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PostPosted: Tue Oct 04, 2016 4:59 pm 
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Alright, so I was asked to make a deck around Saheeli's Artistry - which I partially did, but honestly wish I had more quality targets. Luckily, you can hit other people's stuff too. The Foxes should maybe be Cultivator's Caravan especially in 1 vs. 1 where the extra speed might be important. Anyhow;

1 x Jace, Vryn's Prodigy
2 x Sylvan Advocate
3 x Harnessed Lightning
3 x Ruin in Their Wake
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
1 x Reclamation Sage
2 x Filigree Familiar
2 x Imprisoned in the Moon
2 x Pulse of Murasa
2 x Radiant Flames
1 x Saheeli Rai
3 x Glimmer of Genius
3 x Explosive Vegetation
1 x Chandra, Torch of Defiance
1 x Kiora, Master of the Depths
1 x Verdurous Gearhulk
1 x Torrential Gearhulk
1 x Combustible Gearhulk
1 x Greenwarden of Murasa
2 x Saheeli's Artistry

24 x land

6 x Island
4 x Mountain
6 x Forest
1 x Wastes
3 x Aether Hub
4 x Evolving Wilds


Pretty basic; ramp into Hulks and then copy them or anything else laying around. Hulks being both artefacts and creatures can be copied twice. In 2HG, had an opponent attack with Reality Smasher. 9 mana open, Pulse on my T Gearhulk, Flash it out, returning Pulse, to Pulse my previously killed Nissa, gain 12 life, watch one of the two opponents concede. VALUE!

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PostPosted: Tue Oct 04, 2016 8:52 pm 
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I just did that Pulse - Hulk - Pulse - Nissa play again and both opponents conceded. A sick play. I kind of want to find room for Ulamog in here but man this is fun as is.

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PostPosted: Tue Oct 04, 2016 11:18 pm 
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I just did that Pulse - Hulk - Pulse - Nissa play again and both opponents conceded. A sick play. I kind of want to find room for Ulamog in here but man this is fun as is.


The value behind this deck pretty fun. I did add in the Caravan's though; they help so much with ramping and mana requirements.

Had some fun games copying Combustible twice and burning my opponent out from 15 life. :P

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PostPosted: Wed Oct 05, 2016 2:00 am 
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Also debating on if Blossoming Defense is worth slipping in to protect the main play; I so far haven't been blown out with Artistry on the stack but I think some day it will happen and I will be displeased.

Also, without Foxes, there's only 11 dudes and 2 become PWs. Not sure if it's worth cutting Imprisoned, but if one wants to up the dude count; legit options; Bellower, Ulvenwald Hydra, Padeem (can't be copied, but protects Hulks), Drowner of Hope, Arbourback Stomper, Plated Crusher, more Rec Sages, Void Grafter.

You lose your defence against PWs and big dudes, though, but it's still the most cuttable card aside from maybe Kiora, and she still ramps and maybe finds dudes.

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PostPosted: Thu Oct 06, 2016 5:20 am 
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Alright, so I was asked to make a deck around Saheeli's Artistry - which I partially did, but honestly wish I had more quality targets. Luckily, you can hit other people's stuff too. The Foxes should maybe be Cultivator's Caravan especially in 1 vs. 1 where the extra speed might be important. Anyhow;

1 x Jace, Vryn's Prodigy
2 x Sylvan Advocate
3 x Harnessed Lightning
3 x Ruin in Their Wake
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
1 x Reclamation Sage
2 x Filigree Familiar
2 x Imprisoned in the Moon
2 x Pulse of Murasa
2 x Radiant Flames
1 x Saheeli Rai
3 x Glimmer of Genius
3 x Explosive Vegetation
1 x Chandra, Torch of Defiance
1 x Kiora, Master of the Depths
1 x Verdurous Gearhulk
1 x Torrential Gearhulk
1 x Combustible Gearhulk
1 x Greenwarden of Murasa
2 x Saheeli's Artistry

24 x land

6 x Island
4 x Mountain
6 x Forest
1 x Wastes
3 x Aether Hub
4 x Evolving Wilds


Pretty basic; ramp into Hulks and then copy them or anything else laying around. Hulks being both artefacts and creatures can be copied twice. In 2HG, had an opponent attack with Reality Smasher. 9 mana open, Pulse on my T Gearhulk, Flash it out, returning Pulse, to Pulse my previously killed Nissa, gain 12 life, watch one of the two opponents concede. VALUE!



