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PostPosted: Thu Jun 01, 2017 12:39 pm 
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Banedon wrote:
You say there are ten drakes, how? I see only the three Drakes and three Pulse of Murasa (if you count those as drakes). The drakes can also be removed. They don't die to Fatal Push, but the afore-mentioned Blessed Alliance will kill it, Harnessed Lightning with a bit of backup kills it, Grasp of Darkness kills it, Unlicensed Disintegration kills it ... even Languish kills it ...


Grapple with the Past x4

Fling beats spot removal. Sac is part of the cost to cast, so opp can't cast removal in response. You need counterspells to beat this combo.


Worth noting is the amount of times your opponents will stop the clock after you cast fling trying to interact with drake:P
Then like 2 seconds later they will un-pause and die haha.


My personal favorite are the games I have both Fling and Expedite in hand with Drake. I usually expedite first (in case opps packing instant speed lifegain), and it's always a blast to Nope the instant speed removal they try to cast in response.

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PostPosted: Thu Jun 01, 2017 12:48 pm 
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Grapple with the Past x4

Fling beats spot removal. Sac is part of the cost to cast, so opp can't cast removal in response. You need counterspells to beat this combo.


Worth noting is the amount of times your opponents will stop the clock after you cast fling trying to interact with drake:P
Then like 2 seconds later they will un-pause and die haha.


My personal favorite are the games I have both Fling and Expedite in hand with Drake. I usually expedite first (in case opps packing instant speed lifegain), and it's always a blast to Nope the instant speed removal they try to cast in response.



I do that with battlements all the time also.
That being said if they're a deck that has no way to deal with the fling(non-blue) I tend to just go for the kill casting fling and leaving up geistblast as a worst case.
I don't think there is a single deck that is more satisfying to win with lol


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PostPosted: Thu Jun 01, 2017 3:44 pm 
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OP list doesn't run geistblast, but I did use it to win a game with BBBs list, which was cool. Kinda digging the version w/o it tho, as it's a very large mana investment to go off in a single turn that way and I get sketched AF if I'm playing only Drake and passing turn.

But yeah, I love the way these decks can pop off 20+ damage out of nowhere. I have not played any other deck that gets as many lethal-delay pauses, where opps trying to figure out what the hell just happened.

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PostPosted: Thu Jun 01, 2017 3:53 pm 
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OP list doesn't run geistblast, but I did use it to win a game with BBBs list, which was cool. Kinda digging the version w/o it tho, as it's a very large mana investment to go off in a single turn that way and I get sketched AF if I'm playing only Drake and passing turn.

But yeah, I love the way these decks can pop off 20+ damage out of nowhere. I have not played any other deck that gets as many lethal-delay pauses, where opps trying to figure out what the hell just happened.


I normally end games with 7-12 mana in play so G-blast isn't really ever an issue.
most of my grapples and pulses just hit lands honestly.

I have literally had people accuse me of cheating because they had 32 life and I swung with a 17 power drake with insult active. or like killed them with attack damage through fog because insult was active.
Love it.


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PostPosted: Thu Jun 01, 2017 4:01 pm 
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Actually another powerful combo deck we have is geistramp + insult + fall of the titans.
Your entire deck is just ramp, defense and draw, and you don't even need a creature to finish. Insult + geistblast/insult + fall of the titans is lethal at 12 mana.
That deck can actually support heaven // earth as well.

This deck however, actually has game vs control because of the recursiveness of its threats. And it certainly helps that it can kill people for 5 mana and 6 with protection.

I think the anointed procession + displacer + dr. Owner + Rogue Refiner + walking ballista combo is impossible to use in ladder because of the timer constraints, but it's a pitty that noone works on it because of this fact... That deck gets to actually play 95% GOOD cards , and REALLY goes infinite. It would be fun to run it in tournament and just play this bant midranger, and ask people to concede when you show them the loop :)


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PostPosted: Thu Jun 01, 2017 4:09 pm 
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Actually another powerful combo deck we have is geistramp + insult + fall of the titans.
Your entire deck is just ramp, defense and draw, and you don't even need a creature to finish. Insult + geistblast/insult + fall of the titans is lethal at 12 mana.
That deck can actually support heaven // earth as well.

