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PostPosted: Fri Mar 25, 2016 8:35 am 
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I've played around alot with temur, and in my opinion temur ramp (which is basically simic ramp + flames) is one of the best decks in the meta; but I wanted absolutely to get to a stable monster version; after alot of testing, here it is:


TEMUR MONSTERS, final version.

3 x Gatecreeper vine
3 x Elvish Visionary
3 x Skyrider Elf

1 x Nissa, Vastwood Seer
3 x Bounding Krasis
1 x Reclamation Sage
3 x Natural Connection
2 x Radiant Flames

1 x Kiora, Master of the Depths
2 x Whirler Rogue
1 x Akoum Firebird
2 x Woodland Wanderer

2 x Outland Colossus
1 x Chandra's Ignition
2 x Lumbering Falls

2 x Drowner of Hope
1 x Woodland Bellower
1 x Oblivion Sower

1 x Plated Crusher
1 x Omnath, Locus of Rage

2 x Rolling Thunder

4 x Island
4 x Mountain
6 x Forest
2 x Cinder Glade
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls


So this is how you play this pile, don't worry, it's very easy:

You got 9 2 drops to set up (don't be afraid to play a t2 2/2 flier, this deck has some reach, so damage done counts for alot); then you identify wether you are the beatdown or the control in the match; and play accordingly. You can ramp T3 or play above the curve beaters. You got lots of low toughness guys + flames, but the dorks are mainly there to set you up incase you are expecting moss/being aggroed down; all of them will get value on cast or can dodge flames by casting flames for x=2. From t4 onwards, you should be the meanest, baddest, biggest, curve machine around. You have some massive curve toppers in omnath and 2 rolling thunder; but the standard 6 drops should get you there in most matches.

Because it lacks spot removal, the deck does kinda forfeit t1 chaser into t2 Full moon on the play, but you still have outs by chumps and then tapping their dude with krasis, and then presenting 2 big blockers t4, or playing visionary + another blocker t4 to make full moon go away. anything besides that god hand, though, this deck is favoured to outlast vs rdw, play or draw.

An argument could be made to sub Greenwarden over Sower/Bellower, since the deck has rolling thunders + kiora, but thepile is able to put enough pressure out that 1 resolved burnspell should win the game. The sower is another huge beater in a deck full of big beaters and makes your follow up thunders bigger. Bellower is 6 mana for 9 power or 8 power + tech so I kinda prefer that proactive play over a slower 5/4 + best card in yard in this build.


This is as good as I could get it. I'll retire from this thread now :p


I was messing around with this deck yesterday. Do you usually mulligan if you have 3-4 land and no 2 drops/sweepers?

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PostPosted: Fri Mar 25, 2016 4:20 pm 
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Haha, I peaked at rank 40 again (from 34 that I was) with that^...thing...having a 7/6 trampling shoggot attacking in t5 is fun, same has doing 9 points of no-combat Nettle damage in one turn, my record till now. :P


Had fun with this yesterday. Did you try it with Kiora for untapping and maybe getting another extra colorless monster drop in with that extra land.

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PostPosted: Fri Mar 25, 2016 6:22 pm 
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Mowie666 wrote:
Haha, I peaked at rank 40 again (from 34 that I was) with that^...thing...having a 7/6 trampling shoggot attacking in t5 is fun, same has doing 9 points of no-combat Nettle damage in one turn, my record till now. :P


Had fun with this yesterday. Did you try it with Kiora for untapping and maybe getting another extra colorless monster drop in with that extra land.

Oh, good idea...I'll try, sure :)


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PostPosted: Sat Apr 09, 2016 8:19 am 
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I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.
It doesn't use any OGW card because I haven't opened any OGW pack yet.

Investimagate

3 x Essence Flux
4 x Confront the Unknown

3 x Erdwal Illuminator
4 x Sylvan Ranger

2 x Tireless Tracker
3 x Ghirapur AEther Grid
3 x Ulvenwald Mysteries

3 x Whirler Rogue
2 x Pia and Kiran Nalaar
3 x Reclusive Artificer
2 x Thopter Spy Network

2 x Barrage Ogre
1 x Embermaw Hellion
1 x Tamiyo's Journal

5 x Island
4 x Mountain
5 x Forest
1 x Lumbering Falls
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
3 x Warped Landscape


The idea is to investigate as much as you can, then use all those clues as fuel for Ghirapur AEther Grid, Barrage Ogre or Pia and Kiran Nalaar. The Embermaw Hellion is just an experiment, I didn't like to have 3 Barrage Ogres so I switched one of them for it. Reclusive Artificers should be good to remove threats once the clues start to flow, and they can also be flickered with Essence Flux.
I tried to use Warped Landscape for the first time and I'm still not sure about them: switch with Evolving Wilds or with other lands if you wish.
I started with Byway Courier instead of Sylvan Ranger but then I realized that the latter is much better both for curve and for fixing mana screws, and the sources of investigation should be enough anyway.


