Hey guys. I just got done grinding out(my gosh.. took forever) all the cards. I also have all premium cards. Therefore, i'd like to discuss with the community what all of your thoughts are on the cards we have, what you like, what you dislike, and what type of deck are you currently rocking? Is it normal? Is it premium? What would you replace if you had premium? Etc..
To start off, as always, i'm disappointed that we don't get all the cards that the AI get to use. When farming Ravnica boosters i couldn't help but get upset when the golgari guy was using Grisly Salvage etc... and i couldn't get it.
On the other hand, i understand the reasoning, as a lot of the cards would be op in multiplayer(Kiora with her foil Tropical Island >.>), alas, that's life.
Anyways, what are you all using right now online? What works good for you?
I got through most of the game using an esper control deck, then i ended up with a mono green deck, mono red goblin, and a grixis control deck.
That's currently the grixis control suite i'm using. Having a lot of success with it, really fun to play, with cheap creature removal, good draw etc. Thinking about adding in some Inspiration, but not sure. Wish this game had Blightning
I'm jamming Mono White Tokens at the moment. Triplicate Spirits is IMO the best card in the DotP 15 meta due to mass removal being almost non-existent and I feel that the lack of decent fixing makes G/W an inferior choice to straight up Mono-W. I don't think the deck actually has a bad match-up.
Nice list RoHu! I'll have to try my own Grixis, although I don't have Think Twices yet since I've only been able to get 2 premium boosters. I might use Inspiration until I get some.
I started playing online last night since I finally got all the non-Premium cards. The first deck I used was my Izzet Goblins. It's very fun and I feel it's the closest we could get to an all out speedy goblin deck.
I played 9 matches against one guys mono-Red deck that ran some Goblins along with Stormbreath and Vent Sentinels and won 6 matches. Most my losses were due to mulligans.
I have another deck I'm going to try tonight. It's a Graveyard deck that's pretty fun!
I'm on the fence about running Guildgates in the list. On one hand it will really help the mana base, but on the other I like being able to fetch all my lands with Cultivate. I haven't had many problems with my mana though, so I feel it's fine how it is.
Hedron Crab really accelerates our GY along with the obvious options, Wayfinder and Assistant. Mind Rot helps get Griselbrand out of our hand if we draw him along with any other good targets for Rescue.
Speaking of Rescue, Nylea's Disciple is great fodder for it since it can gain you some good amount of life, especially if you Rescue another Disciple!
Artful Dodge helps us slip our Snake through for a lot of damage and Spider Spawning is really great for giving us an army of blockers!
The deck has a lot of options to win with also. We can start milling the opponent with Crabs, infest them with Spiders or just give them a beat down with fatties and Bloodghasts.
I'm excited to see how this deck does! Any thoughts on it so far?
I'm on the fence about running Guildgates in the list. On one hand it will really help the mana base, but on the other I like being able to fetch all my lands with Cultivate. I haven't had many problems with my mana though, so I feel it's fine how it is.
Hedron Crab really accelerates our GY along with the obvious options, Wayfinder and Assistant. Mind Rot helps get Griselbrand out of our hand if we draw him along with any other good targets for Rescue.
Speaking of Rescue, Nylea's Disciple is great fodder for it since it can gain you some good amount of life, especially if you Rescue another Disciple!
Artful Dodge helps us slip our Snake through for a lot of damage and Spider Spawning is really great for giving us an army of blockers!
The deck has a lot of options to win with also. We can start milling the opponent with Crabs, infest them with Spiders or just give them a beat down with fatties and Bloodghasts.
I'm excited to see how this deck does! Any thoughts on it so far?
If I were playing that deck I'd probably run with at least some Guildgates, dunno if I'd run the full set of 12 though. Cultivate might target basic lands only, but that's just 3 spells, so 6 lands worth. The other cards you have that either grab lands or have Landfall aren't restricted to basic lands, so I'd add in some Gates for the flexibility, especially with a 3-color deck. The last thing you want is to get color-screwed. Plus, your deck doesn't look like a blitz deck, so having the lands enter tapped is probably a worthwhile trade-off. Maybe 3 each of Golgari & Simic, and 2 Dimir? If you take all the lands out of your deck and use the Auto-Complete on the Lands section of the Deck-Building screen, what does it recommend?