This deck however, actually has game vs control because of the recursiveness of its threats. And it certainly helps that it can kill people for 5 mana and 6 with protection.

I think the anointed procession + displacer + dr. Owner + Rogue Refiner + walking ballista combo is impossible to use in ladder because of the timer constraints, but it's a pitty that noone works on it because of this fact... That deck gets to actually play 95% GOOD cards , and REALLY goes infinite.


I've been working on a G/W displacer combo list running evangel to speed up the kills, just flip it and the death triggers with the evangel clean up in no time.
Still a clunky combo but it feels much better than using ballista(though I still play ballista.)


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PostPosted: Fri Jun 02, 2017 1:22 pm 
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I've been toying with the idea of running Sigiled scryfish in the TiTi, thermo etc slot.
I feel unlike TiTi and thermo they're less likely to be considered a threat and people might hold on to their removal.(for a little anyway)
While they actually allow us to combo more consistently.

Not saying it's good or anything it just might be a way to be more consistent on the ladder.
TiTi are 100% the right choices for tourney gameplay.


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PostPosted: Sat Jun 10, 2017 2:11 pm 
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Giocher wrote:
Ok probably my last built with this deck.

1 x Dispel
4 x Fog
3 x Expedite
1 x Jace, Vryn's Prodigy
2 x Thing in the Ice
2 x Baral, Chief of Compliance
4 x Take Inventory
3 x Censor
4 x Cathartic Reunion
2 x Fling
4 x Grapple with the Past
4 x Pieces of the Puzzle
1 x Pulse of Murasa
3 x Enigma Drake
2 x Radiant Flames

3 x Island
3 x Mountain
1 x Forest
2 x Wandering Fumarole
2 x Cinder Glade
2 x Sulfur Falls
2 x Hinterland Harbor
2 x Rootbound Crag
3 x Evolving Wilds


A short discussion about some cards. Titi and Baral do a lot of work and seem definitely worth it. Titi is good against aggro and is an alternative wincon, even one attack makes life easier for drake. Baral was already discussed, he makes almost every spells a 1 cmc spell and let you gain 1 or 2 turns if he sticks for one turn, this way you don't need fogs desperately.

Telling Time was only an ok card, but in general i felt it was slow and expensive (2 cmc!), so i went back for Censor that is definitely better. It was my opinion even before trying Telling Time, but i wanted to try it.

One copy of Pulse seems very good, i don't really want more since it costs a lot. It is a pseudo fog, and i'm ok with 4 copies of real fogs for now, but as i said before depending the meta i can see a 5th copy along with Pulse, but not a 6th.

Blossoming Defense seemed a bit situational and not needed. In general having a creature instead of Defense has the effect of eating a possible removal, with the difference that Titi and Baral are less situational.

Dispel is probably the only card i still have doubts about. It could be either 0, 1 or 2 copies. In general we can make the same reasoning as for Defense, since we are not going all in with the combo but we have it only as main plan with other plan b. The matchup against control is much worse without it though, but i suppose that combo has to accept control as bad matchup in a non sideboarded format. I'm keeping one copy instead of one Censor, and depending on how meta evolves it can go back to 2 copies. (Edit: probably i will cut 1 Expedite instead of 1 Censor)


I've been playing Drake Fling pretty much exclusively for the past week, alternating between V1 and V2. I haven't lost a game with either version yet (perhaps some luck involved, and at least need to consider xbone competition/rank 1-5s) - though I've had several wins pop off a turn before Opp could kill me.

I'm leaning towards preferring V2. I like having TITIs as alt win cons, and it's nice having more targets for Grapples/Pulse (it bothers me in V1 when I'm casting them without any creatures in the yard just to keep digging through the deck). Plus TITI bounces function as pseudo sweepers, which is very helpful at times (especially because V2 runs fewer Fog effects).

