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PostPosted: Sun Jul 10, 2016 9:31 pm 
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So, what is the schedule for the next expansion? i keep seeing an ad for Eld Moon, but it is for the prerelease, not the game, I'm guessing

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PostPosted: Mon Jul 11, 2016 1:40 am 
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Info to be obtained today most likely, as the Devs announced a video. They'll release the card list on the 13th and the release notes on the 18th, so I'll guess the release will be shortly after (somewhere between 20th and 25th of July).

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PostPosted: Sat Jul 23, 2016 5:16 pm 
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Just hit 40 w/ this deck:

Inevitability

Instant(11)
4x Galvanic Bombardment
3x Blessed Alliance
3x Geistblast
2x Brutal Expulsion

Sorcery(14)
2x Declaration in Stone
4x Take Inventory
2x Exquisite Firecraft
2x Radiant Flames
2x Collective Defiance
2x Planar Outburst

Enchantment(5)
3x Sphinx's Tutlelage
2x Fevered Visions

Planeswalker(4)
1x Gideon, Ally of Zendikar
1x Nahiri, the Harbinger
1x Jace, Unraveler of Secrets
1x Chandra, Flamecaller

Land(25)
2x Prairie Stream
2x Plains
2x Wandering Fumarole
2x Island
5x Mountain
2x Needle Spires
2x Clifftop Retreat
2x Glacial Fortress
2x Sulfur Falls
4x Evolving Wilds

To view this deck go to: https://www.magicduelshelper.com/deckli ... 3af8f405e1

Created using Magic Duels Helper: http://www.magicduelshelper.com

Here is a Breakdown on why the cards are included:

Removal

Blessed Alliance - This card is mainly in for Indestructible and untargetable creatures. It is also useful for manlands that are you can not hit with instant burn, and Gideon. This plus the two Declaration in Stones are your main Ulamog defense, so make sure you have 3 sources of white before Ulamog is cast if at all possible. Many Ramp players will target your white mana. The lifegain can be useful as well.

Declaration in Stone - Your main removal for large creatures. Only use this if you have to, as it is your best defense vs many large creatures. The Clue is often irrelevant due to Fevered Visions and/or Tutor. At times you will hope they crack the clue.

Brutal Expulsion - This is a soft answer to large creatures. It is a bit of a utility card. It can place cards in hand to trigger Fevered Visions, and it helps kill pesky Planeswalkers. Vs Aggro it shines. It may only kill one creature unless you target a token, but it can remove two threats and slow down the game. This is also pairs well with Collective Defiance. You can get rid a of creature permanently by bouncing it then having your opponent cycle their hand.

Galvanic Bombardment – The first burn that you will be able to cast. This will take care of early threats, and sinc eit scales, it can be useful later on as well.

Geistblast - Over costed 2 damage instant spell, but when cast still good for most Humans, some man lands and finishing off Walkers. The main use of this card is in the graveyard though. My 3 most commonly used targets are Collective Defiance, Exquisite Firecraft to finish off an opponent, and Take Inventory. When discarding, this is my second most wanted target to discard.

Another good use for this card is to force a Sorcery through counters, most likely Collective Defiance. Cast your spell, and if it is countered, you can copy it then and still get the effect.

Collective Defiance - This is an excellent card for this deck. Each effect is relevant, and 5 mana is very in expensive to have all 3 effects. The damage to playe and creature are pretty self expanatory, but the wheel effect of discarding and drawing makes this a perfect fit. The wheel effect has four main uses. You can use on your self to mill with Tutelage out. You can wheel yourself you cycle through dead cards such as extra land. You can wheel your opponent if you know/suspect he has a bomb in hand that you do not want him to play. And lastly, you can wheel your opponent for s pseudo mill effect, and if he can not draw a card because they are gone, you win immediately.

Exquisite Firecraft - Good removal for hard to kill creatures, but the main use is to finish opponents, preferably with Geistblast. 8 points of uncounterable damage can swing a duel.

Radiant Flames – The first sweeper to come on board. Not much to say, but try and get some value out of it.

Planar Outburst - Keep these for larger creatures if possible. I also do not recommend use the Awaken Ability unless you are okay with losing a land. With no real creatures in the deck, by the time you cast this it is very likely that your opponent will have a hand full of creature removal. If you do have the spare land, Needle Spires is the best choice in most cases.

Mill Options & Misc

Sphinx's Tutelage– Although a main win condition, do not play this until you have the board in order and are sure you can safely play it. Only play vs agro when you have no other viable spells or the board is clean and they have no haste creatures.

Fevered Visions - This is the best card in the deck. It destroys Planeswalkers, helps Tutleage mill faster, and finds you answers. In most games I can keep this out, I will win by burn as Visions will often do 8-12 damage on it’s own. This card should be played when the board is clear, but there are more exceptions then Tutelage when you may want to play it. If you are mana light, it will probably take priority. If there is an annoying walker out, it can help quite a bit. I even play it against the agro decks. Although they draw threats, I generally draw more answers then they can produce threats. The only decks I would hesitate playing it against are vs another mill deck that has Tutelage out already, or perhaps a burn deck if I had other avenues to win.

Take Inventory – I was a bit hesitant on this card. It really doesn't gain you anything until you already have one in the graveyard. What has won me over are two points. First, it gives you a early play that can bring you closer to a land if needed. Second, it does speed up milling. I have won more then a few games by geistblasting my third or fourth Take Inventory late game.

Planeswalkers – A note on planeswalkers. They can be a win condition, but often I use them as a distraction to buy time. Jace will not win a game often, but he can buy you 2-3 turn to set up the win. This deck has no life gain, but the hate that Walkers draw can act as pseudo life gain. Chandra and Nahiri in some matchups are the only ones will take some damage to keep alive.