O man this is so funny to play. Even in 1vs.1 You can even smell the peoples rage when a hulk - Saheeli Rai combo or Saheeli's Artistry triggers. Than they kill your hulk und you play Puls or Murasa and Bamm :D


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PostPosted: Fri Oct 07, 2016 9:48 am 
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Gody wrote:
Alright, so I was asked to make a deck around Saheeli's Artistry - which I partially did, but honestly wish I had more quality targets. Luckily, you can hit other people's stuff too. The Foxes should maybe be Cultivator's Caravan especially in 1 vs. 1 where the extra speed might be important. Anyhow;

1 x Jace, Vryn's Prodigy
2 x Sylvan Advocate
3 x Harnessed Lightning
3 x Ruin in Their Wake
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
1 x Reclamation Sage
2 x Filigree Familiar
2 x Imprisoned in the Moon
2 x Pulse of Murasa
2 x Radiant Flames
1 x Saheeli Rai
3 x Glimmer of Genius
3 x Explosive Vegetation
1 x Chandra, Torch of Defiance
1 x Kiora, Master of the Depths
1 x Verdurous Gearhulk
1 x Torrential Gearhulk
1 x Combustible Gearhulk
1 x Greenwarden of Murasa
2 x Saheeli's Artistry

24 x land

6 x Island
4 x Mountain
6 x Forest
1 x Wastes
3 x Aether Hub
4 x Evolving Wilds


Pretty basic; ramp into Hulks and then copy them or anything else laying around. Hulks being both artefacts and creatures can be copied twice. In 2HG, had an opponent attack with Reality Smasher. 9 mana open, Pulse on my T Gearhulk, Flash it out, returning Pulse, to Pulse my previously killed Nissa, gain 12 life, watch one of the two opponents concede. VALUE!



O man this is so funny to play. Even in 1vs.1 You can even smell the peoples rage when a hulk - Saheeli Rai combo or Saheeli's Artistry triggers. Than they kill your hulk und you play Puls or Murasa and Bamm :D


I've been loving this deck but I had to make a few changes to fit my play-style or to improve consistency for my game-style.

I found that i was frequently ramping into nothing.... id not have or already lost my 6 drop and further ramp just got me clues when the trackers stuck around....

I also found that the radiant flames couldn't hurt vehicles and frequently became to small for the opposition, due to 1/+1 counters or midrange drops

Planeswalkers..... not enough threats to hit them with.

the manabase was slow... i blamne the evolving wilds
9 untapped blue and 4 tapped blue
7 untapped red and 4 tapped
9 untapped green and 4 tapped
frequently I wanted the evolving wilds to be 2-3 colours... ruin in the wake was forcing the first to be a wastes which wasn't helping my colour requirements... my priorities ended up being: forest -> wastes -> mountain ->blue... the aether hub just didnt have enough energy to keep smoothing the drops.


so i dropped -

2 advocates - didnt do enough
3 harnessed lightning - couldnt hit planeswalkers/the face
3 ruin in their wake - needed the wastes to be effective ramp
2 radiant flames - not big enough
3 glimmer of genius - so nice but 2 expensive at 4 cost
1 kiora - didnt do enough
1 island
1 mountain
1 wastes - didnt do enough
4 Evolving wilds - too slow
3 Aether hub - awesome but even less good at fixing mana without the energy sources

so 20 cuts

i added,

3 elvish visionaries - etb effect
2 displacement waves - bonus etb effects for me, takes away enchantments, planeswalkers, tokens etc for them
1 extra Filigree familiar - etb effect, death effect, extra artifact creature that i dont mind copying
3 fiery tempers - can hit face/planeswalkers
1 Nissa Vital force - extra hasted 5/5, same sort of ramp as kiora, gets stuff back, card draw with the ramp.
1 Woodland bellower - fetches the wee-green stuff (visionaries, tracker, sage)
2 nissa's renewal - lifegain, ramp, landfall triggers (nissa)
2 lumbering falls - hard to hit creature land
Wandering fumarole - favourite creature land
2 rootbound crags
2 hinterland Harbour
2 Sulfur Falls
1 Inventors fair

new manabase
5 untapped blue, 4 potentially untapped blue and 4 tapped
3 untapped red, 4 potentially untapped red and 2 tapped
6 untapped green, 4 potentially untapped green and 2 tapped
1 coulourless than can gain incremental life/tutor

this time all the potential tapped and tapped cover duel colours :)


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PostPosted: Fri Oct 07, 2016 2:56 pm 
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If you had issues with not having enough to ramp into, why add Renewal? It further ramp you after you no longer need ramp.

