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PostPosted: Thu Jul 09, 2015 5:35 pm 
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Izzet Decklists


Blue Cards


Red Cards


Multi-Colour Cards


Colourless Cards


Non-Basic Lands

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Last edited by Garren_Windspear on Sun Oct 23, 2016 3:20 pm, edited 9 times in total.

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PostPosted: Thu Jul 09, 2015 5:40 pm 
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I can't wait one more week to get feedback on this deck. Can somebody please test it for a couple of games and tell me if it's good or gets run over?

1-drop
4x Faerie Miscreant
4x Fiery Impulse

2-drop
1x Jace, Vryn's Prodigy
2x Harbinger of the Tides
3x Sigiled Starfish
3x Alchemist's Vial
4x Disperse

3-drop
3x Sphinx's Tutelage
3x Jhessian Thief
4x Artificer's Epiphany

4-drop
2x Flameshadow Conjuring
1x Avaricious Dragon
2x Separatist Voidmage

x-drop
1x Displacement Wave

Land
2x Sulfur Falls
13x Island
8x Mountain

I don't have the game, so that's all theory here. The idea is to survive the early turns with bounce, burn and 3 toughness blockers. The instants should also be able to clear the path for Jhessian Thief. Scry helps you find the tools you need and smooth out the amount of land you draw.

Then you wanna get Sphinx's Tutelage out and start drawing cards. The card draw mills and restocks your supply of instants to answer threats.

Flameshadow Conjuring has great synergy with the chosen creatures. Faerie Miscreant now draws up to 2 cards, you could get a hasted Jhessian Thief for card draw or bounce 2 creatures with Separatist Voidmage - Harbinger of the Tides even adds 2 surprise blockers on top of that. Displacement Wave is your lategame emergency card and lets you reuse your etb effects. I only included one copy for now, because I don't wanna draw it too early.

I chose Artificer's Epiphany over Inspiration to keep the curve as low as possible. I expect the 3 Alchemist's Vial to enable the full effect mid to late game. If they don't show up that's not a big deal either, Artificer's Epiphany still triggers the mill twice and lets you keep the better card. With that much draw and scry I just prefer being able to play multiple cheap spells over the solid but kinda expensive Inspiration.

I'm looking forward to playing this. It looks fun and might even be competitive. If you have the cards to test it, please let me know how it performs.


Last edited by Gegliosch on Fri Jul 10, 2015 10:47 pm, edited 1 time in total.

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PostPosted: Thu Jul 09, 2015 5:40 pm 
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So, this isn't my deck. I just stole someone else's net deck and tested it. I've played 7 matches with this deck, and won 5 of them. That's not bad. The only actual losses came playing against RDW that drew the perfect starting hands.

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The deck performs surprisingly well, there are a ton of answers, and it can survive early aggro to pull out a devastating mill win. Thopter Engineer is an unexpectedly amazing card, turning on all artifacts the moment she hits. It makes it worth it to wait a turn to drop the Runed Servitor, so we can swing unexpectedly. Jhessian Thief has been underwhelming at best, and a useless blocker at best. She might be better served replaced with additional draw, or burn.

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PostPosted: Thu Jul 09, 2015 5:40 pm 
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Did you win with mill or damage? That was my main concern when I made this deck, because if it wins faster by attacking, it would be better to drop the mill and strengthen the artifact aspect.

That's why I ended up with an Izzet mill with more of a spell and etb focus. Jhessian Thief should be better there, but I'll have to see if the chump Thopters are needed to buy time.

Btw, I think Jhessian Thief is a much better blocker than you give her credit for. Remember that instants buff her up. So if they swing and you can eliminate one or two attackers with instants and buff her to a 2/4 or 3/5 that's pretty awesome for a 3-drop. They always have to factor that in when they swing and may even need to keep blockers back to prevent her card draw. Haven't seen her in action, but I think she's pretty good value.


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PostPosted: Thu Jul 09, 2015 6:03 pm 
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How does Avaricious Dragon play? Seems a bit riske, losing your hand every end step.


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PostPosted: Thu Jul 09, 2015 6:41 pm 
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I would empty my hand first if that's possible. You don't wanna throw 2-3 useful cards away and then have the Dragon removed. With this deck I'd be very trigger happy with early removal and restock later with draw. This isn't a real control deck, it's trying to slow the opponent down as much as possible and mill him fast enough. It should play a little like the old Dream Puppets speed mill, with a lot less mill but also better ways to delay your opponent. It's still a race though: He will eventually break through your defense and you need to mill him before he does. That's also the reason why I chose Fiery Impulse over Twin Bolt here. Twin Bolt has very good 2 for 1 potential but Fiery Impulse is much easier to squeeze in without wasting a whole turn. I need to see the deck in action to make a final decision, but I think tempo is key here.

Btw: Don't be scared to take some early hits if it means you can get a better setup for future plays. That's one of the mistakes that almost cost Archernick the game when he tested the deck. Stuff like that may cost you whole turns later on and that's a big deal in a race situation.