Gideon, Ally of Zendikar – This Walker doesn’t really fit the rest of the deck, but the power level is high enough to include it. It can win on its own, provide blockers (although often killed by removal) and provide a distraction while you set up the kill.

Nahiri, the Harbinger – This card gives you removal and card draw in one. Very good in the mirror match if you can keep her out. She will draw lot of fire from your opponent, and since she has a +2 instead of +1 abilities, you can keep her alive for a while. Her ultimate is of no use besides a bluff.

Jace, Unraveler of Secrets - This adds creature protection, Draw and can add damage with a bounce if Visions is out. Although it is rare, if you can ultimate him, do so. You may lose the card draw, but you have severely hampered your opponent.

Chandra, Flamecaller - The kill card. This card will work as a Radiant Flames, massive mill with Tutelage out or damage to the face. If you suspect your opponent has a Chandra, you may want to wait to play her. The second Chandra played will survive.

Play guidelines

Mulligan

This deck mulligans a fair amount. What you generally want in your opening hand is 3 Mana and 2+ removal options. I will sometimes play 2 Mana if I have UR and Fevered Visions or Oath of Jace and U mana if I am on the Draw, or have already used a Mulligan. A hand of 5 land can be playable, but your other two cards better be removal or draw and low cost. Your game generally is reactive, and if you do not have any way to react to an agro deck early, it is usually game over. Tutelage is okay in your starting hand, but not necessary.

Common matchups:

Aggro – This can be Humans, Prowess, Spirits, Vampires, RDW or any of the others. The key point on this is prevent any damage you can. If you have the option to play Tutor on T3 or kill a 2/2 with Geistblast, kill the creature. There are exceptions of course, like you may not want to kill it if your removal is Brutal Expulsion, since you want a 2 for 1 with that card, but the philosophy is the same. Kill what you can when you can with the most efficient card available. Vs most of these decks, if you survive the first 5 turns w/ 10+ life, you probably have won the game. Be careful with decks that run haste creatures and/or burn, and keep back Instants if possible. I.E. vs Prowess it may be better to use Declaration in stone instead of a second Bombardment to keep the Bombardment for a Stormchaser later on.

You can play Fevered Visions vs all agro decks in most cases except Burn if you are low on life. You have 17 targeted removal and 4 sweepers not including Planeswalker effects. You can generally draw more answers then they can play threats. Also, it will generally force them to overcommit so your sweepers are more effective. Tutelage is generally very effective vs aggro as they are just 1-2 colors and run less land then most decks. However, do not play Tutelage until you have control of the game, or it is your only play.

Ramp – This is probably the hardest matchup. The reason being is that they run big creatures that most of our removal can’t kill 1-1, and they also run lifegain. If they run some reanimation (most will run Greenwarden at the least), they can be your most difficult matchup.

This matchup, your most important cards are Declaration in Stone, Blessed Alliance, Planar Outburst and Tutelage. You can win by Burn, especially if you get out an Early Visions and/or Gideon, but they have enough life gain to turn things around quickly. Milling is usually your best option, but unlike most matchups, you can never gain full control of the board. It is a true race. You want your milling to deny them key cards, but with many running Pulse and Greenwarden, a card in the graveyard is not out of the game. Plan for that. Keep at least 3-4 W mana on the board when they get close to casting Ulamog for your Declaration in Stone or Blessed Alliance. Also, you may want to keep Nahiri in hand unless you are on your way to milling them to death and think you can race them. Collective Defiance can be a backbreaker if you wheel their threats away.

Basically, you want to keep your key cards in hand for their real threats, and do what you can to play Tutelage ASAP. It is okay to take some early damage vs this deck. Use your burn on their Planeswalkers and keep Tempers for Manlands.

Superfriends – With Burn and your own Walkers, you can generally keep theirs off the board. Fevered Visions is Excellent vs Walkers. You do need to stay ahead of them though. If they get down 2 or more Walkers, it will be tough to recover. I tend to mill aggressively, and wheel them fairly aggressively. The main threats to you are Gideon, Chandra, Nahiri and Sorin. They must be dealt with asap. Ob Nixilus, Jace and Tamiyo are generally not as dangerous, but Card advantage can eventually hurt. The rest may or may not be an immediate threat depending on board and hands.

Midrange – These decks are generally a pretty good matchup. They rely on Value creatures, Card Advantage and Walkers. We can kill their creatures, burn their walkers and if we have Visions or Tutelage out, we may WANT them to draw more cards. You do have to be careful though. If you get too far behind in card advantage, they may be able to exhaust all your removal.

Blue Control – These can go either way. Vs another Tutelage deck, it is usually a race to see who can get out and keep out Tutelage. You will have a slight advantage in that you have the option of burning them out, where their advantage is generally Counterspells. Play burn on their endstep when you can. Either the damage gets through and gets you closer to the close with a Geistblasted Exquisite Firecraft, or you have one less counter to deal with on your turn. Manlands can be good, but expect that they have the removal available if they have the mana open. Vs Esper, it is pretty much the same thing, but depending what counters/threats they run, and how patient they are, it can be easy or tough. Vs a smart, patient player, you need to accumulate threats (and you don’t have many) and hope you can get one through. Be careful of playing too timid though, as they can bluff counters as well.

Overall, I feel like this deck is a bit more solid then last season. As more decks are developed, that may change, but for now, this deck can hold it's own against anything and generally be at least even odds.

Edit: Recorded 3 games. First two I had to play AI, but last one was good until he conceded. It was vs Mill (close game), Superfriends and Humans.

https://secure.twitch.tv/wintervoidx/v/79680744

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Last edited by Wintervoid on Wed Aug 03, 2016 10:42 pm, edited 1 time in total.

