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Magic Arena Deckbuilding Teams
http://forum.nogoblinsallowed.com/viewtopic.php?f=62&t=20277
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Author:  CardboardNomad [ Tue Dec 19, 2017 4:18 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

I'd run your Vanquisher's Banner over an arsonist, and probably another Cutlass over the second.

Author:  thedevilwuster [ Tue Dec 19, 2017 5:31 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Oooohhhhh new packs!
Might be able to build something decent I hope (DJ's Dino/Pirates). LOL

Author:  thedevilwuster [ Fri Jan 12, 2018 5:42 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Alright it's time to get this place going... ya!!!!
Seems like a place to post some Arena builds. Literally just put this together and after I post this am going to take it out for a drive. Should be fun!

Sirens of London

4 x Siren Lookout
24 x Island
4 x Spell Pierce
4 x Chart a Course
4 x Siren Stormtamer
4 x Favorable Winds
4 x Cancel
4 x Dreamcaller Siren
4 x Storm Sculptor
2 x Wind Strider
2 x Fleet Swallower


:evil:

Edit: Pretty freaking snazzy. Got a concede out of that one. T5 I was attacking with a 3/3 and a 5/5 flyer. I had been hitting with the 3/3 for a couple of turns and taking 2x 2/2 from some Merfolk. Had two Spell Pierce in my hand most of the game also. Think I'll play this one again.

Author:  CardboardNomad [ Sat Jan 13, 2018 10:02 am ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Thinking about fast Pirates with RIX coming up. Come on Wizards, give me that invite!

Rakdos Neckbreaker
4 x Grasping Scoundrel
4 x Daring Buccaneer
3 x March of the Drowned
4 x Rigging Runner

4 x Dire Fleet Poisoner
4 x Fathom Fleet Captain
4 x Lightning Strike

3 x Forerunner of the Coalition
3 x Ruin Raider
2 x Rampaging Ferocidon

4 x Ravenous Chupacabra
2 x Dire Fleet Neckbreaker

4 x Dragonskull Summit
4 x Unclaimed Territory
6 x Swamp
5 x Mountain


Get out 3-4 guys early, break necks T4. Forerunner's ping is great with March and Fathom Fleet Captain, and the Poisoner loves the Menace and first strike here. May need to cut some stuff for land if it stalls at 2 or 3 though.



Izzet Evaders
3 x Daring Buccaneer
4 x Mutiny
4 x Siren Stormtamer
2 x Curious Obsession

4 x Lightning Strike
4 x Storm Fleet Aerialist
4 x Kitesail Corsair
4 x Warkite Marauder
4 x Favorable Winds

4 x Storm Fleet Sprinter

4 x Siren Reaver

4 x Highland Lake
4 x Unclaimed Territory
7 x Island
4 x Mountain


You can probably make a mono blue evaders at this point, but Mutiny is amazing here. Combos with the Warkite, plus any flyers they have to mount a defense are likely not their biggest creatures. Low enough curve that you can start dropping Winds T3 or 4 without losing tempo.


Hostacabra
3 x March of the Drowned
4 x Skulduggery
2 x Dive Down

4 x Dire Fleet Poisoner
4 x Fathom Fleet Captain
4 x Warkite Marauder

3 x Forerunner of the Coalition
3 x Ruin Raider
3 x Lookout's Dispersal

4 x Ravenous Chupacabra
4 x Hostage Taker

4 x Drowned Catacomb
4 x Unclaimed Territory
9 x Swamp
5 x Island


Well this is just a pile of power cards at 2 and 4. Here we have to protect the Taker, so we cut down on the early aggression.

Author:  thedevilwuster [ Sat Jan 13, 2018 11:36 am ]
Post subject:  Re: Magic Arena Deckbuilding Teams

So... after all these years of playing DOTP I'm not up to how standard works. When RIX comes in does that mean that IX is a thing of the past?
I'm hoping not.
As you can see from my above post I was trying to go for a Siren tribal/control but had to make it Fish and Chips to round out my curve and get a few decent finishers in there and even they aren't the best. I'm seeing Siren Reaver in Nomad's deck and I'm sure RIX will have a few more Sirens that would allow me to properly build my deck. That is if we have both blocks to work with.
Trust me. Sirens of London is really fun to play but if I could get rid of my two Merfolk and the Fish I really think I would have something special. That is, special coming from a person who isn't the best deck builder in the world.
I've been hoping for feedback on my deck and haven't gotten any. I suppose our little part of NGA will get moving when Arena is out of Beta but damnit I would think by today I would have some feedback.
Feedback and tinkering afterward is what got me to build all the strongass decks I have all through DOTP even though I have stepped out on my own on some cards and still kept my decks solid.
I distinctly remember most people saying Halls of Champions from 2014 was **** to work with but I made a very strong Exalted deck that has not wavered in so many years and still trample people with to this day.
Here's to hoping the upcoming wipe brings us some more features like matchmaking and possibly chatting.
In the meantime.... Sirens of London.... what do you think?

