What decks do you guys think are the best in Duels: Origins' limited cardpool and rarity restrictions? Mono-R aggro, UR thopters, and GB elves are the decks I see pop up most often in ranked.
I'd go with mono-R aggro using some thopter support (several of the best thopter cards in the pool are red, anyway). It's a strong deck that put down pressure fast, isn't generally as hindered by mana screw as some other builds are, and if nothing else the game will be over quickly, for good or for ill.
The deck evolved from asking myself the question of how quickly can I flip Kytheon if I get him in my opening hand? I felt that Raise the Alarm was the answer, but since that isn't in Magic Duels: Origins I used Dragon Fodder as the next best thing. The rest of the deck evolved from trying to maximize damage before my opponent can get to the late game. The foundries then got thrown in as late game lands I can sac to get some tokens to flip kytheon if I draw him when I'm in top decking mode.
Chandra's iginition is currently being tested as well as kytheon's irregulars. If I take them out, I'll probaly replace them with some more removal.
As a new player on Duels, I don't yet have the card pool to support any of the decks mentioned in the OP. My colors aren't deep enough for mono anything or to build theme decks like Elves or Thopters.
There's not really one best deck. There are essentially three formats: against AI, against low ranks and against high ranks. The lower ranks are flooded with aggressive decks since very few people have access to Languish (which completely destroys the three decks you mentioned).
Monored is the best deck to grind gold against the AI, but I found it a little too inconsistent and easy to disrupt when playing online.
If you are just starting out and have next to no cards outside the starter kit, one of the best decks would be a RW aggressive aura deck with Flaring Flame-Kin and Skyhunter Skirmisher plus auras like Nimbus Wings and Inferno Fist. After a few packs, you should be able to build a decent GB elves deck, and later a UR artifacts deck.
Once your collection really starts shaping up, there are a lot of different decks and playstyle you can experiment with. At rank 40, I've had a lot of success with a WBG enchantment deck, a WR Sigil of Valor aggro/combo deck, and a WBG elves deck with Valor in Akros.
There's not really one best deck. There are essentially three formats: against AI, against low ranks and against high ranks. The lower ranks are flooded with aggressive decks since very few people have access to Languish (which completely destroys the three decks you mentioned).
Good point. It should be noted that the RW decklist I listed above is one I built to play against the AI. It takes a good 5 mintues for me to be matched up in ranked battle and because of that I rarely play ranked since I'm usually just loooking for a quick game when I open Magic Duels: Origins and don't want to wait.
I did play around 5 lower ranked matches with the list and won every match, but the waiting time for a match got a lot longer when I made it to rank 20 and I decided that I rather play against the AI.
Besides monored, I have a lot of success with quick wins against AI with white weenies with auras, since the tempo generated off a turn 2 renown creature like Topan Freeblade or Consul's Lieutenant into turn 3 evasive aura like Nimbus Wings or Grasp of the Hieromancer is big, and I picked up my playsets of the renown creatures fast. And if you don't get auras to go over mid-late game threats, I play a couple Reprisal, outclassing most other creatures with the auras. Auras are strong against AI because of the lack of emphasis on removal that I've experienced. I'm glad a deck can only play 2 Languish, I'll say that much.
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They didn't care that he was the savior of Fort Keff, the great hunter of Ondu, the champion of Kabira. To them, he was just another piece of flesh, a thing with life to be drained away.
This is actually the deck that I've been wanting to build towards down to being Jeskai for Thunderclap Wyvern, but I was wondering if the white splash was worth it. The deck can slow roll the beginning until around 3-4 mana anyway so I thought it could probably get away with playing a few more guild gates but I didn't have enough experience to make that call yet and I still don't have the card pool together.
Also I forgot about Chandra's Ignition, that also poopoos on a lot of the decks I've built, but fortunately again also a 2 of rare. When I was playing elves I was upset there was no Eyeblight Massacre in the game but I've grown to be thankful for it.
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They didn't care that he was the savior of Fort Keff, the great hunter of Ondu, the champion of Kabira. To them, he was just another piece of flesh, a thing with life to be drained away.
This is actually the deck that I've been wanting to build towards down to being Jeskai for Thunderclap Wyvern, but I was wondering if the white splash was worth it. The deck can slow roll the beginning until around 3-4 mana anyway so I thought it could probably get away with playing a few more guild gates but I didn't have enough experience to make that call yet and I still don't have the card pool together.