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PostPosted: Sat Jul 30, 2016 9:38 am 
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PostPosted: Sat Jul 30, 2016 12:32 pm 
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Wintervoid wrote:
Just hit 40 w/ this deck:

Inevitability

Instant(11)
4x Galvanic Bombardment
2x Blessed Alliance
3x Geistblast
2x Brutal Expulsion

Sorcery(14)
2x Declaration in Stone
4x Take Inventory
2x Exquisite Firecraft
2x Radiant Flames
2x Collective Defiance
2x Planar Outburst

Enchantment(5)
3x Sphinx's Tutlelage
2x Fevered Visions

Planeswalker(4)
1x Gideon, Ally of Zendikar
1x Nahiri, the Harbinger
1x Jace, Unraveler of Secrets
1x Chandra, Flamecaller

Land(26)
2x Prairie Stream
2x Plains
2x Wandering Fumarole
2x Island
6x Mountain
2x Needle Spires
2x Clifftop Retreat
2x Glacial Fortress
2x Sulfur Falls
4x Evolving Wilds

To view this deck go to: https://www.magicduelshelper.com/deckli ... 3af8f405e1

Created using Magic Duels Helper: http://www.magicduelshelper.com

Here is a Breakdown on why the cards are included:

Removal

Blessed Alliance - This card is mainly in for Indestructible and untargetable creatures. It is also useful for manlands that are you can not hit with instant burn, and Gideon. This plus the two Declaration in Stones are your main Ulamog defense, so make sure you have 3 sources of white before Ulamog is cast if at all possible. Many Ramp players will target your white mana. The lifegain can be useful as well.

Declaration in Stone - Your main removal for large creatures. Only use this if you have to, as it is your best defense vs many large creatures. The Clue is often irrelevant due to Fevered Visions and/or Tutor. At times you will hope they crack the clue.

Brutal Expulsion - This is a soft answer to large creatures. It is a bit of a utility card. It can place cards in hand to trigger Fevered Visions, and it helps kill pesky Planeswalkers. Vs Aggro it shines. It may only kill one creature unless you target a token, but it can remove two threats and slow down the game. This is also pairs well with Collective Defiance. You can get rid a of creature permanently by bouncing it then having your opponent cycle their hand.

Galvanic Bombardment – The first burn that you will be able to cast. This will take care of early threats, and sinc eit scales, it can be useful later on as well.

Geistblast - Over costed 2 damage instant spell, but when cast still good for most Humans, some man lands and finishing off Walkers. The main use of this card is in the graveyard though. My 3 most commonly used targets are Collective Defiance, Exquisite Firecraft to finish off an opponent, and Take Inventory. When discarding, this is my second most wanted target to discard.

Another good use for this card is to force a Sorcery through counters, most likely Collective Defiance. Cast your spell, and if it is countered, you can copy it then and still get the effect.

Collective Defiance - This is an excellent card for this deck. Each effect is relevant, and 5 mana is very in expensive to have all 3 effects. The damage to playe and creature are pretty self expanatory, but the wheel effect of discarding and drawing makes this a perfect fit. The wheel effect has four main uses. You can use on your self to mill with Tutelage out. You can wheel yourself you cycle through dead cards such as extra land. You can wheel your opponent if you know/suspect he has a bomb in hand that you do not want him to play. And lastly, you can wheel your opponent for s pseudo mill effect, and if he can not draw a card because they are gone, you win immediately.

Exquisite Firecraft - Good removal for hard to kill creatures, but the main use is to finish opponents, preferably with Geistblast. 8 points of uncounterable damage can swing a duel.

Radiant Flames – The first sweeper to come on board. Not much to say, but try and get some value out of it.

Planar Outburst - Keep these for larger creatures if possible. I also do not recommend use the Awaken Ability unless you are okay with losing a land. With no real creatures in the deck, by the time you cast this it is very likely that your opponent will have a hand full of creature removal. If you do have the spare land, Needle Spires is the best choice in most cases.

Mill Options & Misc

Sphinx's Tutelage– Although a main win condition, do not play this until you have the board in order and are sure you can safely play it. Only play vs agro when you have no other viable spells or the board is clean and they have no haste creatures.

Fevered Visions - This is the best card in the deck. It destroys Planeswalkers, helps Tutleage mill faster, and finds you answers. In most games I can keep this out, I will win by burn as Visions will often do 8-12 damage on it’s own. This card should be played when the board is clear, but there are more exceptions then Tutelage when you may want to play it. If you are mana light, it will probably take priority. If there is an annoying walker out, it can help quite a bit. I even play it against the agro decks. Although they draw threats, I generally draw more answers then they can produce threats. The only decks I would hesitate playing it against are vs another mill deck that has Tutelage out already, or perhaps a burn deck if I had other avenues to win.

Take Inventory – I was a bit hesitant on this card. It really doesn't gain you anything until you already have one in the graveyard. What has won me over are two points. First, it gives you a early play that can bring you closer to a land if needed. Second, it does speed up milling. I have won more then a few games by geistblasting my third or fourth Take Inventory late game.

Planeswalkers – A note on planeswalkers. They can be a win condition, but often I use them as a distraction to buy time. Jace will not win a game often, but he can buy you 2-3 turn to set up the win. This deck has no life gain, but the hate that Walkers draw can act as pseudo life gain. Chandra and Nahiri in some matchups are the only ones will take some damage to keep alive.

Gideon, Ally of Zendikar – This Walker doesn’t really fit the rest of the deck, but the power level is high enough to include it. It can win on its own, provide blockers (although often killed by removal) and provide a distraction while you set up the kill.

Nahiri, the Harbinger – This card gives you removal and card draw in one. Very good in the mirror match if you can keep her out. She will draw lot of fire from your opponent, and since she has a +2 instead of +1 abilities, you can keep her alive for a while. Her ultimate is of no use besides a bluff.

