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PostPosted: Tue Aug 26, 2014 10:58 am 
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No love for frost lynx?
How does bident perform? Tapping out on turn four before combat seems risky.
Maybe you could try time warp?
Young wolf feels like a worse spire tracer to me.
Is chasm skulker fast enough?

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PostPosted: Tue Aug 26, 2014 6:22 pm 
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No love for frost lynx?
How does bident perform? Tapping out on turn four before combat seems risky.
Maybe you could try time warp?
Young wolf feels like a worse spire tracer to me.
Is chasm skulker fast enough?

I'm not sure who you're asking so I'll answer these for my list:

I hadn't considered Frost Lynx, but I'd probably put Pestermite or Niblis of the Breath in first.
You don't always have to play if before combat, it's the second ability I really like, making your opponent attack all out into a Fog.
Time Warp could be okay but I thought it was a little too high on the curve for a deck with 20 land.
Young Wolf eats removal and comes back for more, so he can trigger Military Intelligence again.
Chasm Skulker gets big fast with a Military Intelligence on the battlefield.

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PostPosted: Thu Aug 28, 2014 8:52 pm 
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My deck against Neosilk in our league match. I was worried that the only shot I had against a red/green/black deck with blue/green was to be very fast.

Blue cards
4 x Cloudfin Raptor
4 x Triton Shorestalker
2 x Kraken Hatchling
4 x Frost Lynx
4 x Pestermite
1 x Chasm Skulker
2 x Paragon of Gathering Mists

2 x Vapor Snag
2 x Voyage's End
2 x Negate
3 x Military Intelligence
2 x Bident Of Thassa

Green Cards
4 x Spire Tracer

2 x Beastmaster Ascension
2 x Titanic Growth

Lands
12 x Island
7 x Forest
1 x Simic Guildgate


I prepped a decent amount for this and ended up getting tired of testing so just kept it as it was, which is why I have 2 Vapor Snag and 2 Voyage's End, etc.

I ended up hating Chasm Skulker in this, it was just too slow, even with all of the card draw.

The Paragon was an awesome card. The bonus to my blue creatures was great because this deck wanted to be fast and have a ton of creatures early, and it was great with giving a 3/3 Frost Lynx flying.

With that being said, Pestermite was my favorite card in this deck with the raptor a close 2nd.

Lastly, I tested this with Vengevine for a while as in theory it is very good in this deck. Fast and keeps coming back with my card draw/cheap creatures. But its lack of evasion and double green made it not very good IMO.

I played this online probably 35 times. I won more than I lost, but it isn't the funnest deck ever to play.


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PostPosted: Thu Aug 28, 2014 10:26 pm 
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Yeah, that's what I didn't like about my fast blue/green. Very good, but not fun to play so I rarely touch it.


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PostPosted: Sun Sep 07, 2014 12:44 am 
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Hello, I'm new to the forums and some may have played me on the xbox version. I was going to keep this deck a secret but I guess I'll share with you all. Also I apologize if I mess up, I'm using my ipad to type the decklist.

Natural Growth


3 x Ior Ruin Expedition
2 x Negate
1 x Nulify
2 x Chasm Skulker
2 x Dissolve
2 x Inspiration
2 x Switcheroo
1 x Soul of Ravnica
1 x Kraken of the Straits


1 x Elvish Poineer
2 x Young Wolf
2 x Jade Mage
2 x Elvish Visionary
1 x Reclamation Sage
2 x Grazing Gladeheart
4 x Cultivate
1 x Arbor Colossus
1 x Nessian Asp
1 x Soul of Zendikar
2 x Pelakka Wurm


1 x Kozilek, Butcher of Truth

10 x Island
11 x Forest
3 x Simic Guildgate

I find this deck to be extremely fun to play with. If you have any ideas to make it better I'm all ears! I'm actually not even sure if I linked the cards right so if not, again I apologize. I hope you guys enjoy!


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PostPosted: Sun Sep 07, 2014 3:09 am 
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uT Prod wrote:
Hello, I'm new to the forums and some may have played me on the xbox version. I was going to keep this deck a secret but I guess I'll share with you all. Also I apologize if I mess up, I'm using my ipad to type the decklist.

Natural Growth


I find this deck to be extremely fun to play with. If you have any ideas to make it better I'm all ears! I'm actually not even sure if I linked the cards right so if not, again I apologize. I hope you guys enjoy!

