It is currently Sat Nov 30, 2024 10:28 pm

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 550 posts ]  Go to page Previous  1 ... 24, 25, 26, 27, 28  Next
Author Message
PostPosted: Tue Oct 04, 2016 11:34 am 
Offline
Member
User avatar

Joined: Nov 12, 2013
Posts: 900
2bestest wrote:
Been gone for a LONG time. Was really disappointed with this damn launch. However it seems they may have cleaned things up a bit and I can get consistent matches on ios again! Just wanted to post an update of my Dimir list as it stands to date.

You may have seen it previously but I don't recall what I had named it. Thus, here on it shall be called:

Deathcycle

4 x Perilous Myr
2 x Sigiled Starfish
1 x Shadows of the Past
4 x Reave Soul
3 x Jorubai Murk Lurker
1 x Liliana, Heretical Healer
2 x Graveblade Marauder
3 x Fleshbag Marauder
4 x Read the Bones
2 x Languish
1 x Disciple of the Ring
2 x Gilt-Leaf Winnower
2 x Cruel Revival
1 x Ob Nixilis Reignited
2 x Kothophed, Soul Hoarder
2 x Alhammarret, High Arbiter


9 x Island
9 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
2 x Dimir Guildgate



Been a long while. Like I stated in the above post, the game has been in a rough place on iOS (at least for me). It really seems to be running great now. With all that said, I want to repost the direction I have taken this list.

We have got some really great cards with this new expansion (which I haven't fully unlocked all of them yet nor have I looked at all the new cards in this expansion, so this list may change again. Let me know if you know of any other cards from this expansion I should consider!) but as it stands, a couple of the new cards have really helped this list with it's old problems:

DEATHCYCLE 3.0

3 x Thraben Gargoyle
3 x Aether Theorist
1 x Shadows of the Past
1 x Displacement Wave
4 x Take Inventory
3 x Jorubai Murk Lurker
2 x Imprisoned in the Moon
3 x Murder
1 x Liliana, the Last Hope
2 x Languish
2 x Diabolic Tutor
4 x Oblivion Strike
1 x Disciple of the Ring
2 x Gilt-Leaf Winnower
1 x Jace, Unraveler of Secrets
1 x Ob Nixilis Reignited
2 x Kothophed, Soul Hoarder


9 x Island
11 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb


For starters I want to say that I started the deck on 25 lands. But I have noticed when running 25 lands, it truly feels I have mana issues more frequently. The odds of flooding vs lacking really feels in my experience to lean toward the flood. Thus I am running 24 lands and it totally feels fine.

Thraben Gargoyle 1 Drop defender to help keep you alive against those faster decks, or chump something large. Has the potential to close out games. Seriously.. Evasion and 4 dmg adds up.

Aether Theorist This was an easy replacement for sigil starfish. 1 attack offers ability to act as a small threat on defense. Scry helps the odds of finding what you need.

Shadows of the Past Free scry when creatures die. Creatures will die a lot. I have ran it since the beginning and still think it's a great 1 of.

Displacement Wave Great for resetting if you're falling behind. Helps get a planeswalker off the table before it activates its large ability. Clear the board of loads of small creatures. 2 mana token board wipe. I think this cards still has a lot of value. Certainly there will be games it's not very valuable though. I may remove it once I unlock more cards from this expansion. 1 of

Take Inventory With the new options we have received and the changes I have made, I felt now was better than ever to replace Read the bones. I love Read the bones but there were always games where that life loss hurt. Especially with only 3 cards that have Life Link. Speaking of which..

Jourbai Murk Lurker Has been in this list since I discovered it. I LOVE THIS CARD. It's a great defender and the Life Link will save your butt many matches. The fact that it doesn't have to tap to activate LL on your creatures is amazing. One of my favorite cards in the game. With that said.. Time for my favorite NEW card from this expansion..

Imprisoned in the Moon THIS LIST NEEDED THIS CARD! Seriously, planeswalkers were a big threat to my old list. This is a GODSEND. Also useful for shutting off those pesky Man Lands that have been able to get past my removal in the past. Love it. 2of easily. I would run this card in EVERY deck that has blue. I believe it's that strong.

Murder Instant speed destroy target creature. One of the best creature removals in the game. I used to run Reave soul, but now with the new cards we have for defending and draw, I think I can get away with the better but 1 more cost removal spell.

Liliana, the Last Hope Can kill small creatures, or help negate damage. Can fetch a creature back from your graveyard if need be. And it's -7 ability wins games. Easily included in the list if you ask me. Planeswalker thus immune to many removal spells.

Languish I think we all know.. Board clear is useful against a majority of decks.

Diabolic Tutor Go get whatever you need. (I really wish they would make cards stack when you're searching your deck.. You shouldn't have to see every duplicate card you have. That's the downside, it makes finding what you need more difficult than it honestly has to be..)

Oblivion Strike Exile target creature. EXILE. You answer indestructible or things that come back from the graveyard/have regenerate. Great card. Not dead set on running all 4, but I have appreciated drawing it virtually every time I have.

Disciple of the Ring Makes your opponents non-creature spells cost 2 more, can tap your opponents creatures to swing in with lethal or prevent them from doing so to you. Or the potential to un-tap a creature for defense. I have always felt this card was very valuable, and I still do.

