Pia and Kiran Nalaar
2 x Fleetwheel Cruiser
1 x Skysovereign, Consul Flagship

24 x land

7 x Swamp
9 x Mountain
2 x Smoldering Marsh
1 x Westvale Abbey
2 x Dragonskull Summit
1 x Foundry of the Consuls
2 x Aether Hub


I found that 3 Hub was too many. I'd get double Hub + 1 other land openers and 2-3 turns in be out of energy and colour screwed. 2 works fine.

Other possible cards; Bonded Construct, Bomat Courier, Chief of the Foundry. Not sure what I'd cut for any of it since the deck functions well enough as is. Savage Alliance actually beat this deck more than anything else. The Scrounger/Trafficker/Disintegration trifecta is brutal.

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PostPosted: Thu Oct 13, 2016 2:03 pm 
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sixty4half wrote:
Moving the conversation here since it belongs here and not the other thread

Regarding the Rakdos Artifact deck variants similar to this:
Light wrote:


I just unlocked my 3rd Flayer Drone. Do we want 7 copies of that effect? I prefer the Reckless Fireweaver for this effect due to his increased survivability (not a real word) so my decklist runs 4 of those. I think Flayer Drone is fine as a 2 of. Are there any other opinions on that?

OR; Should I go 3 and 3 due to the First Strike on the drone?


I think 3 copies is too much. Just an update for this list after playing it much more (posted it quite early in the season) , Aether Hubs are unnecessary I think, so I removed them. Have also been experimenting with Pia Nalaar in place of the trains , and also the Flayers. Not sure what to keep there. Dust Stalker has been great , especially against PW.

Scrapheap Scrounger and Trafficker is definitely my favorite synergy of the season so far. If there is a top tier this season , I honestly think this list and variants similar to it are the one. Whether it will remain so , time will tell , especially with the Pro Tour coming up. Although it should be mentioned that the decks in pro tour will not have access to origins which this deck heavily relies on to be "top tier".

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PostPosted: Sat Oct 15, 2016 12:10 am 
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Rakdos Madness Vamps, updated with KLD cards.

Has got me up to rank 40 within a matter days with a very minimal amount of effort. Figure I can post this now that I have unlocked most of the KLD cards and have tweaked the deck to its logical end point.

2x Insolent Neonate
4x Galvanic Bombardment

2x Asylum Visitor
2x Stromkirk Condemned
3x Heir of Falkenrath
3x Olivia's Bloodsworn
2x Olivia's Dragoon
3x Furyblade Vampire
2x Scrapheap Scrounger
2x Smuggler's Copter

2x Bloodmad Vampire
1x Olivia, Mobilized for War
2x Stensia Masquerade
2x Unlicensed Disintegration
4x Fiery Temper
1x Liliana, the Last Hope

2x Bloodhall Priest

9x Swamp
8x Mountain
2x Dragonskull Summit
2x Smoldering Marsh


Pretty much the same as it was before KLD.

Scrapheap Scrounger gives the deck a hell of a lot more resilience to sweepers and opponents who run an abundance of removal. 3 power for 2cmc fits right in line with the rest of the deck. It is a card we can cast even in situations where we only have one color of mana available, and it is a card you often don't feel too bad discarding because it can often come right back.

Roflcopter is here because it is just too good not to include. Another 3 power creature for 2cmc (with evasion). Again gives more resilience against sweepers and removal happy opponents. The looting effect is really great here too, not only helping us to filter through cards, but also to get some CA off of Madness cards and Scrapheap Scrounger. Another card that helps smooth our mana out too since we can cast it off of any colors.

Unlicensed Disintegration replaced the two copies of Murder I had run previously and I haven't looked back. :r::b: seems to come up more commonly than :b::b: so it seems to have helped the mana base a little bit. It serves the same function as Murder but now that we are running Scrapheap Scrounger and Smuggler's Copter we occasionally get the upside of some burn to the face, which is often all the deck needs to finish an opponent out.


The deck could maybe afford to run an ability land or two also, but I generally prefer to err on the side of caution and forgo them in favor of more consistency.

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Last edited by Eonblueapocalypse on Sat Oct 15, 2016 3:36 am, edited 1 time in total.