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PostPosted: Sun Apr 10, 2016 12:02 pm 
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For tha Timmies. (Don't worry, you won't get crushed)

Temur Midrange

Creatures (24)
2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Lambholt Pacifist
1 x Nissa, Vastwood Seer
3 x Lifespring Druid
3 x Void Grafter
2 x Altered Ego
2 x Woodland Wanderer
2 x Outland Colossus
1 x Greenwarden of Murasa
1 x Ulvenwald Hydra
1 x Woodland Bellower
1 x Omnath, Locus of Rage

Spells (11)
2 x Radiant Flames
3 x Retreat to Coralhelm
1 x Arlinn Kord
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets
2 x Chandra's Ignition
1 x Chandra, Flamecaller

Lands (25)
1 x Rogue's Passage
2 x Cinder Glade
2 x Hinterland Harbor
2 x Lumbering Falls
2 x Mountain
2 x Rootbound Crag
2 x Sulfur Falls
2 x Wandering Fumarole
3 x Island
7 x Forest


T3 Woodland Wanderer is possible, but rare, but awesome!
Quite a lot of this deck is devoted to being able to ramp like crazy. You can get way ahead on creatures with this deck. Basically everything survives radiant flames, so it's going to be a one sided wipe in most games. Basically everything will kill your opponent immediately if ignition resolves. Lots of PW provide plenty of CA and control options. Retreat to Coralhelm is a world class star now that we have mana dorks, I don't know if the deck needs 3, but every time I see them I'm happy, and they stack, so shrug.

I could see cutting hydra, Omnath, and altered egos for some more removal options, or a big card draw spell - brilliant spectrum for example. The hydra is better than it looks though, because it can tutor up rogues passage making it an extremely serious threat. (I could also see running plated crushers in here, as a big FU to the opponent when they come down on t5 or so - they would replace egos, and Omnath, leaving the hydra in the deck).

Note: I haven't actually optimized the mana yet, it was working fine, but I'm sure it can be improved.

Edit: other possible replacements for Omnath/Altered Egos - this might finally be a deck where Alhamaret is good (maybe 1 copy), Drowner could be great here as a 2 of, I could also see going for Guardian of Tazeems. They all fit the bill nicely. Tazeem is a big beater and still going to dominate air battles, Drowner can drive damage in on its own, and answers opponent threats very well, Alhamaret is still terrible, but at least now he's actually a believable t5 play, so maybe....

Do NOT try to jam Ulamog in here.... You can not consistently get to 10 mana with this deck.

Edit2: I'm running Nissa (#2) instead of Omnath currently. He's out, I just haven't decided for what yet.


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PostPosted: Sun Apr 10, 2016 3:00 pm 
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Feels brutal... Try it out.

Temur Midrange

Creatures (24)
2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Lambholt Pacifist
1 x Nissa, Vastwood Seer
3 x Lifespring Druid
3 x Void Grafter
2 x Mina and Denn, Wildborn
2 x Woodland Wanderer
2 x Guardian of Tazeem
2 x Outland Colossus
1 x Ulvenwald Hydra
1 x Woodland Bellower

Spells (11)
2 x Radiant Flames
3 x Retreat to Coralhelm
1 x Arlinn Kord
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets
2 x Chandra's Ignition
1 x Chandra, Flamecaller

Lands (25)
1 x Rogue's Passage
2 x Cinder Glade
2 x Hinterland Harbor
2 x Lumbering Falls
2 x Mountain
2 x Rootbound Crag
2 x Sulfur Falls
2 x Wandering Fumarole
3 x Island
7 x Forest


Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.


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PostPosted: Sun Apr 10, 2016 3:14 pm 
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Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis :p

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PostPosted: Sun Apr 10, 2016 3:37 pm 
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Looks pretty solid, I'll give it some spins but I will 100% be swapping the Druid for Krasis :p


No man, don't do that... If you want Krasis cut Void Grafter. The Druid is part of the deck's engine. It will not work without him. You want all the dorks, because you have tons of ways to untap them... They generate metric Tons of mana for you, and fix it at the same time. trust me on this, they are the whole point of the deck (with the other mana dork of course).

