In the last two days, I went 66-4 with this list, putting me in 15th in the ranking overall as of this post. Extremely resilient, and so much frickin' card advantage.
A lot of synergy here. Seance and satyr are great together, as are the walls, elves and the cartagopher, just constantly fueling my hand and giving me chump blockers. The packleader is absolutely insane, and Kozilek is absurd. He has saved me from self-milling multiple times as well as stealing games not only by being huge and annihilator, but the 4 (or 5 or 6 or 7) cards he draws are huge. He is a "nombo" with seance, but he also stops my from drawing myself out (it happens more often than you would think)and i fill the graveyard relatively quickly between chump blocking, satyr and discarding.
Additional tokens spawned by Séance with Doubling Season out are not subject to the exile clause, and the deck can spit out a mildly ridiculous number of angel tokens (with or without the season) with constant Séance triggers from the relevant creatures. One of my favorite combo packages.
Additional tokens spawned by Séance with Doubling Season out are not subject to the exile clause, and the deck can spit out a mildly ridiculous number of angel tokens (with or without the season) with constant Séance triggers from the relevant creatures. One of my favorite combo packages.
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Standard: Fog Maze
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
Everyone keeps raving about a Séance/Doubling Season deck, I may have to try one out, at least until they fix the bug with those two cards(supposedly the extra tokens are *supposed* to get exiled, according to the actual rulings for those cards).
This isn't one of those top tier 4 Think Twice, 4 Negate, 4 Nullify, 3 Dissolve decks, but it is definitely a blast to play. 5 color decks have the problem of the early game being poor and sometimes mana being an issue. With this deck, I try to circumvent some of the disadvantages of the early game with small creatures that help me stall until I begin dropping threats. The only board wipes accessible in the game are also in there for cleaning up the opponent's early game and also the ingots survive the planar cleansing. The amulets and the cultivates will help you fix your mana along with the ingots. Once you make it to the mid-late game, start cranking out the most threatening creatures in the game until your opponent pushes daisies. I tried guildgates, and while they are awesome with mana fixing they also slow down an otherwise slow deck and if you hit at least 1 of each color and an ingot you can cast most of the spells in the deck anyway. Bad matchups include fast aggro decks, but surprisingly it does very well against control. I like the deck, and its funny to see people quit when maelstrom archangel casts kozilek for free.
New deck I've been running to surprising success. I use draw power a lot of damage prevention to protect me until I can gain board control via planar cleansing and beat face with resolute archangel or the usual route is Sphinx bone wand.
I completed the campaign mode last night with my white/black deck last night. I use white for Auras and removal while black focuses on cards with heroic abilities. Now comes the grind for guildgates and such to form other decks.
I save removal for packleader whenever playing green big creature decks. That card alone has caused me losses. I'll use removal on that card faster than a 6/6'ish flyer because the constant card draw makes those decks so deadly.
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Yea for having DOTP 2014 you get a free premium booster pack on cmpletion of your first campaign mission if I remember correctly. I got mine with no issues.
I have created an all-white deck that I literally have not lost with yet! Its excellent for comebacks VS. flash decks and Goblin berserkers (Planar cleansing always gets this deck back into the mix) Its synergy is well-rounded and you will beat people without them even seeing it coming! Its a VERY fun deck to play with, but i am most definitely still a rookie so for you veterans out there, please experiment with this deck and tell me how to make it better?
Also, i have no idea how to post the deck in that organized format (which looks awesome and i would love to know how to do it)
Lands:
Plains x 24
Creatures:
Trained Caracal x4
Hero of Iroas x2
Adjani's Pridemate x3
Lone Missionary x1
Brismaz, King of Orescos x1
Rhox Faithmender x2
Baneslayer Angel x1
Aegis Angel x2
Resolute Archangel x2
Pretty straight forward no premium cards ramp deck. I was running elvish pioneers for the sweet turn 1 pioneer turn 2 cultivate turn 3 5 drop curves but they were pretty unreliable and in multiplayer it seemed like non stop weenie rush or self mill seance shenanigans decks so i took the pioneers and 1 asp out for max anger of the gods and reclamation sages. The burn suite makes it surprisingly interactive and the wide array of activated abilities give you a lot of ways to use up your mana in case you flood.
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"A scrupulous writer, in every sentence that he writes, will ask himself at least four questions, thus: 1. What am I trying to say? 2. What words will express it? 3. What image or idiom will make it clearer? 4. Is this image fresh enough to have an effect? And he will probably ask himself two more: 1. Could I put it more shortly? 2. Have I said anything that is avoidably ugly?"
