2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on lucky charms
    Hello and welcome. I would like to thank you for stopping to read my post.

    Now the deck that I'm bringing to your attention is one that I've been playing since just after the pre-release.
    It's Not a tier one or a tier two deck. Hell it's not even a tier four deck. But I built the deck because i am one of those players that still plays for fun. I have had a great time playing this deck and i enjoy it immensely.

    Now the decks i have beaten with my lucky charms deck include:
    Jeskai tempo- took first place at some kans pro tour or something.
    several home brews in a six person free for all.
    jeskai combo- they win by milling you. I went 2-7 but i still won twice. :p
    and AFFINITY- he won the first three games but i will never let him live down the fourth game i won.

    heres the deck: ( it's been a while since i last posted, i couldn't get the deck thing to work properly sry )

    lands- 20
    Sandsteppe Citadel x3
    Mystic Monastery x2
    Frontier Bivouac x2
    Opulent Palace x2
    Nomad Outpost x2
    island x2
    forest x2
    plains x2
    mountain x2
    swamp x1

    creatures- 3
    Sylvan Caryatid x3

    spells- 37
    Deflecting Palm x3
    Kill Shot x2
    End Hostilities x2
    Howl of the Horde x2
    Icy Blast x2
    Crater's Claws x2
    Winterflame x3
    Mindswipe x2
    AEtherspouts x2
    Villainous Wealth x2
    Temur Charm x2
    Abzan Charm x3
    Sultai Charm x3
    Mardu Charm x4
    Jeskai Charm x3

    Theres my 60 card deck. Now after looking at that beautiful list, you might be wondering what the heck are some of those cards are doing in that list. Well let me explain.

    I guess this could be called a " control " deck. The win cons of the deck are Villainous Wealth, Mindswipe, Crater's Claws, and Howl of the Horde.

    Now Howl of the Horde is a win con because you use it in conjunction with either Villainous Wealth or Crater's Claws. Both of which do some serious damage. I love killing people with their own spells using wealth. If you've hit them a few times with Deflecting Palm then just let them cast ANYTHING and kill them with mindswipe. That has won me several games. Deflecting Palm could actually be considered a win con because that's how i beat AFFINITY, it has also won me several games.

    The idea really was to just play a deck with all the charms in it. But the deck was doing really good so i tweaked it some here and there and this beauty is the final product. I have basic lands in the deck because at later turns we HAVE to have lands that come in untapped. Turn 7-9 Feel free to End Hostilities if you have 6-7 lands with Sylvan Caryatids out. They are really only good early game anyway.

    The deck will win you some games and it will lose you a lot. I personally just love playing decks that cause my enemies to squirm and fight really hard to just barely squeeze out their win. If you enjoy playing decks that have a small chance of winning, but when they do they win big, then you'll absolutely love playing this.

    Any suggestions would be great. Sleeve her up and give her a try.
    Posted in: Standard Archives
  • posted a message on kruphix wants all the turns
    Ok so i built my first comannder deck, which is actually pretty exciting. I centered my deck around taking extra turns, and having some form of unlimited mana. I have several ways of taking extra turns some of the ways are:
    1. Temporal Mastery
    2. Time Warp
    3. Sage of Hours

    Now i have a bunch of ways to get the counters on Sage of Hours so that i can take turns. The main pieces for the combo use Orochi Hatchery , Ivy Lane Denizen, Vorel of the Hull Clade . The hatchery is really only good if i've had kruphix out for a while and have managed to store up a ton of mana, otherwise it isn't quite as effective. But if they can't respond to the spells or the combo i can kill them with infinite turns. 1. make 8 green snakes. 2. put 8 counters onto sage. 3. double to 16 counters. 4. remove 16 counters take 3 extra turns, wash rinse and repeat. I mean i could just attack with an army of 3/3 snakes using Orochi Hatchery and Doubling Season, that would be funny.