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PostPosted: Sat Oct 15, 2016 1:17 am 
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Eon,

I've ran into that deck (or similar R/B Vamps) a lot recently and it is a VERY strong deck. I like the addition of Scrounger since you're gonna be able to fill your GY with stuff to get it back with anyways. I lose the majority of games that I play against this deck, unfortunatly I don't have all the cards to build it myself because it seems like a lot of fun to play.

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PostPosted: Sat Oct 15, 2016 10:47 am 
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I think vamp Decks are quite good now, but I do think they don't NEED to be all tribal to be good. You can run the best vamps, Lupine prototype, nerd ape and top out at Ghirapur orrery and have An even stronger deck imo. Oh and some alms really fit in such an approach too.
Basically, I think the only vamps you NEED are neonates, Heirs , Olivia, and Bloodhall priests. You can run more vamps, and some of them are quite good synergistically, but so are the kld artifact synergies.
In my very humble opinion, the best rakdos aggro/ burn deck therefore is a hybride between vamps/robot Foundry.
On my phone, so no list.


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PostPosted: Sat Oct 15, 2016 12:24 pm 
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I think vamp Decks are quite good now, but I do think they don't NEED to be all tribal to be good. You can run the best vamps, Lupine prototype, nerd ape and top out at Ghirapur orrery and have An even stronger deck imo. Oh and some alms really fit in such an approach too.
Basically, I think the only vamps you NEED are neonates, Heirs , Olivia, and Bloodhall priests. You can run more vamps, and some of them are quite good synergistically, but so are the kld artifact synergies.
In my very humble opinion, the best rakdos aggro/ burn deck therefore is a hybride between vamps/robot Foundry.
On my phone, so no list.


I would much rather play with the list I posted to be honest.

Of all the Vampire cards, the only ones I would even remotely consider replacing would be Asylum Visitor and Bloodmad Vampire, which would admittedly make the deck a lot more resilient to is #1 enemy Twin Bolt.

That said, I feel like those cards are an integral part of how the deck works. Just those two cards having Madness makes it worth it IMO. They give us a way to turn on Furyblade Vampire/Stromkirk Condemned/Heir of Falkenrath/Olivia's Dragoon without putting us down a card and also while helping to develop the board.

They give us a means of generating CA off of Smuggler's Copters looting ability. They also work extremely well with Olivia, Mobilized for War. Going T2 Furyblade, T3 Olivia, T4 Bloodmad x2, attack for 17 or Visitor x2 attack for 15 is a big game.

Having only 1 toughness is their biggest weakness, making them vulnerable to spells like Twin Bolt and getting blocked by stuff like Thopter tokens. That said, they work very well with Stensia Masquerade, since First Strike for the most part allows them to attack though like 80% of the meta. They also work great with the haste provided by Olivia, Mobilized for War and Olivia's Bloodsworn due to their high power to cost ratio, making them a potentially large life swing out of nowhere.

Keep in mind also that the fewer Vampires we run, the less potential value we get out of Stromkirk Condemned and Olivia's Bloodsworn. Bloodsworn in particular, since the haste it gives is one of the most useful aspects of the deck, and it only works for Vampire type creatures (never noticed this myself until last night when I tried to give a Smuggler's Copter haste and the game told me no). Derp. This would also make Stensia Masquerade much less useful and a likely candidate for being dropped, although I feel like this is less of an issue since it isn't hugely important to the deck.

Honestly, at this point you would be hard pressed to get me to change too much of the deck. It has performed exceptionally so far and most of the potential swaps I could make I feel would just make the deck less consistent.

Edit: In regards to Rabblemasters suggestions:

I wouldn't play Lupine Prototype here. Even with all the discard outlets we don't go Hellbent fast enough to make it worth it unless we are just dumping cards for the sake of dumping cards (taking a negative CA hit to activate it). Admittedly the deck already does this from time to time to turn on Bloodhall Priest and/or Asylum Visitor, but those scenarios tend to be few and far between, and Bloodhall Priest is more likely to come down when you are already Hellbent (or close to it) and Visitor is still 3 power for 2cmc regardless of Hellbent. Most of the time when you play a Lupine Prototype early I feel like it is just going to sit there doing nothing for you, which I feel is more likely to slow the deck down than anything.