It has been very interesting to see the decks posted here so far. Strangely, I haven't heard a lot of talk one way or another about the Rakdos starter deck in DoTP 2015 but I took it all the way through the Campaign without too much grief and I have been very happy with its performance online so far. It's by no means a world-beater but it has held its own against a decent range of popular archetypes.
What started off as a typical aggro Rakdos decklist has morphed into a more control-style of play that tries to build off creature sacrifices and incremental advantage towards a steady, stifling victory. An extremely fast victory if my opponent blanks on land and I manage to drop Rakish Heir early with a Bloodghast and some other vampire friends.
It's a risky deck for sure! The backbone consists of the Bloodflow Connoisseur, Act of Treason, Krenko's Command, Bloodghast and Quest for the Gravelord. After about a dozen games I still do not tire of stealing an opponent's bomb or utility creature and feeding it to the Connoisseur. Delicious!
I have only purchased a couple Premium Boosters. The only premium cards included as far as I recall are the Goblin Shortcutter and the Inferno Titan.
It seems like token and aggro weenie decks are by far the strongest in this game. I have a mono white weenie deck that I have used 20+ times and lost with just once, due to a string of poor card draws:
One of the biggest strengths with this deck is that it's very versatile, meaning that I don't need to draw cards in a specific order from my library in order for my strategy to work. There's no ramp or careful synergy required to unlock the strategy of the deck. All I do is swarm the field with as many creatures as I can as quick as possible and use cards like Phantom General and Selfless Cathar to pump up the creatures. Many cards also let me play several creatures with one card, such as Raise The Alarm, and Attended Knight. This lets me use convoke to play Triplicate spirits and Seraph of the Masses extremely fast. Since most cards are really very cheap or have convoke, mana is almost never a problem. However, having spare mana means I can pump out even more creatures. That's were Mentor of The Meek comes in. If I play him, my army will suddenly grow exponantially faster because I can play a 1 mana creature, draw a card, play another 1 mana creature, draw a card, (you get the idea) and suddenly I have 10+ creatures already at turn 4. I can then finish the opponent using Inspired Charge. One thing I found with this deck is that people never see it coming. And I mean never. Even if I have only 7 1/1 creatures I can make my opponent go all the way from 20 health to 0 by swinging with all of them and using Inspired Charge. The card is seriously underrated. The reason why it's so effective is because it's very unpredictable. Playing unpredictably is probably the most important factor that makes people win in this game.
Using this deck I usually win at turn 5 or 6. It's come to the point where the deck has become almost boring to play with because I win so consistently with it. I know I'm bragging, but try the deck yourself if you don't believe me. This deck doesn't contain any premium cards because it doesn't need them. I haven't even bothered buying the premium cards yet.
Maybe you had bad luck. You should have at least three creatures with 2 or less mana cost in your draw hand for max speed, or Raise The Alarm can replace one of them.
I just decided to give an Izzet deck a try, and after a few revisions I've been having a lot of fun with this. It's been running ok on 22 Land so far, for a few reasons: 1) Most of my spells are 3 mana or less 2) Think Twice gets me a few extra draws quickly, the Amulets can double my draws, and the Devils recycle the cards I need back the most and 3) a LOT of my spells let me Scry. I may still try to trim 1 or 2 cards out to bring the Land count up to 23 or 24. But when I was running at 24 I'd spend too many turns drawing Land when I really needed something else. I thought about Goblin Electromancer but my Instants and Sorceries are cheap, my most expensive cards are Artifacts & Creatures.
I'd make a few small changes tho. Put a couple more paragons in to milk your numbers. Also drop in a couple of Wrecking Ogres.
On a charge, spot the highest attack monster who is unblocked and bloodrush the wrecking ogre in. Just as an example, a 4/3 attacking monster bloodrushed with that beauty becomes a 7/6 with double strike. 14 damage on the sly is usually enough to end the game or decide its outcome.
I actually only had on Paragon because I didn't have a lot of the Premium cards when I posted the list, but now I unlocked them all through Battle Boosters. With that said I'd use Goblin Bushwhacker in its place. It gives us a lower curve and fit better with the theme. Plus it gives all you creatures Haste for one mana as opposed to giving one creature haste as an activated ability.
Wrecking Ogres would be nice, but they are a pain for your curve. Most times the game should be over if you have that mana and if not, then you're probably stuck at 4 lands and can't use the one in your hand. If you test them out let me know how they work out!