I'm on the fence about running Guildgates in the list. On one hand it will really help the mana base, but on the other I like being able to fetch all my lands with Cultivate. I haven't had many problems with my mana though, so I feel it's fine how it is.
Hedron Crab really accelerates our GY along with the obvious options, Wayfinder and Assistant. Mind Rot helps get Griselbrand out of our hand if we draw him along with any other good targets for Rescue.
Speaking of Rescue, Nylea's Disciple is great fodder for it since it can gain you some good amount of life, especially if you Rescue another Disciple!
Artful Dodge helps us slip our Snake through for a lot of damage and Spider Spawning is really great for giving us an army of blockers!
The deck has a lot of options to win with also. We can start milling the opponent with Crabs, infest them with Spiders or just give them a beat down with fatties and Bloodghasts.
I'm excited to see how this deck does! Any thoughts on it so far?
If I were playing that deck I'd probably run with at least some Guildgates, dunno if I'd run the full set of 12 though. Cultivate might target basic lands only, but that's just 3 spells, so 6 lands worth. The other cards you have that either grab lands or have Landfall aren't restricted to basic lands, so I'd add in some Gates for the flexibility, especially with a 3-color deck. The last thing you want is to get color-screwed. Plus, your deck doesn't look like a blitz deck, so having the lands enter tapped is probably a worthwhile trade-off. Maybe 3 each of Golgari & Simic, and 2 Dimir? If you take all the lands out of your deck and use the Auto-Complete on the Lands section of the Deck-Building screen, what does it recommend?
You're right about the Guildgates. I already knew that basics weren't required for my other land based cards. I'll go with your suggestion. I don't bother with the Auto-Complete because it won't take into consideration certain aspects like the fact that I don't plan on hard casting certain creatures. I basically go with my method for figuring out land counts for real paper decks I build and it already fits that criteria. I'll go with some guildgates though to smooth everything out.
I bought the "Complete Edition" on Steam, so once I beat Avacyn I had access to all the non-Premium cards, plus I got a couple of free Premium Boosters(from pre-ordering, having a copy of Duels 2014, etc), but I haven't bought any Premium Booster packs yet. My first color selection was Black/White, and I got intrigued by the mechanic of Sanguine Bond that drain's the other guy's life whenever I gain life for myself. So I worked up a deck focusing on cards that give me life, and cards that benefit from me gaining life.
I haven't played paper MtG since the early days of 5th Edition, so my deck-building skills are VERY rusty. I don't expect this deck to be all that competitive against people, but so far it's been fun to play against the computer, and manages to do alright as long as I don't get a really poor draw. I had a Resolute Archangel or two in there, to bring my life right back up if it got too low, and possibly deliver a big hit via the Sanguine Bond at the same time. But I found that if I got too low, my bigger problem was getting rid of the threats that had taken my life that far down to begin with. I swapped them out for the Planar Cleansing so I could wipe the board of threats if it got too crazy. I might tone down on the extra card-drawing for some better combat or removal power. I'm still toying with it, big creatures with Vigilance still pose a problem due to Assassinate's restriction, but the other Black removal available is significantly more expensive. I might use the White one that kills attacking/blocking creatures, but I don't want the deck getting TOO White-heavy. I wasn't sure about using the Radiant Fountain in place of extra basic lands, but they've proven to be useful as easy counter-proof triggers for the Sanguine Bond and the Ajani's Pridemate. If anyone has any suggestions for ways to tighten this deck idea up, I'd love to hear them. Like I said, it's been a long time since I practiced any free-form deck-building.
You're right about the Guildgates. I already knew that basics weren't required for my other land based cards. I'll go with your suggestion. I don't bother with the Auto-Complete because it won't take into consideration certain aspects like the fact that I don't plan on hard casting certain creatures. I basically go with my method for figuring out land counts for real paper decks I build and it already fits that criteria. I'll go with some guildgates though to smooth everything out.
I mean, at the end of the day what's best is what works. So the real question is, how often do you find yourself lacking the right color mana at the right time? It's good that a LOT of your cards don't require more than one mana of a specific color in their casting costs, always a plus for a 3-color deck. And those Cultivates will help you get that one Swamp or Island if you're totally hosed. But running some Gates would probably ease your reliance on Cultivate and just overall increase your flexibility, especially if you're looking to cast multiple spells per turn. Running 4 each of Golgari, Simic and Dimir seems like overkill, but it might be worth playtesting too. My big worry with running 12 Gates in a 3-color deck is the loss of speed from their initial tapped state.