Gilt-Leaf Winnower A kill spell with an evasive body attached to it.. What's not to love?! Menace is a VERY relative form of evasion when you have this much removal at your disposal. This card will win you many games.

Jace, Unraveler of Secrets Scry then draw a card is awesome. Return a threat to your opponents hand. And if you can manage to activate it's -8, it is DEVASTATING! Planeswalker means it's immune to many removal spells.

Ob Nixilis Reignited Card draw, creature removal, and potential win con. Planeswalker means it's immune to many removal spells.

Kothophed, Soul Hoarder Evasion on a large body. And makes your kill spells draw as well. Will close out many games for you.

There you have it. The cards in the new list and the reasons I have chosen to run them. Let me know what you think!

_________________
Image


Youtube
Spoiler


Steam Handle: ibestest
PSN: iBestestGaming


Like this post
Top
 Profile  
 
PostPosted: Thu Oct 06, 2016 9:32 pm 
Offline
Member
User avatar

Joined: Nov 23, 2014
Posts: 2
Location: New Zealand
Identity: Male
Hey people I have been scouring the forum for a while dont normally write deck-lists down
this ones too spicy not to share, sorry if its a mess haha


BEHOLD THE COLOSSUS
U/B Colossus

Its an artifact based build that's really quite fun has some sweet graveyard recursion
-----
Deck
-----
Glint-Nest Crane x 3 -- great card can tutor 4 deep for your toys lol also good driver for copter

Scrapheap Scrounger x 2 -- absolute must have in this deck drives your vehicles and comes back so easy

Smuggler's Copterx 2 -- I refuse to say anything about this card its amazing that is it

Key to the City x 2 -- trying the key out and I like it make a dude unblockable and hand fixing is sweet.

Spatial Contortion x 2 -- versatile card can be used as buff or kill something, mostly kill something

Foundry Inspector x 3 -- makes majority of the cards in your deck cheaper

Filigree Familiar x 3 -- drives things draws on death and life good for Elder deep fiend

Cultivator's Caravan x 2 -- good for mana and to bash in

Haunted Cloak x 1 -- this card absolutely surprised me you can find it easy with Glint nest.

Whirler Rogue x 3 -- good for chumping but also to get your big dudes through

Thopter Spy Network x 2 -- I kid you not you will always get a thopter every turn with this and cards too

Skysovereign, Consul Flagship x 1 --
best vehicle in the game besides Copter - kills things

Confiscation Coup x 2 --
Re-cast this with Blue hulk and you are living the dream

Torrential Gearhulk x 1 --
its not the best in this deck because not too many Instants & Sorceries but still great body with flash

Noxious Gearhulk x 1 --
kill something + gain life = awesome

Part the Waterveil x 1 --
get more turns for colossus and your robot army to attack

Saheeli's Artistry x 1 --
what is better than 1 Colossus :)

Elder-Deep Fiend x 2 --
sort of pseudo extra copies of Colossus but good for getting in that final damage tapping all their ****

Metalwork Colossus x 2 --
Reason I made the deck card is so sick image getting a 10/10 for 0 mana, give him the cloak and he just destroys he can even come back from the scrapyard

------
Land
------

Islandx 10
Swamp x 3
Sunken Hollow x 2

Inventor's Fair x 2 -- this card really shines here you have so much artifacts, this provides you a tutor

Geier Reach Sanitarium x 1 -- card selection

Foundry of the Consuls x 3 -- you can get away with playing a lot of Colorless producing lands because artifacts

Aether Hub x 3 -- auto three of in most decks, card is just good


that the list very happy with the deck it's pretty nuts once you get it going
and it has performed really well 5-1 to me so far
lost because of my own silliness and exile does suck a bit.

any constructive critique or suggestions I am all ears :)

(Don't be mean)


Love


GhostlyGoats


Like this post
Top
 Profile  
 
PostPosted: Wed Oct 12, 2016 11:45 am 
Offline
Member

Joined: Aug 22, 2015
Posts: 11
Identity: Dude
This is a crazy little deck that somehow just works really pretty well, but I want to see if anyone had suggestions to make it work even better. I tend to build decks that are way off expectations of the common themes I see in the meta on iOS, and that tends to give me a slight edge when playing because opponents tend to hold onto cards that are useless against me because they are expecting me to do something predictable. It’s not much, but when you are running zero creatures, every bit helps.

Yes, zero creatures. None. Nada. If it isn’t one of three artifacts, it’s a sorcery or an instant. Why would anyone do that? Well, look at the deck:

Brain in a Jar of Gasoline

The Sorceries
2 x Murderous Compulsion
3 x Read the Bones
2 x Languish
2 x Rising Miasma
3 x Gisa's Bidding
2 x Diabolic Tutor
2 x Oblivion Strike
3 x Pore Over the Pages
3 x Rise from the Tides

The Instants
3 x Compelling Deterrence
2 x Grasp of Darkness
3 x Artificer's Epiphany
3 x Murder

The Artifacts
2 x Brain in a Jar
1 x Dynavolt Tower

The Lands
5 x Island
9 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
2 x Westvale Abbey
1 x Geier Reach Sanitarium
3 x Foundry of the Consuls


