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PostPosted: Thu May 29, 2014 7:18 am 
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:r::g::w::u: Ink-Treader :r::g::w::u:


:r::g::w::u: Multicoloured Card List :r::g::w::u:


:r::r::r: Red Card List :r::r::r:


:g::g::g: Green Card List :g::g::g:


:w::w::w: White Card List :w::w::w:


:u::u::u: Blue Card List :u::u::u:


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Non-Basic Land


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

Source: Atharva's Decklists & Strategies Thread

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Last edited by minddrifter on Sat Jul 19, 2014 5:07 pm, edited 2 times in total.

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PostPosted: Tue Aug 12, 2014 5:23 pm 
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First! Haha, just kidding. :angel:

I am still heavily tweaking this deck. The hope is to always go wider than your opponent, abusing draw to develop your field as fast as possible and keep control until you can draw into Beastmaster's Ascension or Doubling Season. Or both, some games.
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x4 Azorius Guildgate
x4 Izzet Guildgate
x4 Selensya Guildgate
x4 Boros Guildgate
x4 Gruul Guildgate
x4 Simic Guildgate

x4 Shock

x4 Raise the Alarm
x3 Military Intelligence
x4 Krenko's Command
x3 Jade Mage
x4 Selensya Evangel

x2 Chasm Stalker (As Shadowcran pointed out, this guy leaves behind double the squids when he dies with a Doubling Season in play.)
x2 Beastmaster Ascension

x2 Talrand, Sky Summoner
x2 Bident of Thassa (I don't really like this, and it's a bit on the expensive side, but Mentor of the Meek turned out to be too mana-intensive and this is the only suitable replacement other than Wall of Omens. Should I just replace it with something not-draw based?)

x2 Doubling Season

x4 Triplicate Spirits

Yup, all guild gates.I just don't have the room for mana fixing, so this will have to do. It has gone okay most matches. It's sometimes inconvenient, especially because both Talrand and Thassa's Bident have double blue costs, but it's not game-wrecking.

Originally I ran other creatures like Seraph of the Masses and Scion of the Wilds as alternate wincons, but it was hard to make room for them. Simply maximizing my tokens and card draw gave me a better early game. Phantom General would be a really nice luxury in this deck, but coming down at turn 4 (Turn 5 with only guild gates) meant that it was often the deadest card in my hand when I needed something else most.

Compared to Shadowcran's decklist, many things have been maxed in count. The Selensya Evangel and Talrand, for example. This is because I now run 4 Krenko's Command, giving me more creatures to tap with the Evangel and more ways to proc Talrand. Triplicate Spirits also became more reliable because of this.

Jade Mage is a hard squeeze this time around. On one hand, it's an awesome mana sink later on. On the other hand, it comes out quite early, which is nice! On the proverbial third hand, it generates tokens right away if my hand is pretty dead. On the ever-more proverbial fourth hand, I often have better things to be doing with my mana, and the 2-drop is a crowded spot anyways. When I'm drawing enough cards, I can simply play down Raise the Alarm and Triplicate Spirits for more tokens than the Jade Mage provides. I am definitely considering swapping her for 2 Scion of the Wild and something else. The only thing that makes me hesitate is the double-green cost, which can be tricky to get out on curve. Perhaps 2 Scion of the Wild and a Cultivate?

That's another card I have been considering: Cultivate. The mana-fixing would be a joy, as would getting the slight ramp I need to start dropping Talrand and tapping Selensya Evangel more frequently. This is definitely a very tightly squeezed deck.


This time around, I'm really looking for help! :teach: Please advise me on what cards I should maybe cut, or how I could refine this very rough list! Thank you all!! <3


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PostPosted: Wed Aug 13, 2014 7:02 am 
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You can't cultivate without basic lands, well you could...but you would look pretty silly. I think jade mage should be Guttersnipe. Or Brimaz and 2 Goblin Rabble Master.


