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PostPosted: Thu Feb 25, 2016 1:52 pm 
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Sower post Ulamog with a couple Kazandus out?

Opponents Gideon emblem and Desolation Twin = zero Fs given.

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PostPosted: Thu Feb 25, 2016 2:08 pm 
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Yeah, my opponent quit after I cast Ulamog on T7 and exiled his Jace and Gideon. So then I decided to have some fun. I wish I knew how many lands I had in play, it must be an obscene number.

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PostPosted: Thu Feb 25, 2016 5:08 pm 
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Hakeem928 wrote:
Yeah, my opponent quit after I cast Ulamog on T7 and exiled his Jace and Gideon. So then I decided to have some fun. I wish I knew how many lands I had in play, it must be an obscene number.



Matt bad mannering I see. :wha: ( ͡° ͜ʖ ͡°)

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PostPosted: Thu Feb 25, 2016 5:35 pm 
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Yeah, the AI has feelings too, Matty. Next you'll be pushing over robots with hockey sticks

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PostPosted: Fri Feb 26, 2016 6:07 am 
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#botlivesmatter


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PostPosted: Mon Mar 07, 2016 4:12 pm 
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Sultai crats, somewhat different from CBG's (viewtopic.php?f=52&t=10308&p=407556&hilit=sultai+crats#p408767) more creature density and a lot of scions... that, with Abos or drowners on the field, goes bananas...in fact, in this deck the FB--> Abo/Drowner is always a powerful play, Husk/whirler or not on the board

4 x Blisterpod
3 x Bone Splinters
1 x Might of the Masses

2 x Perilous Myr
3 x Gatecreeper Vine
3 x Carrier Thrall
1 x Evolutionary Leap

4 x Eldrazi Skyspawner
4 x Nantuko Husk
1 x Nissa, Vastwood Seer

3 x Whirler Rogue
2 x Smothering Abomination
2 x From Beyond
1 x Eyeless Watcher

1 x Ob Nixilis Reignited

2 x Drowner of Hope

2 x Island
3 x Swamp
3 x Forest

2 x Lumbering Falls
2 x Sunken Hollow
2 x Woodland Cemetery
2 x Drowned Catacomb
2 x Hinterland Harbor
1 x Dimir Guildgate
4 x Evolving Wilds


Just started to play with it, feels ok...better than my Dimir crats, I bet...and that was my best crats till the moment.
The Languish looks weird there, but wide decks tend to give me problems, and the Husks/Falls/Drowner survive it...if I found too many tokens/thopters, maybe I'll even add the second one...also, I'm pretty low on removal, so...

Anybody tried something like this? Darkshock?


Last edited by callmemaggit on Fri Mar 11, 2016 11:19 am, edited 10 times in total.

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PostPosted: Mon Mar 07, 2016 5:36 pm 
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Abo into drowner is so good you should probably drop languish for another drowner. 1 random languish does not fix your thopter matchup; it's just naturally poor by default. What you can fix is your rdw matchup. If they go wide you can outlast em. If they go tall you want disperse/clutch to tempo em (better than myr perhaps) . I'd fix that over trying to beat thopters outside of comboing out.

I think this wants a few copies of Eyeless watcher too; but not sure how many. I know, 4 drop.deck. He's real good though.

Jace can bring you to roguehusk; but he's really mediocre otherwise. If I could run visionaries over creepers i'd cut him. This may seem crazy but hitting for 20 with husk rarely happens, visionaries plinking in matters.

Gatecreepers or visionaries.... Honestly I hate running creepers here; but double black and double blue almost make it mandatory. Such a pitty though. Jund crats doesn't have this issue :(

If you do run creepers you can probably shave a land, so that's a flex slot.


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PostPosted: Mon Mar 07, 2016 6:35 pm 
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Abo into drowner is so good you should probably drop languish for another drowner. 1 random languish does not fix your thopter matchup; it's just naturally poor by default. What you can fix is your rdw matchup. If they go wide you can outlast em. If they go tall you want disperse/clutch to tempo em (better than myr perhaps) . I'd fix that over trying to beat thopters outside of comboing out.

I think this wants a few copies of Eyeless watcher too; but not sure how many.

Jace can bring you to roguehusk; but he's really mediocre otherwise. If I could run visionaries over creepers i'd cut him. This may seem crazy but hitting for 20 with husk rarely happens, visionaries plinking in matters.

Gatecreepers or visionaries.... Honestly I hate running creepers here; but double black and double blue almost make it mandatory. Such a pitty though. Jund crats doesn't have this issue :(

If you do run creepers you can probably shave a land, so that's a flex slot.


