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Casual Deck Construction mini Contest
Round 2
Round 2 has begun.
You may enter the contest for Round 2 even if you did not submit a deck for Round 1.
The thread for Round 1 can be found here.
The judging for Round 1 is running concurrently with the Round 2 submission process.
The same rules still apply.
Click below to check out the rules and the card for the second round.
1. Main Rules:
A submitted deck has to contain the card of the current round and must be build around the card in some way. The card does not have to be the primary win condition, but it must be integral to the deck.
It’s a good idea to give judges insight on your ideas and tricks in order to improve understanding of how your deck works. Please note that brevity is the soul of wit.
Anyone may submit a deck. Contestants may only submit one deck per round. You can edit your deck, change it, overhaul it, etc. as many times as you wish before the round’s submission deadline.
There is no Restricted or Banned list. It should be noted, however, that judges might not be impressed by overuse of “broken” cards.
“Build Around” cards are selected by the judges. Please do not offer suggestions.
2. Time:
Contestants will have approximately six (6) days to build and post decks for each round.
Testing and rating may take 6-10 days.
3. Judging:
There is one singleton judge (Etched Chester); there may or may not be more judges on a volunteer basis.
Some decks will be chosen for rating and some will not. This is determined by the judge’s spare time and interest. I will leave an explanation as to why some decks were not chosen.
The contest is purely for fun. There are no formal awards except for bragging rights.
Please don't rush the judges.
Up to 25 points to each tested deck can be awarded, based on the following system:
Creativity/Originality: 0 to 5 points How creative and original is your deck? Has it been done before? Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards work together in the deck? How are elegance and card selection? Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? (It doesn't have to win all the time, but it shouldn't bomb, either.) Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks?
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage & Legacy; 1 point for incorporation of theme/flavour. (EDIT: Only if applicable; not all cards / rounds may warrant specific format possibility.)
EDH Decks are not permitted.
Interpretation of this is up to the judges, individually.
If you have any questions, concerns, or issues with the rules or with the judging process, please PM me or visit my helpdesk.
The whole objective is to bring into play the Force of Savagery and hit em tills hes dead or weak enough to finish him off with a lightning bolt of fireball.
tested it
win by turn 6
ive been able to get out the force of savagery on atleast turns 3-4
So the idea with this deck will be to get out a Humility thus both allowing us to play our Force of Savagery safely while protecting us from threats. With Humility out (or even before) you will seed the battlefield with helpful pieces of equipment. Swing away with a nice big buffed Force of Humility. For sneaky plays, if able, Krosan Grip your own Humility if chump blocked to gain 7 extra power and trample. Wall of Omens provides early game protection with a cantrip. Help will be coming from Kor Haven soon enough. Humility by itself is a house as we all know. Some exalted buff support and creature ramp brought to you by Noble Hierarch. Mirari's Wake should help make sure you have enough mana at all times as well as protecting Force of Savagery from any shenanigans.
How it works:
Get out the boost Enchantments, play spirits who are now immune to normal damage, get out Force of Savagery, play Mirrorweave to finish them of.
Otherworldly Journey for protection, counter reload, nerv enemy creatures and card draw with the packleader. Also can save the force in case of a naturalize against a lonely boost enchantment. Conjurer's Closet for counter eload and card draw.
Mirrorweave is just awesome. Target the Phantoms or force and all your opponents creatures will die (in some cases also our unlucky Packleaders). With Force of Savagery this is game over, all our Phantoms will turn into 8/0 but will keep their +1 counters beeing extra strong.
Manabase: Yep, i like Khalni garden really really much. Gavony Township...yes its the same like in the other deck, but its even better in here. I wont use them in round 3, promise
Built Around - Force of Savagery Format - Legacy Tribal Wars. Single games, no sideboarding. Theme - Tribal Elementals Type - Aggro-ish Playtest Amount - :rate2::rate0: as of latest post edit.
Low CMC high power beasts. Hit them with all you can. I wish I had some time to streamline it better.
I see what you're trying to do with Flayer of the Hatebound, but remember that for him to trigger, a creature has to come in from the graveyard.
You mentioned that Force of Savagery wasn't the centerpiece of the deck. Although it doesn't have to be the actual wincon, it needs to be more than just "useful."