    The rest of the deck has interactions with them, but the other win con that i have is getting four copies of Biovisionary . So i have cards that let me do just that. My cards for him Progenitor Mimic, Cackling Counterpart , and clone. I have the Prophet of Kruphix and Doubling Cube just for mana shenanigans.

    I've won several games using extra turns from Sage of Hours, but i have yet to win with Biovisionary that would be the fun part. Any suggestions to make it run smoother would be much appreciated. Or any help making the shenanigans even more fun would be awesome also.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Athreos' humans
    ya i had some devour flesh in the deck so i could sack the guy they are targeting for Dsphere, but the others are a big ouch.
    Posted in: Standard Archives
  • posted a message on Athreos' humans
    So I've been brewing with a deck me and a buddy put together. It definitely needs some tweaking. It actually doesn't run to bad, but the road is bumpy enough that it needs some work. So far the deck is:



    So the idea of the deck is to get Athreos out on the field while i have a bunch of the apostles out. I make the apostles big by using the door. And you're either gonna take a bunch of life or let me have the guys back to cast again, and make them even bigger. The dictate is there as a security buff. You got big guys i cant do much against, ok lets declare blockers flash in dictate sack my guys ( hope necro is out ) you sack your guys and i get a demon and possibly my guys back.

    I have three doors because: 1. they aren't legendary and 2. i can have one/two for humans and one for demons. Casting a 10/10 human for 1 is pretty beast. I only have two halls because they ARE legendary. But i just name black and everyone including Athreos gets a +1-+1 buff. A 6/5 for three isn't to shabby.

    Thats about all there really is to the deck. A few kill spells, Flying/lifgain, card drawing, scrying, and winning. ( hopefully )

    So any ideas to make it better or run smoother would by much appreciated. And yes i know its just a few cards over 60. I like my decks that way. plus with the card drawing a few extra cards isnt really a problem.
    Posted in: Standard Archives
  • posted a message on Lifegain Deck - Archangel of Thune / Voracious Wurm
    The combo me and my friend found out just before states was to use heroes reunion then to cast the wurm. You get a 9/9 for technically two mana, and you gained 7 life. Theres ways to up the life gained before you cast him. Playing any creature turn two, giving them unflinching courage turn three. swinging in for lets say 5-6 dmg theres 6 life+ heros 7=13 theres a 15/15 wurm on turn four for " two " mana. then give him an unflinching courage and that's a 17/17 lifelink/trample, OUCH!!!

    I see you have most off that in the deck already but you could also try the gift of orzovha it gives +1+1 flying and lifelink for 1 and 2 white.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    Ok so I played the original list I posted tonight to a 2-2 third place. The two loses I got the deck either mana flooded or mana screwed. But even in both cases the deck still put up a heck of a fight and I loved playing it. I have a new idea that on going to be playing next week. Still going with the land destruction but just a different avenue.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    The tyrant actually sounds like a really nice way to get rid of some creatures. Especially if I've already killed almost all their lands. I've actually been looking into another form of " land destruction" using stuff like Contaminated Ground and Hidden Strings , cipher it onto an unblockable and just force them to tap them and take damage. I'll still use cards like Demolish to actually get rid their lands.

    I'm not sure what color combo I would like this deck to be though. I'm also trying to stay post rotation friendly. The color combo I've come up with is b/u/g so I can still use Sylvan Primordial and Chronic Flooding. Chronic Flooding isn't land destruction per say but if tapping a land means taking two dmg or milling 3. You might be a little more careful about what spells you're casting, maybe. Any ideas on getting a deck together in this color combo going?
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    I actually think that this wont do to bad at my meta, because people there don't tend to " net deck " and you never know what to expect. I'm usually one of the ones playing something completely off the wall, like this. Now there are like 2-3 people that play a some kind of aggro deck. If anything I play for fun anyway, and I think playing this kind of deck would be a total blast.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    Ok so the only problem I'm having is the first few turns of not having a creature on the field. I've tested the deck about 30 times and by turn 6 I've already gotten rid of three lands and from there its gonna be at least one land per turn continuously. So if you've missed a land drop you are screwed. I'm thinking about adding in a aetherling or two for an alt win-con, but I have no idea what to take out to make room for them. I could just go with a 65 card deck. The deck is 63 and it has yet to stall out on me to hard, 1-2 turns at most.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    I haven't really had a problem getting the strategy up and going. The main problems are being so open to attacks the first few turns and my only win con at the moment is the primordial with UFC on it. I tried using mana dorks but I wound up chump blocking instead of mana ramping.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    No not really that's one of the things we really need help with. Although with so many blink options its still hard to target them. The fastest I've gotten everything up and running is turn 4.