I feel the same about Orrery. I still don't think we go Hellbent fast enough to make it actually worthwhile. The "play two lands a turn" clause is likely to help your opponent significantly more than it helps you. Since this deck can currently get there pretty often with only 2-3 land on the table, and almost never needs more than 4 land on the table. Would also require running a 4 drop which would up the curve somewhat, and the aim of the build is generally high power 2 drops all day long. Worst case scenario it is 4cmc Artifact (read:can't attack) that can potentially be a do-nothing card for you (again, requires Hellbent, and the mana acceleration is basically worthless to us).

Nerd Ape would require running a larger base of Artifacts to really be worthwhile. I think Nerd Ape is a great card, but I feel like pushing this deck more towards Artifact synergies pushes it away from the Vampire and Madness synergies. I personally don't think this is a good idea. I feel like there can be a certain amount of bleed over between the two, such as the Copters and Scroungers in my list. That said, I feel like if you push things too far in one direction or the other you would just be better off committing to that particular plan instead of trying to make two different types of synergy/tribal work in the same deck.

As for Alms of the Vein, I am not at all a fan of this card. I know some people swear by it, and if you have good experiences with it by all means go ahead. I would much rather have the playset of Galvanic Bombardment since clearing the path for our creatures often results in more damage than a burn spell would have provided. Personally, I would run Collective Defiance before I ran Alms (and have in the past), since it burns the opponent out just as well, can hit creatures to clear the path on top of that, and can occasionally refill our hand and/or activate Madness with its wheel ability.

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PostPosted: Sat Oct 15, 2016 2:39 pm 
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If you aren't emptying your hand by turn 4, then you aren't playing the Orrery. That's the point of it being the very top of the curve. You play it last and then, hey look, you're hellbent.

And you could always replace it with Midnight Oil.

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PostPosted: Sat Oct 15, 2016 7:49 pm 
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Here is my current rakdos Aggro deck build:

3 x Aether Hub
2 x Dragonskull Summit
2 x Smoldering Marsh
10 x Mountain
6 x Swamp

3 x Inventors Apprentice
2 x Scrapheap Scrounger
3 x Thopter Engineer
3 x Ghirapur Gearcrafter
2 x Bomat Courier
2 x Asylum Visitor
2 x Pia Nalaar

2 x Grasp of Darkness
2 x Fiery Impulse
3 x Harnessed Lightning
2 x Key To The City
4 x Fiery Temper
3 x Unlicensed Disintegration
2 x Smugglers Copter
2 x Fleetwheel Cruiser


Deck tech below:


Wanna see how this build performed? Well we got some gameplay for you below:

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PostPosted: Wed Dec 14, 2016 6:06 am 
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I think vamp Decks are quite good now, but I do think they don't NEED to be all tribal to be good. You can run the best vamps, Lupine prototype, nerd ape and top out at Ghirapur orrery and have An even stronger deck imo. Oh and some alms really fit in such an approach too.
Basically, I think the only vamps you NEED are neonates, Heirs , Olivia, and Bloodhall priests. You can run more vamps, and some of them are quite good synergistically, but so are the kld artifact synergies.
In my very humble opinion, the best rakdos aggro/ burn deck therefore is a hybride between vamps/robot Foundry.
On my phone, so no list.

I agree on your selection of essential vamp cards and also on the inclusion of Alms. The deck doesn't play well with Lupine Prototype, though. The artifact subtheme is a trap and you're much better off adding more madness effects and enablers. The only artifact related cards I play are Copter and Key for obvious reasons and Unlicensed Disintegration, because it's good without an artifact.

I'm surprised you don't see this archetype more often, it's super aggressive and very resource efficient. Copter is good in other decks. In this one it's almost broken. 1 extra card every turn on a 3/3 flying 2-drop... seems fair...

