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PostPosted: Mon Feb 05, 2018 6:37 pm 
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Cucho I think it could be as easy as -1 forest/+1 mountain. You have 6 ramp spells to get to double red, plus Tutor & big Nissa. It doesn't have to be your big plan, but if it shows up I imagine it's easy enough to get it out t6 or 7.

I'm still toying with the idea of Initiates vs Blessed Alliance (cgb called me insane for considering it). I like suddenly flipping on the offense though; the walls can give you a 6/6 as early as T4, or protect you while you take Gideon or Kefnet on the offense. Initiate feels like it lives in a similar offensive/defensive place.


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PostPosted: Mon Feb 05, 2018 7:37 pm 
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Cucho I think it could be as easy as -1 forest/+1 mountain. You have 6 ramp spells to get to double red, plus Tutor & big Nissa. It doesn't have to be your big plan, but if it shows up I imagine it's easy enough to get it out t6 or 7.

I'm still toying with the idea of Initiates vs Blessed Alliance (cgb called me insane for considering it). I like suddenly flipping on the offense though; the walls can give you a 6/6 as early as T4, or protect you while you take Gideon or Kefnet on the offense. Initiate feels like it lives in a similar offensive/defensive place.
LOL

All righ all right... I will test the Jelly man... but now Big chandra and GloryBringer are jealous .... and I love those guys...

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PostPosted: Mon Feb 05, 2018 10:47 pm 
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Okay, you know what blessed alliance can't do? Swing for lethal. Against superfriends. I think I'm sold.

There's some really lovely jank in here. Those Aether Tradewinds are hilarious- I love that they can target lands too. And that awakening can add up so fast. 10/10 Deserts of doom!

One If By Sand, Two If By Sea
2 x Glory-Bound Initiate
1 x Jace, Vryn's Prodigy
3 x Censor
2 x Eldrazi Displacer
3 x Wall of Resurgence
1 x Kefnet the Mindful
2 x Scatter to the Winds
3 x Broken Concentration
2 x Aether Tradewinds
1 x Gideon of the Trials
2 x Glimmer of Genius
1 x Disciple of the Ring
2 x Confirm Suspicions
2 x Planar Outburst
2 x Tragic Arrogance
1 x Jace, Unraveler of Secrets
1 x Torrential Gearhulk
1 x Endbringer
1 x Crush of Tentacles
2 x Commit
5 x Plains
7 x Island
2 x Prairie Stream
2 x Glacial Fortress
1 x Geier Reach Sanitarium
2 x Aether Hub
4 x Sunscorched Desert
2 x Meandering River


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PostPosted: Wed Feb 07, 2018 8:56 pm 
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This ones a toughy - I've got two lists that are ~close at this point - one is a blue/white bounce/orrey contraption that is pretty fun when you find orrey, and is super disappointing when you don't - still tweaking to see if I can get either fair or whir to work to bump the consistency since I think that's probably the "best" one at this point.

There's also a GW delerium that's probably the better list, but desert feels aggressively worse than plains since the list is begging for emeria shepherd and that seems like the opposite of breaking.

I did spend a couple of days on the "desert is the only way I can hurt you" - with a dash of awakening it was not as noncompetitive as it maybe sounds, but it was gruelingly unfun which also seems like the opposite of the contest (this from me who actually likes playing grid/implement lists). Also I'm not sure it fits the new variation since it really doesn't make desert do anything but tap for colorless and do damage (well, aside from a little awakening a little).

I'm really excited to play some of these other ones though, the hagra/ramp list is something I've taken a shot at a few times in the past but never quite gotten to work like I hoped (and I expect cucho's is going to play much better). slab hammer and huge deserts also seem right up my alley.


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PostPosted: Fri Feb 09, 2018 12:57 am 
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I’ve been trying a few other ideas. I like the Gruul list for what it tries to do but it hasn’t faired well at all on the ladder. But the other builds don’t put as much emphasis on that miserable Desert card. :/

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PostPosted: Fri Feb 09, 2018 9:33 am 
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At least they put an emphasis on lowering my rank

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PostPosted: Fri Feb 09, 2018 4:34 pm 
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At least they put an emphasis on lowering my rank


I keep reminding myself of that. It’s the one silver lining in all this.

:evil:

I’m still tinkering with the list. Sliderunners are just not worth it so I’m pulling them and 1 Hammer and trying to put in more early removal to hold down the board til the midrange threats can come out.

Also tried a Simic energy list with Kefnet and that 3 drop that makes big servos and gives energy for land drops. But that build is. basically a control list. The threats outshine any land shenanigans to the point of why bother?

Edit: still needs testing but so far, -4 Sliderunner, -1 Slab Hammer, and -1 flip-Nissa for +4 Fiery Impulse and +2 Heaven//Earth feels much better. I lost the first game with these changes to a mono red aggro build (2 Lightning and a Devour took out Crop Crasher, Smuggy, and a Garrison but Blood Mist, Glorychaser, and Fleetwheel kept the pressure on high while I choked up with 2 Rumblers, Samut, and Mina in hand and not enough mana to play more than one at a time. 2nd game was a runaway with Omnom, Smasher, and Tracker backed by burn, pushing through a mob of tokens, Thalia, and even Bruna (despite me playing like I haven’t slept in a week). I might try something else besides the Rumblers but I really wanna stay landfall themed. Maybe the red embodiment?