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PostPosted: Fri Aug 22, 2014 8:11 pm 
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Hey, I've got some good deck ideas from this site, so I thought it's only fair to register and contribute myself. Here is the decklist for one of my favourite and best-performing decks:

"Soul of Gods"

(premium cards included)

White:

3x Wall of Omens
2x Planar Cleansing
1x Resolute Archangel

Blue:

3x Think Twice
1x Time Warp
1x Soul of Ravnica

Red:

3x Volcanic Geyser
2x Anger of the Gods
1x Inferno Titan
2x Warstorm Surge

Green:

4x Cultivate
4x Saruli Gatekeepers
1x Soul of Zendikar
3x Pelakka Wurm

Multicolor and colorless:

1x Kozilek, Butcher of Truth
2x Ground Assault

Land:

3x Plains
2x Island
3x Mountain
2x Forest
1x Azorius Guildgate
4x Selesnya Guildgate
4x Boros Guildgate
4x Gruul Guildgate
3x Simic Guildgate

About the deck:

This deck features all the 4 available board sweepers in the meta and tries to achieve great card advantage with their proper use. Uses efficient cards such as Wall of Omens or Saruli Gatekeepers to keep the pressure off at start, then wipes the board and starts presenting its own threats!

Your main win-cons are gonna be: Warstorm Surge, huge Volcanic Geyser head-shots, beatdown with big-drops, any combination of the previous

Tips:

- This deck isn't easy to play, you need to make smart decisions when to use your precious removal, when to stall and when to wipe the board clean.
- You should hold your threats until after you play Warstorm Surge. Decide carefully when to kill a creature with Warstorm and when to go straight to face. Remember you can boost Inferno Titan before Warstorm's trigger resolves to give a bigger punch!
- Volcanic Geyser can not only kill creatures, but also provide a big hit in the face in later turns. Try to use your Ground Assault's to kill enemy creatures first, for the can't hit the face unlike Geyser.

If you have any questions or suggestions, post them and we can discuss. Have fun with this deck!


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PostPosted: Mon Sep 29, 2014 8:58 am 
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Hi!

"LookAtMyTokens"

(premium cards included)

White:

4x Raise The Alarm - Your Surprise Card. Try to make it do surprising instant things.
1x Brimaz, King of Oreskos - A good blocker, with the side effect of pooping out vigilance tokens.
1x Seance - If I hit this, well, see note below. It's in here for the 2nd chance it gives everything.
1x Mausoleum Guard - Chosen for his cost and beauty as a sacrificial lamb.
3x Phantom General - Too bad there's only 3 right?
2x Triplicate Spirits - 2 seems about right. It's insane how many tokens you can cast in one turn with the convoke.

Blue:

3x Think Twice - Helps this deck flow a bit better, re-cast from graveyard, feeds Skulker and Talrand
1x Chaos Skulker - If they don't shock this, and let it grow under doubling season conditions and THEN try to take it out at 15/15 with a destroy target creature card, it makes "millions" of babies.
3x Coral Barrier - This deck has shown need to stall. Here we go, and a pooped baby.
1x Talrand, Sky Summoner - King Shock-Me Please, poops flying 2/2 blockers for your convenience while you draw a card or cultivate.
2x Mercurial Pretender - Your way of having 5 Phantom Generals, 3 Skulkers, or 3 Charmbreakers. Everybody but Talrand. : (

Red:
4x Krenko's Command - Hey goblins are tokens too.
2x Goblin Rabblemaster - This guy as a token engine is great. Even if you do get 2 of him out and the one forces the other to attack.
1x Warstorm Surge - I'll admit it was only added for Seance fun, but its not a bad combo card with almost everything else here
1x Charmbreaker Devils - Not necessary to win of course, but he sure is nice recycling when you do have him

Green:

2x Doubling Season - Drop ASAP, it takes care of the rest.
4x Cultivate - Happy Happy Happy, Joy Joy Joy

Multicolor and colorless:

1x Blasting Station - The opponents "Oh That's Cool" goes to "Is your turn over yet?" in about 3 turns on average. Great to have as removal and something to do when a token dies in vain blocking.

Land:

4x Plains
3x Island
3x Mountain
3x Forest
2x Azorius Guildgate
1x Izzet Guildgate
3x Selesnya Guildgate
2x Boros Guildgate
2x Simic Guildgate

(23) - Seems right.