V2 makes me nervous sometimes with 4 fogs to V1s 6. Dispel has never done anything for me (in either version), so I'd feel perfectly ok changing that for a Festivities. For a 2nd Festivities, I'd consider cutting (in order) 1x Expedite, 1x Baral (when Baral sticks he def makes things move faster, but he rarely sticks for me), or 1x Baby Jace (only had 1 game where I really needed the flashback effect on a Radiant Flames to help win, other than that one game he hasn't felt essential to the gameplan).

This is easily my favorite combo deck in Duels so far. I'm bummed that God didn't have time to tune his build more before tourney started - I think a modified version would be a pain for all the builds that don't run counterspells.

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PostPosted: Sat Jun 10, 2017 2:26 pm 
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Giocher wrote:
Ok probably my last built with this deck.

1 x Dispel
4 x Fog
3 x Expedite
1 x Jace, Vryn's Prodigy
2 x Thing in the Ice
2 x Baral, Chief of Compliance
4 x Take Inventory
3 x Censor
4 x Cathartic Reunion
2 x Fling
4 x Grapple with the Past
4 x Pieces of the Puzzle
1 x Pulse of Murasa
3 x Enigma Drake
2 x Radiant Flames

3 x Island
3 x Mountain
1 x Forest
2 x Wandering Fumarole
2 x Cinder Glade
2 x Sulfur Falls
2 x Hinterland Harbor
2 x Rootbound Crag
3 x Evolving Wilds


A short discussion about some cards. Titi and Baral do a lot of work and seem definitely worth it. Titi is good against aggro and is an alternative wincon, even one attack makes life easier for drake. Baral was already discussed, he makes almost every spells a 1 cmc spell and let you gain 1 or 2 turns if he sticks for one turn, this way you don't need fogs desperately.

Telling Time was only an ok card, but in general i felt it was slow and expensive (2 cmc!), so i went back for Censor that is definitely better. It was my opinion even before trying Telling Time, but i wanted to try it.

One copy of Pulse seems very good, i don't really want more since it costs a lot. It is a pseudo fog, and i'm ok with 4 copies of real fogs for now, but as i said before depending the meta i can see a 5th copy along with Pulse, but not a 6th.

Blossoming Defense seemed a bit situational and not needed. In general having a creature instead of Defense has the effect of eating a possible removal, with the difference that Titi and Baral are less situational.

Dispel is probably the only card i still have doubts about. It could be either 0, 1 or 2 copies. In general we can make the same reasoning as for Defense, since we are not going all in with the combo but we have it only as main plan with other plan b. The matchup against control is much worse without it though, but i suppose that combo has to accept control as bad matchup in a non sideboarded format. I'm keeping one copy instead of one Censor, and depending on how meta evolves it can go back to 2 copies. (Edit: probably i will cut 1 Expedite instead of 1 Censor)


I've been playing Drake Fling pretty much exclusively for the past week, alternating between V1 and V2. I haven't lost a game with either version yet (perhaps some luck involved, and at least need to consider xbone competition/rank 1-5s) - though I've had several wins pop off a turn before Opp could kill me.

I'm leaning towards preferring V2. I like having TITIs as alt win cons, and it's nice having more targets for Grapples/Pulse (it bothers me in V1 when I'm casting them without any creatures in the yard just to keep digging through the deck). Plus TITI bounces function as pseudo sweepers, which is very helpful at times (especially because V2 runs fewer Fog effects).

V2 makes me nervous sometimes with 4 fogs to V1s 6. Dispel has never done anything for me (in either version), so I'd feel perfectly ok changing that for a Festivities. For a 2nd Festivities, I'd consider cutting (in order) 1x Expedite, 1x Baral (when Baral sticks he def makes things move faster, but he rarely sticks for me), or 1x Baby Jace (only had 1 game where I really needed the flashback effect on a Radiant Flames to help win, other than that one game he hasn't felt essential to the gameplan).

