I tried a few games with this,using some of the top 25 Back and Red creatures due to lack of votes thus far, and I seem to be flooded with expensive creatures. Should I half the number of creatures and keep the number of spinners, or keep the creatures and add some ramp?
I've had a crazy deck on my mind for a while, but never had the opportunity to build it until now, but I want YOUR input. That's right, I want you to shape the deck.
This deck is designed to emulate a roulette wheel, like the ones found in casinos. Whatever comes off the top of the deck, your opponent won't like it. I'm looking for suggestions for 2 mono-Green creatures,18 mono-Black creatures and 18 mono-Red creatures. I will run 39 lands in addition to the following "spinners".
Please vote for 3 cards for each Green, Black and Red. You may also vote down 1 card in each group. As always, comments, suggestions and feedback are all welcome.
Changelog
-1 Xenagos the Reveler
+ 1 Aetherworks Marvel
I think that being able to spin a wheel more often than a Planeswalker's ultimate will improve consistancy, and the lack of focused energy producers force a unique mana base.
Hi all. I am currently in a Design of Experiments course for my Quality Assurance degree. I have been playing this deck for years, in the various formats. In order to help the community, and fulfill a course project, I was hoping for some help. I need to design an experiment, and here is what I am looking to do.
It must contain at least 3 factors, and at least 2 levels. Here are my ideas, but hopefully you can help. The three factors are Search, Recursion, and Lands. The two levels are 4 of card A and the second level is 4 of card B. For example, for the Search factor, the factors are 4 Reshape for the first level, and 4 Trash for Treasure for the second level.
I would like information on three things. The first is pairs of cards that serve the same purpose. The second is a base deck that I will change 3 pairs of cards in. The third is a win condition that is easy to keep track of, like copies of Bitter Ordeal or Banefire. I intend to try to go off turn 4, goldfishing. If you could help me with this, I will provide a full analysis of the full factorial, and recommendations based upon this research. Thank you.
I'm sure most of you have heard of Solidarity, but for those of you who haven't, here is a rundown. The deck is a variant of High Tide which aims to win in response to the opponent winning via a lot of instants that draw cards or untap lands. Unfortunatly, we do not have the powerful cards that make the deck work, but I am trying to make it work in Modern. Here is my current list;
Having this triggering or not doesn't change the probabilities to draw a land during the next draw step.
Actually it does, unless you shuffle your deck after the trigger resolves. Let's say it is turn 5, with no mulligans or extra cards thinned from your deck. and you are on the play. That gives 60 card deck - 7 opening hand - 4 draws for 49 ards in your deck. You drew 5 of your forests, and the rest were nonlands, and all lands in your deck are forests, with 24 lands in the deck. That leaves 19 lands in the deck, so a 19/49 of triggering Lost in the Woods. If you do trigger once, you know 1 of your 19 lands are on the bottom of your library, so your odds of drawing a nonland increase from 30/49 to 30/48 because you know the bottom card. I know this is minimal, but useful in some small instances.
Also, after revealing your entire library, you could possibly know what you will draw, especially if you note the order of cards revealed.
I'm glad I'm not the only one who immediately saw the combo with Selective Memory. I could see the working in a casual Turbofog list using green duals/fetches.
If articles about the top decks of specific formats are the goal of this discussion, then that does not seem very difficult. I have been thinking for a while now about applying the "Frank Karsten" Method to all placing decks based upon mtgdecks.net. Doing that kind of statistical analysis may be interesting to some. If the discussions about various decks and the "usefulness" of said discussions, that seems like a mod issue.
Actually, the Soul's Attendants are not in the deck. It would make the deck 64 cards. I will go ahead and make those changes. Creatures are not likely to be a problem for this deck. I have had an issue with the number of lands, and I also found a green sac outlet. I will cut the 8 sac outlets for 4 Scarland Thrinax and 4 Ancient Ziggurat. Here is a list of changes.
-4 Soul's Attendant
-2 Gaddock Teeg
-4 Bloodthrone Vampire
-4 Viscera Seer
-2 Lead the Stampede
+4 Ancient Ziggurat
+4 Duress
+4 Scarland Thrinax
I did play one match against Wargate. I lost both games, but the sideboard you recommended will help. I played without one.
Exactly, infinite damage via redcap and Sigil Captain. It persists back as a 1/1, so it gets 2 +1/+1 counters. Rinse and repeat for the primary kill. The secondary combo is sacrificing Safehold Elite to Bloodthrone Vampire with Sigil Captain in play to create an infinite sized vamp.