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PostPosted: Fri Jul 10, 2015 12:40 am 
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Gegliosch wrote:
Did you win with mill or damage? That was my main concern when I made this deck, because if it wins faster by attacking, it would be better to drop the mill and strengthen the artifact aspect.

That's why I ended up with an Izzet mill with more of a spell and etb focus. Jhessian Thief should be better there, but I'll have to see if the chump Thopters are needed to buy time.

Btw, I think Jhessian Thief is a much better blocker than you give her credit for. Remember that instants buff her up. So if they swing and you can eliminate one or two attackers with instants and buff her to a 2/4 or 3/5 that's pretty awesome for a 3-drop. They always have to factor that in when they swing and may even need to keep blockers back to prevent her card draw. Haven't seen her in action, but I think she's pretty good value.


Almost always mill. Once Tutelage hits, and almost everything triggers it.

I'll try the Thief again, though.

I mostly keep generating Thopter tokens, and then using them as chump blockers and to draw.

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PostPosted: Fri Jul 10, 2015 10:45 pm 
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Maybe I'll try a more control heavy version of this - it's so hard to decide without playtesting. I think this should hold off aggro pretty damn well.

1-drop
4x Fiery Impulse

2-drop
1x Jace, Vryn's Prodigy
2x Harbinger of the Tides
3x Sigiled Starfish
4x Alchemist's Vial
4x Disperse
4x Twin Bolt

3-drop
3x Sphinx's Tutelage
3x Jhessian Thief
4x Artificer's Epiphany
4x Calculated Dismissal

4-drop
2x Bone to Ash

Land
2x Sulfur Falls
12x Island
8x Mountain


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PostPosted: Sat Jul 11, 2015 5:43 pm 
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1 x jace, vyrn's prodigy
2 x hydrolash
3 x jhessian thief
4 x anchor to the aether
3 x artificer's intuition
2 x thopter spy network
1 x soulblade djinn
1 x disciple of the ring

4 x twin bolt
2 x abbot of keral keep
4 x mage ring bully
2 x exquisite firecraft

4 x perilous myr
3 x alchemist's vial

24 x land


This is intended as a prowess deck, I managed to work a bit of artifact synergy in here too. The basic idea is to drop a prowess creature on the board and then make combat math impossible for your opponent with all your buffs.

Perilous myr and twinbolt hold down the fort against aggro. Anchor to the Aether and exquisite firecraft should keep larger creatures on their toes. Artificer's intuition, alchemist's vial, jhessian thief and thopter spy network keep your hand full so you can keep on pumping your dudes. Hydrolash is intended to help maintain tempo vs rush decks - if they try to alpha strike you can pop this in response.

I held off on countermagic because I wanted instants that I can use during my combat phase. I thought about including some unblockable enablers (e.g. whirler rogue) in order to make Jhessian Thief better but couldn't find the room. Also not sure about twin bolt vs. fiery outburst - I don't have room for both and the idea isn't to kill all the little creatures. I use perilous myr instead because of the 2 for 1 potential and synergy with thopter network / artificer's intuition.

Thoughts? Should I include the unblockable basic land in here for synergy?
Edit - willbreaker would be pretty awesome here with all the targetting effects, but I don't like that her control ability only lasts as long as she is alive. With a 2/3 body I just don't think she is worth it.


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PostPosted: Sat Jul 11, 2015 6:28 pm 
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First thoughts:

Jace, Vryn's Prodigy
Artificer's Epiphany
Mage-Ring Bully

The typos are hurting my eyes when I mouse over the cards, especially the one that's just the wrong card.

Thopter Spy Network is a bit underwhelming when I actually see it in action, and I wouldn't really include it in a deck unless you already had a bunch of Thopter generators. It doesn't make a token unless you control an artifact, and your Myrs are extremely fragile. That means you won't be able to use your vial to push your thief or abbot through, and seems a bit clunky with what you're trying to do. You only draw the card off of the network when an artifact creature deals combat damage, so until you start making your thopter tokens that's only your Myr. If the Myr gets blocked at sends his shock to the face it won't work, and a prowess creature getting in there won't work. Even when it works, it's no Bident of Thassa, you only get to draw one card regardless of how many artifacts deal combat damage. If you do go to the trouble of getting the network going, it makes a single thopter per turn, which is nice, but not fantastic. A Whirler Rogue or Chandra's Parents create 2 Thopters and a 2/2 immediately and you can use their activated abilities to help push your prowess guys through. You would need your Thopter Network active for around 4 turns and for your Thopters to be able to attack for it to be better than an alternative four drop.


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PostPosted: Sat Jul 11, 2015 9:30 pm 
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Quick question for those more in the know. Act of Treason + Willbreaker. Opponents creature is untapped, gains haste and is mine until Willbreaker is killed correct?