Jace, Unraveler of Secrets - This adds creature protection, Draw and can add damage with a bounce if Visions is out. Although it is rare, if you can ultimate him, do so. You may lose the card draw, but you have severely hampered your opponent.

Chandra, Flamecaller - The kill card. This card will work as a Radiant Flames, massive mill with Tutelage out or damage to the face. If you suspect your opponent has a Chandra, you may want to wait to play her. The second Chandra played will survive.

Play guidelines

Mulligan

This deck mulligans a fair amount. What you generally want in your opening hand is 3 Mana and 2+ removal options. I will sometimes play 2 Mana if I have UR and Fevered Visions or Oath of Jace and U mana if I am on the Draw, or have already used a Mulligan. A hand of 5 land can be playable, but your other two cards better be removal or draw and low cost. Your game generally is reactive, and if you do not have any way to react to an agro deck early, it is usually game over. Tutelage is okay in your starting hand, but not necessary.

Common matchups:

Aggro – This can be Humans, Prowess, Spirits, Vampires, RDW or any of the others. The key point on this is prevent any damage you can. If you have the option to play Tutor on T3 or kill a 2/2 with Geistblast, kill the creature. There are exceptions of course, like you may not want to kill it if your removal is Brutal Expulsion, since you want a 2 for 1 with that card, but the philosophy is the same. Kill what you can when you can with the most efficient card available. Vs most of these decks, if you survive the first 5 turns w/ 10+ life, you probably have won the game. Be careful with decks that run haste creatures and/or burn, and keep back Instants if possible. I.E. vs Prowess it may be better to use Declaration in stone instead of a second Bombardment to keep the Bombardment for a Stormchaser later on.

You can play Fevered Visions vs all agro decks in most cases except Burn if you are low on life. You have 17 targeted removal and 4 sweepers not including Planeswalker effects. You can generally draw more answers then they can play threats. Also, it will generally force them to overcommit so your sweepers are more effective. Tutelage is generally very effective vs aggro as they are just 1-2 colors and run less land then most decks. However, do not play Tutelage until you have control of the game, or it is your only play.

Ramp – This is probably the hardest matchup. The reason being is that they run big creatures that most of our removal can’t kill 1-1, and they also run lifegain. If they run some reanimation (most will run Greenwarden at the least), they can be your most difficult matchup.

This matchup, your most important cards are Declaration in Stone, Blessed Alliance, Planar Outburst and Tutelage. You can win by Burn, especially if you get out an Early Visions and/or Gideon, but they have enough life gain to turn things around quickly. Milling is usually your best option, but unlike most matchups, you can never gain full control of the board. It is a true race. You want your milling to deny them key cards, but with many running Pulse and Greenwarden, a card in the graveyard is not out of the game. Plan for that. Keep at least 3-4 W mana on the board when they get close to casting Ulamog for your Declaration in Stone or Blessed Alliance. Also, you may want to keep Nahiri in hand unless you are on your way to milling them to death and think you can race them. Collective Defiance can be a backbreaker if you wheel their threats away.

Basically, you want to keep your key cards in hand for their real threats, and do what you can to play Tutelage ASAP. It is okay to take some early damage vs this deck. Use your burn on their Planeswalkers and keep Tempers for Manlands.

Superfriends – With Burn and your own Walkers, you can generally keep theirs off the board. Fevered Visions is Excellent vs Walkers. You do need to stay ahead of them though. If they get down 2 or more Walkers, it will be tough to recover. I tend to mill aggressively, and wheel them fairly aggressively. The main threats to you are Gideon, Chandra, Nahiri and Sorin. They must be dealt with asap. Ob Nixilus, Jace and Tamiyo are generally not as dangerous, but Card advantage can eventually hurt. The rest may or may not be an immediate threat depending on board and hands.

Midrange – These decks are generally a pretty good matchup. They rely on Value creatures, Card Advantage and Walkers. We can kill their creatures, burn their walkers and if we have Visions or Tutelage out, we may WANT them to draw more cards. You do have to be careful though. If you get too far behind in card advantage, they may be able to exhaust all your removal.

Blue Control – These can go either way. Vs another Tutelage deck, it is usually a race to see who can get out and keep out Tutelage. You will have a slight advantage in that you have the option of burning them out, where their advantage is generally Counterspells. Play burn on their endstep when you can. Either the damage gets through and gets you closer to the close with a Geistblasted Exquisite Firecraft, or you have one less counter to deal with on your turn. Manlands can be good, but expect that they have the removal available if they have the mana open. Vs Esper, it is pretty much the same thing, but depending what counters/threats they run, and how patient they are, it can be easy or tough. Vs a smart, patient player, you need to accumulate threats (and you don’t have many) and hope you can get one through. Be careful of playing too timid though, as they can bluff counters as well.

Overall, I feel like this deck is a bit more solid then last season. As more decks are developed, that may change, but for now, this deck can hold it's own against anything and generally be at least even odds.

Edit: Recorded 3 games. First two I had to play AI, but last one was good until he conceded. It was vs Mill (close game), Superfriends and Humans.

https://secure.twitch.tv/wintervoidx/v/79680744


OUt of curiosity, why the brutal expulsion? I used to like using it with a deck that had moss with Ulamog's Reclaimer and constantly bring back expulsion, but im not seeing the obvious benefit here.


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PostPosted: Sat Jul 30, 2016 6:40 pm 
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Well I used to play this deck in 2HG I will update it and try it. I won most of the matches in 2HG with it.

Brutal expulsion can bounce a costly card and put 2 damage elsewhere. I found it useful in the deck. Besides the obvious effect of returning the card to the adversary's hand, that card also loses the surprise effect. Now you know what's coming. Of course this is true to all bounce cards but Brutal has the extra 2 damage. In a 2HG, where the two adversaries may be in a diffferent mana/creature range, this card is quite useful.