There are no specific cards for any particular matchups yet, but it does have built in redundancies such as the 8 sac effects, the 8 persist guys, etc. I chose Gaddock Teeg for support due to his ability to be fetched by the Zenith and stop Cryptic Command, Primal Command, Opposing Zeniths, Scapeshift, and some sweepers. Sculler helps me determine what I am up against, and allows me to take instant speed removal that could interupt the combo. I will post play by play matches shortly.
I am sorry if this is considered necro-ing an old thread, but I have been working on it recently. It has been doing decent, but I was hoping to get some input. Without further ado, here is the list.
The redundancy is really nice, and it is off the radar. People not expecting you to combo out is a plus. If anyone has any suggestions, please let me know. Most of all, have fun.
Back in RAV-TSP there was a little deck called Project X, which was a creature based graveyard combo deck. There are a couple versions of the combo. Some involved Revielark and Body Double and Mirror Entity , others involved Saffi Eriksdotter and Crypt Champion . This combo can work in the new extended, even post rotation utilizing Sigil Captain , a sac outlet, and a 2/2 with persist. Here are some basic skeletons for each of the versions.
Which version would be better, and how should it be built? I am working on the Sigil Captain version and using Emeria the Sky Ruin for some recursion. I will post back with some results later.
I have seen this deck before in the standard forum, but was wondering what you folk would think of an Ad Nauseam / Thopter Foundry deck. Here's the list I have been playing.
I was noticing the other day that there is a thread about locking the opponent out of drawing cards using Bloodchief Ascensionand Zur's Weirding. I'm thinking that we can make a successful decklist using one of the worst color combinations. Lets give this a shot.
This deck is designed to emulate a roulette wheel, like the ones found in casinos. Whatever comes off the top of the deck, your opponent won't like it. I'm looking for suggestions for 2 mono-Green creatures,18 mono-Black creatures and 18 mono-Red creatures. I will run 39 lands in addition to the following "spinners".
1 Pyxis of Pandemonium
3 Proteus Staff
2 Nissa, Steward of Elements
3 Shifting Shadow
3 Indomitable Creativity
3 Game Preserve
3 Chaos Warp
4 Call of the Wild
4 Aetherworks Marvel
4 Unexpected Results
4 Polymorph
5 Reason//Believe
5 Aid from the Cowl
6 Mass Ploymorph
6 Summoning Trap
6 Synthetic Destiny
6 See the Unwritten
6 Gate to the Aether
6 Omen Machine
6 Guild Feud
6 Lurking Predators
7 Divergent Transformations
I'm looking for creatures you do not want to see across the table from you, like Avenger of Zendikar, Massacre Wurm or even a few cards with synergy like Purphoros, God of the Forge.
Please vote for 3 cards for each Green, Black and Red. You may also vote down 1 card in each group. As always, comments, suggestions and feedback are all welcome.
Changelog
-1 Xenagos the Reveler
+ 1 Aetherworks Marvel
I think that being able to spin a wheel more often than a Planeswalker's ultimate will improve consistancy, and the lack of focused energy producers force a unique mana base.
1 Petrified Field
2 Saprazzan Skerry
3 Sandstone Needle
4 Seafloor Debris
5 Peat Bog
6 Myriad Landscape
7 Timberland Ruins
3 Forest
3 Mountain
3 Swamp
3 Island
20 Warped Landscape
21 Throne of the High City
22 Terramorphic Expanse
23 Terminal Moraine
24 Svyelunite Temple
25 Sulfur Vents
26 Cephalid Coliseum
27 Ebon Stronghold
28 Dwarven Ruins
29 Evolving Wilds
30 Blighted Woodland
31 Blighted Fen
32 Ramunap Ruins
33 Geothermal Crevice
34 Gemstone Mine
35 Ravaged Highlands
36 Grim Backwoods
37 Havenwood Battleground
38 Hickory Woodlot
39 Krosan Verge
Votes as of 11:20 AM EST 12/16/17
[deck] Black Creatures
2 Phage the Untouchable
2 Sheoldred, Whispering One
1 Archfiend of Depravity
1 Dire Fleet Ravager
1 Noxious Gearhulk
1 Abyssal Persecutor
1 Hellcarver Demon
1 Mikaeus, the Unhallowed
1 Sidisi, Undead Vizier
1 Rune-Scarred Demon
Red Creatures
1 Harsh Mentor
1 Zealous Sconscripts
1 Hellkite Tyrant
1 Kazuul, Tyrant of the Cliffs
1 Taurean Mauler
1 Goblin Spymaster
1 Balefire Dragon
1 Urabrask the Hidden
Green Creatures
2 Terastadon
2 Vorinclex, Voice of Hunger
1 Aetherwind Basker
1 Shaman of Forgotten Ways
1 Pathbreaker Ibex
1 Acidic Slime
[deck/]
Thanks for the votes thus far - only 16 more slots to fill for the first build.
