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  • posted a message on Mon-Red Aggro : (Converting a MTG Duels Deck to Standard)
    Ooooh! The Brute Strength is a GREAT suggestion. I'll probably do a straight swap from Titan's Strength to Brute Strength. Trample is invaluable to this deck especially as I lose the Flamekins. That's worth an extra mana and the loss of scry. I was looking at Abbot after I saw I can't run the swiftspear. He does have the potential to make me exile my dragon or chandra as well as to force me to blow up a full moon if I want to use his ability but... could be worth it. In a deck without search mechanics or graveyard pullers you are just as likely to get rid of a card that's in the way of you pulling one of those as you are to get rid of them. The heelcutters are cool but by they are pretty costly in terms of this deck so I'm not a huge fan.

    I'm thinking of doing this:



    On the 8th I'll rotate it out for this:



    Then I'm thinking, depending on card costs. I may pick up and extra dragon, chandra, vortex, and 4 Titan's Strengths. Just so I can adjust the build a bit and see what works.
    Posted in: Standard Archives
  • posted a message on Mon-Red Aggro : (Converting a MTG Duels Deck to Standard)
    What??? I thought they were part of the last core set. Origins was kind of like a core set wasn't it? The Flaring Flame-Kin is one of my strongest finishers. Eliminating him will seriously compromise the entire deck.

    Ok so based on those suggestions this could be worth a try:



    Dragon Fodder is a card I eliminated for a reason. It's performance is just not very strong. I also don't see Zurgo offering anything really worth including him in the deck beyond being a 2/2 creature. Monastery Swiftspear seems like a better option. It's down 1 attack from the mage ring bully but can come out and swing first turn, and isn't forced to attack each turn. Prowess has very strong performance in this deck so it's addition seems logical. The Lightning Berserker on the other hand is a solid addition. I see it dying easily but it comes out fast and comboed with the full moon would help fill the gap left by the missing flamekins.

    The other weakness I'm seeing now is the inferno fist and ember haulers give you a lot of early game control and late game finishing power. Their elimination will leave a weakness in those areas. It will be down to twin bolt, molten vortex, and act of treason to give all of the deck's control. However since I already eliminated the Akroan Sergents getting rid of Flamekin and adding in 7 new 1 mana cost creatures up's this game's early game performance and increases the chance of killing someone on turn 4 or 5. I mean you're down to a deck with only two cards with a mana cost higher than 2 and 17 that are 1 mana cost. I also forsee even stronger performance from Chandra and Avaricious Dragon since it will be easier to get off more spells a turn/empty your hand. Almost to the point that a 2nd dragon might be worth consideration.
    Posted in: Standard Archives
  • posted a message on Mon-Red Aggro : (Converting a MTG Duels Deck to Standard)
    So this is my red aggro deck from MTG Duels and it's been VERY successful in that format. So well that I want to go to card kingdom and build a physical version of it because it will probably be the strongest deck I own. Even un-altered. However I know the rules on Duels and Standard are very different. Some cards don't exist in duels. Some cards I don't own in duels. And there is a limit on how many cards of a specific rarity you can use. So I'm looking for suggestions on subtle changes I might want to make from people who've been following the standard cards a bit more closely than I have. Nothing major, as I said this deck is quite successful. But little changes that can tighten in up a bit.

    The Unaltered Duels Deck:

    This is a bit messy since I'm just writing the cards down in the exact order they are in the duel's editor.

    Goblin Glory Chaser x 3 < Great performance early game. This Card in combination with the enchantments/titan's strength cards in the deck has numerous combos in which he can turn four someone. Poor performance late game but I still consider him essential to the deck because of how darn good that early game performance can be.

    Molten Vortex x 2 < Great performance late game. Can't count the number of games you have that opponent who slows down your assault just before you can finish them off with creatures, and this card is what allows you to get the win.

    Fiery Impulse x 1 < Great for clearing a path for your creatures to swing through. I prefer Twinbolt but this one is pretty solid given it's mana cost.