Again, I think this is a great deck for 2HG, I did not have much success in vs matchups.


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PostPosted: Sat Jul 30, 2016 9:08 pm 
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Wintervoid wrote:
OUt of curiosity, why the brutal expulsion? I used to like using it with a deck that had moss with Ulamog's Reclaimer and constantly bring back expulsion, but im not seeing the obvious benefit here.


Brutal is a card that is better in play then on paper. Mainly it is very versatile.

It can kill 2 creatures if one is a Token.

It can hit a Planeswalker for two and Bounce a threat.

It can be used mainly for the bounce to disrupt auras, combat tricks etc. More expensive then a Unsubstantuate, but more versatile, and not necessarily card disadvantage.

It is an overcosted Shock if need be.

It exiles a target, good for hitting Greenwarden when paired w/ other damage.

It can Bounce a Gideon and kill it's token.

It can stop a spell for a turn. Usually just buys you a turn, but with Collective Defiance, it can get rid of it permanently.

It is an instant, so gives you another option to deal w/ Haste creatures or Manlands.

If Humans (or any agro) has two creatures out because you took a turn off to cast Tutelage, this will get you back on track of the opponent play one/you kill one tempo.

Basically, if you can use both effects, it is a value and costed correctly, If you only can get one effect, it is over costed, but the versatility is worth it imo. The deck want to buy time, and this card does it fairly well.

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PostPosted: Sat Jul 30, 2016 10:30 pm 
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From the list you posted I prefer +2 Talent of the Telepath for Geistblast combo, +2 Oath of Chandra and +2 Oath of Jace. -2 Radiant Flames, -4 Take Inventory.

Maybe I could cut Oath of Jace for smth like Coastal Discovery, the discard is no good since no madness in the deck and after dropping it on the board it just sits there, I hardly play the PW's. Oath of Chandra is a good killer in the early game. The PW effect is good for 2HG since its a total of 4 damage to the other team.

Take Inventory + Geistbast sounds cool but I think I prefer Talent of the Telepath for 4x free spell + 14 mill with Geistblast.

And Brutal is definitely a keeper. :)


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PostPosted: Sun Jul 31, 2016 11:24 am 
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Moheekan wrote:
From the list you posted I prefer +2 Talent of the Telepath for Geistblast combo, +2 Oath of Chandra and +2 Oath of Jace. -2 Radiant Flames, -4 Take Inventory.

Maybe I could cut Oath of Jace for smth like Coastal Discovery, the discard is no good since no madness in the deck and after dropping it on the board it just sits there, I hardly play the PW's. Oath of Chandra is a good killer in the early game. The PW effect is good for 2HG since its a total of 4 damage to the other team.

Take Inventory + Geistbast sounds cool but I think I prefer Talent of the Telepath for 4x free spell + 14 mill with Geistblast.

And Brutal is definitely a keeper. :)


Coastal Discovery..is the awakened land worth it? I'd rather run something like Comparative Analysis. It's instant speed and you can make them draw the cards if it's going to kill them; like if they have 1 card left in the library or from a Fevered Visions.

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PostPosted: Sun Jul 31, 2016 3:48 pm 
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Good idea. Comparative Analysis it is.


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PostPosted: Mon Aug 01, 2016 6:47 pm 
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Are you running into Nahiri so often that Imprisoned in the Moon wouldn't be better than Brutal Expulsion?

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PostPosted: Mon Aug 01, 2016 8:20 pm 
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Wintervoid wrote:
Just hit 40 w/ this deck:

Inevitability

Instant(11)
4x Galvanic Bombardment
2x Blessed Alliance
3x Geistblast
2x Brutal Expulsion

Sorcery(14)
2x Declaration in Stone
4x Take Inventory
2x Exquisite Firecraft
2x Radiant Flames
2x Collective Defiance
2x Planar Outburst

Enchantment(5)
3x Sphinx's Tutlelage
2x Fevered Visions

Planeswalker(4)
1x Gideon, Ally of Zendikar
1x Nahiri, the Harbinger
1x Jace, Unraveler of Secrets
1x Chandra, Flamecaller

Land(26)
2x Prairie Stream
2x Plains
2x Wandering Fumarole
2x Island
6x Mountain
2x Needle Spires
2x Clifftop Retreat
2x Glacial Fortress
2x Sulfur Falls
4x Evolving Wilds

To view this deck go to: https://www.magicduelshelper.com/deckli ... 3af8f405e1

Created using Magic Duels Helper: http://www.magicduelshelper.com
<snip>


I played this deck 8 games between rank 17 and rank 23. Went 7W - 1L. My one loss was to Wandering Fumarole, the one thing this deck doesn't have is a lot of instant speed removal for creatures with toughness 4 or greater. He just activated that thing over and over, there was nothing I could do.

About half the games I won were by burn, the others by mill. The games are quite long. Every opponent at these ranks is aggro. Either some kind of weenies, vamps, or thopters. There are a lot of decisions points, but I found that I could recover from misplays a lot easier than with an aggro deck. I hit a 3 toughness creature with Geistblast once and still won.

I guess it is a testament to the power of this deck that a bad player playing badly still wins 7 out of 8...


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PostPosted: Mon Aug 01, 2016 10:03 pm 
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joesenshu wrote:
Wintervoid wrote:
I played this deck 8 games between rank 17 and rank 23. Went 7W - 1L. My one loss was to Wandering Fumarole, the one thing this deck doesn't have is a lot of instant speed removal for creatures with toughness 4 or greater. He just activated that thing over and over, there was nothing I could do.

About half the games I won were by burn, the others by mill. The games are quite long. Every opponent at these ranks is aggro. Either some kind of weenies, vamps, or thopters. There are a lot of decisions points, but I found that I could recover from misplays a lot easier than with an aggro deck. I hit a 3 toughness creature with Geistblast once and still won.