Also I forgot about Chandra's Ignition, that also poopoos on a lot of the decks I've built, but fortunately again also a 2 of rare. When I was playing elves I was upset there was no Eyeblight Massacre in the game but I've grown to be thankful for it.
I play no guildgates at all....
I run all 6 checklands (2 RU, 2 RW, 2 UW) a single Plains and the full playset of Evolving Wilds for mana fixing... it hardly screws up.... my list has no other W symbol except for the Wyverns... a single W and I'm all set.
deck is not my favorite though, even if surprise Thunderclap Wyvern during block step has won otherwise lost matches on the spot
this card has turned the tables a lot, it's very powerful.
I run every single bounce and removal effect below 2 mana. (+ Perilous Myr)
3 Thopter Engineer, 2 Pia and Kiran Nalaar, 2 Thopter Spy Network and 3 Whirler Rogue as thopter makers.
deck tends to be clunky in first turns, but in this metagame almost every deck is....
once it gets going, it's really fast and powerful.
I also fought the idea of splashing white just for the Wyverns... but in the end, I think it worked out well.
Probably because people tend to forget it while fighting the thopter deck.
the flash aspect of it DOES win a lot of matches.
I've been having some decent luck with a Sultai Tapout Control deck. Strong color fixing, lots of removal, and a nasty top-end. I'm currently sitting at Rank 30, somewhere like 36-6 in games, mostly due to flooding (though I did lose a few games to legitimately being outplayed, and one to misordering blockers because it's really counterintuitive).
The numbers might be slightly off, as I'm typing this from memory and am not at home at the moment to check. The deck is a little slow starting off, but can really punish other slow decks or decks that stumble early. I've had numerous players ragequit against variations of this deck. Liliana Emblem + Fleshbag Marauder is disturbingly oppressive and pretty much impossible to deal with in this format.
The Sphinx's Tutelage Control decks are everywhere. The mono blue version is weak but the UG Version with 4x fogs + elf visionary will be very challenging. The high end version with black and Languish is even crazier. You need to play counter spells or enchantment hate or else it's a auto loose against this.
This deck alone made the whole BR Sacrifice archtype unplayable. WotC really dropped the ball in not making a colorless permanent destruction (Spine of Ish Sah, Unstable Obelisk, Lux Canon) or more discard effects. Black and Red is so feather light in disruption, any of the synergy decks that is based on non-creature permanent is crazy hard to deal with.
I'm on the low ranks still (14) but I'm quite happy with what I'm playing given I've opened only 11 boosts (no time to farm :~~). I'm playing a WG Voltron deck, here's the list:
I pulled Kothophed and Languish in my starting packs, so I made Esper control. Aggro matchups can be tough, but this meta lacks good burn, so its really easy for me to stabilize. So far I'm 12-1, the only loss being to spacing out during my opponents turn and losing tempo at the worst possible moment. I seriously just jammed all of the 2 for 1s and all the removal into a deck with kothophed. Surprisingly effective.
I got enough cards to go mono-red finally. I'm having a lot of fun and some decent success with it. Just hit rank 30 tonight against a Tutelage deck. I destroyed him with a flipped Chandra that I got to ultimate. Earned me 2 achievements in the process. In 1v1, this mono-red deck feels like the most powerful I have personally used.
EDIT: Oh, so that's how Tutelage is SUPPOSED to work! Reading is tech, guys.
I'm finding Green Blue is really powerful against the computer, which is funny because it is normally one of the weaker archetypes in constructed.
Basically the computer always runs so little spot removal that tempo plays are super strong against it. The deck I currenly built has no creatures in it with a power greater than 3, and uses tempo creature cards like Separatist Voidmage, Harbinger of the Tides, and Bounding Krasis to make it difficult for the computer to block my attacks. Titanic Growth and Might of the Masses both go a long way at sealing the deal before the computer an drop any bombs. Wild Instincts also puts in good work as both a pump and removal spell and Evolutionary Leap helps maintain pressure by blanking what little removal the computer runs as well as finding me more creatures I can cast to keep bouncing or tapping their blockers.
Perilous Myr is the God of this format. It does so much work against aggro decks, and is dirty good in UR thopters, RB sacrifice, and RG monsters. Mono red and RW cry when they see it played against them, it's nearly guaranteed to eat one of their creatures alive, and can get two if they don't play carefully. Getting four of them when you start out also helps, it means that many decks in the lower end of ranked will be running them, since it's such a solid value card. Your deck needs to have game against perilous myr, which basically means you need to be resilient, play for a longer game, and have several threats that are on the higher end of the curve.