About the deck:

0/0/11/12/6/4/4

Hi I'm old and decrepit, playing magic since like 1995-96, but new to these forums, I think. Has this forum been around that long? Anyway, Hi Hi.
Tokens. Tokens. Tokens. There's a theme, I'll admit, but I really feel comfortable playing this against all the nasty fast or annoying control decks. It has evolved to what I feel is unchangeable build, for me, however you may want to cut any of the "singleton"(?) cards to double up on something else you think this needs more of, but thats generally what both Mr. Mercurial Pretenders are for. Doubling Season makes this whole excercise fun (for me) and double Doubling Season is hilarious unless you are the opponent. Please note, until they fix the Doubling Season / Seance "Free Permanent Token Copy" bug or whatever it is, I try not to play the two cards together against online-ers I don't know. But I do sure like when I'm allowed to get away with it with friends.

Anyhow, I did have Satyr Wayfinders in for the Cultivates you see now, they were added because I found I didn't need nor want to have to fetch everything in my graveyard. Seance/Warstorm Surge came into this deck after that point in place of some Spider Spawning cards. It seems to help the flow quite a bit for me as well as remove my need to carry a little Black for the flashback. (Because it's wrong :) to play that card without being able to flashback it). I sure do miss Bloodflow Connoisseur also, as a result, but gained that blasting cannon to replace her. Seems more useful.

This deck is not for everyone, but make a copy and play it when you want to somehow beat someone down with a 4 color token theme deck. It's proven possible a little too much, so I have posted this oddity here.

Thanks


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PostPosted: Mon Sep 29, 2014 9:11 am 
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Welcome to NGA!
We've been around for just over 1 year now!

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PostPosted: Mon Sep 29, 2014 9:20 am 
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I know you like the stall from coral barrier, but really skulker is better than the coral barrier in every single way, as is triplicate spirits. I'd cut the barriers and add another skulker and 2 spirits. Also, no Baneslayer, no Titan? White and red without either of those is not an option, lol. Not really, but as good as the pretenders are I would take the above two over anything you could possibly copy in this deck.

I've also been playing magic forever, since the early 90's when Revised came out. Welcome aboard!

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PostPosted: Mon Sep 29, 2014 11:19 am 
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Nebula wrote:
I know you like the stall from coral barrier, but really skulker is better than the coral barrier in every single way, as is triplicate spirits. I'd cut the barriers and add another skulker and 2 spirits. Also, no Baneslayer, no Titan? White and red without either of those is not an option, lol. Not really, but as good as the pretenders are I would take the above two over anything you could possibly copy in this deck.


I pulled back on the skulker count from the 2 original, but maybe too much, good suggestion. I keep coming back to wanting the Corals in for that extra weenie, and as a body for Seance, and the somehow endless stream of Insta-Shocks out there Skulker finds. But yeah I'll probably put one back in and take out a coral. And I could totally go with one of the staple Baneslayer and Titans also, if I didn't have some variation of that already in 4 other decks this would likely be more winner-y. : ) And on another note, I need to find the friends that will let me Seance / Doubling Season / Doubling Season'd an Inferno Titan. (And then Mercurial Pretender it)
(Thanks again)


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PostPosted: Mon Nov 10, 2014 5:39 pm 
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I have been building a creaturelessish deck recently. It began as a Jeskai but now it belongs here! Without further ado:

[manapie 90 w u -b r g][/manapie]

Catastrophic

A deck for Magic 2015.

60 Cards (1 :creature: , 35 :instant: , 24 :land:)

Cost 4 cards
■■■■
Shock
Cost 7 cards
■■■
Ground Assault
■■■■
Think Twice
Cost 9 cards
■■
Anger of the Gods
■■■
Dissolve
■■■■
Resounding Thunder
Cost 3 cards
■■■
Inspiration
Cost 6 cards
■■■■
Angelic Edict
■■■■
Traumatic Visions
Cost 4 cards
■■
Obelisk of Alara
■■
Planar Cleansing
Cost 1 card
Kozilek, Butcher of Truth12/12
Cost 2 cards
■■
Banefire
Land24 cards
■■
Arcane Sanctum
■■■
Boros Guildgate
■■■
Crumbling Necropolis
■■■
Izzet Guildgate
■■■
Jungle Shrine
■■■
Seaside Citadel
1
Forest
4
Island
5
Mountain
2
Plains


Destroy EVERYTHING until you can throw the killing blow at your opponent!