I guess it is a testament to the power of this deck that a bad player playing badly still wins 7 out of 8...


Manlands are tough. Gideon kinda falls into the same slot as far as hard to deal with.

One quick note of a minor change I made. I went from 26 land to 25, removing a Mountain and adding a Blessed Alliance. Not si much I needed the third copy, but I was getting mana flooded a bit too often, and that seemed the best add.

Okay, for manlands, you have only a few options.

Blessed Alliance will kill them and Gideon as long as the attack solo. I will hold a Bombardment back until they attack with two creatures (Gideon and Token) and Bombard the token then Cast Alliance. If you kill their creature on their turd (And you may have to if all you have is sorcery speed spells) some good players will wait to attack until they have 2 or more creatures.

The third Bombardment will work, but that is late game.

Geistblasted Bombardment, Geistblast or Brutal can work.

Brutal will buy you a turn or two if you bounce it. Combine w/ Collective Defiance to get rid of teh problem forever. You may have to wait until their endstep if they have not played a land already.

Trade your own manlands. I would generally have no man lands on the table then one each, especially the non targetable manland. That is very tough to deal with.

As far as the question about Brutal, it is just too useful in too many situations. As example, one game I had 1 life left, the only thing on the board was a Avacyn that was about to flip and do three damage to me. I was going to win on my current turn if I could survive Avycyn. Brutal allowed me to bounce Avacyn on my draw before she flipped, and I was able to Fireblast for the win.

The card is just so versatile. The more I play with it, the more I like it.

Imprisoned is decent, and would help some of the issues w/ the deck, but my past experience w/ Bonds makes me very wary of using. It DOES give another Enchantment target, so it overloads your opponents hate to a degree, but it gets cracked way too often, and always at the worst time. I may be biased, and may be wrong, but I prefer the instant speed of Brutal.

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PostPosted: Tue Aug 02, 2016 11:44 am 
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This is a deck I built to utilize Valor in Akros. Let me say, this deck has worked surprisingly well. I've climbed somewhere between 5-7 ranks using this, despite a slightly strange mana base:

Triple Valor
Creature(19)
1x Hanweir Militia Captain
1x Selfless Spirit
2x Steadfast Cathar
2x Abbot of Keral Keep
1x Jace, Vryn's Prodigy
3x Thopter Engineer
2x Reflector Mage
1x Thalia, Heretic Cathar
3x Whirler Rogue
2x Pia and Kiran Nalaar
1x Archangel Avacyn

Instant(5)
3x Essence Flux
1x Blessed Alliance
1x Comparative Analysis

Sorcery(4)
1x Declaration in Stone
1x Radiant Flames
2x Collective Defiance

Enchantment(5)
1x Always Watching
1x Fevered Visions
2x Valor in Akros
1x Thopter Spy Network

Planeswalker(2)
1x Gideon, Ally of Zendikar
1x Chandra, Flamecaller

Land(25)
6x Plains
2x Prairie Stream
3x Island
2x Wandering Fumarole
3x Mountain
1x Needle Spires
2x Clifftop Retreat
2x Sulfur Falls
2x Glacial Fortress
1x Hanweir Battlements
1x Evolving Wilds


To view this deck go to: https://www.magicduelshelper.com/deckli ... d1b0aee813

Created using Magic Duels Helper: http://www.magicduelshelper.com

There are plenty of changes that could be made to this deck. The ones I'm mostly considering are: -2 Steadfast Cathar for either +2 Topan Freeblade or +1 Selfless Spirit and +1 Hanweir Militia Captain (I don't have the doubles of either) and losing the Comparative Analysis for a copy of Spell Queller, or possibly a third Reflector Mage. Although I do like the flash synergy that the Queller gives with Valor for a surprise trigger.

Another thing that I've considered is the Hanweir Garrison. I think that on paper, it looks like it would be a great match for this deck, especially since I'm already using the Battlements. However, after considering it, I don't think I want it in the deck. I decided that the best cards I could cut for it would be either Abbot of Keral Keep, Thopter Engineer, or Reflector Mage. The Abbot would ruin my curve, and the Mage is probably one of my best multicolor creatures, plus it's won me a game. Finally, I can't ditch the Engineer as the Thopter synergy is the main reason that I've won most of my games. I just won a game that was in a stalemate until I had the Engineer and the Thopter Spy Network on the field, attacking with those plus a Selfless Spirit I got later on to grind down my opponent to 0.

What do you guys think?


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PostPosted: Tue Aug 02, 2016 12:15 pm 
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Kirito wrote:
This is a deck I built to utilize Valor in Akros. Let me say, this deck has worked surprisingly well. I've climbed somewhere between 5-7 ranks using this, despite a slightly strange mana base:

Triple Valor
Spoiler


To view this deck go to: https://www.magicduelshelper.com/deckli ... d1b0aee813

Created using Magic Duels Helper: http://www.magicduelshelper.com

There are plenty of changes that could be made to this deck. The ones I'm mostly considering are: -2 Steadfast Cathar for either +2 Topan Freeblade or +1 Selfless Spirit and +1 Hanweir Militia Captain (I don't have the doubles of either) and losing the Comparative Analysis for a copy of Spell Queller, or possibly a third Reflector Mage. Although I do like the flash synergy that the Queller gives with Valor for a surprise trigger.

Another thing that I've considered is the Hanweir Garrison. I think that on paper, it looks like it would be a great match for this deck, especially since I'm already using the Battlements. However, after considering it, I don't think I want it in the deck. I decided that the best cards I could cut for it would be either Abbot of Keral Keep, Thopter Engineer, or Reflector Mage. The Abbot would ruin my curve, and the Mage is probably one of my best multicolor creatures, plus it's won me a game. Finally, I can't ditch the Engineer as the Thopter synergy is the main reason that I've won most of my games. I just won a game that was in a stalemate until I had the Engineer and the Thopter Spy Network on the field, attacking with those plus a Selfless Spirit I got later on to grind down my opponent to 0.