So, it’s pretty obvious two things are happening here. First, if it moves, it dies. I rarely have problems controlling the field, though there are some glaring weaknesses in this strategy (named Gaea’s Revenge and Plated Crusher). Second, it’s not like the deck is completely devoid of creatures, but they are all brought into being through spells. The number one wincon I aim at (and only occasionally succeed at) is to get RftT out at the end of my opponents turn using the Brain, usually after a long game of filling my graveyard up with spells, then attack with 15 to 20 zombies on my turn. The great thing about that is it completely avoids sweepers like Declaration in Stone and Dispersement Wave. Other than that, the Dynavolt is a great way to ping away, and is remarkably easy to keep charged up, and there’s plenty of fodder late in the game to bring Ormendahl, Profane Prince out for a walk. I built the deck because I love the idea of Brain in the Jar because there is something truly malevolent about dropping a sorcery on your opponent’s turn that utterly destroys their hopes and dreams…for one mana! I’ve had turns working all three artifacts and casting 6 or 7 spells (Pore Over the Pages is a rockstar here), cleaning house and getting the Tower charged to 20.

That said, there are some serious weaknesses here. The chance of NOT having a way to deal with an opponent’s creatures is rare, but weenies certainly can hurt. I’ve only rarely seen a game where my life isn’t down to under 10, so you have to just accept that you are coming out of a game bloody. The deck only hits its stride on turn 4, and without the Brain things are slow.

So, thoughts and suggestions are appreciated! Let me know if you try it out how things go for you. too.


Like this post
Top
 Profile  
 
PostPosted: Wed Oct 19, 2016 7:40 pm 
Offline
Member
User avatar

Joined: Oct 06, 2016
Posts: 289
Location: Edmonton, Alberta, Canada
Hey people I have been scouring the forum for a while dont normally write deck-lists down
this ones too spicy not to share, sorry if its a mess haha


BEHOLD THE COLOSSUS
U/B Colossus

Its an artifact based build that's really quite fun has some sweet graveyard recursion
-----
Deck
-----
Glint-Nest Crane x 3 -- great card can tutor 4 deep for your toys lol also good driver for copter

Scrapheap Scrounger x 2 -- absolute must have in this deck drives your vehicles and comes back so easy

Smuggler's Copterx 2 -- I refuse to say anything about this card its amazing that is it

Key to the City x 2 -- trying the key out and I like it make a dude unblockable and hand fixing is sweet.

Spatial Contortion x 2 -- versatile card can be used as buff or kill something, mostly kill something

Foundry Inspector x 3 -- makes majority of the cards in your deck cheaper

Filigree Familiar x 3 -- drives things draws on death and life good for Elder deep fiend

Cultivator's Caravan x 2 -- good for mana and to bash in

Haunted Cloak x 1 -- this card absolutely surprised me you can find it easy with Glint nest.

Whirler Rogue x 3 -- good for chumping but also to get your big dudes through

Thopter Spy Network x 2 -- I kid you not you will always get a thopter every turn with this and cards too

Skysovereign, Consul Flagship x 1 --
best vehicle in the game besides Copter - kills things

Confiscation Coup x 2 --
Re-cast this with Blue hulk and you are living the dream

Torrential Gearhulk x 1 --
its not the best in this deck because not too many Instants & Sorceries but still great body with flash

Noxious Gearhulk x 1 --
kill something + gain life = awesome

Part the Waterveil x 1 --
get more turns for colossus and your robot army to attack

Saheeli's Artistry x 1 --
what is better than 1 Colossus :)

Elder-Deep Fiend x 2 --
sort of pseudo extra copies of Colossus but good for getting in that final damage tapping all their ****

Metalwork Colossus x 2 --
Reason I made the deck card is so sick image getting a 10/10 for 0 mana, give him the cloak and he just destroys he can even come back from the scrapyard

------
Land
------

Islandx 10
Swamp x 3
Sunken Hollow x 2

Inventor's Fair x 2 -- this card really shines here you have so much artifacts, this provides you a tutor

Geier Reach Sanitarium x 1 -- card selection

Foundry of the Consuls x 3 -- you can get away with playing a lot of Colorless producing lands because artifacts

Aether Hub x 3 -- auto three of in most decks, card is just good


that the list very happy with the deck it's pretty nuts once you get it going
and it has performed really well 5-1 to me so far
lost because of my own silliness and exile does suck a bit.

any constructive critique or suggestions I am all ears :)

(Don't be mean)


Love


GhostlyGoats


I've been using this deck for a little bit now and it actually works awesome! However, I did make some minor changes to it that I think make it run a bit smoother. Here's my changes:

-1 Confiscation Coup, -1 Torrential Gearhulk, -1 Part the Waterveil, -1 Elder Deep-Fiend, -2 Metalwork Colossus.

+1 Spatial Contortion, +3 Chief of the Foundry, +1 Saheeli's Artistry, +1 Distended Mindbender.

Explanations:

I took out one of the copies of Confiscation Coup simply because too often I could only steal a creature that was 4 mana cost, 5 mana if I was lucky enough to not use an Aether Hub energy counter. Saheeli's Artistry has been a great card in this deck and I felt like one wasn't enough. I love seeing it and it works great in the deck.