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PostPosted: Sat Jul 11, 2015 10:16 pm 
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Quick question for those more in the know. Act of Treason + Willbreaker. Opponents creature is untapped, gains haste and is mine until Willbreaker is killed correct?


It should work that way. However I don't think any of the willbreaker combos make any serious deck. If we had a couple of good land search effects I think it would work well with rogue's passage, but right now I don't think there's anything in the pool it's particularly great with.

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PostPosted: Sat Jul 11, 2015 11:19 pm 
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My problem with willbreaker isn't mainly the lack of good targeting effects. Twin bolt and alchemist's vial are good enough, you don't have to steal your opponent's entire board. My problem is that she is a 2/3 and control reverts if she dies. White aggro won't be able to eliminate her but won't have great mind control targets either.


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PostPosted: Sun Jul 12, 2015 12:05 am 
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Sex on Fire (Sorted by CMC)

1 Mana
3x Fiery Impulse

2 Mana
4x Mage-Ring Bully
2x Abbot of Keral Keep
2x Harbinger of the Tides
1x Jace, Vryn's Prodigy
2x Telling Time

3 Mana
2x Anchor to the Aether
2x Exquisite Firecraft
1x Chandra, Fire of Kaladesh
3x Jhessian Thief

4 Mana
4x Inspiration

5 Mana
2x Soulblade Djinn
1x Disciple of the Ring
1x Chandra's Ignition

CMC X
2x Ravaging Blaze
1x Displacement Wave

Lands
2x Sulfur Falls
4x Izzet Guildgate
8 Island
12 Mountains

Manabase
18 sources (82% to find double red by turn 3)
14 sources (83% to find double blue by turn 5)

Mana Curve
9-11-8-4-4

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Last edited by Rattleclaw_mystic on Tue Jul 21, 2015 3:16 pm, edited 1 time in total.

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PostPosted: Tue Jul 14, 2015 1:57 pm 
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I haven't seen any full on artifact synergy lists. This ends up being kind of a midrange deck. I wanted to pack in more countermagic, but I ended up running so many 4 drops that I just decided 4 CMC would be the top of my curve.

2 x bonded construct
3 x fiery impulse

4 x twin bolt
4 x perilous myr
2 x sigil of valor

3 x chief of the foundry
3 x thopter engineer
2 x Ghirapur Æther Grid
2 x claustrophobia

2 x pia and kiran nalaar
3 x whirler rogue
3 x reclusive artificer
2 x thopter spy network


This deck is loaded with a heavy anti-aggro package because I want to buy time to deploy my 4 drops, since they do not generate huge board advantage immediately. Basically you get artifacts in play directly or via chandra's parents / whirler rogue. Make them big via the Chief. Turn them into burn via Girapur Aether Grid. Equip them with sigil of valor and then make them unblockable with Whirler Rogue. Turn them into burn via Chandra's parents or reclusive artificer. Turn them into draw with thopter spy network.

Vs. big creature decks you should be able to generate enough damage via the numerous burn options, claustrophobia is a backup, guardians of meletis can block nearly any non-flying creature in the game. This deck will probably fold to any sort of board wipe but I do not want to leave 3 mana open until I have 7 mana (at which point an opponent could just pay 3 for languish). Too bad we do not have negate. This deck is kinda slow and requires a lot of board commitment, if wipe-happy control decks are a thing I may have to reconsider.

-Edit- I forgot about Thopter Engineer. -2 0/6 wall, -1 sigil, +3 of these ladies.


Last edited by HenWen on Wed Jul 15, 2015 11:14 pm, edited 3 times in total.

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PostPosted: Tue Jul 14, 2015 5:00 pm 
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That’s what I Thopter
(Aggro + Control)

4x Fiery Impulse

4x Perilous Myr
3x Runed Servitor
4x Twin Bolt
4x Dragon Fodder

4x Aeronaut Tinkerer
3x Chief of the Foundry
2x Thopter Engineer

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

2x Barrage Ogre

Lands (27)
1x Foundry of the Consuls
2x Sulfur Falls
4x Izzet Guildgate
10 Island
10 Mountain

Mana Sources:
16 = 90% on turn 5 (Pia and Kiran Nalaar)
16 = 90% on turn 5 (Whirler Rogue)

Manacurve
10-15-9-7-2

Game plan: Thopter. Kappa

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PostPosted: Tue Jul 14, 2015 7:08 pm 
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Nice name. I named my Thopter deck "TO THE THOPTER" Too bad "GET TO THE THOPTER!" wouldn't fit..

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PostPosted: Tue Jul 14, 2015 7:19 pm 
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We're flying by Pluto and we still have character limits. Amazing.

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PostPosted: Tue Jul 14, 2015 8:32 pm 
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flying by non-planets is a non-event

Pluto is the Scott Walker of candidates for planets

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PostPosted: Tue Jul 14, 2015 8:40 pm 
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Go with the name roflthopter.

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