Pandemonium = been there, done that. I've seen this deck before.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
meh- Door to Nothingness? pass this round... i don't care for "instant win" cards.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Creativity/Originality: 4. Although the reanimator idea is nothing new, this deck puts an interesting spin on things. Effectiveness/Card Adherence: 3. This thought of a possibly effective way to use Force of Savagery, and the card was definitely used. However, your main combo idea doesn’t work. More on that next. Synergy/Tuning: 2. I’m giving two points because Mikaeus and Flayer both must be out at the same time for Force to work properly. However, the main combo of the deck was with Living Death. For the first few games I played, it seemed to work because nobody (including me) read the card correctly. Here’s the problem with your main combo piece: Living Death exiles the creatures from the graveyard first, then they come into play. With Flayer and two Forces in the graveyard, it seems like an insta-win, but what really happens is that Flayer gets to stick around while both Forces die. If Mikaeus joins the party, then force just stays on the field as an attacker, but that’s it. I think the card you wanted was Twilight’s Call, which would have been too slow. Power/Capacity to win: 3. If the combo worked how you (and I) wanted it to work, the deck would be nearly unbeatable. However, it doesn’t, so I won when I could get the beats working quickly. Interaction/Protection: 3. This is pretty hard to judge since I won many games misreading Living Death. Once that happened, the deck was fairly average.
Flavor: 0
TOTAL: 15
Creativity/Originality: 4. I give you props for using Force of Savagery in a very different way—you didn’t seem to care that it didn’t stay on the field. Effectiveness/Card Adherence: 3. FoS was a fine way to pump Kresh, but Kresh was also quite fine without it. It was a clever and fun use of the card, but certainly not essential. Synergy/Tuning: 3. As mentioned above, Kresh was the real star of the deck, and FoS seemed like a nifty way to pump him. Gravepact sometimes helped clear the path, but the main problem is that Kresh can easily be chump blocked (not to mention susceptible to Go for the Throat). There were times when Kresh would be 21/21, but I couldn’t do anything with him because of 0/1 token generation. I never used Sek’Kuar; I used Liliana of the Veil quite often, but she didn’t seem to really fit the deck. Power/Capacity to win: 3. Won some, lost some. Gravepact was certainly helpful, and if the opponent wasn’t playing specific removal, Kresh did some nice damage. Without Kresh, though, the deck was lost. Interaction/Protection: 4. See above. The fact that Kresh is B scores some points for evasion, and his massive size leaves him less susceptible to burn damage. He was your win condition (a vast improvement from the previous deck). Flavor: 0. You claimed to be modern legal, but Green Sun’s Zenith is banned in modern.
TOTAL: 17
Creativity/Originality: 5. Ok, that was a clever way to use Force of Savagery, I have to admit. I’ve never seen that before. Effectiveness/Card Adherence: 3. While the idea certainly makes Force of Savagery a force to be reckoned with, I had to be lucky enough to draw into Force of Savagery. Green Sun’s Zenith helped, but FOS was the only wincon. It’s good that you made him the star of the deck, but there were was only him; a nice combo, but a one-trick pony. Synergy/Tuning: 4. I really liked the combo, and it worked well. In fact, nobody saw the Krosan Grip / Humility combo coming the first time I played an opponent. The equipment was generally well-chosen. I loved swinging with a 1/1 FOS equipped with Whispersilk Cloak and Sword of Kaldra, then zapping Humility off the battlefield. It was quite fun. I’d still recommend draw and ramp; more on that next. Power/Capacity to win: 2. Unfortunately, once an opponent figured me out, it was hard to win again. The deck is immensely slow, and after the first games, opponents generally hated Humility and FOS. Despite being fun to play, it didn’t win much. You need to speed this deck up and get some more card draw; Harmonize at the very least. An alternate wincon is also a good idea, as FOS alone just wasn’t enough most of the time. Interaction/Protection: 3. This deck pinned down any deck that relied on creature abilities. It had some problems against aggro, however, and burn decks made quick work of it. Flavor: 1 point for the clever combo.