Torrential Gearhulk is literally useless in this deck because there are no instant spells to cast back with him. He was just a big fat flash body that I never wanted to use. Similar thoughts were made in regards to Part the Waterveil. Again, when I got the card in hand I could never get the right combo and it just stuck around in my hand as a dead card. Both got removed and I don't miss them at all.

I know you wanted to build a deck around Metalwork Colossus but honestly...it's not that good. It underperformed for me and felt like a win-more type of card. I took out both copies and replaced them with an extra copy of Spatial Contortion because I felt the deck needed more removal, as well as added three Chief of the Foundry because he's an all star. Deck runs much smoother and faster.

Lastly, I took out one of the copies of Elder Deep-Fiend and replaced it with one copy of Distended Mindbender. Honestly Mindbender has been so good in this deck I might just put two in the deck and remove Elder Deep-Fiend all together. Removing two cards from your opponents hand is just a game ender, especially when it's late game and their bleeding for cards. It's over performed for me to say the least.

Also, I switched up the land base too. With the addition of Mindbender I felt it was lacking a bit on Swamps so here it is:

9x Island
5x Swamp
2x Sunken Hollow
2x Inventor's Fair
3x Foundry of the Consuls
3x Aether Hub

_________________
Username RecklessWaif98 on Xbox One
https://www.twitch.tv/recklesswaif98

divinevert wrote:
Get a load of this luck sack


Like this post
Top
 Profile  
 
PostPosted: Fri Nov 04, 2016 2:04 pm 
Offline
Member

Joined: Sep 26, 2016
Posts: 8
Post-KLD, I mutated Dimirge into a broader "Ambush" deck. Long-story-short, it's not very good. Will tweak later. Also, I have not finished unlocking KLD yet.
Deck concept is mostly about having instant-speed creatures jumping out of hand and grave to mess with combat and card advantage.

1x Jace, Vryn's Prodigy
2x Wharf Infiltrator
2x Asylum Visitor
1x Scrapheap Scrounger
2x Smuggler's Copter
2x Key to the City
2x Disperse
3x Whispers of Emrakul
2x Prized Amalgam
1x Filigree Familiar
2x Workshop Assistant
1x Essence Extraction
3x Murder
1x Liliana, The Last Hope
2x Haunted Dead
1x Fleetwheel Cruiser
1x Ovalchase Dragster
2x Talent of the Telepath
2x Languish
2x Elder Deep-Fiend
2x Drownyard Behemoth

6x Island
5x Swamp
2x Sunken Hollow
2x Drowned Catacomb
1x Geier Reach Sanitarium
2x Drownyard Temple
1x Aether Hub
2x Evolving Wilds
2x Submerged Boneyard

I also built a Grixis Emerge deck with a "cares about big cards" theme, I'll post it in the appropriate thread when I've messed with it some more.


Like this post
Top
 Profile  
 
PostPosted: Fri Jan 20, 2017 4:12 am 
Offline
Member
User avatar

Joined: Nov 12, 2015
Posts: 187
MURDER MILL

Creature(5)
1x Jace, Vryn's Prodigy
2x Baral, Chief of Compliance
1x Torrential Gearhulk
1x Noxious Gearhulk

Instant(15)
3x Fatal Push
4x Artificer's Epiphany
3x Murder
3x Glimmer of Genius
2x Confirm Suspicions

Sorcery(7)
2x Yahenni's Expertise
3x Diabolic Tutor
2x Baral's Expertise

Enchantment(3)
3x Sphinx's Tutelage

Planeswalker(1)
1x Ob Nixilis Reignited

Artifact(4)
4x Alchemist's Vial

Land(25)
12x Island
9x Swamp
2x Sunken Hollow
2x Drowned Catacomb

every card either mills or kills (except the tutor that finds the right mill or kill card)
the expertises offer tempo and have strong targets (tutelage, murder, tutor, glimmer)
the rest is pretty simple. have been able to hold back aggro/elves nicely so far.

will trade Liliana, the Last Hope in for a land once i lose a few games...

this is my first decklist, so be gentle ^^


Like this post
Top
 Profile  
 
PostPosted: Fri Jan 20, 2017 6:47 am 
Offline
Member
User avatar

Joined: May 27, 2016
Posts: 87
Glad somebody made a mill deck! Will try this out. Evolving Wilds would work here as revolt enabler and mana fixer


Like this post
Top
 Profile  
 
PostPosted: Fri Jan 20, 2017 3:48 pm 
Offline
Member
User avatar

Joined: Oct 31, 2013
Posts: 1152
deusx_ophc wrote:
MURDER MILL
Spoiler


Looks pretty darn good. If I wanted to be hyper critical - or possibly just more anti-aggro - I'd drop two Diabolics for Jace, Unraveler of Secrets, another draw spell - possibly Reverse Engineer with your Vials, and swap the Murders to Grasp of Darkness - but then I always like to go anti-aggro. If you're facing more control, leave the Murders in.

_________________
Stainless: We put the "eff it" in "effort."

Warning to new people: Disregard me entirely and probably everything I post unless I tell you you're being a cockrhino or dickephant.


Like this post
Top
 Profile  
 
PostPosted: Fri Jan 20, 2017 9:47 pm 
Offline
Member
User avatar

Joined: May 27, 2016
Posts: 87
I suggest keep murder. Lots of big vehicles right now, tried grasp of darkness since its cheaper but encountered a couple of creatures that cant be killed by grasp. Yehenni is the only indestructible creature i keep encountering but yehenni's expertise takes care of him.


