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 Post subject: Making Big Plays
PostPosted: Thu Dec 29, 2016 11:25 pm 
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This is kind of a combo token deck I made, where the idea is to swarm the board, control aggro with cheap removal, and ultimately make some massive, game winning plays to close out the game very fast. The big plays are the Hanweir Garrison/Battlements meld, Westvale Abbey with a bunch of tokens, or Decimator of the Provinces with a bunch of tokens. The deck can always win by going wide and plinking away. Since we have a bunch of tokens, going ham with Looter Scooter makes sense, as does crappy Nissa (Voice of Zendikar). Anyway, I just want you guys to look over it and see if I'm missing anything glaringly obvious. I thought about Eyeless Watcher, but I don't know.. the card just seems bad. Also thought about Warping Wail to protect vs sweepers, make emergency scions, or kill white weenies.. but I dunno, I can't have everything.

4x Fiery Impulse Spell Mastery is very easy to achieve here.

2x Sylvan Advocate Best early defender in the game, late game relevant.
4x Elvish Visionary Disposable, replaces itself, makes opening hands easier to keep.
2x Smuggler's Copter Will always have pilots.
3x Harnessed Lightning Kills opposing things.
4x Dragon Fodder Gets the token swarm rolling.

2x Hanweir Garrison Makes tokens and turns into one of our big plays.
1x Nissa, Vastwood Seer Gets land, draws cards, wins games.
2x Tireless Tracker wins games if left unchecked.
1x Nissa, Voice of Zendikar makes tokens and buffs tokens. She told me I should be running white for her boyfriend Gideon.

2x Pia and Kiran Nalaar 3 bodies, 4 points of burn. Good emerge target for Decimator.
2x From Beyond Gets Decimator, and makes tokens for Abbey.
1x Chandra, Torch of Defiance I don't even know why she's here.. probably bc I want her ramp ability, and to kill things.


1x Nissa, Vital Force bc hasted 5/5s are good in a swarm strategy, and they can be sacrificed to Abbey.
1x Skysovereign, Consul Flagship

2x Devil's Playground is pretty kick ass here. Sick with Abbey and Decimator, no one wants to attack into them, tons of synergy.
1x Chandra, Flamecaller makes tokens, wins games.

1xDecimator of the Provinces wins games and has a ton of synergy with the deck.

6x Mountain
6x Forest
2x Cinder Glade
2x Westvale Abbey
2x Rootbound Crag
2x Hanweir Battlements
4x Evolving Wilds

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Last edited by megabeast37215 on Wed Jan 04, 2017 11:57 am, edited 2 times in total.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 7:43 am 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
Looks solid...I'll just include the Flagship, as defense against PWs that you lack, and because overall awesomeness

And maybe an Hydra, to fetch the Battlements?...in fact, you could then cut a Battlement and add a Rogue's Passage and Inventor's Fair (for the Trackers) and have a toolbox of lands...Passage is great for Garrisons and Ula too, Fair to get life and the Flagship etc


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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 10:58 am 
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I thought long and hard about the Hydra for exactly those reasons. In the end, I didn't put it in bc I wanted to keep the curve pretty low. Flagship could be a good call (again) instead of Chandra Flamecaller, who hasn't really done much. This deck feels stronger than the other Gruul build I posted, or at the very least, more resilient. It's like, 7-0 right now, with 5 of those games coming against 39-40 ranked folks. I haven't faced a hardcore Esper deck yet with it.. and I suspect that match-up might be weak. I dunno. I raced the hell out of some Bant fog/mill guy, who stuck a turn 3 Tutelage on the play.. he got me down to 15 cards.. but the swarm put his Fog stock to the test.

I just pulled a sick curve vs some guy:
T1 Cinder Glade
T2 Rootbound Crag, Dragon Fodder
T3 Forest, Hanweir Garrison
T4 Mountain, Pia and Kiran Nalaar
T5 Mountain, Decimator of the Provinces saccing Pia and Kiran, swing for a million.

I'm really enjoying this one.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 11:50 am 
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How many times have you casted Ulamog? Image

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 11:54 am 
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Sounds like a deck you'd want a savage alliance against, speaking of which... Is a card that has been showing up more as of late against me.

Can't really think of any suggestions without splashing white... That's probably a good thing.

Edit: damn spelling corrector!