TOTAL: 18
Creativity/Originality: 4. Although the enchantments were nothing new as far as Force of Savagery was concerned, I liked how the enchantments allowed the phantom cards to keep blocking. Effectiveness/Card adherence: 3. The deck did enough to keep FoS from disappearing immediately, but it also felt sort of unnecessary in the deck. I won more with Phantom Centaur than I did with FoS, since chump blockers made quick work of him. Synergy/Tuning: 3. Mirrorweave was a good idea, but I didn’t get to use it as much as I would have liked. As stated above, FoS really wasn’t all that necessary in the deck, and it didn’t really feel like it fit; it was just a high powered creature in a deck that didn’t want it. I mean, it worked, but it didn’t fit the flavor. Power/Capacity to win: 3. I honestly didn’t win too much. Perhaps it’s because I faced quite a bit of aggro, but I found that by the time I could do some damage, it was often too late. Interaction/Protection: 2. This deck was super slow, sorry to say. It easily won if I faced other decks with pacing issues. Aggro decks loved to play this deck. B decks easily took care of the major threats, as there was not much in the way of evasion. Flavor: 0
TOTAL: 15
(Sorry for such a short write-up, but I’m hella busy!)
Casual Deck Construction mini Contest
Round 2
Round 2 has begun.
You may enter the contest for Round 2 even if you did not submit a deck for Round 1.
The thread for Round 1 can be found here.
The judging for Round 1 is running concurrently with the Round 2 submission process.
The same rules still apply.
Click below to check out the rules and the card for the second round.
How creative and original is your deck? Has it been done before?
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards work together in the deck? How are elegance and card selection?
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods? (It doesn't have to win all the time, but it shouldn't bomb, either.)
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks?
1 point for any format adherence other than Vintage & Legacy; 1 point for incorporation of theme/flavour. (EDIT: Only if applicable; not all cards / rounds may warrant specific format possibility.)
EDH Decks are not permitted.
If you have any questions, concerns, or issues with the rules or with the judging process, please PM me or visit my helpdesk.
Cards and Submission Deadlines
Force of Savagery
Martyr's Bond
Round 1 Thread
Submissions for Round 2 may be posted in this thread.
Thanks to GR @ Yavin IV Studios for the signature!
4 Jund Panorama
7 Forest
4 Mountain
3 Vivid Crag
2 Vivid Grove
4 Cloudpost
4 Glimmerpost
4 Force of Savagery
4 Flayer of the Hatebound
4 Birds of Paradise
Other Spells:
2 Leyline of Vitality
2 Warstorm Surge
2 Pentad Prism
2 Prophetic Prism
4 Fireball
4 Green Sun's Zenith
4 Lightning Bolt
The whole objective is to bring into play the Force of Savagery and hit em tills hes dead or weak enough to finish him off with a lightning bolt of fireball.
tested it
win by turn 6
ive been able to get out the force of savagery on atleast turns 3-4
RUPower of the SolarionRU
WUB Wrath of the SphinxWUB
EDH DECKS
URWNumot's ControlURW
WIP SETS
WBURG Fortresses & WarfareWBURG
As usual for me I built a control version.
4x Force of Savagery
2x Eternal Witness
3x Wall of Omens
3x Noble Hierarch
Instants (11)
4x Swords to Plowshares
4x Enlightened Tutor
3x Krosan Grip
Sorcery (2)
2x Green Sun's Zenith
Equipment (7)
3x Sword of Kaldra
2x Whispersilk Cloak
2x Fireshrieker
4x Humility
2x Mirari's Wake
Lands (23)
6x Forest
6x Planes
4x Temple Garden
4x Sunpetal Grove
3x Kor Haven
4x Wrath of God (for token decks)
2x Eternal Witness (for decks running massive hate)
So the idea with this deck will be to get out a Humility thus both allowing us to play our Force of Savagery safely while protecting us from threats. With Humility out (or even before) you will seed the battlefield with helpful pieces of equipment. Swing away with a nice big buffed Force of Humility. For sneaky plays, if able, Krosan Grip your own Humility if chump blocked to gain 7 extra power and trample. Wall of Omens provides early game protection with a cantrip. Help will be coming from Kor Haven soon enough. Humility by itself is a house as we all know. Some exalted buff support and creature ramp brought to you by Noble Hierarch. Mirari's Wake should help make sure you have enough mana at all times as well as protecting Force of Savagery from any shenanigans.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
Oh, and thanks in advance for your efforts, Etched Chester! And also thanks to Promatim for supporting him.