Like this post
Top
 Profile  
 
PostPosted: Sat Jan 21, 2017 8:18 pm 
Offline
Member

Joined: Jan 13, 2017
Posts: 3
I have been trying to create a competitive artifacts deck which abuse the improvise mechanic. I feel the deck performs ok, but seems to be weak against aggro, as it tends to be slow. Any feedback on improvements would be appreciated.

The deck I currently use has the following card


artifacts
3 x bonesaw
2 x merchant's dockhand
2 x scrapheap scrounger
1 x heart of kiran
2 x smuggler's copter
2 x key to the city
3 x servo schematic
2 x scrap trawler
3 x foundry inspector
1 x Untethered Express
1 x metalwork colossus

creature
1 x padeem counsul of innovation
1 x herald of anguish

planeswalker
1 x tezzeret the schemer

enchantment - aura
3 x tezzeret's touch

sorcery
3 x reverse engineer

instants
3 x fatal push
4 x metallic rebuke

lands
9 x islands
9 x swamp
2 x sunken hollow
2 x drowned catacomb
2 x inventor's fair

Total deck size: 60


Like this post
Top
 Profile  
 
PostPosted: Sat Jan 21, 2017 10:47 pm 
Offline
Member

Joined: Nov 23, 2014
Posts: 74
deusx_ophc wrote:
MURDER MILL

Creature(5)
1x Jace, Vryn's Prodigy
2x Baral, Chief of Compliance
1x Torrential Gearhulk
1x Noxious Gearhulk

Instant(15)
3x Fatal Push
4x Artificer's Epiphany
3x Murder
3x Glimmer of Genius
2x Confirm Suspicions

Sorcery(7)
2x Yahenni's Expertise
3x Diabolic Tutor
2x Baral's Expertise

Enchantment(3)
3x Sphinx's Tutelage

Planeswalker(1)
1x Ob Nixilis Reignited

Artifact(4)
4x Alchemist's Vial

Land(25)
12x Island
9x Swamp
2x Sunken Hollow
2x Drowned Catacomb

every card either mills or kills (except the tutor that finds the right mill or kill card)
the expertises offer tempo and have strong targets (tutelage, murder, tutor, glimmer)
the rest is pretty simple. have been able to hold back aggro/elves nicely so far.

will trade Liliana, the Last Hope in for a land once i lose a few games...

this is my first decklist, so be gentle ^^


Had fun with it until I met a walker deck then I deleted it because control decks are unplayable without answers to those. These colors don't really have such answers unless we go full draw-go with counters or get enough creatures to have a decent board presence..


Like this post
Top
 Profile  
 
PostPosted: Sun Jan 22, 2017 12:35 am 
Offline
Member

Joined: Apr 18, 2016
Posts: 2
Identity: Male
A very very rough draft attempt at a deck utilizing what I saw considered the most obviously potent cards in the new set:

3x Thraben Gargoyle
2x Renegade Map
2x Scrapheap Scrounger
2x Smuggler's Copter
3x Grasp of Darkness
3x Chief of the Foundry
3x Foundry Inspector
2x Cultivator's Caravan
2x Padeem, Consul of Innovation
2x Whirler Rogue
1x Mechanized Production
2x Thopter Spy Network
3x Efficient Construction
1x Tezzeret the Schemer
1x Skysovereign, Consul Flagship
1x Ob Nixilis, Reignited
1x Noxious Gearhulk
1x Planar Bridge
1x Metalwork Colossus

8x Islands
5x Swamps
2x Sunken Hollow
2x Drowned Catacomb
3x Foundry of the Consuls
4x Evolving Wilds

Any suggestions/improvements would be greatly appreciated as I am sure there are a multitude to be had. Please don't judge too harshly as I whipped this deck together in all of about 20 minutes grand total.


Like this post
Top
 Profile  
 
PostPosted: Sun Jan 22, 2017 7:32 am 
Offline
Member
User avatar

Joined: May 27, 2016
Posts: 87
I have been trying to create a competitive artifacts deck which abuse the improvise mechanic. I feel the deck performs ok, but seems to be weak against aggro, as it tends to be slow. Any feedback on improvements would be appreciated.

The deck I currently use has the following card


artifacts
3 x bonesaw
2 x merchant's dockhand
2 xscrapheap scrounger
1 x heart of kiran
2 x smuggler's copter
2 x key to the city
3 x servo schematic
2 x scrap trawler
3 x foundry inspector
1 x Untethered Express
1 x metalwork colossus

creature
1 x padeem counsul of innovation
1 x herald of anguish
planeswalker
1 x tezzeret the schemer

enchantment - aura
3 x tezzeret's touch

sorcery
3 x reverse engineer

instants
3 x fatal push
4 x metallic rebuke

lands
9 x islands
9 x swamp
2 x sunken hollow
2 x drowned catacomb
2 x inventor's fair

Total deck size: 60


Drop the bone saw, it doesnt help the deck much. Its free bust doesnt do much of anything. Renegade mapcan replace it. Still an artifact and fetches you a land if needed. Syndicate trafficker might help speed up your deck also allows you to sac servo schematic to make you more servos. Heart of Kirandoesnt work too well from my experience as well since you dont have many planeswalker to pilot it. 3 to crew is too high for a 4/4 vigilance. Try getting skysovereign and fleetwheel cruiser instead.