One of my personal favorites in duels origins is RG monsters. What I really like about it is how well it's able to handle most matchups, especially agressive and creature based based one. here's the list I am on for reference...
Your effectively a control deck, trying to stay afloat during the early turns using your card advantage generating 2 drops and cheap burn spells. If you are playing against a deck with limited resources, like mono red, RW, or GB, try and aggressively trade your cards for theirs in the early game, you have a great chance to win if you play a war of attrition against them. Against a more controlling deck like UB or Jund, save your removal spells for only their most crucial cards, it's okay if you have to combine them to take down a Kothophed, Soul Hoarder. Put pressure on any deck with your above the curve monsters and try and hold one monster in your hand if possible, in case the board gets wiped. Chandra's Ignition and Molten Vortex help shore up our aggressive and critter heavy matchups even further, though you shouldn't get too reliant on them, we have no way to reliably draw them.
Probably the most difficult matchup for this list is UR thopters, we have very few ways to handle all their flying creatures, and they chump block our monsters for days. Trying to trade 1 for 1 with them isn't going to work either, many of their cards generate three separate creatures. If you can draw Chandra's Ignition and stick a monster, your living the dream, but your best hope is to cast Dwynen, Gilt-Leaf Daen, her reach is very handy.
Ranks 0-10: Perilous Myr and Twin Bolt are extremely powerful. A lot of people in this range are either running fragile aggro decks filled with X/1 creatures or are trying to play auras. Either way, these cards are routinely 2-for-1's.
Ranks 11-20:
People start devoloping stronger card pools and can make more synergy-based decks. UR artifacts and GB elves see a lot of play. I love having Esperzoa and Alchemist's Vial out, lots of value. Thopter Spy Network feels unbeatable when you land it.
Ranks 20+:
I've just started to crack this range. Languish and Chandra's Ignition seem to be become more present and they do a good job of shutting down the UR and GB decks that dominated the previous tier.
At high ranks, the most important dynamic is sweepers. In order to have a competitive deck you absolutely must be playing sweepers or have the ability to win through them, preferably both. That means at least one of Red, Black, or White. The aggro decks don't have the tool so to reliably get through Impulse/TwinBolt/Myrs+the efficient early blockers available in almost every color, so they aren't the direction you want to go. If you aren't aggro you need a way to beat Evolutionary leap in the long game, which means Reclamation Sage (at least 3 or 2+Bellower, although honestly there are enough targets that I just recommend 3+Bellower). That means two things:
1)There are enough incidental naturalize effects running around to ensure that Tutelage and Thopter assembly decks don't take the top slot
2) You are playing green, and should jam the max copies of Evolutionary Leap yourself.
Leap plays superbly with the Myr, and since it wants a lot of mana you play Nissa and at least 4 of Visionary/Gatecreper (I prefer the full 8). So basically you're left with GR Leap, GB Leap, GW Leap, or 3+ color Leap as the best decks. I personally like GR the best, since Impulse and Bolt give it the best game people trying to cheese you with aggro. GR Leap actually splits further into a version based on LD and a version based on monsters -- I'm using the latter at the moment since it has better Ignitions, but a T4 Acid-Moss on the play can seal a lot of game, so I'm honestly not sure which is better.
I'm looking forward to when BFZ (finally) releases to see if Leap decks are still the best.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
BFZ meta seems to have settled in. The two shifts that I have noticed is people branching out to 3 colors more often, and ramp. Especially ramp with Mwonvuli Acid-Moss to punish the 3-color decks. Selesnya ramp in particular seems to be the top dog of the meta, in my opinion. Gideon and Ob Nixilis are ridiculous, as expected. Kiora is OK. Radiant Flames is fantastic, and Reclamation Sage is almost a necessity if you are running green.
As far as the old origins decks,
I think Thopters is still decent. I've seen some BFZ versions running Vile Aggregate that seem pretty good.
G/B Elves feels considerably weaker than before. Pre-BFZ, you could often just gamble that your opponent wouldn't draw Languish since they'd only have two copies. Now there are just so many sweepers available, you're sure to run into one. Have to play around them, which elves does not do well since they have such a "cumulative" advantage. Skyrider Elf seems like it might be fun to slot in somehow.