So here i go with round number 2:
4 Force of Savagery
Buddies to hang off with
4 Phantom Nomad
3 Phantom Tiger
4 Phantom Centaur
4 Garruk's Packleader
Keep them alive
3 Marshal's Anthem
3 Lumithread Field
2 Spidersilk Armor
4 Otherworldly Journey
2 Conjurer's Closet
Destroy their toy
2 Seed Spark
1 Austere Command
Finish them
4 Mirrorweave
Land
4 Khalni Garden
2 Gavony Township
2 Selesnya Sanctuary
4 Wooded Bastion
3 Forest
5 Plains
How it works:
Get out the boost Enchantments, play spirits who are now immune to normal damage, get out Force of Savagery, play Mirrorweave to finish them of.
All those Phantoms get nearly immortal with Marshal's Anthem, Lumithread Field and Spidersilk Armor because
Works very well against infect, wither, lifelink and deathtouch.
Garruk's Packleader is nice card draw, it will trigger with Force of Savagery, Phantom Tiger and Phantom Centaur, in case of Marshal's Anthem it will even trigger with Phantom Nomad or with a morph!
Marshal's Anthem for revival in times of need, Lumithread Field comes cheap and early, in late game its an additional body, Spidersilk Armor against flyers.
Otherworldly Journey for protection, counter reload, nerv enemy creatures and card draw with the packleader. Also can save the force in case of a naturalize against a lonely boost enchantment. Conjurer's Closet for counter eload and card draw.
Mirrorweave is just awesome. Target the Phantoms or force and all your opponents creatures will die (in some cases also our unlucky Packleaders). With Force of Savagery this is game over, all our Phantoms will turn into 8/0 but will keep their +1 counters beeing extra strong.
Manabase: Yep, i like Khalni garden really really much. Gavony Township...yes its the same like in the other deck, but its even better in here. I wont use them in round 3, promise
4 Force of Savagery
3 Wolfir Sliverheart
2 Auramancer
4 Birds of Paradise
4 Enlightened Tutor
4 Path to Exile
3 Noxious Revival
4 Pandemonium
4 Angelic Renewal
2 Elspeth, Knight-Errant
4 Savannah
4 Taiga
4 Plateau
4 Windswept Heath
4 Arid Mesa
2 Dryad Arbor
The idea of this deck is to play Pandemonium and Force of Savagery to deal 8 damage to the opponent. Then, you recur it with Angelic Renewal or Noxious Revival and do it again. Wolfir Silverheart or Elspeth, Knight-Errant are used for alternate win conditions.
Enjoy!
Thanks to GR @ Yavin IV Studios for the signature!
4 Smokebraider
4 Force of Savagery
4 Incandescent Soulstoke
4 Groundbreaker
4 Ball Lightning
4 Gaea's Anthem
3 Cream of the Crop
Other spells
4 Lightning Bolt
4 Beast Within
4 Search for Tomorrow
2 Mage Slayer
5 Forest
4 Mountain
4 Rootbound Crag
4 Stomping Ground
3 Vesuva
Low CMC high power beasts. Hit them with all you can. I wish I had some time to streamline it better.
My YouTube Channel
Look for Round 3's card some time tomorrow (Saturday).
Decks for judging in Round 2 will be determined within the next few days.
My scores for Round 1 are finished.
Thanks to GR @ Yavin IV Studios for the signature!
Xyx
BlackVise
ChefStix
GibbonMonk
Why the other 4 were not chosen:
Thanks to GR @ Yavin IV Studios for the signature!
one of these days, i'm gonna join this contest...
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Well, Round 3 is posted....it's not too late!
Thanks to GR @ Yavin IV Studios for the signature!
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
This contest seem fun though. I'll be looking forward to the next couple of rounds
You did for round 3.
This is round 2.
Thanks to GR @ Yavin IV Studios for the signature!
Creativity/Originality: 4. Although the reanimator idea is nothing new, this deck puts an interesting spin on things.
Effectiveness/Card Adherence: 3. This thought of a possibly effective way to use Force of Savagery, and the card was definitely used. However, your main combo idea doesn’t work. More on that next.
Synergy/Tuning: 2. I’m giving two points because Mikaeus and Flayer both must be out at the same time for Force to work properly. However, the main combo of the deck was with Living Death. For the first few games I played, it seemed to work because nobody (including me) read the card correctly. Here’s the problem with your main combo piece: Living Death exiles the creatures from the graveyard first, then they come into play. With Flayer and two Forces in the graveyard, it seems like an insta-win, but what really happens is that Flayer gets to stick around while both Forces die. If Mikaeus joins the party, then force just stays on the field as an attacker, but that’s it. I think the card you wanted was Twilight’s Call, which would have been too slow.