What do you guys think?


Always Watching feels rather underwhelming with as many token generators that you have.
And the singleton Fevered Visions seems out of place.

I can definitely attest to Hanweir Garrison, it works wonders as you get a +2 valor pump on attack. I run a boros human tribal with Stoneforge Masterwork or Sigil.

Another thing I have done with the Valor synergy is to blink: Essence Flux or Long Road Home ---- used for both protection and to poop-out creature tokens with ETB.

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PostPosted: Tue Aug 02, 2016 12:31 pm 
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p3hndrx wrote:
Kirito wrote:
This is a deck I built to utilize Valor in Akros. Let me say, this deck has worked surprisingly well. I've climbed somewhere between 5-7 ranks using this, despite a slightly strange mana base:

Triple Valor
Spoiler


To view this deck go to: https://www.magicduelshelper.com/deckli ... d1b0aee813

Created using Magic Duels Helper: http://www.magicduelshelper.com

There are plenty of changes that could be made to this deck. The ones I'm mostly considering are: -2 Steadfast Cathar for either +2 Topan Freeblade or +1 Selfless Spirit and +1 Hanweir Militia Captain (I don't have the doubles of either) and losing the Comparative Analysis for a copy of Spell Queller, or possibly a third Reflector Mage. Although I do like the flash synergy that the Queller gives with Valor for a surprise trigger.

Another thing that I've considered is the Hanweir Garrison. I think that on paper, it looks like it would be a great match for this deck, especially since I'm already using the Battlements. However, after considering it, I don't think I want it in the deck. I decided that the best cards I could cut for it would be either Abbot of Keral Keep, Thopter Engineer, or Reflector Mage. The Abbot would ruin my curve, and the Mage is probably one of my best multicolor creatures, plus it's won me a game. Finally, I can't ditch the Engineer as the Thopter synergy is the main reason that I've won most of my games. I just won a game that was in a stalemate until I had the Engineer and the Thopter Spy Network on the field, attacking with those plus a Selfless Spirit I got later on to grind down my opponent to 0.

What do you guys think?


Always Watching feels rather underwhelming with as many token generators that you have.
And the singleton Fevered Visions seems out of place.

I can definitely attest to Hanweir Garrison, it works wonders as you get a +2 valor pump on attack. I run a boros human tribal with Stoneforge Masterwork or Sigil.

Another thing I have done with the Valor synergy is to blink: Essence Flux or Long Road Home ---- used for both protection and to poop-out creature tokens with ETB.

Good point about the Always Watching. I've only used it once and to give it a little bit more playtesting before cutting it. The reason that Fevered Visions is in the deck is because it's one of those card that, if I have the colors for it, I see no reason not to at least test it out unless I have a very specific reason for not playing, like I want to keep my hand empty or something. I could probably cut both for the Hanweir Garrison, then trade out the Evolving Wilds for the second copy of the Hanweir Battlements as I don't normally have the mana issues to need it. I still don't have any of the Garrison and I'm missing the double of the Battlements. Also, since I'll be going even harder with the tokens, I'll definitely make the swap of -2 Steadfast Cather for and extra copy of both Selfless Spirit and Hanweir Militia Captain. Thanks for your advice.


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PostPosted: Tue Aug 02, 2016 12:42 pm 
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Elaborating on:
Wintervoid wrote:
Just hit 40 w/ this deck:

Inevitability
Spoiler

Overall, I feel like this deck is a bit more solid then last season. As more decks are developed, that may change, but for now, this deck can hold it's own against anything and generally be at least even odds.

Edit: Recorded 3 games. First two I had to play AI, but last one was good until he conceded. It was vs Mill (close game), Superfriends and Humans.

https://secure.twitch.tv/wintervoidx/v/79680744


I am running this in either mode (as listed above or below):
-4 Take Inventory
-2 Brutal Expulsion
-1 Planar Outburst

+4 Fiery Temper
+2 Oath of Jace
+1 Pore over the Pages

Geistblast --- terrific synergy with Pore over the pages and Collective Defiance
Fiery Temper --- I havent' gotten around to pitching it just yet... the extra burn and a discard target for madness is still very relevant considering we draw+discard so frequently in this deck. The card advantage of Take Inventory also has me as a believer, at least in terms of getting the winning pieces put together, but when faced with aggro, the additional burn is definitely worth it.

Definitely stronger than last season.
Going on 8:1 atm.. in the low 20's... the only loss being due to user error.

Best,
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PostPosted: Sun Sep 04, 2016 10:36 am 
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After I updated my Jeskai Mill list in my archive, I figured I might as well update the write-up; especially considering that the deck has done pretty well for me so far (out of 15-20 games I played it only lost four; and one of them due to me jamming up and missing the win)

Creatures (3):
1 x Jace, Vryn's Prodigy
2 x Bedlam Reveler

Planeswalkers (3):
1 x Nahiri, the Harbinger
1 x Jace, Unraveler of Secrets
1 x Chandra, Flamecaller

Enchantments (5):
3 x Sphinx's Tutelage
2 x Fevered Visions

Instants and Sorceries (25):
4 x Galvanic Bombardment
2 x Declaration In Stone
4 x Take Inventory
3 x Telling Time
2 x Collective Defiance
3 x Geistblast
2 x Radiant Flames
2 x Talent of the Telepath
3 x Pore over the Pages

Lands (24):
1 x Plains
4 x Island
3 x Mountain
2 x Needle Spires
2 x Wandering Fumarole
2 x Praerie Stream
2 x Sulfur Falls
2 x Glacial Fortress
2 x Clifftop Retreat
4 x Evolving Wilds



Basic idea of the deck:
The idea of having a blue-red Mill list is pretty straightforward seeing cards like Sphinx's Tutelage and Fevered Visions. These lists can achieve wins very quickly, but lack some stability against decks that can establish good board positions, and they can be soft to aggressive decks. A third colour for Radiant Flames might be a welcome addition, and White seems like a natural choice giving the deck access to Declaration in Stone as well as Nahiri, the Harbinger, two welcome additions to a mill deck.