I did switch out Inspirations for Military Intelligence since it's cheaper and gives us more cards over time.
My list blows out my opponent most of the time and even if I;m behind it always seems to pull out a win either from topdecking a burn spell for the finish or topdecking a Raid Bombardment to finish the job.
I've been playing this quite a lot, yet still haven't unlocked Doubling Season. Which boosters should I be trying to earn? Where should I be battling to earn them? Any advice/help would be greatly appreciated!
On that note: My girlfriend and I have been demolishing people with the obvious GW tokens deck. I will post a list later, but it's got Beastmaster Ascension, Brimaz, King of Oreskos, and Sigil Blessing for the massive blowouts (seriously, everyone dies to that card, almost as much as people die to Wrecking Ogre). Solid, aggressive, flexible. Just the way I like my aggro-midrange decks.
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Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
talran + guttersnipe and think twice and electromancer? it's very good
4 Elvish Visionary
4 Satyr Wayfinder
3 Wall of Omens
1 Genesis Hydra
3 Kor Cartographer
3 Garruk's Packleader
2 Arbor Colossus
1 Baneslayer Angel
2 Aegis Angel
1 Soul of Zendikar
3 Pelakka Wurm
1 Kozilek, Butcher of Truth
2 Séance
Sorcery: 6
4 Cultivate
2 Planar Cleansing
Land: 24
11 Forest
9 Plains
4 Selesnya Guildgate
A lot of synergy here. Seance and satyr are great together, as are the walls, elves and the cartagopher, just constantly fueling my hand and giving me chump blockers. The packleader is absolutely insane, and Kozilek is absurd. He has saved me from self-milling multiple times as well as stealing games not only by being huge and annihilator, but the 4 (or 5 or 6 or 7) cards he draws are huge. He is a "nombo" with seance, but he also stops my from drawing myself out (it happens more often than you would think)and i fill the graveyard relatively quickly between chump blocking, satyr and discarding.
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
3 Wall of Omens
4 Lone Missionary
4 Satyr Wayfinder
4 Necromancer's Assistant
3 Pelakka Wurm
2 Rune-Scarred Demon
1 Griselbrand
3 Treasured Find
2 Planar Cleansing
Instant:
3 Rescue from the Underworld
Enchantment:
2 Séance
3 Angelic Accord
2 Doubling Season
4 Golgari Guildgate
4 Selesnya Guildgate
4 Orzhov Guildgate
4 Forest
4 Swamp
4 Plains
Additional tokens spawned by Séance with Doubling Season out are not subject to the exile clause, and the deck can spit out a mildly ridiculous number of angel tokens (with or without the season) with constant Séance triggers from the relevant creatures. One of my favorite combo packages.
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
4 Elvish Visionary
3 Wall of Omens
4 Grazing Gladehart
2 Genesis Hydra
1 Baneslayer Angel
1 Soul of Zendikar
1 Soul of Ravnica
2 Rune-Scarred Demon
1 Griselbrand
1 Stormbreath Dragon
1 Inferno Titan
1 Maelstrom Archangel
1 Kozilek, Butcher of Truth
4 Cultivate
2 Anger of the Gods
2 Planar Cleansing
Artifacts: 7
4 Traveler's Amulet
3 Darksteel Ingot
Land: 22
5 Forest
5 Plains
3 Island
5 Swamp
4 Mountain
This isn't one of those top tier 4 Think Twice, 4 Negate, 4 Nullify, 3 Dissolve decks, but it is definitely a blast to play. 5 color decks have the problem of the early game being poor and sometimes mana being an issue. With this deck, I try to circumvent some of the disadvantages of the early game with small creatures that help me stall until I begin dropping threats. The only board wipes accessible in the game are also in there for cleaning up the opponent's early game and also the ingots survive the planar cleansing. The amulets and the cultivates will help you fix your mana along with the ingots. Once you make it to the mid-late game, start cranking out the most threatening creatures in the game until your opponent pushes daisies. I tried guildgates, and while they are awesome with mana fixing they also slow down an otherwise slow deck and if you hit at least 1 of each color and an ingot you can cast most of the spells in the deck anyway. Bad matchups include fast aggro decks, but surprisingly it does very well against control. I like the deck, and its funny to see people quit when maelstrom archangel casts kozilek for free.
4 selesnya guildgate
4 simic guildgate
4 azorius guildgate
1 forest
6 island
5 plains
4 Fog
4 hysterical blindness
4 Safe passage
4 think twice
4 inspiration
2 planar cleansing
4 elvish visionary
2 resolute archangel
3 wall of omens
2 archaeomancer
1 elixir of immortality
2 Sphinx-Bone Wand
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
I save removal for packleader whenever playing green big creature decks. That card alone has caused me losses. I'll use removal on that card faster than a 6/6'ish flyer because the constant card draw makes those decks so deadly.