Like this post
Top
 Profile  
 
PostPosted: Sun Jan 22, 2017 11:11 am 
Offline
Member
User avatar

Joined: Mar 04, 2015
Posts: 151
Location: Milton keynes
Preferred Pronoun Set: he/him/his/his/himself
butete09 wrote:
I have been trying to create a competitive artifacts deck which abuse the improvise mechanic. I feel the deck performs ok, but seems to be weak against aggro, as it tends to be slow. Any feedback on improvements would be appreciated.

The deck I currently use has the following card


artifacts
3 x bonesaw
2 x merchant's dockhand
2 xscrapheap scrounger
1 x heart of kiran
2 x smuggler's copter
2 x key to the city
3 x servo schematic
2 x scrap trawler
3 x foundry inspector
1 x Untethered Express
1 x metalwork colossus

creature
1 x padeem counsul of innovation
1 x herald of anguish
planeswalker
1 x tezzeret the schemer

enchantment - aura
3 x tezzeret's touch

sorcery
3 x reverse engineer

instants
3 x fatal push
4 x metallic rebuke

lands
9 x islands
9 x swamp
2 x sunken hollow
2 x drowned catacomb
2 x inventor's fair

Total deck size: 60

.



I built a similar concept list after reading a list posted in constructed by CovertGo Blue, the thread is called Goggles 2.0.

artifacts
3 x bonesaw
3 x Inventor's Goggles
2 x smuggler's copter
2 x key to the city
3 x servo schematic
2 x Aethersphere Harvester
3 x Renegade Map

creature
3 x Whirler Rogue
4 x Bastion Inventor

planeswalker
1 x tezzeret the schemer

enchantment - aura
3 x tezzeret's touch

sorcery
3 x reverse engineer

instants
3 x fatal push
4 x metallic rebuke

lands
10 x islands
4 x swamp
2 x sunken hollow
2 x drowned catacomb
3 x evolving wilds

Total deck size: 60


Like this post
Top
 Profile  
 
PostPosted: Sun Jan 22, 2017 2:50 pm 
Offline
Member

Joined: Jan 13, 2017
Posts: 3
I have added two Syndicate trafficker's and removed the bonesaw, while also removing the heart of kiran. It seems to be better now.

One particular strong synergy I see with the improvise mechanic, is to tap key to the city to reduce mana cost and cast something, then untap paying 2 mana for card draw, it helps to never be empty handed.

I will also test covertgo blue deck to see how it works.


Like this post
Top
 Profile  
 
PostPosted: Mon Jan 23, 2017 8:38 pm 
Offline
Member
User avatar

Joined: Dec 16, 2015
Posts: 12
Location: Gotham City
Identity: Female
Tezzeret has always been one of my favorite walkers outside of his unhealthy obsession with Bolas. Scars of Mirrodin block Tezzeret was a fantastic card. While this new one feels lackluster, I wanted to make a deck with him and all his favorite artifacts.

3x Fatal Push - There's a few ways to trigger this. Tezzeret himself can create an artifact that can be sac'd to pay the cost and conveniently trigger the revolt. Beyond that, we have 9 lands that you can sacrifice at will and a rather clunky way of enabling it with Underhanded Designs if you find yourself needing to remove two things.
2x Scrapheap Scrounger - Cheap artifact to enable aggressive starts, comes back after Filigree Familiar and Treasure Keeper have fulfilled their role, and can pilot any vehicle in the deck if attacking on the ground gets too clogged up.
2x Smuggler's Copter - Servo tokens and thopter tokens ensure this can always be piloted, provides deck filtering, and benefits from Tezzeret's Touch more than most cards in this deck early on.
3x Servo Schematic - While it lags behind most two drops, it provides a pilot for the Smuggler's Copter and Aethersphere Harvester and can get some value from an early Tezzeret's Touch.
3x Underhanded Designs - Prior to Aether Revolt, there weren't enough good artifacts to make this worthwhile. This works in two ways for this deck. It creates the sort of grindy games Tezzeret is known for by lifetapping and serves as unconditional removal when needed.
3x Chief of the Foundry - With all the servos, vehicles, and thopters this is good at closing out games (and attracting removal).
3x Filigree Familiar - Small life boost, replaces itself on death, and can benefit from Tezzeret's Touch very well albeit not on curve.
2x Aethersphere Harvester - Cheap crew cost, enables servos getting in the air, and has lifelink to boost up the life total against more aggressive decks.
3x Tezzeret's Touch - Enables some very aggressive starts or gives you value from cards like Servo Schematic, Filigree Familiar, or Treasure Keeper. The latter doesn't benefit from it as much, but it's still a good target.
2x Thought-Knot Seer - Since colorless lands are not an issue for this deck, this card has a powerful enough effect to warrant inclusion even without being an artifact especially since we added Distended Mindbender, further dismantling your opponent's hand. Can still keep Padeem, Consul of Innovation in this slot if you're having problems with spot removal on your artifacts.
3x Treasure Keeper - The only time its death doesn't do anything good for you is when it pulls a Fatal Push without your opponent having any CMC 4 or less in play, but at that point you're probably winning anyway.
2x Thopter Spy Network - Makes you more resilient to board wipes by providing pilots for your vehicles immediately. The card draw is nice since we don't have any other card draw in the deck.
1x Tezzeret the Schemer - Admittedly pretty weak as far as walkers go, but it is sorcery speed removal and able to trigger Fatal Push and create free Underhanded Designs triggers with the mana artifact he creates.
1x Skysovereign, Consul Flagship - Still a good card. Not much to see here.
1x Herald of Anguish - Further pushing the discard theme while being a very solid turn 4 play. The ability to sac an artifact and reduce the overall power and toughness of a critter is situational at best, but it can be useful.
2x () Distended Mindbender - Sacrifice a Filigree Familiar on turn 4 and watch your opponent concede or sacrifice Treasure Keeper and get that value straight away. Excellent card I previously overlooked for this deck, but fits like a glove.