This is true. I normally don't have a problem, but I'll probably add in 6-8 Gates and test it later. Normally I don't have much of a problem except for occasional instances.
im having no problems with any of the campaign so far playing ub control. just removal, bounce, counterspells etc. just got to zendikar. i dont have any extra dlc. the one where you play your own deck was tricky though hah
Again, I haven't run into anything that felt like a bad matchup and looking at the cardpool I don't think it's possible to construct a deck that actually has a positive matchup against this.
Fun lists so far. I'm thinking that the online meta is pretty boring though. I piloted a RWB enchant deck, two matches later was fighting the same deck, but from a different guy. Same thing with my goblins. Maybe i'm just a trend setter
I also never thought about rocking out with Hedron Crab on my own stuff, but it's a nice idea. Just food for thought as well, your Satyr Wayfinder can fetch guildgates, if you're thinking of adding them in.
To Mathochism. How are you running 4 of Paragon of New Dawns? It's only a 3 of maximum since it's uncommon. And how are you liking Loyal Pegasus? I haven't had much luck with it. But i agree, mono white is in a great position, what with Brimaz, King of Oreskos and being able to have 3 Banisher Priests. I prefer Fiend Hunter, but i'm more a defensive player so whatever. Looks like an otherwise fun list though, mono white is in a good spot. I also like mono green, what with Nylea's Disciple and Arbor Colossus etc.. It's a fun list.
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To Mathochism. How are you running 4 of Paragon of New Dawns? It's only a 3 of maximum since it's uncommon. And how are you liking Loyal Pegasus? I haven't had much luck with it. But i agree, mono white is in a great position, what with Brimaz, King of Oreskos and being able to have 3 Banisher Priests. I prefer Fiend Hunter, but i'm more a defensive player so whatever. Looks like an otherwise fun list though, mono white is in a good spot. I also like mono green, what with Nylea's Disciple and Arbor Colossus etc.. It's a fun list.
I have a WW list that runs the Pegasus. He's pretty good, but he's also an awkward first turn play. If I have other options I'll hold onto him until a couple of turns later. I really need to save up and start getting Premium boosters for the white Paragon and Hall of Triumph, but for now Selfless Cathar will have to work. I usually prefer Fiend Hunter also but the Priest is a bit more aggressive and if you have Hall or Paragon in play then it can be just as defensive as a regular Hunter.
To Mathochism. How are you running 4 of Paragon of New Dawns? It's only a 3 of maximum since it's uncommon. And how are you liking Loyal Pegasus? I haven't had much luck with it. But i agree, mono white is in a great position, what with Brimaz, King of Oreskos and being able to have 3 Banisher Priests. I prefer Fiend Hunter, but i'm more a defensive player so whatever. Looks like an otherwise fun list though, mono white is in a good spot. I also like mono green, what with Nylea's Disciple and Arbor Colossus etc.. It's a fun list.
And that's what I get for trying to post lists from memory at work. It was supposed to be 4 Arrest and 3 Paragon. I've now fixed that.
Pegasus is a necessary evil. I'm not a fan of Selfless Cathar but I need a one drop for the 1-drop into Raise the Alarm into Triplicate chain. While Pegasus doesn't get to attack Turn 2, it does swing in every turn after that, hits for 2, and has evasion. That's more than good enough for me.
I have a WW list that runs the Pegasus. He's pretty good, but he's also an awkward first turn play. If I have other options I'll hold onto him until a couple of turns later. I really need to save up and start getting Premium boosters for the white Paragon and Hall of Triumph, but for now Selfless Cathar will have to work. I usually prefer Fiend Hunter also but the Priest is a bit more aggressive and if you have Hall or Paragon in play then it can be just as defensive as a regular Hunter.
Yea. I tried running him in my own mono white, i honestly prefer Selfless Cathar, just because at around turn 4 or 5 you can sac him to buff all your soldier/spirit tokens and other weenies. I really like the Hall of Triumph, but i find it seems to only work well in mono white, as it's on curve. I tried it in mono green/blue and i found it just competes(green wants to Cultivate, blue wants to leave mana open for Dissolve or to drop a Chasm Skulker.
And that's what I get for trying to post lists from memory at work. It was supposed to be 4 Arrest and 3 Paragon. I've now fixed that.