In-depth card explanations:

Creatures:
Jace, Vryn's Prodigy does an amazing job in this deck, looting to find your win-cons/smooth your mana early, flashing back good spells or helping to stall the game late. His planeswalker modes do exactly what a mill deck wants.

Bedlam Reveler is one of the best late-game cards for this deck - drawing three and getting a 3/4 Prowess body onto the battlefield for two mana is very powerful; even moreso with Tutelage that you either find or mill at least 6 cards with. His best case scenario is coming off a Nahiri ult, drawing three, swinging in for some damage, then come back to your hand EOT to be another draw three the turn after.


Planeswalkers:
Nahiri, the Harbinger is the card we're splashing White for. All of her three modes help the deck tremendously: rummaging helps you smooth your draws, find your combo pieces, mill faster and getting Geistblast into your graveyard, her -2 gets rid of problematic creatures or enchantments and her ultimate can get either Bedlam Reveler or baby Jace onto the battlefield (though the latter can only loot once and flashback a spell before he comes back to hand)

Jace, Unraveler of Secrets is in here for power level - +1 to find the cards you need and mill faster, -2 for protection and tempo. His ultimate is not a win-con by itself, but it definitely helps the deck as the other win-cons are harder to stop that way.

Chandra, Flamecaller does exactly what this deck wants - wipe the board and look for answerd while milling the opponent for a lot. Her +1 also represents an alternate win condition.

Enchantments:
Sphinx's Tutelage is this deck's main win condition - and it's a good one. It always represents a clock that has to be dealt with, and it's not that easy to interact with it.

Fevered Visions is a very helpful card; an alternate win-condition that synergizes with your main one and helps you dig through the deck. Also, it demands the same answers as your main win-condition does, which is relevant at times.


Instants & Sorceries
Galvanic Bombardment is in here for early protection in the aggro match-ups and as an instant-speed answer to some problematic creatures like Tireless Tracker before they get out of hand. Its ability to deal up to 5 damage late-game means that it does not get obsolete later in the game.

Declaration In Stone is a nice added bonus that comes with the White splash. Unconditional removal is very powerful, and you don't even mind the drawback of your opponent drawing a card all that much.

Take Inventory represets one of the best additions from EMN for mill decks; a big draw spell for very cheap mana.

Telling Time does not synergize with your win-conditions, but its sheer utility makes it good enough for this deck. It helps you smooth your draws, dig for your win conditions and set up your plan for the next couple turns.

Collective Defiance is a very nice, flexible card that doubles down as creature removal, face burn/planeswalker removal or a Wheel of Fortune on either yourself (to draw into better cards and occasionally milling your opponent for a lot) or your opponent (to mill them when there's no Tutelage in play). And sometimes it can do all of this. Pretty amazing in my book.

Geistblast's main purpose is getting into the graveyard (most commonly by being discarded, but it can double down as removal if needed) and copy a high-impact spell from there. With 22 other instant and sorceries being possible targets, you are bound to find something extremely useful.

Radiant Flames is this deck's most common boardwipe. It comes in early against aggro, which is very nice, and it can be copied with Geistblast or combined with Galvanic Bombardment or a hard-cast Geistblast to deal with bigger threats.

Talent of the Telepath is a bit of an oddball, but I think it's well placed in this meta. Many decks run answers to their own threats - this card helps you find and cast them while also forwarding your game plan.

Pore Over the Pages is my second spell of choice. Late-game this is pretty close to drawing three cards for three mana, without needing much setup. Just a rock-solid card.

Manabase:
As a three-colour deck, this deck has to run quite some fixing to make it work, even if it's a lot lighter on one of the colours.
Praerie Stream enables all of our checklands, Evolving Wilds gets us the colour of our choice.
Wandering Fumarole fixes our main colours and can serve as manasink or protection later in the game; Needle Spires fixes Red and White and is a little more aggressive than Fumarole.
The basic lands included give us 13 sources, which are enough to reliably cast all of our white cards as well as Radiant Flames on time.
We also have 16 sources by turn 2, which is more than enough for Telling Time, Jace, Vryn's Prodigy or Take Inventory, and we have enough ways to find double-blue by turns 4 and 5 thanks to our many draw spells.
Finally, we have 15 sources by turn 2 for Galvanic Bombardment; again the double-red for Chandra, Flamecaller, Bedlam Reveler and Collective Defiance is obtained by draw spells.

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PostPosted: Mon Sep 05, 2016 10:21 am 
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Every time I see a mill deck, I really always wonder if the mill itself is superfluous. I mean, that's a good control deck that would probably be just as good or better if you simply pulled mill and went for just burn.

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PostPosted: Mon Sep 05, 2016 5:40 pm 
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divinevert wrote:
Every time I see a mill deck, I really always wonder if the mill itself is superfluous. I mean, that's a good control deck that would probably be just as good or better if you simply pulled mill and went for just burn.


The mill in meta can be a little better than a secondary win condition. A single tutelage with Take Inventory/POtP/Collective/Chandra and we are talking 15-20% of the opponents library.

Burn + control being the dominant strategy in these decks.

Mill also serves as an intimidation tactic, adding pressure when 2-3 turns go by and library dwindles. Requiring action, sometimes drawing a removal in response and buying time for dreams.

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