Lands
4x Island
4x Swamp
2x Sunken Hollow
2x Drowned Catacomb
2x Inventors' Fair
3x Foundry of the Consul
3x Aether Hub
4x Evolving Wilds

Notable exclusions
Grasp of Darkness - Too heavily focused on to use as reliable removal for a deck with a lot of colorless sources.
Metallic Rebuke - It can certainly find its place here, but often times I'd rather just progress my own board and wouldn't be able to hold this up until at least turn 5. I'd rather just use Padeem, Consul of Innovation if I'm worried about protecting my stuff.
Baral's Expertise - It's certainly worth considering, but you'd also need to include more draw in the deck to maximize the benefits which pushes the deck further into a control role.
Reverse Engineer - This was the last card to be cut when I found out I didn't have space. It's quite good, maybe even better than Chief of the Foundry which would likely be the first card cut from the list, but it's not as good at closing out games and piloting vehicles.
Lupine Prototype - I played with this briefly. The discard theme meant it was able to attack some time between turn 5 and 8, but playing it on turn two really slows you down unless you follow it up with an Aethersphere Harvester, but since they're both rares, it's not reliable.
Ob Nixilis Reignited and Jace, Unraveler of Secrets - Planeswalkers are always good, but they're too top heavy and you typically don't have turns where you'd have anything to defend them anyway.
Heart of Kiran - While it is a cheap vehicle that we can target with Tezzeret's Touch immediately, the crew cost is unfortunately high and can only be paid with multiple creatures or the rare Scrapheap Scrounger. The best way to crew it is by paying Planeswalker loyalty and this deck only plays one.

_________________
Tezzeret Artifacts


Last edited by Ashcarr on Sun Feb 12, 2017 3:50 pm, edited 17 times in total.

Like this post
Top
 Profile  
 
PostPosted: Mon Jan 23, 2017 8:40 pm 
Offline
Member

Joined: Oct 10, 2016
Posts: 39
Thomas wrote:
I have added two Syndicate trafficker's and removed the bonesaw, while also removing the heart of kiran. It seems to be better now.

One particular strong synergy I see with the improvise mechanic, is to tap key to the city to reduce mana cost and cast something, then untap paying 2 mana for card draw, it helps to never be empty handed.

I will also test covertgo blue deck to see how it works.



Holy Moly! Tapping Key to the City for improvise is awesome!

If you are having problems with aggro, slap in some sweepers (yahennis expertise or languish or both). I'd take out bonesaws, traffickers, or something else.


Like this post
Top
 Profile  
 
PostPosted: Wed Jan 25, 2017 11:07 pm 
Offline
Member
User avatar

Joined: Sep 15, 2015
Posts: 75
Identity: God
Preferred Pronoun Set: Lord
Ashcarr wrote:
Tezzeret has always been one of my favorite walkers outside of his unhealthy obsession with Bolas. Scars of Mirrodin block Tezzeret was a fantastic card. While this new one feels lackluster, I wanted to make a deck with him and all his favorite artifacts.

3x Fatal Push - There's a few ways to trigger this. Tezzeret himself can create an artifact that can be sac'd to pay the cost and conveniently trigger the revolt. Beyond that, we have 9 lands that you can sacrifice at will.
1x Heart of Kiran - Just a good artifact that's cheap enough on curve to receive an early Tezzeret's Touch (5/5 Flying, Vigilance attacking on turn 3 isn't bad, eh?)
2x Smuggler's Copter - Good card before, even better in a deck that cares about artifacts and especially with Servo Schematics around.
3x Servo Schematic - While it lags behind most two drops, it provides a pilot for the Smuggler's Copter and Aethersphere Harvester and can get some value from an early Tezzeret's Touch.
3x Underhanded Designs - Prior to Aether Revolt, there weren't enough good artifacts to make this worthwhile. This works in two ways for this deck. It creates the sort of grindy games Tezzeret is known for by lifetapping and serves as unconditional removal when needed.
3x Chief of the Foundry - With all the servos, vehicles, and thopters this card gets lots of value.
3x Filigree Familiar - Small life boost, replaces itself on death, and can benefit from Tezzeret's Touch very well albeit not on curve.
2x Aethersphere Harvester - Terrific vehicle. Cheap crew cost. A+
3x Tezzeret's Touch - Enables some very aggressive starts or gives you value from cards like Servo Schematic, Filigree Familiar, or Treasure Keeper. The latter doesn't benefit from it as much, but it's still a good target.
2x Padeem, Consul of Innovation - Protects all your artifacts from spot removal and has the ability to crew most of your vehicles while typically drawing you an extra card (this is a dedicated artifact deck after all).
3x Treasure Keeper - Pure value. The only time this thing's death doesn't do anything good for you is when it pulls a Fatal Push without your opponent having any CMC 4 or less in play, but at that point you're probably winning anyway.
2x Thopter Spy Network - Will always create a thopter and provides card draw. Not a bad deal.
1x Tezzeret the Schemer - Admittedly pretty weak as far as walkers go, but it is sorcery speed removal and able to create a nice mana reserve to play a Reverse Engineer and spew your hand on the board.
1x Skysovereign, Consul Flagship - Still a good card. Not much to see here.
3x Reverse Engineer - While you won't have many artifacts you want to tap, this can be a draw 3 on turn 3 if you played a Servo Schematic on turn 2.
1x Noxious Gearhulk - This is the only real costly card in the deck, but worth it. Destroying a creature and gaining life while getting a 5/4 menace that's also an artifact isn't too bad.