Pegasus is a necessary evil. I'm not a fan of Selfless Cathar but I need a one drop for the 1-drop into Raise the Alarm into Triplicate chain. While Pegasus doesn't get to attack Turn 2, it does swing in every turn after that, hits for 2, and has evasion. That's more than good enough for me.
Fair enough. I'd still recommend trying the Cathar, no evasion, but he's a bomb at around turn 4 or later. Hit's for less, and doesn't have evasion, but his sac ability more than makes up for it i find.
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I have like 8 decks at the moment, I keep making new ones trying to get the achievements. So fun!
R/G was my starter and what I used to play through the campaign including Garruk
W/R is probably my "play to win" deck in the future. creature token deck
W/B to abuse auras/lifelink. Very fun deck
G/B for Nemesis of Mortals. VERY COOL
U/R - a milling turned Guttersnipe deck
G/B/U - the idea was to use Species Gorger with Dimrova Horror. A perfected build
monogreen - for certain achievements
B/R - for Vent Sentinel. Four colors have defenders (ironically white has none) but I went with B/R. I made this deck like an hour ago and haven't tested it yet.
my next ideas for decks is a monored (or R/g) burn deck and a Dimir deck to abuse the Horror and Time Warp
I have like 8 decks at the moment, I keep making new ones trying to get the achievements. So fun!
R/G was my starter and what I used to play through the campaign including Garruk
W/R is probably my "play to win" deck in the future. creature token deck
W/B to abuse auras/lifelink. Very fun deck
G/B for Nemesis of Mortals. VERY COOL
U/R - a milling turned Guttersnipe deck
G/B/U - the idea was to use Species Gorger with Dimrova Horror. A perfected build
monogreen - for certain achievements
B/R - for Vent Sentinel. Four colors have defenders (ironically white has none) but I went with B/R. I made this deck like an hour ago and haven't tested it yet.
White has Wall of Omens but it's a Premium. Each color has at least one Defender. I like the sound of your G/B/U list with Gorger and Horror! I'd like to see the list for that!
Note however that during your upkeep, Species Gorger's effect resolves before Rescue from the Underworld's. So this is unfortunately not a way you can make a Horror trigger twice in the same turn.
4 undying evil
4 dead weights
2 vicious hungers
2 mind rot
3 dissolve
2 think twice
4 voyages end
2 switchroo
You basically sap their cards while drawing your own. Combo of Undying evil on the specter or dinrova when blocking or attacking gets them bad. Quicklings are great for a block no damage return. Plenty of scry to control tempo. Any deck that returns creatures doesn't want to with these creatures. Switcheroo for big greens and you just fly over other decks. Heaps of remove for whites as well
Great fun for dimir players that love making opponents draw off the top of their decks while filling your hand
I made a deck using Quickling and Horror just to get the Spellslinger achivement. (I figure 2 Quicklings + 10 lands is a good way to do that) But Quicksilver is more useful than I had thought. I would probably legitly keep them in the deck and just use this as my U/B Horror deck.
- You can bounce off a Hedron Crab for a fast beater
- Abuse ETB effects (especially Dinrova Horror! Rune-Scarred Demon!)
- If you hit 8 lands, all your Quicklings become an extra trigger of Horror right away
- Horror died? no problem, just bounce Gravedigger
- Horror not dead but Gravedigger in hand? Target a dead Quickling.
- save your creatures from removal
- Quickling even serves as a wincon. (2/2 flier usually better than 4/4 for this purpose)
I made a deck using Quickling and Horror just to get the Spellslinger achivement. (I figure 2 Quicklings + 10 lands is a good way to do that) But Quicksilver is more useful than I had thought. I would probably legitly keep them in the deck and just use this as my U/B Horror deck.
- You can bounce off a Hedron Crab for a fast beater
- Abuse ETB effects (especially Dinrova Horror! Rune-Scarred Demon!)
- If you hit 8 lands, all your Quicklings become an extra trigger of Horror right away
- Horror died? no problem, just bounce Gravedigger
- Horror not dead but Gravedigger in hand? Target a dead Quickling.
- save your creatures from removal
- Quickling even serves as a wincon. (2/2 flier usually better than 4/4 for this purpose)
edit: I removed the rest of my advice because it wasn't that well thought out. Soul of Ravnica is much better than I thought.