    Titan's Strength x2 < Always nice to have a nasty little surprise up your sleeve. I've used this to save creatures but mainly I end up using it to swing extra hard and get that scry to help prevent pulling a card I don't want next turn.

    Ember Hauler x 3 < Moderate performance. This card can be used to clear a path or as your primary damage dealer if you are not pulling enough creatures but have a hand full of enchants. I've also used it to finish opponents late game on numerous occasions.

    Mage-Ring Bully x2 < This is the card this deck was built around. The strong mix of creature spells and non-creature spells that make your assault stronger combo very well with his prowess. For being the inspiration for his deck though, he's not THEE most valuable card in the deck. Still, he comes out very strong in a lot of scenarios.

    Call of The Full Moon x2 < ALL STAR CARD. Would not drop for anything. You would be surprised how often this card hangs around until the end of the game. Then again if they can't get rid of it the end of the game isn't far away. You can bring this bad boy out on turn 2 meaning the creature it goes on is now a minimum of 4/3 trampler on turn 2. Ouch.

    Infectious Bloodlust x3 < Really great card. 2nd best enchantment in the deck. It's downside is really not that big of a deal in a deck that's betting everything on a quick match. And if the creature it's on dies, you can shove it on whatever other creature you might have out. Or use it to bring out a new creature with haste.

    Inferno Fist x4 < The fact I consider this the weakest enchantment in this deck is saying something because it's won me many games. Bring out out early game to pound your enemy hard then sac it late game to clear a blocker or do the damage needed to finish off an opponent.

    Twin Bolt x3 < Clear small blockers, finish off opponents, or clear a very small creature and zap an opponent for a bit of damage. You would be surprised how often this card comes into my hand where I say "This is JUST the card I needed right now." Love it.

    Dragon Fodder x 1 < Weakest performer in the deck. There have been a couple of matches where it was kind of handy but overall two 1/1's on turn two or after never is really what I'm hoping for. Planning to swap it for a stronger performing creature.

    Chandra, Fire of Kaladesh x 1 < With every spell in this deck being a red spell with mana drop 3 or less other than the dragon... this card can easily become a planeswalker, meaning you do 5 damage with her in a single turn. She's more of a late game card but she has really saved my butt in some games that the enemy builds a defense too strong to swing through.

    Flaring Flame-Kin x 3 < Strongest late game creature. You aren't going to be swinging with him until turn 4 but when you do swing with him he is often the final word. With the enchantments in this deck an enchanted Flaring Flame Kin is hitting for a minimum of 6-7 damage with trample AND he is pumpable. Often times he swings, gets blocked, dies, kills everything blocking him AND manages to finish off your opponent anyway.

    Akroan Sergeant x 2 < Moderate to low performance. Could drop. The enchantments that go on him make his first strike very powerful and he's the best blocker in the deck but... this deck generally isn't worried about blocking. It's defense is killing the opponent before they can kill you.

    Act of Treason x 3 < Good card. Lets clear out one of the opponent's blockers, and smack them with it too. I've even had a game where an opponent pretty much shut me down with 12 health left, and I intentionally let him hit me with his Collosus so it would become a 12/12 then finished him with it. Sometimes though, I find that they don't have a creature worth stealing, or when I do steal one they just chump block me. So this card's performance really depends on your opponent's deck and the conditions of the field.

    Avaricious Dragon x 1 < This card can be REALLY strong in this deck but I like only having a single one. As the most expensive hard in this deck generally it's easy to empty your hand and then pull this guy out. Once he's out the double draw each turn and chance to hit for 4 in the air leads games to a quick conclusion. Especially if you have a molten vortex out. "I draw two lands. Ah well, sac em, you take 4 damage."

    Mountain x 20 < No need to explain

    Foundry of the Consuls x 1 < Has won me a few games. You get into the late game and just can't get that last bit of damage in. All of a sudden you turn a land into two 1/1 fliers. Swing next turn for that bit of damage. Maybe even with an enchantment or titan's strength helping make it a solid hit. Still. You aren't going to be swinging with those creatures until turn 7 at the earliest if you drop a land every single turn. Especially with molten vortex's... that's pretty rare for this deck.