But I really think grafter is better. He's in here for hexproof against certain types of decks. I could see Krasis being great though, so try him out, but only for grafter.

Deck engine: Druids, cultivators, Kiora, retreats, and to a lesser degree Mina and Denn.

I would not suggest cutting any of it, not a single card. Not until you see what happens when any two of them are in play at the same time. If it doesn't impress you, okay fine, but it should.


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PostPosted: Sun Apr 10, 2016 8:09 pm 
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I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.
It doesn't use any OGW card because I haven't opened any OGW pack yet.

Investimagate

3 x Essence Flux
4 x Confront the Unknown

3 x Erdwal Illuminator
4 x Sylvan Ranger

2 x Tireless Tracker
3 x Ghirapur AEther Grid
3 x Ulvenwald Mysteries

3 x Whirler Rogue
2 x Pia and Kiran Nalaar
3 x Reclusive Artificer
2 x Thopter Spy Network

2 x Barrage Ogre
1 x Embermaw Hellion
1 x Tamiyo's Journal

5 x Island
4 x Mountain
5 x Forest
1 x Lumbering Falls
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
3 x Warped Landscape


The idea is to investigate as much as you can, then use all those clues as fuel for Ghirapur AEther Grid, Barrage Ogre or Pia and Kiran Nalaar. The Embermaw Hellion is just an experiment, I didn't like to have 3 Barrage Ogres so I switched one of them for it. Reclusive Artificers should be good to remove threats once the clues start to flow, and they can also be flickered with Essence Flux.
I tried to use Warped Landscape for the first time and I'm still not sure about them: switch with Evolving Wilds or with other lands if you wish.
I started with Byway Courier instead of Sylvan Ranger but then I realized that the latter is much better both for curve and for fixing mana screws, and the sources of investigation should be enough anyway.

Super creative-looking deck, mate! I especially like the interaction between AEther Grid and clues here; great synergy with the Nalaars and Hellion, too (interesting that you found a use for the Ogre). I look forward to trying this out once I get home. You, sir, win in terms of most inventive deck. I actually want to try something like this in Standard, now that I think about it...

Have you considered Slab Hammer? I think it might have great synergy with Tireless Tracker.

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PostPosted: Wed Apr 13, 2016 5:48 pm 
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I'm really enjoying this deck idea against the AI so I figured I could share it. Warning: it's probably too inconsistent for ladder, but feel free to try.
It doesn't use any OGW card because I haven't opened any OGW pack yet.

Investimagate

3 x Essence Flux
4 x Confront the Unknown

3 x Erdwal Illuminator
4 x Sylvan Ranger

2 x Tireless Tracker
3 x Ghirapur AEther Grid
3 x Ulvenwald Mysteries

3 x Whirler Rogue
2 x Pia and Kiran Nalaar
3 x Reclusive Artificer
2 x Thopter Spy Network

2 x Barrage Ogre
1 x Embermaw Hellion
1 x Tamiyo's Journal

5 x Island
4 x Mountain
5 x Forest
1 x Lumbering Falls
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
3 x Warped Landscape



I gave this a whirl and have enjoyed playing it so much I had to officially give props. :thumbsup:

Had to make a few changes due to not having all cards unlocked. Forced to make the following changes:

-2 Essence Flux
-1 Confront the Unknown
-3 Ulvenwald Mysteries
+3 Thraben Gargoyle
+3 Thopter Engineer

Still worked great and is tons of fun. Engineer was so good for me (for thopter haste) that I don't know if I'd want to sub in Mysteries when I get them (tho will try it), but I do wish I had those extra Flux's already...

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PostPosted: Wed Apr 13, 2016 5:55 pm 
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Glad you liked the idea! I can also confirm that it's great for clearing the "Put 15 tokens onto the battlefield under your control" quest (which awards 120 gold now) in a single AI match.