Edit: It's good to see Dire Fleet Poisoner in RIX. Finally an answer to Carnage Tyrant

Author:  CardboardNomad [ Sat Jan 13, 2018 1:13 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

I'm not certain, but I think the plan was to add sets to the beta as they drop, then full standard upon release?

For your sirens, I think something like this looks better:

Sirens of Cardboard

4 x Siren Stormtamer
4 x Storm Fleet Aerialist
2 x Daring Saboteur
4 x Siren Lookout
4 x Dreamcaller Siren
2 x Air Elemental

3 x Dive Down
4 x Favorable Winds
2 x Entrancing Melody
4 x Lookout's Dispersal
2 x Pirate's Cutlass
2 x Vanquisher's Banner

23 x Island


The aerialist is major, and with 18 Pirates you can start capitalizing on the tribe here. I'm unsure about Entrancing Melody; that's slow against curving dinos and you may just want Perilous Voyage instead. Banner and Saboteur kind of make up for losing chart a course, which ideally you don't want to be playing before t5 or so anyway. Dispersal is better than either of the counters you had, and I think Dive Down is more helpful than Spell Pierce. Might even want a fourth? Your curve is pretty low now, I think 23 land is fine and you might even swing one less.

Author:  thedevilwuster [ Sat Jan 13, 2018 3:39 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

I'm not certain, but I think the plan was to add sets to the beta as they drop, then full standard upon release?

For your sirens, I think something like this looks better:

Sirens of Cardboard

4 x Siren Stormtamer
4 x Storm Fleet Aerialist
2 x Daring Saboteur
4 x Siren Lookout
4 x Dreamcaller Siren
2 x Air Elemental

3 x Dive Down
4 x Favorable Winds
2 x Entrancing Melody
4 x Lookout's Dispersal
2 x Pirate's Cutlass
2 x Vanquisher's Banner

23 x Island


The aerialist is major, and with 18 Pirates you can start capitalizing on the tribe here. I'm unsure about Entrancing Melody; that's slow against curving dinos and you may just want Perilous Voyage instead. Banner and Saboteur kind of make up for losing chart a course, which ideally you don't want to be playing before t5 or so anyway. Dispersal is better than either of the counters you had, and I think Dive Down is more helpful than Spell Pierce. Might even want a fourth? Your curve is pretty low now, I think 23 land is fine and you might even swing one less.

Thanks but running that many Pirates takes me even further from the Siren Tribal I'm shooting for. Honestly I don't even think I have any Dive Down or I think I would have noticed and started running them. Spell Pierce has been pretty meh. Lots and lots of creatures out there while those sit in my hand taking up space.
About the sets being added my question was, does the previous block fade out completely when a new one is released or does it stay. My memory is telling me that Standard consists of two blocks at once with the oldest rotating out.
About Arena though. Everything gets wiped on the 18th. We loose everything and must start over.
:evil:

Author:  CardboardNomad [ Sat Jan 13, 2018 4:27 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Not sure I understand. I didn't cut any of your sirens, and added the Dispersal that at least has Siren flavor? The sirens are all Pirates too, so you might as well capitalize on that instead of playing random merfolk and fishes. You could swap in Siren's Ruse for dive down too, but that's a downgrade.

They're adding RIX to XLN in the arena beta. Standard now rotates blocks out after 2 years, so Kaladesh and Aether Revolt both go this fall with the release of whichever large set follows Dominaria.

Author:  thedevilwuster [ Sat Jan 13, 2018 5:02 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Not sure I understand. I didn't cut any of your sirens, and added the Dispersal that at least has Siren flavor? The sirens are all Pirates too, so you might as well capitalize on that instead of playing random merfolk and fishes. You could swap in Siren's Ruse for dive down too, but that's a downgrade.

They're adding RIX to XLN in the arena beta. Standard now rotates blocks out after 2 years, so Kaladesh and Aether Revolt both go this fall with the release of whichever large set follows Dominaria.