Also if you run Phyrexian Rager then you might as well keep Vicious Hunger (even though it costs double black) since you should have SOME way to recoup the life loss.
If you've bought premium packs then you'll probably put Think Twice. Otherwise you can run matchup specific counters, etc. It seems the AI isn't capable of figuring out when you'll activate beastmaster which is quite an advantage while beating the campaign and collecting the cards.
The only Premium cards in there are the Wall of Omens and the Phyrexian Rager. The Walls are especially useful. A 4-toughness defender that you can play on Turn 2 and lets you draw to replace it in your hand is awesome. The Ragers are mostly there because of the card-draw effect. I might see if the Giant Scorpion works better for me, though. I've got a fair bit of card-draw in the deck now. But it seems like the Scorpions would be better if I was running some Auras that could pump them or at least get them in the air. I'm still not 100% sold on Griselbrand, he can be tough to get out. On the other hand if I do and the opponent doesn't have an immediate answer, that's pretty much the ballgame, especially if Sanguine Bond is in play. And if I've got a Rhox Faithmender on the board too? Hoo boy
This deck is guaranteed to cause a rage quit in 1/3 games online. Made for turn five or six big swings for around 60 damage and is fairly resistant to burn and bounce. It will get annihilated by board wipes. That being said, it recovers from board wipes very quickly, and keeps a lot of cards in your hand.
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To start off, as always, i'm disappointed that we don't get all the cards that the AI get to use. When farming Ravnica boosters i couldn't help but get upset when the golgari guy was using Grisly Salvage etc... and i couldn't get it.
On the other hand, i understand the reasoning, as a lot of the cards would be op in multiplayer(Kiora with her foil Tropical Island >.>), alas, that's life.
Anyways, what are you all using right now online? What works good for you?
I got through most of the game using an esper control deck, then i ended up with a mono green deck, mono red goblin, and a grixis control deck.
3 Dimir Guildgate
3 Rakdos Guildgate
5 Mountain
6 Island
4 Swamp
Creatures
2 Chasm Skulker
2 Indulgent Tormentor
2 Guttersnipe
1 Stormbreath Dragon
1 Inferno Titan
1 Charmbreaker Devils
2 Goblin Electromancer
2 Elixir of Immortality
Instants
3 Shock
3 Ulcerate
3 Dissolve
4 Think Twice
2 Negate
2 Vapor Snag
2 Quicken
3 Mind Rot
That's currently the grixis control suite i'm using. Having a lot of success with it, really fun to play, with cheap creature removal, good draw etc. Thinking about adding in some Inspiration, but not sure. Wish this game had Blightning
Sig and Avvie by DarkNightCavalier at heroes of the Plane studios!
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
I started playing online last night since I finally got all the non-Premium cards. The first deck I used was my Izzet Goblins. It's very fun and I feel it's the closest we could get to an all out speedy goblin deck.
6 Island
12 Mountain
4 Izzet Guildgate
Creatures
4 Goblin Arsonist
4 Foundry Street Denizen
2 Goblin Rabblemaster
3 Guttersnipe
2 Ogre Battledriver
1 Paragon of Fierce Defiance (Premium)
4 Goblin Electromancer
2 Voyage's End
3 Inspiration
3 Shock
2 Bolt of Keranos
4 Krenko's Command
2 Quest for the Goblin Lord
2 Raid Bombardment
I played 9 matches against one guys mono-Red deck that ran some Goblins along with Stormbreath and Vent Sentinels and won 6 matches. Most my losses were due to mulligans.
I have another deck I'm going to try tonight. It's a Graveyard deck that's pretty fun!
6 Island
8 Swamp
10 Forest
Creatures
3 Hedron Crab
2 Bloodghast
4 Necromancer's Assistant
1 Shadowborn Demon
1 Griselbrand
4 Satyr Wayfinder
1 Reclamation Sage
3 Nylea's Disciple
3 Nemesis of Mortals
2 Artful Dodge
3 Tribute to Hunger
2 Mind Rot
3 Rescue from the Underworld
3 Cultivate
1 Spider Spawning
I'm on the fence about running Guildgates in the list. On one hand it will really help the mana base, but on the other I like being able to fetch all my lands with Cultivate. I haven't had many problems with my mana though, so I feel it's fine how it is.
