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PostPosted: Sun May 21, 2017 10:50 am 
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I think expedite is more of a u/r tempo card, i don't really have enough creatures to make it worth multiple slots and i don't think there is anything i would want to take out. if you wanted to test it i would prob take out 1x gather

I would like to note after a day of terrible internet connections i can confirm most of my loses from from not being able to stop the timer or cast something at instant speed.
or changing my mana so my E-drake won't tap garrison then it still taps it.


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PostPosted: Sat Jul 22, 2017 4:08 pm 
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Attempting to speed up the deck, give more options vs control, and dodge the dreaded flying blocker situation. Might be able to get under life gain strategies with this method.

2 x Dispel
4 x Expedite
2 x Blossoming Defense
2 x Slip Through Space
3 x Censor
3 x Telling Time
2 x Baral, Chief of Compliance
3 x Fling
4 x Grapple with the Past
4 x Take Inventory
4 x Cathartic Reunion
3 x Enigma Drake
4 x Pieces of the Puzzle
4 x Island
4 x Mountain
2 x Forest
2 x Cinder Glade
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
2 x Evolving Wilds


Feedback is appreciated. I would like the deck to more consistently goldfish turn 5 wins, but Baral is critical and he is only a 2-of.


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PostPosted: Mon May 14, 2018 12:01 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!

I was looking for something new to play so I decided to take this for a spin. Like Altas, I found the removal to be lacking. I decided to go the ramp/fireball route so that I had a non-creature based win-con. I've also added another ramp target, Woodland Bellower, who helps me grab that single rec sage. I'm not impressed with Kiora so she's out for another pulse. I swapped out the aether hubs for man lands since I'm running Advocate. A 3/3 hexproof that's immune to sorcery sweepers is amazing in the Steam meta. I also added Brutal Explosion to protect my fireballs from counters, as an additional target for blue gearhulk, and for potential blowouts.

1 x Jace, Vryn's Prodigy
2 x Sylvan Advocate
2 x Ravaging Blaze
2 x Rolling Thunder
3 x Ruin in their Wake
1 x Nissa, Vastwood Seer
2 x Tireless Tracker
1 x Reclamation Sage
2 x Imprisoned in the Moon
3 x Pulse of Murasa
1 x Saheeli Rai
3 x Glimmer of Genius
2 x Brutal Expulsion
3 x Explosive Vegetation
1 x Chandra, Torch of Defiance
1 x Verdurous Gearhulk
1 x Torrential Gearhulk
1 x Combustible Gearhulk
1 x Greenwarden of Murasa
1 x Woodland Bellower
2 x Saheeli's Artistry
4 x island
5 x mountain
6 x forest
1 x wastes
2 x Lumbering Falls
2 x Wandering Fumarole
4 x Evolving Wilds


I'm heavily considering Geistblast. The obvious is replace 1 Pulse for 1 Geist, but I'd like to find room for a second Geistblast as well. Geistblast would help by adding another Counterspell protection for my Fireballs. Maybe a Glimmer of Genius but man that hurts when I only have those 3 draw spells.

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PostPosted: Mon May 14, 2018 1:01 am 
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Interesting. I've tried and failed to make Ramp work on numerous occasions...

Some of my thoughts:

1) Ruin in their Wake is not worth it unless you heavily dedicate your manabase to Wastes (since more than likely the first Ruin has to straight up grab the Wastes); and since you're going 3-colour without colourless threats the Wastes would be better off being something else.
My pick for a ramp spell would be Spring // Mind; the card also helps with having no draw spell. You do need to add some early interaction now, though.

2) Insidious Will makes a decent Geistblast impression while also adding a counterspell. I'm not the biggest fan of the card in general, but this might just be the shell for it.


I might try and brew my own list later.

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PostPosted: Mon May 14, 2018 1:22 am 
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Modulo wrote:
Interesting. I've tried and failed to make Ramp work on numerous occasions...

Some of my thoughts:

1) Ruin in their Wake is not worth it unless you heavily dedicate your manabase to Wastes (since more than likely the first Ruin has to straight up grab the Wastes); and since you're going 3-colour without colourless threats the Wastes would be better off being something else.
My pick for a ramp spell would be Spring // Mind; the card also helps with having no draw spell. You do need to add some early interaction now, though.

2) Insidious Will makes a decent Geistblast impression while also adding a counterspell. I'm not the biggest fan of the card in general, but this might just be the shell for it.


I might try and brew my own list later.

1- Boy do I know it. I don't like the ramp suite that I'm using either but we don't have any good 2 mana ramps. Usually a Evolving Wilds T1 grabs the Wastes. This occasionally lead to an interesting issue of my only green being a manland, so I still can't ramp till T3. But grabbing a Waste with Ruin isn't ramp either. It all just sucks and I don't see a good way around it. Luckily I'm not trying to ramp into Ulamog ASAP. I can durdle a little due to the lifegain and once I do hit 12 lands, I can usually close it out with a X=6 fireball protected by Expulsion.

2- I'm not so much interested in countering a counterspell. With Geistblast I'm looking to copy my burn that's on the stack before the counterspell resolves. Plus it gives me an additional removal in the early game. A theme of this deck is reusing things to smother your opponent in card advantage and this card fits that well.