RDW is viable as always, though Jaddi Offshoot is fairly annoying to play against.
The EvoLeap variants I think are very fun durdly decks, but where they won through the inevitability of card advantage during Origins, now they just kind of get stepped on by Ulamog and the ramp decks. The inclusion of enchantment hate in most decks hinders the game plan as well. Still good, but the ramp matchup doesn't seem great since most of these style decks don't race well.
My favorite deck to play at the moment is Jeskai tokens. Dragon Fodder, Eldrazi Skyspawner, and Unified Front, with Kytheon's Tactics, Retreat to Emeria and of course Gideon for pump, with some burn added on top. May not be the most competitive deck, but it can get you to 20+ ranks easily enough and is fun to play. Very resilient to spot removal, fairly resilient to sweepers, and has the ability to win out of nowhere. Doesn't do great against Moss, though.
So, now that BFZ has been added, let's talk Perilous Myr It's still a great card, but the addition of ramp decks, huge creatures, and several new enchantments that can grind value into the lategame hurt it a lot. It actually has a bad matchup now (G/x ramp), and is no longer as easy to play in almost every deck. Myr is no longer the defining card it once was, and instead of playing at least 2 copies in most decks to shore up aggressive matchups, it now feels correct to only play it in decks where it has good synergy with your own gameplan (U/R thopters, leap, B/R sac).
With the dominance of myr being significantly hurt, a new champion rises, Mono red aggro. Once very difficult to play into a field full of elves, thopters, and GR monsters, it now has a chance to shine. It also gets to prey on the new kid on the block, G/X ramp, a deck with has pretty good matchups across the board with the exception of burn. Ramp simply does so much more in the lategame than most decks can handle, and with Mwonvuli Acid-Moss, it can even cripple the mana base of their opponent's while setting up for some huge hay-makers and value plays. However, it needs time to get it's manabase going, and that is something it just isn't going to get against Mono red, a deck that could care less when Acid Moss takes out it's lands, since nothing in it costs more than 3 anyways.
I've been running Red myself for most of the BFZ season, and have found a lot of success with it. My most common matchups were G/X ramp (Typically Abzan), the mirror, GR monsters, and white/X aggro. Notably missing were the thopter and elf decks of last season, likely due to the increased number of wraths in the format with the addition of Planar Outburst and Radiant Flames.
I will probably post a deck-tech for this later, I believe it is one of the strongest choices you can make when attempting to climb the ladder, and if you play the aura's carefully, you can rise through the ranks. Best of luck in the BFZ season!
Mage-Ring Bully is one of the all-stars of my red deck. He ramps your damage output so much and in such useful ways. I feel like I could write a huge post about all the synergies he provides.
I always want him in my opening hand or within a card or two.
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Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
1 Kytheon, Hero of Akros
3 Goblin Glory Chaser
2 Relic Seeker
2 Topan Freeblade
2 Abbot of Keral Keep
1 Chandra, Fire of Kaladesh
2 Iroas's Champion
1 Kytheon's Irregulars
1 Avaricious Dragon
2 Pia and Kiran Nalaar
4 Firey Impulse
2 Reprisal
4 Dragon Fodder
2 Exquisite Firecraft
2 Chandra's Ignition
Enchantments
4 Infectious Bloodlust
Artifacts
1 Throwing Knife
1 Sigil of Valor
2 Plains
7 Mountain
2 Clifftop Retreat
4 Boros Guildgate
3 Foundry of the Consuls
1 Rogue's Passage
4 Evolving Wilds
The deck evolved from asking myself the question of how quickly can I flip Kytheon if I get him in my opening hand? I felt that Raise the Alarm was the answer, but since that isn't in Magic Duels: Origins I used Dragon Fodder as the next best thing. The rest of the deck evolved from trying to maximize damage before my opponent can get to the late game. The foundries then got thrown in as late game lands I can sac to get some tokens to flip kytheon if I draw him when I'm in top decking mode.
Chandra's iginition is currently being tested as well as kytheon's irregulars. If I take them out, I'll probaly replace them with some more removal.