But yeah, Ruin is there solely for turn 3 Explosive Veg. If that doesn't excite you, drop them. I like the chance of T4 Hulk, T5 double copy.

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PostPosted: Fri Oct 07, 2016 3:43 pm 
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Just spend a few hours puzzling with this Saheeli's Artistry deck, and although it's quite original, and a lot of fun when I can pull it off, it just doesn't seem to happen often enough. Maybe its the current meta I played against but I lost a bit more than I won, especially vs. fast decks like all the stuff going on now with RW vehicle - it doesn't stand much of a chance against that.


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PostPosted: Fri Oct 07, 2016 4:58 pm 
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If you had issues with not having enough to ramp into, why add Renewal? It further ramp you after you no longer need ramp.

But yeah, Ruin is there solely for turn 3 Explosive Veg. If that doesn't excite you, drop them. I like the chance of T4 Hulk, T5 double copy.



I added renewal for the life gain and the three lands to trigger tracker/nissa and the removal of three lands for when I drop the red gearhulk.... I've won 8 in a row since I made the changes which I made to better suit my playstyle. For me the 3 slots for ruin and an extra slot for wastes were dead draws in most games cause you can't rely on them to consistently get to an explosive veg.

I'm now running 25 lands to more consistently hit the 4 is when I'm using the veg to mana fix for whatever is in my hand.

The original deck ran just 13 creatures, 2 of which flip, and only 5 artefact creatures... my changes give me 16 plus the man lands and up the artifacts to 6 for a more consistent payoff


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PostPosted: Fri Oct 07, 2016 7:06 pm 
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I don't see Visionaries as worth the payoff. Yeah, drawing a card is nice, but I'm copying a 1/1. If we're going to do that, I'd rather just copy a Fox and delay the draw, or splash Cloudblazer off the Hub. Granted, you also cut the Glimmers that would make that easier, but at least you gain life and draw card(s) one way or the other, and get a 2/2. Also, how's your matchup with R/W after taking out all the early removal?

Turbo wrote:
Just spend a few hours puzzling with this Saheeli's Artistry deck, and although it's quite original, and a lot of fun when I can pull it off, it just doesn't seem to happen often enough. Maybe its the current meta I played against but I lost a bit more than I won, especially vs. fast decks like all the stuff going on now with RW vehicle - it doesn't stand much of a chance against that.


I've debated on including more Rec Sages for vehicles. Possible alternate config if you aren't trying for T4 Hulk
-1 Wastes
-3 Ruin
-1 Kiora
-2 Imprison

+1 Land
+2 Rec Sage
+4 Galvanic Bombardment

Imprison I'm back and forth on. Sometimes it blows the other side out, other times they have a Rec Sage or similar and go "Yeah, and?" Sure, Galvanic doesn't hit PWs, but if vehicles are your issue, hits them fine.

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PostPosted: Sun Oct 09, 2016 2:04 am 
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I don't think I've copied a visionaries yet... I've copied multiple foxes.... don't underestimate the work displacement wave does especially against those cheap costed vehicles, it also gets multiple life/draw from the foxes and visionaries.

The tempers could go, I was trying cathartic renunion and a sanatorium which allowed discard. Harnessed lightning could just be better... but tempers are extra reach especially for the torrential gear hulk.

I think imprision has to stay... planeswalkers can be horrid

Edit: after encountering several extreme aggro decks in a row I think your correct on on the vehicle hate.

My losses have come to extreme aggro (out lifegain isn't enough and displacement wave doesn't set them back long enough) planeswalkers (grrrrrr) vehicles and eldrazi displacer...

Slots I'm considering replacing are:

Chandra, I finding that she doesn't do a lot
Imprisioned in the moon, awesome against planeswalkers and hard ass creatures but crap against vehicles
Bellower, useful for fetching elves, either for card draw or artefact/enchantment hate.
Trackers, I'm finding the clues too slow and body not relevant enough


Things I want,
Sweepers to kill aggro hoards
Artefact hate to kill vehicles
More instants for the blue gearhulk

Chandra is definitely getting cut but for what? Kozilek's return is an instant sweeper but toughness 3 is ideally where I'd like to be.
Green has rec sage but it also has some instant artefact hate
I'd like the radiant flames back but for what?