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PostPosted: Wed May 16, 2018 3:58 am 
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I'm not really satisfied with my changes. I feel I might have dissolved to much of the original flavor maybe, IDK. I'm going to go back to GoA's original build and play a dozen or so games again.


I am intruded by a different variation I have in my head though. I think that it's possible that the ramp is not needed. We're only trying to get to 6. Maybe we could have more success by cheating them out, instead of thinning the deck and digging. Eldritch Evolution is the card that was the seed for this weed in my head. Unfortunately Filigree Familiar can only get us the Verdurous variety of gearhulks. We need a staple 4cmc card that plays well with the rest of the deck to fetch our more desired Torrential and Combustible versions.

Guardian Automaton is both fodder for Eldritch and a possible Artistry target if we can't find the other pieces. Guardian also adds more lifegain synergy along side Familiar and Pulse. As far as backup Artistry target's go I like Snare Thopter better. It has more game winning potential. Making a 9 point, hasty, flying attack has potential. If we start adding these other artifacts creatures, does Chief of the Foundry, even as a 1 or 2 of, start to look like a solid add?

I searched R/G/B and Artifact for any 4cmc creature that gives value as it leaves play or dies but couldn't find one. I was also thinking there was something in blue that would help dig for artifacts (gearhulks) but couldn't find anything either. Is there anything else that would act like a third or fourth Eldritch Evolution?

Edit: There's definitely not room for Chief of the Foundry. However; Treasure Keeper might be the 4-drop I'm looking for.

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PostPosted: Wed May 16, 2018 2:40 pm 
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After going 10-2 I'd like to present to you Gearhulks Galore 2.0:

1 x Jace, Vryn's Prodigy
2 x Sylvan Advocate
3 x Harnessed Lightning
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Filigree Familiar
3 x Pulsa of Murasa
2 x Eldritch Evolution
1 x Saheeli Rai
2 x Snare Thopter
2 x Treasure Keeper
3 x Glimmer of Genius
2 x Brutal Expulsion
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
1 x Woodland Bellower
2 x Saheeli's Artistry
3 x Island
2 x Mountain
4 x Forest
2 x Lumbering Falls
2 x Wandering Fumarole
1 x Rootbound Crag
1 x Hinterland Harbor
1 x Sulfur Falls
2 x Inventors' Fair
3 x Aether Hub
4 x Evolving Wilds


GoA was right. The Harnessed Lightning is the way to go. With the Aether Hubs and Glimmers and replayability thru Torrential you can take out some large late game creatures. The ramp wasn't needed, just an extra land to ensure we hit our land drops. I can't decide between the Thopters or Keepers but the deck just might be better being more versatile with 2 of each. I love copying either one with Saheeli herself. Haven't had the need to use artistry on either one though.

I kind of want to put big Jace in here. Might get swap out the greenwarden fe it. Will let you know how 2.1 goes. Sometimes I just flood my opponent with planeswalker advantage and he'll play into that and let me draw more, and help the curve a little.

This deck is a lot of fun, the lifegain just keeps you out of harms way at just the right moment. Copying a Fox feels good too, especially if it means an extra 2 damage. Saheeli is great here, and I think I underestimated Kiora too.

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PostPosted: Wed May 16, 2018 2:57 pm 
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Game 13 the guy plays Saheeli, Arlin, Flamecaller, Tamyo, Sorin, Vital Force. Most of them were taken care of by hasty thipter and the spring and vital force were taken out with thopters copied with Artistry. Those are definitely staying in.

I lost to another Chandra though. I was still supremely impressed with the thopters ability to deal with planeswalkers.

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PostPosted: Sat Feb 06, 2021 1:26 am 
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Messing around in Duels again. This is the new brew I’ve been playing

Temur Fog Tower :g::u::r:

Combo deck that likes to pop off for 20 damage. Really fun, and takes advantage of aftermath cards to charge up Dynavolt Towers. Concept originated from wanting to build a different Dynavolt Tower then I’ve played before (usually Grixis), and wanting to get extra spell triggers off aftermath cards.

4 x Fog
2 x Thing in the Ice
2 x Baral, Chief of Compliance
3 x Telling Time
3 x Harnessed Lightning
3 x Trophy Mage
2 x Dynavolt Tower
2 x Heaven // Earth
2 x Radiant Flames
1 x Mechanized Production
3 x Glimmer of Genius
2 x Baral’s Expertise
1 x Torrential Gearhulk
2 x Insult // Injury
3 x Spring // Mind
1 x Commit // Memory

3 x Island
3 x Mountain
3 x Forest
2 x Lumbering Falls
2 x Wandering Fumarole
2 x Cinder Glade
2 x Rootbound Craig
2 x Hinterland Harbor
2 x Sulfur Falls
3 x Aether Hub



Deck pops off and one shots opp, when TITI flips off Insult with a Tower in play and 3 energy. TITI attacks for 14 and Tower deals 6. That’s a common way to win, and is a blast. There are different ways to build this based on what you see more in your meta. Primary pieces are TITI, Telling Time (to find pieces), Tower, Trophy Mages to find Towers, Insult // Injury, Spring // Mind, Heaven // Earth (can cast for X=0 on both sides for cheap energy refills vs creature light decks), and Torrential Gearhulk. Could run Shocks over Fogs, or tweak numbers to bring in Commence the Festivities (which I ran in earlier builds, when “Fog Tower” was more foggy), etc, but this version is where I’m at currently.

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