Aside from the odd spelling mistake you're all good, miles ahead of most newbies to the forum. Welcome to NGA!

As far as your deck goes, how is it performing? Is it consistent? You have a lot of one-ofs and two-ofs that would most likely harm your consistency. Elvish Pioneer, for example is a card you usually want to run four of in a deck because you want it in your opening hand, it sucks drawing it late game. Jade Mage seems like an ill-fit as there is nothing else in your deck that interacts with tokens, save for Switcheroo, which, to me, seems like another odd inclusion. You might just want to focus on your end game when refining your deck instead of having a little bit of everything. So if your ultimate goal is to ramp and draw into fatties then perhaps stick to cards that do that. Ramp cards like Cultivate, some draw and a bunch of fatties. Maybe a few little guys for early defense, probably ones that compliment your end goal, such as Elvish Pioneer and Elvish Visionary. Then chuck in a couple of specialty cards to deal with things your deck might not otherwise be able to deal with, such as Reclamation Sage and Dissolve or other counters.

If you have any questions or anything just ask as most peeps here are friendly and more than willing to offer some advice or comments. Also, I'm not sure how new you are to the game, but if there is any jargon there you didn't understand just ask and someone will be able to tell you what it means. Otherwise, cool deck, might see you online.

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PostPosted: Sun Sep 07, 2014 8:25 am 
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I agree with AMP. For the most part you want to stick with a single strategy and this deck seems a bit scattered (although it doesn't look bad, just needs some fine-tuning). Here's a couple changes I would make (using some ideas from AMP as well):

-2 Switcheroo, +2 Elvish Visionary (Lowers the curve. Visionary is never dead, although if you wanted to focus even more on ramping you could go 4 Pioneers here instead of Visionaries.)
-1 Nessian Asp, +1 Arbor Colossus (Colossus is just so much better in every way than Asp, even with the extra :g::g::g:.)
-1 Elvish Pioneer, -3 Ior Ruin Expedition, +4 Think Twice (Think Twice is better than Expedition for a couple reasons imo. One it is an instant and you can hold it along with a counter, whether you have a counter or not, and use it at the end step for a draw. On top of that it is an immediate draw. Especially if you need a land, Ior is just sitting there doing nothing while Think Twice is drawing you that much closer to what you need immediately. As I mentioned earlier, I'd ditch the Pioneers for Visionaries. Go one way or the other.)
-2 Jade Mage, +1 Young Wolf, +1 Reclamation Sage (You could just go +2 Wolf and stick with 1 Sage, I would run 2 though).
-1 Forest, +1 Simic Guildgate (I don't see any reason not to run all 4 gates in a higher curve build like this, especially if you cut Pioneer).
-1 Cultivate, +1 Inspiration (I think 3 of each here is nice. 4 Cultiivate is a bit too much imo and draw is never a bad thing. With all the draw and 3 Cultivates you will still be ramping really well.)
-1 Kraken of the Straits, +1 Pelakka Wurm (I just think for the same price the Wurm is a better option. I'm not dissing the Kraken, but with 1 more power/toughness and Trample the Wurm will be getting through plenty of damage, or destroying armies of blockers. On top of that you get the 7 lifegain and the card draw if/when it dies.)

That would be my suggestions, I may be off point somewhere but I think that looks good. Welcome aboard!

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PostPosted: Sun Sep 07, 2014 12:29 pm 
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Yeah, I guess it is kinda scattered! I usually win with it though. I do agree with the kraken being switched for a third Pelakka.. I just wasn't sure. As for Switcheroo, It has come in handy multiple times especially with Jade Mage because once you get all the mana stacked up you can pop out so many tokens and Switcheroo a token with an opponents creature. I'll copy the deck and try out your guys ideas. I appreciate the input :)

Oh, and I forgot to mention that bug or glitch. Whatever it may be I don't have my fourth Simic Guildgate for that reason :P


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PostPosted: Tue Sep 09, 2014 1:51 am 
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the first Simic deck i made was just awful - well, to be honest i didn't test it that much but that was because it was performing so poorly.

this one is surprisingly doing so much better, and is one of my favorites to pilot:

"Beastkeepers"

8 x Island
12 x Forest
2 x Simic Guildgate
1 x Radiant Fountain

2 x Cloudfin Raptor
4 x Vapor Snag
2 x Quickling
2 x Think Twice
2 x Guard Gamazoa
3 x Dissolve