Instead, I've been playing red/white aggro. Key cards include Twin Bolt and Ember Hauler, since they function as both removal and threats. Inferno Fist is also an important card for the same reasons, but I only run 2 due to its weakness as an aura. I'm trying to keep the curve low with a bunch of Elite Vanguard, Kinsbaile Skirmisher, Mage-Ring Bully, and Topan Freeblade. Juggernaut is a fine finisher, just as he was back in 1993. Give him some Nimbus Wings for added unblockability. I've got a Pia and Kiran Nalaar and Kytheon's Irregulars as well. So far, I've been doing okay against low-ranked live opponents.
Monored is the best deck to grind gold against the AI, but I found it a little too inconsistent and easy to disrupt when playing online.
If you are just starting out and have next to no cards outside the starter kit, one of the best decks would be a RW aggressive aura deck with Flaring Flame-Kin and Skyhunter Skirmisher plus auras like Nimbus Wings and Inferno Fist. After a few packs, you should be able to build a decent GB elves deck, and later a UR artifacts deck.
Once your collection really starts shaping up, there are a lot of different decks and playstyle you can experiment with. At rank 40, I've had a lot of success with a WBG enchantment deck, a WR Sigil of Valor aggro/combo deck, and a WBG elves deck with Valor in Akros.
Good point. It should be noted that the RW decklist I listed above is one I built to play against the AI. It takes a good 5 mintues for me to be matched up in ranked battle and because of that I rarely play ranked since I'm usually just loooking for a quick game when I open Magic Duels: Origins and don't want to wait.
I did play around 5 lower ranked matches with the list and won every match, but the waiting time for a match got a lot longer when I made it to rank 20 and I decided that I rather play against the AI.
But the people behind the barrier knew.
I'm keeping a Rank of around 20 playing with plenty of decks with similar success rates.
RUw thopters (w is splash for Thunderclap Wyvern)
RB goodstuff with tons of removal, Kothophed, Soul Hoarder and Erebos's Titan
Monogreen with lots of land tutors, Zendikar's Roil and Primal Bellow and Wildsize
RB steal and sacrifice dudes
RW auras
Elves
Jund creature hate with every removal you can find and Gaea's Revenge
all decks I'm playing are performing around the same...
metagame seems really healthy in this game.
at least for now
However the deck simply falls apart if the opponent plays Chandra's Ignition or Languish.
This is actually the deck that I've been wanting to build towards down to being Jeskai for Thunderclap Wyvern, but I was wondering if the white splash was worth it. The deck can slow roll the beginning until around 3-4 mana anyway so I thought it could probably get away with playing a few more guild gates but I didn't have enough experience to make that call yet and I still don't have the card pool together.
Also I forgot about Chandra's Ignition, that also poopoos on a lot of the decks I've built, but fortunately again also a 2 of rare. When I was playing elves I was upset there was no Eyeblight Massacre in the game but I've grown to be thankful for it.
But the people behind the barrier knew.
I play no guildgates at all....
I run all 6 checklands (2 RU, 2 RW, 2 UW) a single Plains and the full playset of Evolving Wilds for mana fixing... it hardly screws up.... my list has no other W symbol except for the Wyverns... a single W and I'm all set.
deck is not my favorite though, even if surprise Thunderclap Wyvern during block step has won otherwise lost matches on the spot
this card has turned the tables a lot, it's very powerful.
I run every single bounce and removal effect below 2 mana. (+ Perilous Myr)
3 Thopter Engineer, 2 Pia and Kiran Nalaar, 2 Thopter Spy Network and 3 Whirler Rogue as thopter makers.
deck tends to be clunky in first turns, but in this metagame almost every deck is....
once it gets going, it's really fast and powerful.
I also fought the idea of splashing white just for the Wyverns... but in the end, I think it worked out well.
Probably because people tend to forget it while fighting the thopter deck.
the flash aspect of it DOES win a lot of matches.
1x Jace, Vryn's Prodigy
1x Liliana, Heretical Healer
1x Nissa, Vastwood Seer
Creatures - 21
3x Jorubai Murk Lurker
1x Disciple of the Ring
3x Fleshbag Marauder
2x Gilt-Leaf Winnower
1x Erebos's Titan
4x Gatecreeper Vine
2x Reclamation Sage
1x Woodland Bellower
1x Gaea's Revenge
3x Possessed Skaab
3x Telling Time
2x Read the Bones
1x Cruel Revival
2x Languish
1x Unholy Hunger
3x Mwonvuli Acid-Moss
Lands - 24
2x Drowned Catacomb
3x Dimir Guildgate
2x Woodland Cemetery
3x Golgari Guildgate
2x Hinterland Harbor
3x Simic Guildgate
1x Island
3x Swamp
5x Forest
The numbers might be slightly off, as I'm typing this from memory and am not at home at the moment to check. The deck is a little slow starting off, but can really punish other slow decks or decks that stumble early. I've had numerous players ragequit against variations of this deck. Liliana Emblem + Fleshbag Marauder is disturbingly oppressive and pretty much impossible to deal with in this format.