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Yea for having DOTP 2014 you get a free premium booster pack on cmpletion of your first campaign mission if I remember correctly. I got mine with no issues.
Yes, I got a free Premium booster for having a copy of Duels2014(as well as one for pre-ordering Duels2015).
Also, i have no idea how to post the deck in that organized format (which looks awesome and i would love to know how to do it)
Lands:
Plains x 24
Creatures:
Trained Caracal x4
Hero of Iroas x2
Adjani's Pridemate x3
Lone Missionary x1
Brismaz, King of Orescos x1
Rhox Faithmender x2
Baneslayer Angel x1
Aegis Angel x2
Resolute Archangel x2
Enchantments/Sorcery/Artifact:
Armored Ascension x3
Nimbus Wings x3
Ordeal of Heliod x3
Angelic Accord x3
Angelic Edict x4
Planar Cleansing x2
Elixir of Immortality x3
This deck has been beastly for me, let me know how it works for you!
1 stormbreath dragon
1 inferno titan
2 genesis hydra
3 jade mage
4 elvish visionary
3 reclamation sage
2 arbor colossus
3 nessian asp
1 soul of zendikar
4 shock
3 volcanic geyser
2 anger of the gods
3 ground assault
4 cultivate
6 mountain
14 forest
4 gruul guildgate
Pretty straight forward no premium cards ramp deck. I was running elvish pioneers for the sweet turn 1 pioneer turn 2 cultivate turn 3 5 drop curves but they were pretty unreliable and in multiplayer it seemed like non stop weenie rush or self mill seance shenanigans decks so i took the pioneers and 1 asp out for max anger of the gods and reclamation sages. The burn suite makes it surprisingly interactive and the wide array of activated abilities give you a lot of ways to use up your mana in case you flood.
It has been very interesting to see the decks posted here so far. Strangely, I haven't heard a lot of talk one way or another about the Rakdos starter deck in DoTP 2015 but I took it all the way through the Campaign without too much grief and I have been very happy with its performance online so far. It's by no means a world-beater but it has held its own against a decent range of popular archetypes.
2 Bloodcrazed Neonate
4 Bloodflow Connoisseur
2 Bloodghast
3 Cunning Sparkmage
1 Goblin Shortcutter
1 Indulgent Tormentor
1 Inferno Titan
3 Rakish Heir
2 Tormented Hero
3 Quest for the Gravelord
//Instant (6)
3 Shock
3 Ulcerate
Sorcery (9)
4 Act of Treason
4 Krenko's Command
1 Portent of Betrayal
13 Mountain
10 Swamp
What started off as a typical aggro Rakdos decklist has morphed into a more control-style of play that tries to build off creature sacrifices and incremental advantage towards a steady, stifling victory. An extremely fast victory if my opponent blanks on land and I manage to drop Rakish Heir early with a Bloodghast and some other vampire friends.
It's a risky deck for sure! The backbone consists of the Bloodflow Connoisseur, Act of Treason, Krenko's Command, Bloodghast and Quest for the Gravelord. After about a dozen games I still do not tire of stealing an opponent's bomb or utility creature and feeding it to the Connoisseur. Delicious!
I have only purchased a couple Premium Boosters. The only premium cards included as far as I recall are the Goblin Shortcutter and the Inferno Titan.
3x Elite Vanguard
4x Selfless Cathar
3x Loyal Pegasus
1x Brimaz, King Of Oreskos
2x Mentor Of The Meek
4x Attended Knight
3x Phantom General
1x Baneslayer Angel
2x Seraph Of The Masses
1x Gods Willing
1x Reprisal
4x Raise The Alarm
4x Inspired Charge
Sorceries
1x Angelic Edict
1x Triplicate Spirits
24x Plains
One of the biggest strengths with this deck is that it's very versatile, meaning that I don't need to draw cards in a specific order from my library in order for my strategy to work. There's no ramp or careful synergy required to unlock the strategy of the deck. All I do is swarm the field with as many creatures as I can as quick as possible and use cards like Phantom General and Selfless Cathar to pump up the creatures. Many cards also let me play several creatures with one card, such as Raise The Alarm, and Attended Knight. This lets me use convoke to play Triplicate spirits and Seraph of the Masses extremely fast. Since most cards are really very cheap or have convoke, mana is almost never a problem. However, having spare mana means I can pump out even more creatures. That's were Mentor of The Meek comes in. If I play him, my army will suddenly grow exponantially faster because I can play a 1 mana creature, draw a card, play another 1 mana creature, draw a card, (you get the idea) and suddenly I have 10+ creatures already at turn 4. I can then finish the opponent using Inspired Charge. One thing I found with this deck is that people never see it coming. And I mean never. Even if I have only 7 1/1 creatures I can make my opponent go all the way from 20 health to 0 by swinging with all of them and using Inspired Charge. The card is seriously underrated. The reason why it's so effective is because it's very unpredictable. Playing unpredictably is probably the most important factor that makes people win in this game.