2 x Prey Upon
2 x Elvish Visionary
2 x Battering Krasis
4 x Advocate of the Beast
2 x Cultivate
2 x Paragon of Eternal Wilds
2 x Primal Huntbeast
2 x Mold Shambler
2 x Terra Stomper
2 x Pelakka Wurm


pretty self-explanatory. i think i'm going to try going -2 Quickling, +2 Nullify. i'm also tempted to take out one Wurm for Soul of Ravnica

edit: actually, did this:

-2 Quickling
+2 Nullify
-1 Terra Stomper
-1 Pelakka Wurm
+2 Species Gorger (i somehow missed that this guy is a Beast, lol)
+1 Cloudfin Raptor

seems to have definitely increased the overall quality. i can't figure out what to cut to add another Cloudfin Raptor so i just went to 61 cards. i'm not totally sure about the Paragons; they seem to be working well, but i wonder if Hall of Triumph would word just as well, for cheaper


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PostPosted: Fri Sep 12, 2014 3:42 pm 
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Been trying to build a deck around
Military Intelligence
and
Beastmaster Ascension

Was splashing :r: as well, see the Grixis thread for that version of the deck.
Decided to try a purely :g::u: version as well.

Raging Tides 60 cards
Lands 22:
Island x12
Forest x14

Monsters 22:
Triton Shorestalker x4
Spire Tracer x4

Quickling x2
Elvish Visionary x4

Genesis Hydra x2
Reclamation Sage x2
Chasm Skulker 2

Roil Elemental x2

Spells 16:
Voyage's End x4
Fog x3

Military Intelligence x3

Beastmaster Ascension x2
Cultivate x4

Any suggestions and/or tips are more than welcome!


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PostPosted: Fri Sep 12, 2014 4:02 pm 
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This deck seems all over the place, on one hand you have a weenie strategy, then you have ramp, hydra and roil elemental. I would drop cultivate, hydra and roil for smaller creatures and fog is just bad in this deck. Have a look at mine a few pages back, hope that helps because military intelligence is such a fun card once it's online.


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PostPosted: Fri Sep 12, 2014 4:49 pm 
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Monk1410 wrote:
This deck seems all over the place, on one hand you have a weenie strategy, then you have ramp, hydra and roil elemental. I would drop cultivate, hydra and roil for smaller creatures and fog is just bad in this deck. Have a look at mine a few pages back, hope that helps because military intelligence is such a fun card once it's online.


Thanks for the tips.
I'll try and tinker around a bit.
One question, for some reason Voyage's End seems more versatile/useful than Vapor Snag, yet you have chosen to use them 4:1 instead of 1:4.
Am I missing something here?


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PostPosted: Fri Sep 12, 2014 5:03 pm 
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In an aggro deck like Monk's, the cheaper casting cost and life loss is generally more important than Scry 1. Being able to bounce a guy and build your board in the same turn is important and Snag does this on two or three mana instead of three or four. That one point of life loss can really matter for a deck that wants to race its opponent, as well.

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PostPosted: Sat Sep 13, 2014 3:39 am 
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Exactly that, the life loss can be relevant but the main reason is the mana cost. Being able to bounce a guy, attack and deploy another that is really important for this deck. Also you should check out cloudfin raptor into timberland guide.


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PostPosted: Fri Sep 19, 2014 1:04 pm 
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All of the advice here is good, but you can also look at my deck above on this page to see what I did. My plan was the same as yours, to build around those two enchantments (and Bident of Thassa).

The one thing you must do though is cut those fogs for 3 pestermites. Once you do and actually get to play with them, you'll realize that you need to find a way to fit the 4th one in.

It is the perfect card for what you are trying to so. It offers a 2/1 creature with evasion on turn 3, yet it also allows you to play it on your opponents turn and either tap a blocker or tap a land to stall him. It is a great card. Trust me, add it.

I tested my deck with quickling's too and found them to slow the deck down too much. But I see why they are in there.


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PostPosted: Tue Sep 30, 2014 12:17 am 
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I was bored. Decided to play dotp for a bit. It was midnight. I was going to go try rainbow again. Bad decisions were made.

:pint:

Regardless, we ended up with this. Odd, but whatever.