Hedron Crab really accelerates our GY along with the obvious options, Wayfinder and Assistant. Mind Rot helps get Griselbrand out of our hand if we draw him along with any other good targets for Rescue.
Speaking of Rescue, Nylea's Disciple is great fodder for it since it can gain you some good amount of life, especially if you Rescue another Disciple!
Artful Dodge helps us slip our Snake through for a lot of damage and Spider Spawning is really great for giving us an army of blockers!
The deck has a lot of options to win with also. We can start milling the opponent with Crabs, infest them with Spiders or just give them a beat down with fatties and Bloodghasts.
I'm excited to see how this deck does! Any thoughts on it so far?
If I were playing that deck I'd probably run with at least some Guildgates, dunno if I'd run the full set of 12 though. Cultivate might target basic lands only, but that's just 3 spells, so 6 lands worth. The other cards you have that either grab lands or have Landfall aren't restricted to basic lands, so I'd add in some Gates for the flexibility, especially with a 3-color deck. The last thing you want is to get color-screwed. Plus, your deck doesn't look like a blitz deck, so having the lands enter tapped is probably a worthwhile trade-off. Maybe 3 each of Golgari & Simic, and 2 Dimir? If you take all the lands out of your deck and use the Auto-Complete on the Lands section of the Deck-Building screen, what does it recommend?
You're right about the Guildgates. I already knew that basics weren't required for my other land based cards. I'll go with your suggestion. I don't bother with the Auto-Complete because it won't take into consideration certain aspects like the fact that I don't plan on hard casting certain creatures. I basically go with my method for figuring out land counts for real paper decks I build and it already fits that criteria. I'll go with some guildgates though to smooth everything out.
9 Plains
7 Swamp
4 Orzhov Guildgate
4 Radiant Fountain
Creatures
3 Ajani's Pridemate
3 Lone Missionary
2 Mentor Of The Meek
2 Banisher Priest
2 Rhox Faithmender
2 Palisade Giant
2 Cruel Sadist
2 Indulgent Tormentor
2 Vizkopa Guildmage
2 Elixir Of Immortality
Spells
3 Nimbus Wings
2 Planar Cleansing
3 Tribute To Hunger
4 Assassinate
2 Sanguine Bond
I haven't played paper MtG since the early days of 5th Edition, so my deck-building skills are VERY rusty. I don't expect this deck to be all that competitive against people, but so far it's been fun to play against the computer, and manages to do alright as long as I don't get a really poor draw. I had a Resolute Archangel or two in there, to bring my life right back up if it got too low, and possibly deliver a big hit via the Sanguine Bond at the same time. But I found that if I got too low, my bigger problem was getting rid of the threats that had taken my life that far down to begin with. I swapped them out for the Planar Cleansing so I could wipe the board of threats if it got too crazy. I might tone down on the extra card-drawing for some better combat or removal power. I'm still toying with it, big creatures with Vigilance still pose a problem due to Assassinate's restriction, but the other Black removal available is significantly more expensive. I might use the White one that kills attacking/blocking creatures, but I don't want the deck getting TOO White-heavy. I wasn't sure about using the Radiant Fountain in place of extra basic lands, but they've proven to be useful as easy counter-proof triggers for the Sanguine Bond and the Ajani's Pridemate. If anyone has any suggestions for ways to tighten this deck idea up, I'd love to hear them. Like I said, it's been a long time since I practiced any free-form deck-building.
I mean, at the end of the day what's best is what works. So the real question is, how often do you find yourself lacking the right color mana at the right time? It's good that a LOT of your cards don't require more than one mana of a specific color in their casting costs, always a plus for a 3-color deck. And those Cultivates will help you get that one Swamp or Island if you're totally hosed. But running some Gates would probably ease your reliance on Cultivate and just overall increase your flexibility, especially if you're looking to cast multiple spells per turn. Running 4 each of Golgari, Simic and Dimir seems like overkill, but it might be worth playtesting too. My big worry with running 12 Gates in a 3-color deck is the loss of speed from their initial tapped state.
1 Baneslayer Angel
3 Banisher Priest
1 Brimaz, King of Oreskos
3 Elite Vanguard
4 Loyal Pegasus
3 Paragon of New Dawns
4 Squadron Hawk
2 Hall of Triumph
4 Raise the Alarm
4 Triplicate Spirits
Again, I haven't run into anything that felt like a bad matchup and looking at the cardpool I don't think it's possible to construct a deck that actually has a positive matchup against this.