    T1: land, pass
    T2: land, farseek, pass
    T3: land, verdant haven, farseek, pass
    T4: land, primordial

    I've gotten that probably 4 times out of the 15 times I've tested the deck. But another win con would be helpful, But we couldn't figured out one without messing up the continuous destruction. The best land D combo I've gotten, several times, is:

    T1: land, pass
    T2: land, farseek, pass
    T3: demolish, pass
    T4: Frenzied tilling, pass
    T5: same as T4
    T6: primordial, pass

    Then it was a string of blink and boom, bye-bye land. I do leave myself open till about turn four at the earliest. I didn't really like the mana dork route because if I block I'm down a mana, but later game I have plenty of mana.
    Posted in: Standard Archives
  • posted a message on Land Destruction Prototype
    Greetings fellow walkers of the planes, I am working on a land-destruction deck and have thus-far gathered a large number of cards which can be used to destroy land and keep them that way.

    The goal here is to give myself a large ammount of land to let me Summon the Sylvan Primordial and then use return and blinking cards such as Unsummon and Ghostly Flicker to have him continually destroy my opponents lands. Cards like Demolish and Survey the Wreckage will help for removing lands from my opponent earlier on so that I have time to bring out the Primordial.

    My primary concern here is that I'm focusing too much on too many things, I want land removal, land ramp, and big creatures; all while ensuring that I always have the land I need (thanks to Chromatic Lantern) and being able to buff my big creatures with Unflinching Courage.

    If I could get you guys to take a look-see at this deck and let me know what you think of it, I would greatly appreciate it.

    Thank you and have a wonderful day,
    ~The Tai-Kwon-Do Guy

    Posted in: Standard Archives
  • posted a message on the ooze monster
    Hello every one. I've been thinking about a deck that's a mixture between mill and aggro (I think its called millgro?). Now a few of the cards I want to use I only have like two of and I wont be able to obtain more by this Friday. But my idea for the deck is to use stuff like tome scour, mind sculpt, millstone, Sands of Delirium, and maybe even thought scour. Get a good engine going then use my two Scavenging Ooze to just start wiping their graveyard.

    A few weeks ago one of the guys at my FMN played a BW flash deck using Elvish Archdruid and a bunch of elves t generate mana. I thought I could use this same engine to generate mana for the ooze to eat all the cards I'm milling. But either milling them to death or killing with a nasty trampling ooze would only one win-con. I thought adding in some Primordial Hydra since I'm going to mana ramping anway couldn't hurt. Plus that give mana holes combat tricks: "I'll swing with my 3/3 ooze...no blocks?...bioshift 30 +1-+1 counters from hydra to the ooze. GG."

    With the addition to the blue being added I figured I'd need some counter spells since my opponents are going to be trying to kill my guys. Some dispels, negates, essence scatters maybe, syncopate.

    So heres my idea for the deck at the moment:



    Now I've been thinking that a nice sideboard surprise would fun to include.
    Things like Vorel of the Hull Clade since my creatures are going to have counters. Getting rid of a couple artifacts and replacing them with Chromatic Lantern and adding in some spells like far/away, doom blade/ ultimate price, and some more fight spells or a few fight bears.