10 forest
8 island
4 simic guildgate

2 quicken
4 think twice
2 chasm skulker
1 time warp
4 thassa's bounty

4 satyr wayfinder
4 cultivate
2 arbor colossus
1 soul of zendikar
2 terra stomper
3 nemesis of mortals
3 pelakka wurm

2 pyxis of pandemonium
3 darksteel ingot
1 kozilek, butcher of truth


Hardcast AND monstrosity of nemesis of mortals on my first duel on turn 7 :). Plus a pelakka and a big skulker somewhere in there. :pint: I do not understand my luck sometimes.


BTW, pyxis of pandemonium. Such a troll card.



Jack is open to any and all suggestions. Let me have it.


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PostPosted: Thu Oct 23, 2014 4:12 am 
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Been trying to make a workable Simic deck for ages, and with the DLC I think I've found the missing key to an Evolve/Draw deck I've been wanting to make work for a while... It's a work in progress, so I need to actually play to fine tune, or even see if it works at all.
[manapie 90 -w u -b -r g][/manapie]

Simic WIP

A one vs. one deck for Magic 2015.

60 Cards (28 :creature: , 8 :instant: , 24 :land:)

Cost 4 cards
■■■■
Cloudfin Raptor0/1
Cost 7 cards
■■■■
Satyr Wayfinder1/1
■■■
Military Intelligence
Cost 9 cards
■■■■
Brackwater Elemental4/4
■■
Chasm Skulker1/1
■■■
Triumph of Ferocity
Cost 5 cards
■■■
Phantasmal Dragon5/5
■■
Bident of Thassa
Cost 5 cards
■■
Arbor Colossus6/6
■■■
Garruk's Packleader4/4
Cost 4 cards
■■■
Nemesis of Mortals5/5
Soul of Zendikar6/6
Cost 2 cards
■■
Pelakka Wurm7/7
Land24 cards
■■■■
Simic Guildgate
10
Forest
10
Island


The aim is to take advantage of the lack of removal in the game and overwhelm your opponents by continually drawing above-the-curve creatures, or creatures that grow, which in themselves allow you to draw even more cards by attacking or playing the drawn cards. No removal, as again, the aim is to simply win an attrition battle, though the Bident can force your enemy to attack, either killing all their creatures, or allowing you to make an unchallenged alpha strike.

The key to filling a gap in the deck is Brackwater Elemental. It not only triggers the Packleader, but can do so twice with Unearth or once after a Satyr mill), is above the curve for general aggro, but also Triumph, and helps my curve by filling the 3 mana slot. Without it the deck has been very inconsistent, so hopefully this will help.

Pellaka Wurm is insurance, but the deck should probably have Terra Stompers or Phytotitans instead, as they're cheaper, above the curve, and the Stomper can trigger Evolve to a higher level, while the Phytotitan can repeatedly trigger the Packleader by dying and coming back, and virtually guarantee you'll always trigger Triumph unless it gets exiled or stolen. Again though, I need to test to see if early or evasive lifeloss is a problem.


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PostPosted: Thu Oct 23, 2014 12:54 pm 
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Looks good Stevo, I think I might agree about Phyto over Pelakka but as you said, it will need to be seen in action. Pelakka is pretty amazing, so I could see it winning out.

I'm not 100% sure if Military Intelligence fits real well here, it might be better to just go the Think Twice route (or maybe even 3 Prey Upons, I know that isn't your main plan but it doesn't hurt).

I could definitely see Triumph being good here. The only deck I found it was any good in was my beast/aura Naya build which essentially has the same thing going for it in that it will almost always have the largest creature on board.

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PostPosted: Thu Oct 23, 2014 2:23 pm 
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I'm not a fan of three Military Intelligence, three Triumph of Ferocity, and a pair of Bidents all in the same deck. Triumph has always looked bad to me, but with lots of beef and evolve creatures you may be able to pull it off here; I definitely like it better than Intelligence in this particular list. I'd use four Visionaries and cut the three Intelligences and either a Phantasmal Dragon or Nemesis of Mortals.

About Phytotitan, it's a theoretically more synergistic card but in practice it's clunky and slow and doesn't do a whole lot on its own. Pelakka Wurm is a legitimate bomb in this format and the question of which to choose isn't particularly close, IMO. I know you hate raw power for the sake of it, but that's why you choose the Wurm here.

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PostPosted: Thu Oct 23, 2014 2:40 pm 
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I agree with Hakeem here, all the drawing here feels like WAY too much.

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