This is easily my favorite combo deck in Duels so far. I'm bummed that God didn't have time to tune his build more before tourney started - I think a modified version would be a pain for all the builds that don't run counterspells.

Happy to hear that things go well with this deck. About specific cards:
- I would not cut the last Dispel, you really need it against control or if opponent knows what is going on. I'm between 1 or 2 copies, but still at 1 for now.
- I would keep also both Barals, the upside is too much value to think what happens if he dies.
- I can see 2 more fogs, you can try to replace Flames. I tried it yesterday, but only 2 games so it wasn't relevant. You can replace Jace too, other people told me that he does not enough. Idk about him, i rarely draw him or flip him, but it's a possibility.

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PostPosted: Sat Jun 10, 2017 8:22 pm 
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It's prob a function of the platform I'm on, but I've literally never cast Dispel. I don't even hold it anymore 'just in case' - cycling it to Reunions asap or discarding to handsize without a second thought. Counterspell decks are pretty rare on xbone. Maybe a card you need on Steam or iOS, but it's basically a dead card in these builds on xbone. Fling gets around instant speed removal so dispel isn't essential in a counter light meta.

I use Radiant Flames too much to cut. That card pulls weight for me. I've even milled aroud the idea of adding Kozilek's Return, but since I've yet to lose I haven't bothered adding yet.

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PostPosted: Sat Jun 10, 2017 9:51 pm 
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I feel like Dispel has more impact in tournament settings. Image

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PostPosted: Sun Jun 11, 2017 2:13 am 
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Yeah. If I took Drake Fling to tourney I'd def have some Dispel main deck, and the rest in sideboard.

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PostPosted: Sun Jun 11, 2017 5:32 am 
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Well as pointed out in another thread, there is a lot of counter heavy control at high rank on steam, so 1 Dispel is the minimum for that meta. Radiant Flames is ok, i still have it in but idk if 2 more fogs are more valuable than splitting fogs and sweepers.

Edit: Flames is good for burn.

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PostPosted: Wed Jun 14, 2017 12:10 pm 
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My list is:


Only played 4 games today but was 4-0.
2 were superfriends still an 100% win rate
1 was U/G energy free win also
and the last was I want to say reanimator but I don't think they ever really drew their reanimation spells, I had a grip of fogs either way.

There was a 5th game but it was like a 100 card monstrosity that the person mulled 3 times then left before it started so lets not count that one.

Honestly the dispel and Animists slot is like super open i have been testing a bunch of cards and everything i throw in there feels like it really doesn't matter what it is.
Dispel is cool and all but i haven't seen a single blue control deck all month on the ladder so it feels kinda meh.

Really hoping we get a neat toy for these slots in HoD.


I really wanted this deck to work, but I just got crushed playing it. Did 10 games today and went from rank 40 to rank 33. So 3 and 7. Just got crushed by super aggressive decks or counter control. The typical game was me getting to 6-8 life by turn 4 (while I basically fixed my mana or cast useless creatures like the Thermo Alk) and then getting domed with direct damage to finish me off. I don't see how to play this deck vs. super aggressive strategies with loads of haste and vehicles. Since most of the decks I play against can kill you by turn 5, I'm running out of fogs real quick and then hoping to draw a sweeper and that they aren't holding burn.

I did win one game where my opponent countered like 5-6 drakes, but I kept pulling them out of the yard and making him/her counter them again until they ran out of counter spells.


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PostPosted: Sun Jul 02, 2017 9:08 pm 
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I like having TITIs as alt win cons

Does everyone read "TITI" as titty, or is it just me? Also, can't wait till I get home so I can try out one of these Drake decks. They look like fun.


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PostPosted: Mon Jul 03, 2017 1:25 am 
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ii AyJay o wrote:
I like having TITIs as alt win cons

Does everyone read "TITI" as titty, or is it just me? Also, can't wait till I get home so I can try out one of these Drake decks. They look like fun.


Not just you. And yes, they are super fun :party:

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