Power/Capacity to win: 3. If the combo worked how you (and I) wanted it to work, the deck would be nearly unbeatable. However, it doesn’t, so I won when I could get the beats working quickly.
Interaction/Protection: 3. This is pretty hard to judge since I won many games misreading Living Death. Once that happened, the deck was fairly average.
Flavor: 0
TOTAL: 15
Creativity/Originality: 4. I give you props for using Force of Savagery in a very different way—you didn’t seem to care that it didn’t stay on the field.
Effectiveness/Card Adherence: 3. FoS was a fine way to pump Kresh, but Kresh was also quite fine without it. It was a clever and fun use of the card, but certainly not essential.
Synergy/Tuning: 3. As mentioned above, Kresh was the real star of the deck, and FoS seemed like a nifty way to pump him. Gravepact sometimes helped clear the path, but the main problem is that Kresh can easily be chump blocked (not to mention susceptible to Go for the Throat). There were times when Kresh would be 21/21, but I couldn’t do anything with him because of 0/1 token generation. I never used Sek’Kuar; I used Liliana of the Veil quite often, but she didn’t seem to really fit the deck.
Power/Capacity to win: 3. Won some, lost some. Gravepact was certainly helpful, and if the opponent wasn’t playing specific removal, Kresh did some nice damage. Without Kresh, though, the deck was lost.
Interaction/Protection: 4. See above. The fact that Kresh is B scores some points for evasion, and his massive size leaves him less susceptible to burn damage. He was your win condition (a vast improvement from the previous deck).
Flavor: 0. You claimed to be modern legal, but Green Sun’s Zenith is banned in modern.
TOTAL: 17
Creativity/Originality: 5. Ok, that was a clever way to use Force of Savagery, I have to admit. I’ve never seen that before.
Effectiveness/Card Adherence: 3. While the idea certainly makes Force of Savagery a force to be reckoned with, I had to be lucky enough to draw into Force of Savagery. Green Sun’s Zenith helped, but FOS was the only wincon. It’s good that you made him the star of the deck, but there were was only him; a nice combo, but a one-trick pony.
Synergy/Tuning: 4. I really liked the combo, and it worked well. In fact, nobody saw the Krosan Grip / Humility combo coming the first time I played an opponent. The equipment was generally well-chosen. I loved swinging with a 1/1 FOS equipped with Whispersilk Cloak and Sword of Kaldra, then zapping Humility off the battlefield. It was quite fun. I’d still recommend draw and ramp; more on that next.
Power/Capacity to win: 2. Unfortunately, once an opponent figured me out, it was hard to win again. The deck is immensely slow, and after the first games, opponents generally hated Humility and FOS. Despite being fun to play, it didn’t win much. You need to speed this deck up and get some more card draw; Harmonize at the very least. An alternate wincon is also a good idea, as FOS alone just wasn’t enough most of the time.
Interaction/Protection: 3. This deck pinned down any deck that relied on creature abilities. It had some problems against aggro, however, and burn decks made quick work of it.
Flavor: 1 point for the clever combo.
TOTAL: 18
Creativity/Originality: 4. Although the enchantments were nothing new as far as Force of Savagery was concerned, I liked how the enchantments allowed the phantom cards to keep blocking.
Effectiveness/Card adherence: 3. The deck did enough to keep FoS from disappearing immediately, but it also felt sort of unnecessary in the deck. I won more with Phantom Centaur than I did with FoS, since chump blockers made quick work of him.
Synergy/Tuning: 3. Mirrorweave was a good idea, but I didn’t get to use it as much as I would have liked. As stated above, FoS really wasn’t all that necessary in the deck, and it didn’t really feel like it fit; it was just a high powered creature in a deck that didn’t want it. I mean, it worked, but it didn’t fit the flavor.
Power/Capacity to win: 3. I honestly didn’t win too much. Perhaps it’s because I faced quite a bit of aggro, but I found that by the time I could do some damage, it was often too late.
Interaction/Protection: 2. This deck was super slow, sorry to say. It easily won if I faced other decks with pacing issues. Aggro decks loved to play this deck. B decks easily took care of the major threats, as there was not much in the way of evasion.
Flavor: 0
TOTAL: 15
(Sorry for such a short write-up, but I’m hella busy!)
Thanks to GR @ Yavin IV Studios for the signature!
Thanks to GR @ Yavin IV Studios for the signature!