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PostPosted: Thu May 18, 2017 8:02 pm 
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I need some help refining my Sultai Fun deck. Cards that I really want to be in this deck are as follows, Bounty of the Luxa, Cruel Reality, Sandwurm Convergence, and Nissa Steward of Elements. I know this is a lot to stuff in one deck, but these cards seem like some the most fun cards to play of the expansion. I would rather it be a control and ramo deck but if someone can come up with a good creature based deck that is fine too. I made a youtube video and I hope to upload it in the morning. I went 2 wins and 3 losses with the deck as is. Here is the decklist so far.
2xGlintsleeve Siphoner
2xSylvan Advocate
3xGrasp of Darkness
1xNissa. Steward of Elements
3xMurder
2xBounty of the Luxa
2xLanguish
2xYahenni's Expertise
4xExplosive Vegetation
1XVerdious Gearhulk
1xTorrential Gearhulk
1xNoxious Gearhulk
1xCruel Reality
2xNever to Return
2x Sandwurm Convergence
3xSpring to Mind
1x Ulamog, the Ceaseless Hunger
2xCommit to Memory
1xRags to Richs (I did have 2 but took one out for Nissa)
1xIsland
4xSwamp
4xForest
2xLumbering Falls
2xHissing Quagmire
2xSunken Hollow
2xwoodland cemetery
2xDrowned catacomb
2xhinterland harbor
3xevolving wilds

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PostPosted: Thu May 18, 2017 8:04 pm 
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ramo = ramp

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PostPosted: Thu May 18, 2017 8:16 pm 
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ramo is right :V

It looks like you'll be dead by T5 a lot. Your 2 and 3 mana removals (8) want double black, as do your 4 mana sweepers (5). If you stumble on that double color you're probably letting your opponent gold fish on you, which is doom vs any competent build. Suspect the three losses you mentioned are due to that. I'd look to replace some combination of Murders/Grasps with a playset of Fatal Push, which would help you manage early threats while being easier on your manabase.

I don't understand what Siphoner is doing for you. I love the card in aggro or midrange, but in a control or ramp deck it doesn't make much sense to me, and your deck is trying to be both. Also you're not running any additional energy sources to help draw more cards. Walking Ballista would make more sense IMO.

I think Rags // Riches is trash. You're super crowded in the 4CMC spot (13!) and should be looking to thin that out - I'd cut Rags first, then cut a few more. Maybe look for more things in the 2-3 CMC range for extra options to freecast with Expertise.

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PostPosted: Fri May 19, 2017 6:24 am 
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Been playing some sultai ramp recently. Here's some random thoughts:
Rags/Riches is fun but it's not very useful (though it can be a beating in 2HG).
Barals Expertise is godly with a bit of ramp (especially if you expertise into explosive vegetation).
Bounty isn't as good as From Beyond if you're wanting to hit Ulamog.
Crush of Tentacles is solid.
Noxious Hulk is very slow and there're stronger 6 cost cards available.
Card draw feels needed to help get to the right stuff in time, Pull from Tomorrow is great with ramp.
6 mana ramp for 3 and heal 7 is great if you can be stable when casting it.
Disciple of the Ring can really slow your opponent down.

edit: so for your list specifically I'd cut all 3 hulks, cut grasp for fatal push, switch siphoners for the blue/green mana dorks, add a couple pull from tomorrow or a set of telling time.

I'd also be tempted to get in a couple sages+tireless trackers and a woodland bellower for a strong 6 mana play and some much needed artifact hate.


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PostPosted: Fri May 19, 2017 7:15 am 
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Here is a link to my video of the first attempt at game play of this deck. I want this deck to be fun, but be competitive also. I am trying to strike a balance between the two.

https://www.youtube.com/watch?v=VD2lqqIeoC4&t=7s

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PostPosted: Sat May 20, 2017 7:38 am 
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Thanks for the replys. I made some changes and used some of the suggestions and I think I have a better deck. It plays a little bit differently that the first version. I have a link to some gameplay with the changes.

https://www.youtube.com/watch?v=qNdPna-0lIg&t=285s

Here is the new Deck List:
3xfatal push
2xGlintsleeve Siphoner
2xSylvan Advocate
3xskyrider elf
2xpull from tomorrow
1xNissa. Steward of Elements
1xnissa, vastwood seer
2xtireless tracker
3xweaver of currents
3xMurder
1xLiliana, the Last Hope
2xBounty of the Luxa
2xLanguish
1xNissa, Vital Force
1xCruel Reality
2xNever to Return
2x Sandwurm Convergence
3xSpring to Mind
2xIsland
3xSwamp
4xForest
2xLumbering Falls
2xHissing Quagmire
2xSunken Hollow
2xwoodland cemetery
2xDrowned catacomb
2xhinterland harbor
3xevolving wilds

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PostPosted: Sat May 20, 2017 8:57 am 
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Okay, your first problem is that you were trying to have fun playing Magic. You knock it off, already! You play to win and destroy your enemy like a Cobra Kai, you got it?

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PostPosted: Sat May 20, 2017 10:52 am 
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GET EM A BODY BAG!


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PostPosted: Sat May 20, 2017 11:20 am 
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Zarvolt wrote:
Thanks for the replys. I made some changes and used some of the suggestions and I think I have a better deck. It plays a little bit differently that the first version. I have a link to some gameplay with the changes.


Watched the first match. Near the end when Opp had Bristling Hydra out with 5 energy, and you were holding 2x Fatal Push and 1x Murder - you cast revolted Push on Hydra to get them to spend energy making it hexproof. When the hexproof trigger went on the stack, you could have responded by casting the 2nd Push to kill it right then instead of waiting until the next turn to kill it. Just in case you didn't know, for future reference.

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PostPosted: Sat May 20, 2017 12:11 pm 
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:teach:


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