It must contain at least 3 factors, and at least 2 levels. Here are my ideas, but hopefully you can help. The three factors are Search, Recursion, and Lands. The two levels are 4 of card A and the second level is 4 of card B. For example, for the Search factor, the factors are 4 Reshape for the first level, and 4 Trash for Treasure for the second level.
I would like information on three things. The first is pairs of cards that serve the same purpose. The second is a base deck that I will change 3 pairs of cards in. The third is a win condition that is easy to keep track of, like copies of Bitter Ordeal or Banefire. I intend to try to go off turn 4, goldfishing. If you could help me with this, I will provide a full analysis of the full factorial, and recommendations based upon this research. Thank you.
4 Doubling Cube
4 Toils of Night and Day
4 Reality Spasm
4 Early Harvest
4 Explore
4 Thirst for Knowledge
4 Telling Time
4 Peer Through Depths
2 Blue Sun's Zenith
Lands
4 Breeding Pool
4 Misty Rainforest
5 Island
9 Forest
Issues I seem to be having is drawing multiple cards, and mana production. Anybody interested in making this deck happen?
Actually it does, unless you shuffle your deck after the trigger resolves. Let's say it is turn 5, with no mulligans or extra cards thinned from your deck. and you are on the play. That gives 60 card deck - 7 opening hand - 4 draws for 49 ards in your deck. You drew 5 of your forests, and the rest were nonlands, and all lands in your deck are forests, with 24 lands in the deck. That leaves 19 lands in the deck, so a 19/49 of triggering Lost in the Woods. If you do trigger once, you know 1 of your 19 lands are on the bottom of your library, so your odds of drawing a nonland increase from 30/49 to 30/48 because you know the bottom card. I know this is minimal, but useful in some small instances.
Also, after revealing your entire library, you could possibly know what you will draw, especially if you note the order of cards revealed.
-4 Soul's Attendant
-2 Gaddock Teeg
-4 Bloodthrone Vampire
-4 Viscera Seer
-2 Lead the Stampede
+4 Ancient Ziggurat
+4 Duress
+4 Scarland Thrinax
I did play one match against Wargate. I lost both games, but the sideboard you recommended will help. I played without one.
4 Sigil Captain
4 Soul's Attendant
4 Viscera Seer
4 Safehold Elite
4 Murderous Redcap
4 Lead the Stampede
4 Green Sun's Zenith
4 Bloodthrone Vampire
3 Gaddock Teeg
4 Sphere of the Suns
4 Tidehollow Sculler
4 Verdant Catacombs
4 Marsh Flats
4 Murmuring Bosk
3 Forest
3 Plains
3 Swamp
The redundancy is really nice, and it is off the radar. People not expecting you to combo out is a plus. If anyone has any suggestions, please let me know. Most of all, have fun.
Reveilark version
4 Reveilark
4 Body Double
4 Mirror Entity
A controlling shell, containing some counters, Careful Consideration , Fauna Shaman and Wraths.
Saffi's Version is dead
Sigil Captain Version
4 Sigil Captain
4 Soul's Attendant
4 Viscera Seer
4 Safehold Elite
4 Fauna Shaman
1 Murderous Redcap
A toolbox approach or creatures.
Which version would be better, and how should it be built? I am working on the Sigil Captain version and using Emeria the Sky Ruin for some recursion. I will post back with some results later.
4 Ad Nauseam
4 Thopter Foundry
4 Time Sieve
4 Glaze Fiend
4 Everflowing Chalice
4 Bone Saw
4 Sigil of Distinction
4 Spellbook
4 Ornithopter
4 Sunken Ruins
4 Drowned Catacomb
8 Island
8 Swamp
SB Ideas
4 Pithing Needle
4 Ethersworn Canonist
4 Path to Exile
3 something else
Lets mold this into something good.
4 Bloodcheif Ascension
3 Zur's Weirding
4 Tarmogoyf
1 Eternal Witness
4 Countersquall
4 Duress
4 Thoughtseize
1 Recollect
3 Gifts Ungiven
4 Scute Mob
The purpose for the green is the Gifts Ungiven package and some beaters. Any suggestions to make this competative would be greatly appreciated.