Sorry man, I just glanced over some of the cards before I had to get to the store and all my brain saw was Pirate. Didn't notice them being Siren Pirates.
My bad.
I need to look this over more carefully in a minute.
Thanks for the feedback.
And yah, that's what I was thinking about Standard being 2 years of blocks. That's good news in a way. I hope that with the wipe there might be an easy way to get the collection back I had before instead of really starting over. I exported all my decklists so I can rebuild them with no issues if the cards are there to work with.
:evil::evil:

Author:  thedevilwuster [ Sat Jan 13, 2018 6:56 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Here's where I'm at now.

Sirens of London

4 x Siren Lookout
23 x Island
4 x Spell Pierce
4 x Chart a Course
4 x Siren Stormtamer
4 x Favorable Winds
4 x Cancel
4 x Dreamcaller Siren
4 x Lookout's Dispersal
2 x Siren's Ruse
3 x Opt


As you can see I dropped to 23 land and even made the curve a little smaller and guess what?
The two games I've played with this cut were both mana floods basically.
:coffee:
Run, grab pizza and try again. I am looking forward to RIX and some more Sirens to make this a decent contender. I need more creatures!!!

Author:  CardboardNomad [ Sat Jan 13, 2018 7:00 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Well, if you're really gonna stick that hard to the flavor at least use some Entrancing Melodies (Siren's song, right?) to steal yourself some creatures. Even Vanquisher's Banner can't help you too much with only 12 sirens.

The bad news for you RE: RIX is that Siren Reaver is the only new Siren, and Secrets of the Golden City (1UU Sorcery, draw 2, or 3 with the City's Blessing) looks like the only Siren flavor.

Author:  Haven_pt [ Sat Jan 13, 2018 7:36 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

My best deck of the Ixalan season was Azorius Winds:
3 x Duskborne Skymarcher
9 x Plains
4 x Kinjalli's Sunwing
3 x Ixalan's Binding
4 x Settle the Wreckage
4 x Siren Stormtamer
9 x Island
2 x Opt
4 x Chart a Course
4 x Favorable Winds
4 x Storm Fleet Aerialist
3 x Siren Lookout
3 x Dreamcaller Siren
4 x Glacial Fortress


It actually went 10-0 and I'll retire it undefeated. Haven't really seen if RIX has anything to improve it yet. I can see the deck losing consistency after sideboard, as opponents will undoubtedly add answers for flyers and for the favourable Winds, which is one of the stongest cards in Ixalan imo. The deck is very straight-forward, drop some early threats, pump them with the Winds and sit on 4 untapped mana with Settle the Wreckage. That was usually enough to win.

Author:  thedevilwuster [ Sat Jan 13, 2018 8:25 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Well, if you're really gonna stick that hard to the flavor at least use some Entrancing Melodies (Siren's song, right?) to steal yourself some creatures. Even Vanquisher's Banner can't help you too much with only 12 sirens.

The bad news for you RE: RIX is that Siren Reaver is the only new Siren, and Secrets of the Golden City (1UU Sorcery, draw 2, or 3 with the City's Blessing) looks like the only Siren flavor.

Thanks. I will look into Entrancing, see if I have it.
Yah, I'm trying to be hardcore tribal here. Even just having the Reaver available will bump up my creature total to where it should be so I'm definitely looking forward to it.

Author:  thedevilwuster [ Sat Jan 13, 2018 8:27 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Haven_pt wrote:
My best deck of the Ixalan season was Azorius Winds:
3 x Duskborne Skymarcher
9 x Plains
4 x Kinjalli's Sunwing
3 x Ixalan's Binding
4 x Settle the Wreckage
4 x Siren Stormtamer
9 x Island
2 x Opt
4 x Chart a Course
4 x Favorable Winds
4 x Storm Fleet Aerialist
3 x Siren Lookout
3 x Dreamcaller Siren
4 x Glacial Fortress


It actually went 10-0 and I'll retire it undefeated. Haven't really seen if RIX has anything to improve it yet. I can see the deck losing consistency after sideboard, as opponents will undoubtedly add answers for flyers and for the favourable Winds, which is one of the stongest cards in Ixalan imo. The deck is very straight-forward, drop some early threats, pump them with the Winds and sit on 4 untapped mana with Settle the Wreckage. That was usually enough to win.

Nice!
Some flying Azorius was my natural next progression considering my Siren deck. I love Azorius builds.