Using this deck I usually win at turn 5 or 6. It's come to the point where the deck has become almost boring to play with because I win so consistently with it. I know I'm bragging, but try the deck yourself if you don't believe me. This deck doesn't contain any premium cards because it doesn't need them. I haven't even bothered buying the premium cards yet.
3 Trained Caracal
3 Ajani's Packmate
3 Attended Knight
3 Assault Griffin
2 Hero of Iroas
2 Banisher Priest
2 Rhox Faithmender
2 Aegis Angel
1 Brimaz, King of Oreskos
1 Resolute Archangel
3 Ordeal of Heliod
3 Armored Ascension
20 Plains
4 Radiant Fountain
Live streaming Casual Magic: the Gathering
Sundays at 7:00 PM Eastern Time / 4:00 PM Pacific Time
Follow along on Instagram (@kokoshomebrews) as I create casual tribal decks
and try to build around crazy combos, then play em on stream!
|| WBG || GW || GB || GWU ||
4 Kraken Hatchling
3 Guard Gomazoa
2 Talrand, Sky Summoner
3 Guttersnipe
2 Charmbreaker Devils
4 Voyage's End
4 Think Twice
3 Dissolve
3 Shock
2 Volcanic Geyser
3 Bolt of Keranos
Artifacts
2 Elixir Of Immortality
2 Avarice Amulet
1 Sphinx-Bone Wand
4 Izzet Guildgate
9 Mountain
9 Island
I actually only had on Paragon because I didn't have a lot of the Premium cards when I posted the list, but now I unlocked them all through Battle Boosters. With that said I'd use Goblin Bushwhacker in its place. It gives us a lower curve and fit better with the theme. Plus it gives all you creatures Haste for one mana as opposed to giving one creature haste as an activated ability.
Wrecking Ogres would be nice, but they are a pain for your curve. Most times the game should be over if you have that mana and if not, then you're probably stuck at 4 lands and can't use the one in your hand. If you test them out let me know how they work out!
I did switch out Inspirations for Military Intelligence since it's cheaper and gives us more cards over time.
My list blows out my opponent most of the time and even if I;m behind it always seems to pull out a win either from topdecking a burn spell for the finish or topdecking a Raid Bombardment to finish the job.
On that note: My girlfriend and I have been demolishing people with the obvious GW tokens deck. I will post a list later, but it's got Beastmaster Ascension, Brimaz, King of Oreskos, and Sigil Blessing for the massive blowouts (seriously, everyone dies to that card, almost as much as people die to Wrecking Ogre). Solid, aggressive, flexible. Just the way I like my aggro-midrange decks.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
2 Selfless Cathar
4 Akrasan Squire
3 Sigiled Paladin
4 Squadron Hawk
1 Brimaz, King of Oreskos
2 Mentor of the Meek
2 Banisher Priest
3 Attended Knight
3 Paragon of New Dawns
1 Assult Griffin
1 Baneslayer Angel
2 Battlegrace Angel
1 Resolute Archangel
4 Arrest]
1 Safe Passage
1 Inspired Charge
1 Angelic Edict
Artifacts
2 Hall of Triumph
Lands
22 plains
Creatures:5
1 Baneslayer Angel
1 Inferno Titan
1 Soul of Ravnica
1 Resolute Archangel
1 Kozilek, Butcher of Truth
Spells:29
1 Elixir of Immortality
2 Quicken
2 Shock
4 Vapor Snag
1 Millstone
2 Nullify
2 Reprisal
4 Think Twice
1 Volcanic Geyser
2 Anger of the Gods
3 Dissolve
2 Divine Verdict
1 Angelic Edict
2 Planar Cleansing
Lands:26
4 Azorius Guildgate
4 Boros Guildgate
7 Island
4 Izzet Guildgate
3 Mountain
4 Plains