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
I also never thought about rocking out with Hedron Crab on my own stuff, but it's a nice idea. Just food for thought as well, your Satyr Wayfinder can fetch guildgates, if you're thinking of adding them in.
To Mathochism. How are you running 4 of Paragon of New Dawns? It's only a 3 of maximum since it's uncommon. And how are you liking Loyal Pegasus? I haven't had much luck with it. But i agree, mono white is in a great position, what with Brimaz, King of Oreskos and being able to have 3 Banisher Priests. I prefer Fiend Hunter, but i'm more a defensive player so whatever. Looks like an otherwise fun list though, mono white is in a good spot. I also like mono green, what with Nylea's Disciple and Arbor Colossus etc.. It's a fun list.
Sig and Avvie by DarkNightCavalier at heroes of the Plane studios!
I have a WW list that runs the Pegasus. He's pretty good, but he's also an awkward first turn play. If I have other options I'll hold onto him until a couple of turns later. I really need to save up and start getting Premium boosters for the white Paragon and Hall of Triumph, but for now Selfless Cathar will have to work. I usually prefer Fiend Hunter also but the Priest is a bit more aggressive and if you have Hall or Paragon in play then it can be just as defensive as a regular Hunter.
And that's what I get for trying to post lists from memory at work. It was supposed to be 4 Arrest and 3 Paragon. I've now fixed that.
Pegasus is a necessary evil. I'm not a fan of Selfless Cathar but I need a one drop for the 1-drop into Raise the Alarm into Triplicate chain. While Pegasus doesn't get to attack Turn 2, it does swing in every turn after that, hits for 2, and has evasion. That's more than good enough for me.
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
Yea. I tried running him in my own mono white, i honestly prefer Selfless Cathar, just because at around turn 4 or 5 you can sac him to buff all your soldier/spirit tokens and other weenies. I really like the Hall of Triumph, but i find it seems to only work well in mono white, as it's on curve. I tried it in mono green/blue and i found it just competes(green wants to Cultivate, blue wants to leave mana open for Dissolve or to drop a Chasm Skulker.
Fair enough. I'd still recommend trying the Cathar, no evasion, but he's a bomb at around turn 4 or later. Hit's for less, and doesn't have evasion, but his sac ability more than makes up for it i find.
Sig and Avvie by DarkNightCavalier at heroes of the Plane studios!
R/G was my starter and what I used to play through the campaign including Garruk
W/R is probably my "play to win" deck in the future. creature token deck
W/B to abuse auras/lifelink. Very fun deck
G/B for Nemesis of Mortals. VERY COOL
U/R - a milling turned Guttersnipe deck
G/B/U - the idea was to use Species Gorger with Dimrova Horror. A perfected build
monogreen - for certain achievements
B/R - for Vent Sentinel. Four colors have defenders (ironically white has none) but I went with B/R. I made this deck like an hour ago and haven't tested it yet.
my next ideas for decks is a monored (or R/g) burn deck and a Dimir deck to abuse the Horror and Time Warp
This game is AWESOME.
2 Hero of Iroas
4 Nimbus Wings
3 Banisher Priest
1 Brimaz, King of Oreskos
4 Kor Cartographer
3 Armored Ascension
1 Baneslayer Angel
2 Aegis Angel
4 Child of Night
2 Indulgent Tormentor
3 Vizkopa Guildmage
14 Plains
7 Swamp
4 Orzhov Guildgate
White has Wall of Omens but it's a Premium. Each color has at least one Defender. I like the sound of your G/B/U list with Gorger and Horror! I'd like to see the list for that!
4 Gravedigger
4 Flesh to Dust
3 Rescue from the Underworld
4 Elvish Visionary
4 Satyr Wayfinder
4 Cultivate
4 Saruli Gatekeepers
3 Dinrova Horror
1 Island
2 Swamp
4 Dimir Guildgate
4 Golgari Guildgate
4 Simic Guildgate
9 Forest
Note however that during your upkeep, Species Gorger's effect resolves before Rescue from the Underworld's. So this is unfortunately not a way you can make a Horror trigger twice in the same turn.