Drowner in this deck that generates scions non-stop is gaga, true...I have never played him to his full potential until this, me thinks. With the couple FB I think one is enough, but maybe you are right and the second has a place there too

Yeah, I have to decide between 0 or 2 Languish, I know, I know :P ...I had one because of playtesting, mainly

Eyeless was in the first draft, sure...problem is, as you already noticed, I have many 4 CC already...and this deck wants to play cards, so I try to maintain to a reasonable size the >3 CC cards...9-11 is a good number, imho

Jace is there for playtesting too...he's more for fixing mana than anything, tho recurring the Splinters can give you some games...maybe he'll go out, I'll see. Although is a win-con in himself, crats can easily stall for some turns and let him ultimate, and I love to have different ways to win...
Myrs for me are a must with Splinters, Languish, Husks, Abos...I think I really need that bit of direct damage, I lack removal...in fact I'd love 3 of them, but...

Gates are sub-optimal too, sure...but as you said, it's them or Eyes, and I prefer turn 3 for the Husks or the Spawners...I'll see with the 23 lands, but if I did the maths ok, I think I need those 24+3 for the UU/BB turn 4 consistency issue, I'll check again

So cards that can change are: 1 vine-1 land, Jace and Languish... and if in dire need, 1 pod and/or 1 spawner too, I guess

DJ, have you played something similar? I guess so...

Edit: I did the maths again, and yep, I can cut one land and I still almost have the 13 G + 18 U/ 18 B I need for that t2 Vine, t4 UU/BB 90% crap... just 1 B short of,and Abo isn't as critical on t4 as Whirler...so -1 Island and that makes the count :)
And the Languish and Jace go out, for the moment...I'll put a 2º Drowner, as per your sugesstion. And I have to try 1 or 2 Watchers...1 for starters
I'll actualize the list

I must say...this thing rocks, definetely better than Dimir, I believe

Hakeem928 wrote:
Yeah, my opponent quit after I cast Ulamog on T7 and exiled his Jace and Gideon. So then I decided to have some fun. I wish I knew how many lands I had in play, it must be an obscene number.


I count 27 plus the one in your hand, Ula is such a greedy landowner...


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PostPosted: Tue Mar 15, 2016 5:32 am 
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Ah the joys of crats.

t5, one more trigger to go, from a mull to 6 vs a mull to 5 :p


oh no, not the fog meta!


Las Vegas


Anyway, current list:

4 x Blisterpod
2 x Bone Splinters

1 x Despoiler of Souls
3 x Carrier Thrall
4 x Gatekreeper Vine
1 x Evolutionary Leap

4 x Eldrazi Skyspawner
1 x Liliana, Heretical Healer
3 x Bounding Krasis
4 x Nantuko Husk

2 x From Beyond
3 x Whirler Rogue
2 x Smothering Abomination

1 x Ob nixilis reignited

2 x Drowner of Hope

3 x Island
3 x Swamp
3 x Forest
2 x Lumbering Falls
2 x Sunken Hollow
2 x Drowned catacomb
2 x Woodland Cemetery
2 x Hinterland Harbor
1 x Dimir Guildgate
1 x Golgari Guildgate
2 x Evolving Wilds


Counting Creepers as 1/2 land, that's 16 blue, 15 black and 15 green. Optimal would be to go 4 forest 2 Swamp and ditch Despoiler for visionary/Jace/rot Shambler/Nissa, but he's been fun sometimes

Big fan of lilly in the deck, used to run Fleshbags to enable her, this deck can sometimes be a bit slowish compared to dimir crats to set up so the extra removal helps. But Krasis can also trap guys attacking you to flip lilly at instant speed; and is a superior card overall. He helps alot with the RDW and thopter matchup; and is just generally too good not to run, even lacking in synergy.

Losing gatecreeper vine will only hurt the deck a little bit, since you don't fetch the gates all that often.


Last edited by Goblin Rabblemaster on Tue Mar 15, 2016 10:37 am, edited 2 times in total.

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PostPosted: Tue Mar 15, 2016 8:23 am 
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No perilous myr? :O


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PostPosted: Tue Mar 15, 2016 8:31 am 
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iz banned, too OP.

TBF, post moss this will be the best crat deck before the new cards; currently I still think Dimir is better, but missing the Myrs in Dimir will make me mightily miserable.


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PostPosted: Tue Mar 15, 2016 11:01 am 
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Shocked at so many builds with Evolutionary Leap as a 1-of.

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PostPosted: Tue Mar 15, 2016 11:53 am 
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It' s your worst sac outlet; and in tricolor the double green is hard to spare. f you would want to run golgari crats 2 off would be fine, since you have less power cards, so more slots available. Good luck comboing off with Golgari crats though.