My Custom Cards
My Twitch - Languishing in neglect under the vain hope of starting again
My Livestream Archive
This deck alone made the whole BR Sacrifice archtype unplayable. WotC really dropped the ball in not making a colorless permanent destruction (Spine of Ish Sah, Unstable Obelisk, Lux Canon) or more discard effects. Black and Red is so feather light in disruption, any of the synergy decks that is based on non-creature permanent is crazy hard to deal with.
I'm on the low ranks still (14) but I'm quite happy with what I'm playing given I've opened only 11 boosts (no time to farm :~~). I'm playing a WG Voltron deck, here's the list:
2 Topan Freeblade
1 Herald of the Pantheon
4 Timberland Guide
4 Herald of Heliod
3 Skyhunter Skirmisher
4 Primal Huntbeast
1 Dwynen, Gilt-Leaf Dean
1 Outland Colossus
2 Conclave's Naturalists
1 Divine Favor
2 Reprisal
2 Wildsize
1 Knightly Valor
2 Angelic Edict
10 Plain
9 Forest
1 Selesnya Guildgate
2 Sunpetal Grove
1 Evolving Wilds
14-2 so far, with both defeats being against tutelage decks.
BGU Control
R Aggro
Standard - For Fun
BG Auras
The Vorthos community will await the consequences of the Eldrazi Titans' deaths/sealing. We will keep the watch.
“The wind whispers, ‘come home,’ but I cannot.”
— Teferi
Something went bad last night and I have tanked all the way to two
Been fooling with all sorts of decks though. Just started trying out tricolor. I really hate playing tri color but it seems unavoidable.
I got enough cards to go mono-red finally. I'm having a lot of fun and some decent success with it. Just hit rank 30 tonight against a Tutelage deck. I destroyed him with a flipped Chandra that I got to ultimate. Earned me 2 achievements in the process. In 1v1, this mono-red deck feels like the most powerful I have personally used.
EDIT: Oh, so that's how Tutelage is SUPPOSED to work! Reading is tech, guys.
Basically the computer always runs so little spot removal that tempo plays are super strong against it. The deck I currenly built has no creatures in it with a power greater than 3, and uses tempo creature cards like Separatist Voidmage, Harbinger of the Tides, and Bounding Krasis to make it difficult for the computer to block my attacks. Titanic Growth and Might of the Masses both go a long way at sealing the deal before the computer an drop any bombs. Wild Instincts also puts in good work as both a pump and removal spell and Evolutionary Leap helps maintain pressure by blanking what little removal the computer runs as well as finding me more creatures I can cast to keep bouncing or tapping their blockers.
One of my personal favorites in duels origins is RG monsters. What I really like about it is how well it's able to handle most matchups, especially agressive and creature based based one. here's the list I am on for reference...
3 Perilous Myr
3 Elvish Visionary
1 Nissa, Vastwood Seer
3 Kird Chieftain
2 Dwynen, Gilt-leaf Daen
3 Zendikar Incarnate
1 Embermaw Hellion
2 Outland Colossus
1 Woodland Bellower
4 Fiery Impulse
2 Twin Bolt
2 Exquisite Firecraft
2 Nissa's Pilgrimage
2 Chandra's Ignition
1 Molten Vortex
9 Forest
9 Mountain
4 Gruul Guildgate
2 Rootbound Crag
Your effectively a control deck, trying to stay afloat during the early turns using your card advantage generating 2 drops and cheap burn spells. If you are playing against a deck with limited resources, like mono red, RW, or GB, try and aggressively trade your cards for theirs in the early game, you have a great chance to win if you play a war of attrition against them. Against a more controlling deck like UB or Jund, save your removal spells for only their most crucial cards, it's okay if you have to combine them to take down a Kothophed, Soul Hoarder. Put pressure on any deck with your above the curve monsters and try and hold one monster in your hand if possible, in case the board gets wiped. Chandra's Ignition and Molten Vortex help shore up our aggressive and critter heavy matchups even further, though you shouldn't get too reliant on them, we have no way to reliably draw them.