    Rogue's Passage x 1 < Has also won me a few games. Generally by the time you have 5 lands they are almost dead so using this to turn a creature unblockable leads to an easy finish.

    Looming Spires x 2 < Sometimes slows me down but more often gives me a free damage and the ability to make one of my heavy damage creatures a first striker. Works really well with the enchantments in this deck.

    The Deck I'm Planning to Build



    As you can see no drastic changes. Just dropping some of the weak/moderate performers for a few more of the stronger performing cards. Also upped the creature to non-creature ratio very slightly since that is one of the greatest weaknesses of this deck.
    Posted in: Standard Archives
  • posted a message on Simic Evolve Deck


    Cloudfin Raptor- 1 mana drop flier / evolver. Incredibly easy to turn into a much bigger flier.

    Renegade Krasis- Good card on it's own. Insane when it combos with Ooze Flux.

    Gyre Sage- Great mana source and can be used effectively in combat if needed. Can be used to produce a crap ton of oozes with Ooze Flux.

    Elusive Krasis- Easy to evolve but also easy to trigger evolve. Not overly expensive and unblockable is always a great ability to have.

    Simic Manipulator- All your creatures are belong to us. Easy to evolve and take small creatures. Not incredibly difficult to evolve and take bigger stuff.

    Shambleshark- 2 drop. Good card to get things evolving early game. Also a nasty surprise if it evolves a creature they thought was too small to block and live.

    Master Biomancer- Makes cheapos powerful and evolve easier to trigger late-game. Kind of nice combo with Ooze Flux.

    Fathom Mage- Nice for getting more evolving creatures out.

    Vorel of the Hull Clade- Because I would be an idiot not to. This guy can make my stuff really, really big pretty damned fast and he doesn't cost that much mana.

    Zameck Guildmage- Nice way to get extra cards or pump up cheap creatures being played.

    Forced Adaptation- Nice ability for 1 mana drop no matter what you stick it on. Combos with Simic Manipulator, Fathom Mage, Gyre Sage, and Master Biomancer quite nicely.

    Ooze Flux- I remove a +1/+1 counter from my 5 creatures with evolve and put a 5/5 ooze into play. Look at that! They all evolve again, and let's not forget to trigger those evolve abilities. Well, I've got more mana so let's do that again!

    Alpha Authority- Can protect some of the more essential creatures like Master Biomancer and Vorel of Hull Clade for cheap.
    Posted in: Standard Archives
  • posted a message on All Color Slivers
    So my first deck ever was a four color sliver deck. That poorly constructed slice of insanity won me more games than I can count in casual play. I'm determined to unleash the power of the hive in standard play and show everyone what slivers are capable of. This time with a lot more experience building decks under my belt.

    Due to the limited number of slivers I think 5 colors will work best. I could be wrong but all of them have at least 1 sliver nice enough I don't want to drop it.

    So our theme here obviously is stick as many slivers on the field as possible, make them as nasty as possible, and keep as many alive as possible. Duh! It's a sliver deck! What else would you do? Wink



    Here is my first thoughts. Feel free to give your input! I know there is no sideboard, want to workshop the main deck a bit before I bother. I'm a bit leery to run something with no counters, disenchants, creature kills, etc in the main deck.

    Also what do you guys think about the lands? It's really kind of counting on having mana-wefts by late game but I figure those lands should generally be able to get the cheap stuff out.

    I kind of want to stick some Rootborn Defenses in there but I'm not sure what I would pull out.
    Posted in: Standard Archives
  • posted a message on G/W Selesnya Aggro
    Figured I would post this here rather then starting a new topic since both our decks follow the same general theme:



    The general theme to this deck is to poop out a ton of tokens which then combos well with the rares in the deck.