Author:  CardboardNomad [ Sat Jan 13, 2018 9:31 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Haven_pt wrote:
My best deck of the Ixalan season was Azorius Winds:
3 x Duskborne Skymarcher
9 x Plains
4 x Kinjalli's Sunwing
3 x Ixalan's Binding
4 x Settle the Wreckage
4 x Siren Stormtamer
9 x Island
2 x Opt
4 x Chart a Course
4 x Favorable Winds
4 x Storm Fleet Aerialist
3 x Siren Lookout
3 x Dreamcaller Siren
4 x Glacial Fortress


It actually went 10-0 and I'll retire it undefeated. Haven't really seen if RIX has anything to improve it yet. I can see the deck losing consistency after sideboard, as opponents will undoubtedly add answers for flyers and for the favourable Winds, which is one of the stongest cards in Ixalan imo. The deck is very straight-forward, drop some early threats, pump them with the Winds and sit on 4 untapped mana with Settle the Wreckage. That was usually enough to win.


Yeah, a few amazing additions in RIX:

Warkite Marauder & the Winds of Slaughter:
4 x Siren Stormtamer
4 x Storm Fleet Aerialist
4 x Warkite Marauder
4 x Kinjalli's Sunwing
3 x Siren Reaver
2 x Dreamcaller Siren
1 x Azor, the Lawbringer

4 x Favorable Winds
2 x Chart a Course
2 x Slaughter the Strong
3 x Ixalan's Binding
4 x Settle the Wreckage

4 x Glacial Fortress
11 x Island
8 x Plains


Warkite is the big one, but Siren Reaver is an easy upgrade from Lookout, and adding Slaughter is such a perfect complement to Binding and Settle. Oh, and Azor is probably unnecessary, but why on earth wouldn't you play it in a UW flying deck?

Author:  Haven_pt [ Sun Jan 14, 2018 5:41 am ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Slaughter the strong looks more sideboard material against Dinos, it'll often be a dead draw against many decks.

The Marauder looks ok, but you'd really need something to ping the 0/1s, maybe in an izzet build... (I can see it being fun with improvised munitions and some treasures). Still it is a 2-drop flyer that "removes" a potential blocker.

The Reaper looks to be the best upgrade.

I wonder how the interaction with the Marauder and something like hostage taker would work if you kill the 0/1.

Author:  CardboardNomad [ Sun Jan 14, 2018 9:21 am ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Don't forget the new Vampire and Merfolk lords- so much of the time now you're going to be seeing 8-12 power on the other side T3. Format's going to be faaast, unless control becomes dominant.

The beautiful thing about that trio of removal is the way it all works together. They can't respect settle by building a board but limiting attacks cause Slaughter still wipes them out. They can't respect Slaughter by holding back cards without running the risk of Binding turning them dead in hand. Slaughter is going to be huge.

Author:  Auunj [ Sun Jan 14, 2018 12:07 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

God, give me my arena access!!!

Author:  thedevilwuster [ Sun Jan 14, 2018 2:36 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Here's where I'm at now.

Sirens of London

4 x Siren Lookout
23 x Island
4 x Spell Pierce
4 x Chart a Course
4 x Siren Stormtamer
4 x Favorable Winds
4 x Cancel
4 x Dreamcaller Siren
4 x Lookout's Dispersal
2 x Siren's Ruse
3 x Opt


As you can see I dropped to 23 land and even made the curve a little smaller and guess what?
The two games I've played with this cut were both mana floods basically.
:coffee:
Run, grab pizza and try again. I am looking forward to RIX and some more Sirens to make this a decent contender. I need more creatures!!!

It's official.
Two games without a mana flood and two wins!
This deck is just plain badass. I love the fact I was able to control both games and win with my flyers. Three Favorable Winds on the board in the last game against an Orzhov Vampire Lifegain deck! I got to deny him every non creature spell he had, Canceled another two, Lookout's Dispersal on two and a block followed by a Siren's Ruse to deny him pumping his creature and killing mine.
This makes me very excited for the one new Siren we will have in RIX.
If you have the cards to build a Siren Tribal I suggest it although I do love Haven's Azorius idea. May have to tinker with that after I do some work around the house.
Cheers!
This Arena thing may not turn out to bad afterall.
:evil:

Author:  Haven_pt [ Mon Jan 15, 2018 7:39 pm ]
Post subject:  Re: Magic Arena Deckbuilding Teams

Looks like standard got some new bans:

Attune with Aether is banned.
Rogue Refiner is banned.
Rampaging Ferocidon is banned.
Ramunap Ruins is banned.

Effective Date: January 19, 2018

Looks like they decided to neuter mono-red and temur energy...But ferocidine? Really? Why even print the card?

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