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PostPosted: Fri Feb 24, 2017 11:49 am 
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4 x Gatecreeper Vine
4 x Elvish Visionary
2 x Evolutionary Leap
2 x Fiery Conclusion

3 x Thopter Engineer
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis
2 x Exquisite Firecraft

3 x Whirler Rogue
2 x Pia and Kiran Nalaar
2 x Zendikar Incarnate

2 x Outland Colossus
1 x Conclave Naturalists
2 x Chandra's Ignition

1 x Woodland Bellower

1 x Gaea's Revenge

2 x Island
3 x Mountain
5 x Forest
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
2 x Gruul Guildgate
1 x Izzet Guildgate
1 x Simic Guildgate
4 x Evolving Wilds


So this is Mega's list from like halfway through I think. I tried it the other day and actually loved it. was fun to win a different way everytime.

Now since some of the cards are not available anymore, I had to make adjustments. not a big deal really. the lands were easy enough, just swapped for lands that gave same mana and came in tapped anyways. They just are not the "gates".

As for Gatecreeper Vine, there isn't a good replacement as far as I can see at the same mana cost unless I am missing something. Right now, I use Ainok Guide in place of it, but it puts land on top of library so I basically lose a turn of drawing something. Pilgrim's Eye I thought would be good because there is no mana color requirement, but it costs one more mana to fetch the land. I know it has flying, so the cost is justified, I was just hoping for another option.

Anyone think there is another card to do the job? Pretty sure I looked through them all, but I could have missed something. Or maybe there is an updated version of this deck? I plan on making adjustments of my own, I just like the way this one is set up so I haven't messed with a good thing, haha.

the whole idea is to be able to go get any land and it go into your hand. there are things like Druid of the Cowl at the same cost, but that only gives green mana and it doesn't thin deck out for you.


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PostPosted: Fri Feb 24, 2017 4:14 pm 
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OMG.. that deck is so old. I remember it..

I don't know if we can rebuild an Evolutionary Leap ETB value deck like this anymore.. and even if you could, there are several other more consistent strategies that are also faster.

There isn't any 2 mana replacement for Gatecreeper anymore.. they never gave us one. It's Pilgrim's Eye, Primal Druid or bust.


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PostPosted: Mon Apr 24, 2017 5:56 am 
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PostPosted: Sun May 07, 2017 5:39 pm 
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Looks very interesting. But can it deal with aggro? Doesn't seem to be much interaction before baral's. A single kozilek's return, and that's it.


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PostPosted: Fri May 19, 2017 3:43 pm 
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My inner Timmy wanted me to make this deck work and after about 100 games and about an 80% win ratio(100%vs walkers) I feel this is exactly where i would like the deck to be.

The deck mulligans fairly well and one of the key things you need to do is hit land drops as often as possible so pusling or grappling for a land is fairly normal.
I haven't lost a game where baral has survived 2 turns.

Proud to hit 40 using only this deck :D (did it a couple weeks back now but i can't say i have dropped below 38 since. which is nice.)

Deck: E-flingma Drake.

Creatures - 6

1x Baral, Chief of Compliance
2x Thermo-Alchemist
2x Enigma Drake
1x Torrential Gearhulk

Enchantments - 2

2x Fevered Visions

Instants - 21

4x Fog
3x Telling Time
2x Fling
4x Commencement of Festivities
4x Grapple with the past
4x pulse of Murasa

Sorceries - 8

3x Gather the Pack
4x pieces of the Puzzle
1x Insult // Injury

Lands - 23

3x Island
2x Mountain
6x Forest
1x Cinder Glade
1x Rootbound Crag
2x Hinterland Harbor
1x Sulfur Falls
1x Hanweir Battlements
3x Aether Hub
3x Evolving Wilds


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PostPosted: Sat May 20, 2017 1:36 pm 
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TheGodAmongMen, i´ve been playing with the deck this morning, maybe 7 or 8 games, all wins!! Great deck men


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PostPosted: Sat May 20, 2017 8:10 pm 
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Glad you've been enjoying it, it mulligans fairly well because 90% of the deck is 2cmc which is one of the good qualities.
I have tuned it a lot from what it started as, and i think this is the best it can be for the meta, weak to control but strong against most of the field.

What the deck really needs is a 2-3 cmc card that is like grapple or pulse but for int/sorc. Gather is probably the weakest card, just it tends to pump drake 3-6 damage each cast which is really nice for 1-2 mana.


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PostPosted: Sun May 21, 2017 1:56 am 
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TheGodAmongMen, have you think to use expedite in the deck?? Is another instant,draw a card and you will have a fasty draco.


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PostPosted: Sun May 21, 2017 5:49 am 
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Ok, that deck is hilarious to play. Just finished a game (which I lost due to not being able to get to my fling - had insult all ready).

That said, the opponent was playing a mono white which for about 10 turns was swinging at me with 10+ creatures of 7+/7+.... and every time he got fogged... :D


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