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Last edited by Haven_pt on Fri Dec 30, 2016 12:49 pm, edited 1 time in total.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 12:33 pm 
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zzmorg82 wrote:
How many times have you casted Ulamog? Image


Twice in seven games. I was thinking about cutting him.. Kozi got cut after the first game I tested.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 12:48 pm 
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Imagine if we had Reckless Bushwhacker. Image

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 1:52 pm 
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Enjoy the build. Conceptually similar to my Jund Crats deck.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 2:06 pm 
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Any love for cultivator of blades? if you need to widen your board it can fill that role at worst and it can crush a game if you already have one and they can't remove it.

Apart from that maybe green gearhulk as a way to give some muscle to your 1/1's, not sure what i'd cut for it though maybe one of the Nissa's?

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 2:10 pm 
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Any love for cultivator of blades? if you need to widen your board it can fill that role at worst and it can crush a game if you already have one and they can't remove it.

Apart from that maybe green gearhulk as a way to give some muscle to your 1/1's, not sure what i'd cut for it though maybe one of the Nissa's?

But the Gearhulk has value the turn it enters the battlefield. Unfortunately for Cultivator, it's too slow for a 5-drop.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 2:39 pm 
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Is there any chance that one of y'all could playtest it for a game or two? My work week starts in a few hours.. sigh. I'd like to see what it does vs some of the better decks.. since I only get to test vs Xbone randoms.. which, have been better lately.

Part of me thinks that the only reason this deck gets away with what it does is bc vehicles have made people run less sweepers. I've only been swept once, by a well timed Kozilek's Return.. which certainly didn't break my back.

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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 2:50 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
I think Recruitrers are better than Visionarys almost in any deck...and yep, here too...probably one of the best bears of all times. I'd swap at least 2 of them


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 Post subject: Re: Making Big Plays
PostPosted: Fri Dec 30, 2016 3:32 pm 
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I'd be happy to playtest it.

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 Post subject: Re: Making Big Plays
PostPosted: Tue Jan 03, 2017 9:44 pm 
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So.. I put in around 50 games or so with this deck and have concluded that it's pretty legit/consistent. I did end up making a few tweaks, but it remained largely unchanged.

-1 Ulamog +1 Flagship. I cast Ulamog one or twice ever.. the deck was fast enough that I never needed him and he was a dead card in my hand almost every time I drew him. There's even more reasons but I don't want to get all long winded. Flagship is faster, deadly and wins games too.. pretty easy to pilot as well.

-2 Forest -2 Mountain +4 Evolving Wilds. I had a game where I didn't have double red and it was crippling. I couldn't cast Pia and Kiran on curve, and I couldn't cast more than one red spell per turn which was doubly crippling. Also had a time where I couldn't emerge Decimator because of triple green. Putting in the 4 Wilds fixed all that, and brought more synergy with Tireless Tracker.

That's it. I updated the list. Give it a play. Barney.. I'm interested to hear your results.

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 11:40 am 
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yay a Beast deck! I'm still playing your superfriends deck for crying out loud.

I'll print off the list and build and play very soon. Thanks!

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 12:06 pm 
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yay a Beast deck! I'm still playing your superfriends deck for crying out loud.

I'll print off the list and build and play very soon. Thanks!


Cool. Thanks.

Just watch out for things like overcommiting, and for god's sake.. if you're suspecting instant speed interaction, especially if they've shown you a bounce spell or creature, don't go all in on Westvale Abbeys or merging the Hanweir cards. You beat control and Planeswalkers.dec by going wide. The one card you simply cannot ever, ever beat is Brisella.. so if you suspect Bruna is about to come down.. hold onto a Fiery Impulse or a Harnessed Lightning and the mana open to cast it.

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 1:24 pm 
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hey, i'm the king of over-committing, I can't wait to do it

looking at the list quickly, it seems like we should be cutting one chandra and one nissa, but i'll try it a whole bunch before deciding

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 1:42 pm 
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Why? They're all great.

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 1:50 pm 
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It's my OCD wanting to never be in a situation where I don't have an optimal curve or play because i'm holding two of the same planeswalker in my hand. I agree with you that they're all great. I think Voice of Zendikar is better here than expensive Nissa. For Chandra, I think small Chandra is better but I'm not 100% sure.

Anyway, i really look forward to trying it out!

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 Post subject: Re: Making Big Plays
PostPosted: Wed Jan 04, 2017 1:58 pm 
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4 mana Chandra and 5 mana Nissa have performed the best. I'll often play 3 mana Nissa just to get a land.. if she dies, ohh well. I've used 4 mana Chandra to ramp into 6 mana Chandra before.. which is a pretty devastating play. Your best turn 6 plays aren't going to be Chandra though.. they're going to be flipping Westvale Abbey, merging the Hanweir cards, or playing Devil's Playground to set up Abbey or a big Decimator finish.

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