    Some of the cards in your deck look like they could fit into this one well through. Especially Gyre Sage. Also I think Archangel of Thune would fit into yours very well. And I think yours is going to run into the same problem the original I'm basing mine off of did. Your creatures are too easy to destroy. You might want to sideboard Indestructibility and/or Alpha Authority as well, in order to keep some of your more vital creatures alive when facing decks with a lot of creature killing stuff.
    Posted in: Standard Archives
  • posted a message on G/W Tempo: Selesnya's Might
    Yikes. Trostani, Thune, and the new Elspath are the kind of cards I like a the deck.

    Each one powerful enough to justify a place in the deck on their own, but working together...

    Trostani/Thune = Gain life an +1/+1 counters every time you play a creature.

    Elspath/Trostani = Gain 3 creatures / 3 life every turn.

    Elspath/ Thune = Gain 3 creatures every turn and pump them bigger when Trostani gains you health with her life link.

    Elspath/Trostani/Thune = Gain 3 creatures, 3 life, and 3 +1/+1 counters on all your creatures every single turn.

    Yeah... I'm sure this deck is going to cost a bit... but so worth it!
    Posted in: Standard Archives
  • posted a message on Revamp of Dragon's Maze: Strength of Selesnya
    There is a lot of 2013 and Innistrad block in your deck anyway. Not knocking you for that just saying, it's only legal for two more weeks.

    Looked at what you threw in there for ideas though, Voice of Resurgence is a strong candidate for sure. Pretty cheap mana cost, and has the potential to get very nasty. Could dominate the field more easily than the wurms if you started populating the tokens it produces.
    Posted in: Standard Archives
  • posted a message on Revamp of Dragon's Maze: Strength of Selesnya
    Trostani, Selesnya's Voice

    Well that gives some cheap populate, plus great lifegain. Only question with this card is if I should add 2, 3, or 4. I would add 4 straight away if it weren't for the fact she's a legendary.
    Posted in: Standard Archives
  • posted a message on Revamp of Dragon's Maze: Strength of Selesnya
    So this Friday I decided to play magic for the first time in awhile, and bought a pair of event decks since all my old decks aren't standard anymore. Of the two I bought, Dragon's Maze: Strength of Selesnya is more my style for sure. But there is two major issues with it I need to fix.

    1. It contains a lot of Innistrad Block and M13 cards.
    2. Creature destruction is too potent against it.

    Here is the decklist.



    So there are:

    24 lands
    8 creatures
    28 other spells
    15 sideboard cards

    The cards that MUST be cut are:

    4 Evolving Wilds

    (4 lands)

    1 Champion of Lambholt
    2 Doomed Traveler
    1 Geist Honored Monk
    1 Ordric, Master Tactician

    (5 creatures)

    4 Intangible Virtue
    3 Lingering Souls
    1 Parallel Lives
    2 Rancor

    (10 other)

    That includes a lot of really nice cards I'm not glad to see go, and that will really change the nature of the deck a bit, but I'm confident I can still make it work.

    The cards that replace them need to come from Return to Ravnica Block, 2014, and Theros (Since the deck will stay legal in it's current state until Theros is out.)

    Some things to note:

    1. Evolving wilds allowed for easy access to swamps, and lingering souls was the only reason for having black in the deck. So this deck is no longer beholden to black. I could narrow it down to a white/green deck, or splash in another color just as easily as finding new cards that use black.

    2. Most of the creatures removed are very cheap, and lingering souls is an easy way to get a lot of tokens on the board. Parallel lives also really increased the token production capabilities. So this deck needs new cheap creatures / mass token production methods.

    3. As mentioned earlier, I really suffered from creature destruction decks that would destroy my tokens before I could start populating them. Since this is a green/white deck I know there has to be a way to either protect all my creatures with hexproof / indestructible or to at least stick it on one token that I will then have for the purpose of populating from it.

    4. This deck has no good lifegain, it's not a huge priority but there has to be an easy way to stick it in there given this deck is green/white.

    I'll throw up new decks for critique as I come up with them. Feel free to toss in your own suggestions.
    Posted in: Standard Archives
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