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PostPosted: Wed Apr 13, 2016 7:16 pm 
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I really like DJ's Jeskai Turbo Mill (viewtopic.php?f=52&t=10307&start=100#p436290), but I wanted to try it with green, mainly for Fog:

1 x Jace, Vryn’s Prodigy
2 x Forgotten Creation

2 x Oath Of Nissa
4 x Vessel Of Nascency
3 x Sphinx’s Tutelage
2 x Fevered Visions

1 x Expedite
4 x Fog
1 x Avacyn’s Judgment
2 x Geistblast
1 x Devour In Flames
2 x Bone To Ash
2 x Talent Of The Telepath
2 x Brilliant Spectrum
2 x Pour Over The Pages

1 x Jace, Unraveler Of Secrets
1 x Chandra, Flamecaller

1 x Skeleton Key
1 x Brain In A Jar
1 x Tamiyo’s Journal

7 x Island
3 x Mountain
6 x Forest
2 x Westvale Abbey
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls


EDIT: posted wrong version...

-1 Skeleton Key
-1 Westvale Abbey
+1 Evolving Wilds
+1 Brilliant Spectrum

There's a lot of random crap in here for various matchups, but basically you dig and draw for Tutelages and either Chandra or Forgotten Creation. Ormendahl and/or Chandra + Judgment for alternate wincons, but I haven't had to use them yet. 7-1 with this so far.

Suggestions and feedback welcome!


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PostPosted: Thu Apr 14, 2016 1:40 am 
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DJ0045 wrote:
Feels brutal... Try it out.

Temur Midrange

Creatures (24)
2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Lambholt Pacifist
1 x Nissa, Vastwood Seer
3 x Lifespring Druid
3 x Void Grafter
2 x Mina and Denn, Wildborn
2 x Woodland Wanderer
2 x Guardian of Tazeem
2 x Outland Colossus
1 x Ulvenwald Hydra
1 x Woodland Bellower

Spells (11)
2 x Radiant Flames
3 x Retreat to Coralhelm
1 x Arlinn Kord
1 x Kiora, Master of the Depths
1 x Jace, Unraveler of Secrets
2 x Chandra's Ignition
1 x Chandra, Flamecaller

Lands (25)
1 x Rogue's Passage
2 x Cinder Glade
2 x Hinterland Harbor
2 x Lumbering Falls
2 x Mountain
2 x Rootbound Crag
2 x Sulfur Falls
2 x Wandering Fumarole
3 x Island
7 x Forest


Just updated from above. T4 Outland colossus with trample (or hasted with vigilance), yeah, thanks I think I will. Get a dork, plus retreat plus Mina and Denn out sometime - watch what happens. Lols.

Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)

I'm not sure if this deck is spike enough to really be spike, but for the Johnny/Timmy crew, it's really good. I'd be shocked if it's not competitive though.


Love that, have to try...my inner Johnny got a stiffy :)


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PostPosted: Thu Apr 14, 2016 5:20 am 
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Temur Midrange

Just wanted to see If I could play a smooth temur midrange deck this time around. dunno, seems okish. Not expecting something spectacular or anything....

Not sure if I want Dr. Owner or Hydra. Altered ego a hydra is pretty unnessecary, but on a dr Owner it can play defense very well.

I think Rabid Bite fits in this deck, we run lots of big dudes, and it only costs 2 mana, we don't care about sorcery speed here most of the time.


2 x Oath of Nissa

2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Duskwatch Recruiter
3 x Rabid Bite

2 x Tireless Tracker
3 x Bounding Krasis
2 x Radiant Flames
1 x Nissa, Vastwood Seer
1 x Nissa, Voice of Zendikar

2 x Mina and Denn, Wildborn
2 x Woodland Wanderer
1 x Arlin Kord
2 x Altered Ego

2 x Outland Colossus

1 x Woodland Bellower
1 x Chandra, Flamecaller
1 x Ulvenwald Hydra

2 x Gaea's Revenge

3 x Island
2 x Mountain
6 x Forest
2 x Lumbering Falls
2 x Cinder Glade
2 x Routbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
1 x Rogue's Passage
3 x Evolving Wilds


Any Comments ?


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PostPosted: Thu Apr 14, 2016 7:09 am 
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DJ0045 wrote:


Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)



What about a Reclamation Sage instead of...I dunno...a Pacifist? Now there are finally a bunch of annoying artifacts, and several new enchantments that are a pita...I'm thinking about Vision, Traft, Mysteries, Holwpack etc...that would add versatility to the Bellower...


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PostPosted: Thu Apr 14, 2016 7:13 am 
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Temur Midrange

Just wanted to see If I could play a smooth temur midrange deck this time around. dunno, seems okish. Not expecting something spectacular or anything....

Not sure if I want Dr. Owner or Hydra. Altered ego a hydra is pretty unnessecary, but on a dr Owner it can play defense very well.