Lands
5x Island
3x Swamp
2x Sunken Hollow
2x Drowned Catacomb
2x Inventors' Fair
3x Foundry of the Consul
3x Aether Hub
4x Evolving Wilds


I like this list a lot. I replaced a gear hulk and a reverse engineer for two cthulhus (Elder deep-fiend :evil:), and a west vale abbey for a inventor's fair, to help break deadlocks. And because I enjoy them thematically.

Went 4-0 last night, and I enjoyed every game. Removal is a bit sparse though.

Edit:

Won a few more, then lost three in a row. Twice to profane prince! one time we both had a profane prince out. I tried to flip a second one, forgetting it's legendary, and immediately resigned from embarrassment. Fun games though.


Like this post
Top
 Profile  
 
PostPosted: Mon Jan 30, 2017 5:01 pm 
Offline
Member

Joined: Nov 23, 2014
Posts: 74
Threw together a pretty vanilla draw-go pile that's been working out well for me

Instant(27)
3x Fatal Push
3x Horribly Awry
3x Grasp of Darkness
2x Scatter to the Winds
4x Spell Shrivel
3x Broken Concentration
3x Murder
1x Complete Disregard
1x Comparative Analysis
3x Glimmer of Genius
1x Confirm Suspicions

Creature(2)
1x Kalitas, Traitor of Ghet
1x Torrential Gearhulk

Artifact(2)
2x Dynavolt Tower

Planeswalker(2)
1x Liliana, the Last Hope
1x Jace, Unraveler of Secrets

Land(27)
2x Sunken Hollow
8x Island
8x Swamp
4x Submerged Boneyard
2x Drowned Catacomb
3x Aether Hub

edit: -1x Kalitas, Traitor of Ghet -1x Disciple of the Ring +2x Dynavolt Tower; tower is too good to pass up in a deck like this

edit 2: -1x Essence Extraction -1x Ob Nixilis Reignited +1x Kalitas, Traitor of Ghet +1x Complete Disregard; wanted some more exile effects in this Scrapheap meta


Like this post
Top
 Profile  
 
PostPosted: Mon May 01, 2017 4:28 pm 
Offline
Member
User avatar

Joined: Jul 21, 2014
Posts: 528
Amonkhet caught my interest again, I quite like the Cycling mechanic. Here's my first draft for the Dimir version of a Cycling heavy deck that goes really well with a Trial/Cartouche subtheme imo:

Spells
3 x Ruthless Sniper
1 x Jace, Vryn's Prodigy
3 x Shadowstorm Vizier
3 x Trial of Ambition
3 x Censor
1 x Drake Haven
2 x Never
3 x Cartouche of Ambition
1 x Liliana, the Last Hope
2 x Curator of Mysteries
2 x Trial of Knowledge
4 x Hieroglyphic Illumination
1 x Glyph Keeper
2 x Archfiend of Ifnir
4 x Horror of the Broken Lands
1 x Ob Nixilis Reignited


Land
8 x Island
8 x Swamp
2 x Sunken Hollow
2 x Drowned Catacomb
4 x Submerged Boneyard


This doesn't look like much, but the Cycling makes it very consistent and the removal can be quite annoying. With open mana you keep your opponent playing around Censor. The permanent -1/-1 counters take care of low toughness creatures and open up the Trials for better targets. You also have some targeted removal for Planeswalkers and threats you must answer immediately.

Other than that you will just bury your opponent in card advantage. There's a lot of Cycling, card selection and draw going on, so you should never really run out of steam. Cartouche will also usually get you 1-3 useful cards back to your hand on top of it's effect and the lifegain has very good targets here that can easily get you 7+ life on the first swing to recover from an early beating.

Only one Drake Haven for now, because I faced a lot of aggressive decks and often preferred other plays until much later in the game. Horror of the Broken Lands is not a great card on paper, but the Cycling for 1 is useful from the beginning of the game to the very end, while the option to cast it is just icing. It's also not the worst target for a Cartouche.


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 550 posts ]  Go to page Previous  1 ... 24, 25, 26, 27, 28  Next

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group