Probably the most difficult matchup for this list is UR thopters, we have very few ways to handle all their flying creatures, and they chump block our monsters for days. Trying to trade 1 for 1 with them isn't going to work either, many of their cards generate three separate creatures. If you can draw Chandra's Ignition and stick a monster, your living the dream, but your best hope is to cast Dwynen, Gilt-Leaf Daen, her reach is very handy.
Best of luck in Duels:Origins, keep on brewing!
Ranks 0-10:
Perilous Myr and Twin Bolt are extremely powerful. A lot of people in this range are either running fragile aggro decks filled with X/1 creatures or are trying to play auras. Either way, these cards are routinely 2-for-1's.
Ranks 11-20:
People start devoloping stronger card pools and can make more synergy-based decks. UR artifacts and GB elves see a lot of play. I love having Esperzoa and Alchemist's Vial out, lots of value. Thopter Spy Network feels unbeatable when you land it.
Ranks 20+:
I've just started to crack this range. Languish and Chandra's Ignition seem to be become more present and they do a good job of shutting down the UR and GB decks that dominated the previous tier.
1)There are enough incidental naturalize effects running around to ensure that Tutelage and Thopter assembly decks don't take the top slot
2) You are playing green, and should jam the max copies of Evolutionary Leap yourself.
Leap plays superbly with the Myr, and since it wants a lot of mana you play Nissa and at least 4 of Visionary/Gatecreper (I prefer the full 8). So basically you're left with GR Leap, GB Leap, GW Leap, or 3+ color Leap as the best decks. I personally like GR the best, since Impulse and Bolt give it the best game people trying to cheese you with aggro. GR Leap actually splits further into a version based on LD and a version based on monsters -- I'm using the latter at the moment since it has better Ignitions, but a T4 Acid-Moss on the play can seal a lot of game, so I'm honestly not sure which is better.
I'm looking forward to when BFZ (finally) releases to see if Leap decks are still the best.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
As far as the old origins decks,
My favorite deck to play at the moment is Jeskai tokens. Dragon Fodder, Eldrazi Skyspawner, and Unified Front, with Kytheon's Tactics, Retreat to Emeria and of course Gideon for pump, with some burn added on top. May not be the most competitive deck, but it can get you to 20+ ranks easily enough and is fun to play. Very resilient to spot removal, fairly resilient to sweepers, and has the ability to win out of nowhere. Doesn't do great against Moss, though.
With the dominance of myr being significantly hurt, a new champion rises, Mono red aggro. Once very difficult to play into a field full of elves, thopters, and GR monsters, it now has a chance to shine. It also gets to prey on the new kid on the block, G/X ramp, a deck with has pretty good matchups across the board with the exception of burn. Ramp simply does so much more in the lategame than most decks can handle, and with Mwonvuli Acid-Moss, it can even cripple the mana base of their opponent's while setting up for some huge hay-makers and value plays. However, it needs time to get it's manabase going, and that is something it just isn't going to get against Mono red, a deck that could care less when Acid Moss takes out it's lands, since nothing in it costs more than 3 anyways.
I've been running Red myself for most of the BFZ season, and have found a lot of success with it. My most common matchups were G/X ramp (Typically Abzan), the mirror, GR monsters, and white/X aggro. Notably missing were the thopter and elf decks of last season, likely due to the increased number of wraths in the format with the addition of Planar Outburst and Radiant Flames.
3 Goblin Glory Chaser
2 Goblin Arsonist
2 Abbot of Keral Keep
3 Ember Hauler
1 Chandra, Fire of Kaladesh
3 Flaring Flame-kin
4 Titan's Strength
4 Twin Bolt
2 Exquisite Firecraft
4 Dragon Fodder
2 Touch of the Void
3 Call of the Full Moon
4 Infectious Bloodlust
19 Mountain
I will probably post a deck-tech for this later, I believe it is one of the strongest choices you can make when attempting to climb the ladder, and if you play the aura's carefully, you can rise through the ranks. Best of luck in the BFZ season!
What do you think about Mage-Ring Bully in here?
Mage-Ring Bully is one of the all-stars of my red deck. He ramps your damage output so much and in such useful ways. I feel like I could write a huge post about all the synergies he provides.
I always want him in my opening hand or within a card or two.