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Last edited by 2bestest on Mon Nov 10, 2014 6:05 pm, edited 2 times in total.

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PostPosted: Mon Nov 10, 2014 5:42 pm 
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The curve is a bit too high for my tastes and the draw power is lacking, I think. I also think you want 25 land.

-2 Angelic Edict
-1 Kozilek

+2 Inspiration
+1 land

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PostPosted: Mon Nov 10, 2014 5:51 pm 
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The curve is never an issue, traumatic I view as a 2cost. Kozilek has been a key card a number of times to reshuffle to outlast the enemy.

Now I was potentially considering dropping an edict or two for inspirations but edicts have been REALLY nice a LARGE number of times and I never feel I have trouble casting them.

Why on earth would you feel I need 25 lands? I don't have mana issues here thanks to the draw and traumatic.

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PostPosted: Mon Nov 10, 2014 5:54 pm 
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I still don't think you need a full playset of Edicts since you have the Cleansings and counterspells.

And Visions costs five with the upside that you can cycle it to fix mana. If I had good mana, I wouldn't cycle it early "just because".

Kozilek is fine, I just don't think he's necessary in a post-Obelisk world. The reshuffle is nice for a Planar Cleansing deck, though, I'll concede that. Perhaps he is correct here.

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PostPosted: Mon Nov 10, 2014 5:57 pm 
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I look at traumatic as a 2 cost that grabs land and thins my deck further, bringing me closer to my wincons. I think that is why I never have mana problems. ;)

I am thinking I will drop 2 edicts for 2 inspirations. I originally had all 4 edicts because I had 3 ingots here. Now with the changes I made, having assualt, I think you're right about dropping 2 of them.

Edited my original post to reflect the changes

-2 edict
+2 inspiration

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PostPosted: Tue Nov 11, 2014 6:24 am 
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I love the build, but I am going to test courier's capsule over think twice.


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PostPosted: Tue Nov 11, 2014 7:31 am 
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Courier's Capsule gives you a one-mana discount on those two cards but the first half of the payment occurs at sorcery speed. If you play it on T2 you can't hold Shock open or cycle Visions and if you play it on T3 you can't keep up Dissolve or Resounding Thunder. I don't think the slight discount is worth it.

@2bestest: The reason monk and I stayed away from white was that Planar Cleansing is too difficult on the mana as a splash. I just noticed you only have 10 white sources, so even if you Visions for one source you still need to draw two. I'm sure it's possible but I doubt it's consistent. If you don't draw a Visions there's a very real chance you won't be casting Cleansing until very deep into the game (if you can get there).

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PostPosted: Tue Nov 11, 2014 7:41 am 
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You are correct about the capsule. Better to have it as an instant. Also, cleansing your own capsule is bad, in case you wondered haha. I have not had mana issues really, outside of needing black to cycle thunder, which didn't cost me the game, but I would have won faster.


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PostPosted: Tue Nov 11, 2014 9:51 am 
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Knar-gar thanks for testing the build!

I have been considering adding the singleton swamp here too JUST so I can cycle it if I am having trouble fetching for it. I also have been thinking about adding the third plains because there was ONE GAME that I cycled for two plains and really needed third but had to wait for it to show somewhere. I still won that game too but having those options would have been helpful I feel. I just don't really know if I should REALLY add the swamp here as it's ONLY use is cycling resounding. That cycle ability cost 8 to pull off and USUALLY a black source will be attached to one of the lands around that time.

One of my wins actually came from PUMPING KOZIE with the obelisk!

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PostPosted: Tue Nov 11, 2014 10:16 am 
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I wouldn't play a basic swamp here.

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PostPosted: Tue Nov 11, 2014 10:24 am 
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I haven't actually attacked with him in this build lol. Obelisk(s) and burn. There was a game I played 2 banefires for 10, turns 11 and 12! As for the swamp, I think 4 black sources is plenty, and same for 2 plains. Ten hard sources and the visions are fine. If it becomes a consistent issue, of course, but I have had no issues and it seemed to be a corner case for you. Maybe we will see wedges is the next dlc?


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PostPosted: Tue Nov 11, 2014 11:11 am 
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Not going to add the swamp either. Just a consideration I had. :P

This deck preforms surprisingly well how it is now.

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