I think Rabid Bite fits in this deck, we run lots of big dudes, and it only costs 2 mana, we don't care about sorcery speed here most of the time.


2 x Oath of Nissa

2 x Deathcap Cultivator
2 x Sylvan Advocate
3 x Duskwatch Recruiter
3 x Rabid Bite

2 x Tireless Tracker
3 x Bounding Krasis
2 x Radiant Flames
1 x Nissa, Vastwood Seer
1 x Nissa, Voice of Zendikar

2 x Mina and Denn, Wildborn
2 x Woodland Wanderer
1 x Arlin Kord
2 x Altered Ego

2 x Outland Colossus

1 x Woodland Bellower
1 x Chandra, Flamecaller
1 x Ulvenwald Hydra

2 x Gaea's Revenge

3 x Island
2 x Mountain
6 x Forest
2 x Lumbering Falls
2 x Cinder Glade
2 x Routbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
1 x Rogue's Passage
3 x Evolving Wilds


Any Comments ?


Ummm...Altered Ego and GR (revenge, not u... :P ) that looks awesome...what I'm not too convinced is with the Rabid Bites at 3...is really that good?


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PostPosted: Thu Apr 14, 2016 7:23 am 
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I don't know yet , still testing.

Deck is 50/50 right now.... Lost twice to 2 drop simic tempo; but 1 of those was a misclick of mine on chandra, and the other one was 1 land short of having enough mana to rabid bite + lumbering falls kill the opponent. So it's pretty close, and that's a 2 color streamlined deck; the fact that it got so close makes me think I need to keep tweaking.

Also lost a game vs planeswalker deck that was very very close depsite him seeing on curve Ayli, manlands, walkers and anguished unmaking. One land short of trampling over with gaea :(.

It feels like its pretty close to being acceptable.

Kozilek's Return should probably go in, and as much as I love the Duskwatch Recruiter, I can't help but wonder if Lambholt Pacifist wouldnt be better considering the amount of 4 power dudes I run. Problem with recruiter is he is a bad blocker before he flips, and filters away landdrops, and if the subsequently gets removed after I flip, I get no discount for my big turn. Meanwhile Pacifist is a bloody brick wall t2. Maybe a shell that passes turn t3 and ramps to t5 / shrivels/ krasises with Pacifist on table could work ? Haven't tried that yet, but in BFZ that worked pretty well in Bant.

Chandra's ignition in a field full of bounce and instant removal seems way more dangerous than rabid bite, considering how low the mana investment is on bite.

Mina and Denn have been VERY good here so far pushing through damage.

Kiora should be in here to help ramp, and make landdrops, but I'm so clumped at 4 mana already ^^.


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PostPosted: Thu Apr 14, 2016 10:28 am 
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PostPosted: Thu Apr 14, 2016 11:00 am 
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DJ0045 wrote:


Some other things I didn't mention before... I've kept woodland Belower in because it's a 10/10 over 2 bodies if you get it. I'm actually not sold on that btw... It's weak in this deck. I really did just say a 10/10 over 2 bodies is weak in this deck. ;-)



What about a Reclamation Sage instead of...I dunno...a Pacifist? Now there are finally a bunch of annoying artifacts, and several new enchantments that are a pita...I'm thinking about Vision, Traft, Mysteries, Holwpack etc...that would add versatility to the Bellower...


I don't know... For sure you could. Is the meta asking for it though? Are those decks fast enough to matter against this? Generally, I think it's a good idea. I just have a hard time imagining any situation where I wouldn't just drop 10 power on the board, on the other hand, in that situation I'd never grab the pacifist either.


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PostPosted: Thu Apr 14, 2016 11:26 am 
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It's close. Even the second version cant beat mardu green netdeck reliably, it gives a HELL of a fight though. Lost another one fighting through 4 walkers (back to back gideon t4 obnixilis t5, followed by a vastwood seer and a chandra), 3 whipes then finally scooping when he also lol avacyned the turn I was gonna neuter his sorin. During the half hour long game, opponent proved to be quite savvy killing mina and denn on sight, which was key to slowing my revenges down.

At least this has some play to it, whilst mardu green is just about land sequencing then tapping out slamming the mythic of the day.

Garbage. Close garbage, but garbage. Deleted it.

The main issue in the match was that the Shrivels are great early on, but very bad in the total grindphase. You need em I think to stop early power plays and allow your wolves to flip though. Can't do it on double island spells like in Demonic flash :(

Still give the deck a B, it fights real hard.


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