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PostPosted: Sun Mar 20, 2016 8:31 am 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
A somewhat original approach to Elves, imho

4 x Thornbow Archer
3 x Sunblade Elf
4 x Clutch of currents
2 x Might of the masses

4 x Elvish Visionary
3 x Gatecreeper vine
3 x Dwynen's Elite
2 x Disperse
3 x Telling time

1 x Nissa, Vastwood Seer
3 x Shaman of the Pack

2 x Dwynen, Gilt-Leaf Daen

1 x Gilt-Leaf Winnower

1 x Woodland bellower

1 x Plains
4 x Swamp
7 x Forest

1 x Drowned catacomb
1 x Hinterland Harbor
1 x Azorius gate
1 x Orzovh gate
4 x Evolving wilds


It hasn't Huntmasters, Archers, nothing of that fancy shut...just early and fast elves and cheap ways to find and recurr Shamans and ETB creatures (read: early mana or more Shamans, or maybe removal with the Winnower, later) with Mights/Dwyinen as finishers

It sometimes works, to my amazement...well, unless turn 3-4 sweeper, as always with Elves, that goes without saying...faster than typical Elf decks, I'd say...curving well, turn 4 kill is doable with Dwynen... or two shamans, or one and a Cluth etc...basically, t1 elf t2 elite/2 elfs t3 shaman means that t4 is usually gonna be kill, with 6-10 direct finishers to draw (2 x shaman, 4 x clutch shaman, probably 2 x lords, 2 x might will do the job too) or have in hand...or Disperse shaman next turn etc

Anyways, an explosion deck, and as such, weak overall...but fancy


Last edited by callmemaggit on Mon Mar 21, 2016 7:49 pm, edited 1 time in total.

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PostPosted: Sun Mar 20, 2016 11:36 am 
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PostPosted: Mon Mar 21, 2016 8:13 pm 
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It's like an strange hybrid of Crats and...Rampless Ramp?

Too high a curve to not have ramp until turn 5, and that being lucky... and with 13 cards that even requiere double color, most of them 6+CC...that shouldn't work in a consistently way

What I'll do: -1 Vine -1 Evolpea -2 Marauders -2 Languish -1 Kyora -1 drowner -2 GR -1 Ula, and then +1 Husk +3 Carrier Thrall +1 Nissa +3 Skyspawners +3 Whirler Rogue...and this lands:

2 x Island
3 x Swamp
3 x Forest

2 x Lumbering Falls
2 x Sunken Hollow
2 x Woodland Cemetery
2 x Drowned Catacomb
2 x Hinterland Harbor
1 x Dimir Guildgate
4 x Evolving Wilds

...so basically taking out most of the bombs that anyways you aren't gonna cast, and turbo charging the crats parts to make the deck twice as fast, if less powerfull...and fixing the mana, mainly at the cost of not having that t1 Blisterpod, not a big deal... :)


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PostPosted: Tue Mar 22, 2016 2:02 am 
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Hey guys. Im new here, but have been playing for a couple of months now. After looking up decks I've noticed I don't have any of the cards from the Magic 2015 Core Set, let alone any of the core sets. Is this a bug, Or is there something i'm missing in order to obtain these cards?

Thanks in advance!


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PostPosted: Tue Mar 22, 2016 3:28 am 
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Hey guys. Im new here, but have been playing for a couple of months now. After looking up decks I've noticed I don't have any of the cards from the Magic 2015 Core Set, let alone any of the core sets. Is this a bug, Or is there something i'm missing in order to obtain these cards?

Thanks in advance!


Have you beat the story mode? That should unlock the basic set. Also get a bunch of gold that way.

If you mean in pictures linked showing core set logos, those cards are available in game with origins logo. Magic recycles some cards in sets.

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PostPosted: Tue Mar 22, 2016 3:37 am 
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Hey guys. Im new here, but have been playing for a couple of months now. After looking up decks I've noticed I don't have any of the cards from the Magic 2015 Core Set, let alone any of the core sets. Is this a bug, Or is there something i'm missing in order to obtain these cards?

Thanks in advance!


Have you beat the story mode? That should unlock the basic set. Also get a bunch of gold that way.

If you mean in pictures linked showing core set logos, those cards are available in game with origins logo. Magic recycles some cards in sets.


Thank you, I haven't fully beaten the story mode. I'll do that!


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PostPosted: Sun Mar 27, 2016 2:09 pm 
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It's like an strange hybrid of Crats and...Rampless Ramp?

Too high a curve to not have ramp until turn 5, and that being lucky... and with 13 cards that even requiere double color, most of them 6+CC...that shouldn't work in a consistently way

What I'll do: -1 Vine -1 Evolpea -2 Marauders -2 Languish -1 Kyora -1 drowner -2 GR -1 Ula, and then +1 Husk +3 Carrier Thrall +1 Nissa +3 Skyspawners +3 Whirler Rogue...and this lands:

2 x Island
3 x Swamp
3 x Forest

2 x Lumbering Falls
2 x Sunken Hollow
2 x Woodland Cemetery
2 x Drowned Catacomb
2 x Hinterland Harbor
1 x Dimir Guildgate
4 x Evolving Wilds

...so basically taking out most of the bombs that anyways you aren't gonna cast, and turbo charging the crats parts to make the deck twice as fast, if less powerfull...and fixing the mana, mainly at the cost of not having that t1 Blisterpod, not a big deal... :)



I will definitely check out your suggestions and thank you. I throw together new decks everyday just because I get bored and I don't like playing into the meta.

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