Creatures (21)
4 x Insolent Neonate
2 x Asylum Visitor
3 x Heir of Falkenrath
3 x Furyblade Vampire
4 x Bloodmad Vampire
1 x Olivia, Mobilized for War
2 x Bloodhall Priest
3 x Incorrigible Youths

Instants & Sorceries (11)
4 x Alms of the Vein
4 x Fiery Temper
3 x Unlicensed Disintegration

Artifacts (4)
2 x Smuggler's Copter
2 x Key to the City

Land (23)
9 x Swamp
10 x Mountain
2 x Smoldering Marsh
2 x Dragonskull Summit


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PostPosted: Wed Dec 14, 2016 11:45 am 
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Gegliosch wrote:
I think vamp Decks are quite good now, but I do think they don't NEED to be all tribal to be good. You can run the best vamps, Lupine prototype, nerd ape and top out at Ghirapur orrery and have An even stronger deck imo. Oh and some alms really fit in such an approach too.
Basically, I think the only vamps you NEED are neonates, Heirs , Olivia, and Bloodhall priests. You can run more vamps, and some of them are quite good synergistically, but so are the kld artifact synergies.
In my very humble opinion, the best rakdos aggro/ burn deck therefore is a hybride between vamps/robot Foundry.
On my phone, so no list.

I agree on your selection of essential vamp cards and also on the inclusion of Alms. The deck doesn't play well with Lupine Prototype, though. The artifact subtheme is a trap and you're much better off adding more madness effects and enablers. The only artifact related cards I play are Copter and Key for obvious reasons and Unlicensed Disintegration, because it's good without an artifact.

I'm surprised you don't see this archetype more often, it's super aggressive and very resource efficient. Copter is good in other decks. In this one it's almost broken. 1 extra card every turn on a 3/3 flying 2-drop... seems fair...

Creatures (21)
4 x Insolent Neonate
2 x Asylum Visitor
3 x Heir of Falkenrath
3 x Furyblade Vampire
4 x Bloodmad Vampire
1 x Olivia, Mobilized for War
2 x Bloodhall Priest
3 x Incorrigible Youths

Instants & Sorceries (11)
4 x Alms of the Vein
4 x Fiery Temper
3 x Unlicensed Disintegration

Artifacts (4)
2 x Smuggler's Copter
2 x Key to the City

Land (23)
9 x Swamp
10 x Mountain
2 x Smoldering Marsh
2 x Dragonskull Summit


I've been trying to make this deck work perfectly and although it is quite powerful and I rarely lose with it, it still feels off. Mine is similar to yours. I've started off as a Mono R burn deck and found the main reasons to splash B were for the Lightning Bolts in the form of Alms, Disintegration, Copter etc. I've also tried a Mono R beefed up Vampire list based on Glory Chaser + Full Moon. That particular deck consistently wins on turn 4 on the play or turn 5 on the draw. 1-2 removal spells usually shut you down but you catch most people off guard who fall too much in love with 3-mana counters.

3 x Goblin Glory Chaser
4 x Insolent Neonate
3 x Furyblade Vampire
3 x Ravenous Bloodseeker
1 x Chandra, Fire of Kaladesh

3 x Lightning Axe
4 x Titan's Strength
3 x Call of the Full Moon
4 x Distemper of the Blood
4 x Senseless Rage
2 x Exquisite Firecraft
4 x Fiery Temper

20 x Mountain

2 (R 1st strike land)

Give it a spin!
rakdos version


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PostPosted: Thu Dec 15, 2016 1:03 am 
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I really do feel like Geier Reach Sanitarium could go in these list as a one of.

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PostPosted: Thu Dec 15, 2016 6:00 am 
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Right, that might be good.


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PostPosted: Sat Jan 07, 2017 1:08 pm 
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This is the deck I've been using pretty much all season. It has performed extremely well, both in terms of win percentage and match completion speed.