I've been using this Deck and it's heaps of fun and holding its own
8 swamps
8 islands
4 dimir guild gates
2 dinrova horrors
4 lilanas specter
2 phyrexian rager
1 Indulgent tormentor
4 pestermite
3 quicklings
1 soul of ravnica
4 undying evil
4 dead weights
2 vicious hungers
2 mind rot
3 dissolve
2 think twice
4 voyages end
2 switchroo
You basically sap their cards while drawing your own. Combo of Undying evil on the specter or dinrova when blocking or attacking gets them bad. Quicklings are great for a block no damage return. Plenty of scry to control tempo. Any deck that returns creatures doesn't want to with these creatures. Switcheroo for big greens and you just fly over other decks. Heaps of remove for whites as well
Great fun for dimir players that love making opponents draw off the top of their decks while filling your hand
Any suggestions?
- You can bounce off a Hedron Crab for a fast beater
- Abuse ETB effects (especially Dinrova Horror! Rune-Scarred Demon!)
- If you hit 8 lands, all your Quicklings become an extra trigger of Horror right away
- Horror died? no problem, just bounce Gravedigger
- Horror not dead but Gravedigger in hand? Target a dead Quickling.
- save your creatures from removal
- Quickling even serves as a wincon. (2/2 flier usually better than 4/4 for this purpose)
- You can bounce off a Hedron Crab for a fast beater
- Abuse ETB effects (especially Dinrova Horror! Rune-Scarred Demon!)
- If you hit 8 lands, all your Quicklings become an extra trigger of Horror right away
- Horror died? no problem, just bounce Gravedigger
- Horror not dead but Gravedigger in hand? Target a dead Quickling.
- save your creatures from removal
- Quickling even serves as a wincon. (2/2 flier usually better than 4/4 for this purpose)
You show only 20 land, I would run 24.
edit: I removed the rest of my advice because it wasn't that well thought out.
Soul of Ravnica is much better than I thought.
Also if you run Phyrexian Rager then you might as well keep Vicious Hunger (even though it costs double black) since you should have SOME way to recoup the life loss.
4x Cloudfin Raptor
4x Triton Shorestalker
4x Fleeting Distraction
3x Military Intelligence
4x Voyage's End
2x Chasm Skulker
4x Elvish Visionary
2x Beastmaster Ascension
7x Other Cards
22x Lands
If you've bought premium packs then you'll probably put Think Twice. Otherwise you can run matchup specific counters, etc. It seems the AI isn't capable of figuring out when you'll activate beastmaster which is quite an advantage while beating the campaign and collecting the cards.
Cheers!
(edited deck which had 4x Beastmaster)
3 Ajani's Pridemate
3 Wall of Omens
3 Lone Missionary
2 Mentor of the Meek
2 Rhox Faithmender
1 Baneslayer Angel
4 Phyrexian Rager
2 Indulgent Tormentor
1 Griselbrand
2 Vizkopa Guildmage
3 Reprisal
1 Planar Cleansing
3 Assassinate
2 Sanguine Bond
3 Flesh To Dust
Artifacts
1 Elixir Of Immortality
7 Plains
9 Swamp
4 Orzhov Guildgate
4 Radiant Fountain
The only Premium cards in there are the Wall of Omens and the Phyrexian Rager. The Walls are especially useful. A 4-toughness defender that you can play on Turn 2 and lets you draw to replace it in your hand is awesome. The Ragers are mostly there because of the card-draw effect. I might see if the Giant Scorpion works better for me, though. I've got a fair bit of card-draw in the deck now. But it seems like the Scorpions would be better if I was running some Auras that could pump them or at least get them in the air. I'm still not 100% sold on Griselbrand, he can be tough to get out. On the other hand if I do and the opponent doesn't have an immediate answer, that's pretty much the ballgame, especially if Sanguine Bond is in play. And if I've got a Rhox Faithmender on the board too? Hoo boy
Tokens+Doubling Season+Beastmaster Ascension for the win
8 Forest
2 Selesnya Guildgate
1 Elite Vanguard
1 Trained Caracal
1 Brimaz, King of Oreskos
2 Mentor of the Meek
3 Attended Knight
1 Paragon of New Dawns
2 Phantom General
1 Elvish Pioneer
1 Jade Mage
3 Elvish Visionary
2 Elder of Laurels
1 Scion of the Wilds
1 Salesnya Evangel
4 Inspired Charge
4 Triplicate Spirits
1 Prey Upon
2 Beastmaster Ascention
1 Cultivate
1 Doubling Season