Hmm, Embodiment of Fury even has trample baked in, an important feature for Slab Hammer. I’m sold! Also, you know what an incredibly satisfying use for Devour in Flames is? Rescuing your Reality Smasher from some Imprisonment in the Moon! Especially when your opp is at 5 life with no blockers and just tapped out to place Jace-Daddy. Take that, Tutilage deck!

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PostPosted: Sat Feb 10, 2018 10:54 pm 
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Just one day left and no submissions yet! Will I finally win a round? Does it count if I win by default? Stay tuned to find out!

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PostPosted: Sun Feb 11, 2018 12:55 am 
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Heh, I'm definitely submitting one, but it may amount to you winning by default anyway :). I went back today and I think I'm pretty close to an orrey control list. I like it but it is probably 30-40% on the ladder right now which is a bit worse than I'd like to submit. It feels like it's really only a card or three off though since it's pretty competitive even when it's losing and feels pretty much awesome when it manages to turn the corner. I'll probably give it another bit tomorrow and if I can't get it shaped up a bit I'll send you one of the other lists (I think the UW and GW are both submittable, but they don't feel quite as desert breaking).


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PostPosted: Sun Feb 11, 2018 1:57 am 
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<3 Orrery! It was on my short list for build around cards back when I was shamelessly calling all the shots. But then some genius came up with the idea of letting winners pick the cards and now we’re breaking Desert.

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PostPosted: Sun Feb 11, 2018 11:22 am 
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Pile Sent :D

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PostPosted: Sun Feb 11, 2018 5:38 pm 
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Mine too!


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PostPosted: Sun Feb 11, 2018 5:40 pm 
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Not me!!

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PostPosted: Sun Feb 11, 2018 7:08 pm 
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Tch. There goes my win-by-default strategy. I knew I shoulda stuck with the 4 basics rule!

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PostPosted: Sun Feb 11, 2018 11:32 pm 
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Submitted! Ultimately decided to just punt on the ramp matchup (I'm so, so, so sorry if that's where you end up in play-testing, it's painful) - I like where it plays vs. aggro, and the control or superfriends matchups are surprisingly close (I didn't find one in play-test, but somewhere disciple of the ring is waiting to ruin someone's day though). I expected mill to be bad, but I won vs. the only mill deck I found in playtest (lots of ways to interact with tutelage turns out to be nice).

Here's where I ended up-

Sunscorched Vortex

Instants (22):
2xShock
3xCompelling Deterrence
3xCensor
3xUnsubstantiate
3xDisperse
2xWhir of Invention
3xAether Tradewinds
1xKozilek's Return
2xCommit // Memory

Sorceries (3):
3xDevour in Flames

Enchantments (2):
2xMolten Vortex

Artifacts (11):
3xUniversal Solvent
4xRenegade Map
2xKey to the City
2xGhirapur Orrery

Land (22):
9xIsland
2xMountain
4xSunscorched desert
2xWandering fumarole
2xSulfur falls
3xHighland lake

How it breaks desert - basically the damage sources in the deck are so limited and the shell enables you to bounce and replay them / cycle through fast enough such that your deserts end up being a very relevant element to actually closing out the game. Technically you could amass 22 (25 if we ran all the bounce) damage just from deserts and bouncing and then recycling your pickups which is where I started initially...that was the list I abandoned early on. Vortex supplements the plan and makes the game actually end, but keeps it landy along with playing very nice with the other elements (land pickup, emptying the hand, deck churn).

Play Notes:


Last Cuts/Close Calls


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PostPosted: Mon Feb 12, 2018 1:22 am 
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Such creative wow! Can't wait to play that.

Edit: oh God how does this thing win? Where's my retreat to hagra, I'm dying here!


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PostPosted: Mon Feb 12, 2018 11:17 am 
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According to the build notes, it stalls the opponent while it assembles a Key/Orrery draw engine and then starts chipping them down with Vortex plus any extra Desert pings. I predict very long grindy games when it wins. But still fun just for the challenge of winning with such a niche set of cards.

So is this it? Mowie666? Haven_PT? Wintervoid? There’s still a few hours - I got some chores and work to do before I can post the builds.

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PostPosted: Mon Feb 12, 2018 11:55 am 
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Oh I read all the notes, it's just the practice of stalling while assembling is somewhat painful.


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PostPosted: Mon Feb 12, 2018 12:03 pm 
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Yeah, it is definitely not fast...if you were to put it on a spectrum with something like scrappy stamina at "ultra fast" this would be something like "the square-root of pink".

Typically though aggro decks seem to concede once you demonstrate the concept (you won't stick anything for the rest of the game, and it's not close) so those can end relatively quickly. Games vs. ramp also tend to be pretty quick since they're not typically running much in the way of interaction (so not as many dead draws) and were always planning to go over the top with difficult to interact with threats (although we are pretty well suited to hang with the enchantments - ulamog/crusher/revenge are just a savage beating though).

Other decks that are more apt to be running answers will tend to stick it out to try and draw to their outs. The control matchup is definitely an acquired taste, I like it here since when you do pull it off it feels like you just played the hell out of a game of magic, but I bet in those games you'll see 50+ cards with the deck (just mathematically a single draw all the way through the deck is only ~30-40ish damage, assuming you're leaving about half your lands in play and less however many you rummage).


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PostPosted: Mon Feb 12, 2018 12:49 pm 
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My pile was GB Delirium / Orrery. Kind of fun to play but really needs that long stalled out game that bzzt mentioned, in order for Desert to matter that much.

Not sure about submitting hrmmmmmmmmmmmm..

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