2x Bomat Courier
4x Insolent Neonate
3x Inventor's Apprentice
3x Heir of Falkenrath
2x Scrapheap Scrounger
2x Bloodhall Priest
2x Pia and Kiran Nalaar

2x Key to the City
2x Smuggler's Copter

1x Chandra, Torch of Defiance

2x Avacyn's Judgment
4x Alms of the Vein
2x Collective Defiance
4x Fiery Temper
3x Unlicensed Disintegration

2x Dragonskull Summit
2x Geier Reach Sanitarium
2x Smoldering Marsh
10x Mountain
6x Swamp

This deck has good game against anyone and can pull out a win even against its worst matchups and opposing play sequences. It's extremely resilient to board wipes thanks to Copter, Scrounger, and Neonate; in many games when it stalls out, it will still find the cards to finish the job before the opponent can mount enough of a counterattack. The many madness cards give it a shocking amount of card advantage for a black/red deck; it can be a lot of fun to activate a Bomat Courier and throw 6 to 9 points of damage at an opponent's face while refilling your hand. Other aggro decks struggle to deal with a T3 Bloodhall Priest or the three bodies of Pia and Kiran; Avacyn's Judgment is also strong against other decks full of X/1s like humans, red aggro, and Boros vehicles. In control matchups, Key to the City can churn through the deck very quickly while dropping their life total, and Scrounger and Copter do their typically strong job of avoiding removal and granting card advantage. Scrounger in particular is difficult for Sphinx's Tutelage decks to deal with.

Its two worst matchups are probably Mardu Control, which can back its early removal and board wipes with lifegain from Sorin/Linvala/Kalitas, and Bant Tempo, which has enough midrange bodies to stop your offense and turn the game into a race quickly, plus cards like Reflector Mage and Selfless Spirit that are tough to deal with efficiently. Even in those spots, you will sometimes get an opening like Inventor's Apprentice -> Scrapheap Scrounger -> Unlicensed Disintegration (or Key to the City + madness card) that puts them too far down to come back from.

I think this deck will remain a serious threat in the next season, especially if Kari Zev and her Expertise join the list. It's difficult to decide what to remove for them; the Collective Defiance might turn into Expertise, but in some matchups getting to squash Thing in the Ice or Sylvan Advocate or Kalitas while also dealing 3 to their face is outstanding, and wheeling your opponent's hand for value or your own to trigger madness is a game-winning play as well. For the monkey pirate, the Bloodhall Priests might go, as it can be awkward to get their trigger working and they don't win as many games outright as Pia and Kiran do. Chandra is also not a crucial card and her great contribution is usually just dealing 2 to the face once or twice, or Flame Slashing Kalitas to death.

Overall, I think this is the best aggro deck available in the format, thanks to its card advantage and resiliency. The fact that it often wins in 4-6 turns so you can churn up coins faster is an added bonus. In my opinion, this is the top deck to play right now.


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PostPosted: Sun Jan 08, 2017 10:15 am 
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Looks good. You think this is the top deck right now? I'm not sure about the Alms of the Vein but I'd like to try this out :)


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PostPosted: Sun Jan 08, 2017 2:04 pm 
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Looks good. You think this is the top deck right now? I'm not sure about the Alms of the Vein but I'd like to try this out :)


I wasn't sure about it either, until I noticed that my decks kept losing to it! By itself it's not a very good card, but it's exactly what this deck needs. It swings races in your favor when playing aggro (often lulling an opponent into an alpha strike that barely fails, leaving them wide open); against control, it can finish a game after your creatures have stalled out. It is almost always cast for just B, with 17 (!) discard outlets in the deck; with everything but Heir of Falkenrath, it effectively draws a card to replace itself. It gives the deck 13 cards that take 3 points off an opponent directly, not even counting Avacyn's Judgment (which is often three or more), plus all five of the four-drops are capable of dealing 2 direct damage repeatedly in addition to their other benefits.

Most of the cards in the deck aren't much to look at individually but put together they have crazy synergy, solid speed, and a lot of inevitability. I've won games where I didn't deal a single point of combat damage, just by churning Key to the City and finding enough spells, and Alms is a big part of that.

The delicate balance of the deck is why I'm not sure what to remove when the new set hits. The only non-land cards in the whole deck that aren't discard outlets or direct damage are Inventor's Apprentice and Scrapheap Scrounger, which are usually part of the deck's best opening sequences. And I'd hate to lose Bloodhall Priest, which makes a great instant-speed drop on turn 3 off Neonate, Heir, or Key; it's also amazing when popping Courier, since your hand will be empty long enough to get the trigger before the Courier's cards fill it back up again.

In any case, even if cards like Push and Heart of Kiran join the format, expect to see this deck dominating again next season.


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