    So any pointers and help getting this to a competitive deck would help please and thankyou.
    Posted in: Standard Archives
  • posted a message on Defend the wall
    Hello, I've got a defender deck that I've been working on for awhile and love some help. It's not a deck that meant to win, but it has the ability to, it's more fun than anything.
    Here's the deck:



    Yes its a 64 card deck, but you're also gonna be playing your whole hand a lot hence all the draw. Sphinx's Revelation may be a nice addition to the deck but i just don't feel like dishing out the money for them, and no one in my meta has any for trade. The deck is actually pretty simple. Defend like crazy and kill with hydra or mill with doorkeeper. I've had games where i had 200+ defenders on the board and a hydra that i played on turn 3 that was 5mil-5mil. I finally swung for the kill and they fogged, so i milled them for 200+ with door and passed turn. Sideboard is for faster win. It's real funny dropping a Yeva, a Biovisionary, making a token of him, and populating twice at the end their turn. Or i could always do it on mine if i cant flash him in. I tried using Master Biomancer but i seemed like it slowed the deck down since i wasn't attacking.

    So any pointers would be helpful, thanks.
    Posted in: Standard Archives
  • posted a message on Evolution of the hidden maze
    Okay so I went 3-2 last night at my FNM with my Maze's end deck. This is the deck that i played.



    The only problem i had was not drawing one of the 8 white mana when i had a hand full of white cards. Now I thought I added in some draw cards before leaving and it appears i left them on the table, sucks but the deck still played wonderful. Now i have a really interesting idea for game two. Weather I win or not, definitely if i win, I want to do a super sideboard. The weird stuff was in there for the random kills when i didnt want to use a "fog". I used the auger sprees to kill 2 Boros Reckoner and 2 Sublime Archangel, the angel i killed in response to the attack declare.

    Game one deck changes:

    -1 restore the peace
    -2 auger spree
    -2 hero's reunion
    -1 unsummon
    -1 into the void

    +3 think twice
    +4 Saruli Gatekeepers

    Game two side in:

    -2 cloudshift
    -2 syncopate
    -3 think twice
    -3 terrifying presence

    +2 Sphinx's Revelation
    +2 Conjurer's Closet
    +2 urban evolution
    +3 hidden strings
    +1 ral zerak

    Some of the changes I was looking at adding to the deck would give me a slight better chance at lasting longer while keeping the "fog's" for later turns. I usually wait till I'm at about 5-7 life to start fogging anyway, 5-7 life to stay out of spear range or boros charm or something of the like. And this strategy hasn't really failed me yet, if anything letting them think I'm being really unlucky and not drawing my fogs while they waste cards pumping their guys. Game two I'm looking at getting rid of the think twice for urban evolution because in the end we're paying the same amount of mana for one extra card and an extra land drop. Cast think twice and flash back for 5 draw two cards, cast urban for 5 draw three play 1-2 lands. And with the added life gain I should be able to take the hit or have mana open for a "fog".

    Here are the changes I'm looking at making:



    Okay so the idea of the new is to use the gatekeepers to gain life so i can wait a few turns to play some stuff like the closet or a urban evolution. The urban evolution and the hidden strings are for ramping to my 10 gates faster. In the testing that I've done spending a turn on the closet for a continual 7-14 each turn has been ridiculously amazing, there isn't anyone playing artifacts in my meta besides me so no-one really sides in artifact hate. There might be one person and hes the one that always has at least 2 acidic slimes in the sideboard. The only draw cards that i decided to add in were Sphinx's and urban just because I've only ever had a few times were I needed to draw cards to win.

    I feel with the deck list I've come close to tripling my life capabilities. I've got at my disposal 2 Sphinx's, 3 Riot controls, 4 gate keepers, and 2 closets. Any combination of these cards gives the ability to take a few hits saving my "fogs" for later turns.

    I don't really like the idea of going down the aggro road because right now 90% of my opponents kill spells are just clutter cards. So hopefully i'll win game one then super sideboard in the game two strategy for a second win.
    Posted in: Standard Archives
  • To post a comment, please or register a new account.