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  • posted a message on Pauper Turbo-Fog
    The difference with Safe Passage is that it prevents non-combat damage, so it stops a Grapeshot or a big Kaervek's Torch
    Posted in: Paper Pauper and Peasant
  • posted a message on Pauper Turbo-Fog
    That's a great suggestion, thank you! They will take the place of the Shriekhorns.
    Posted in: Paper Pauper and Peasant
  • posted a message on Pauper Turbo-Fog
    So concerning the original list, I've decided that killing through mill is probably the way to go, so I've adapted my list:



    I think Shriekhorn will work better than Ghoulcaller's Bell here, as it doesn't mill the controller. I added a ton of draw, most of which makes the opponent draw with you, or you can force them to draw card instead. Deep Analysis is a bomb!

    I really would want to add white for Dawn Charm and Safe Passage. Would 3 colours be overkill?
    Posted in: Paper Pauper and Peasant
  • posted a message on Speedy LD
    Quote from Prismetrix
    I actually did notice in the first iteration of the deck that you needed to hit a critical mass of LD in the first few turns. But I think you missed some of the big additions to my second list that separate it from yours. The Gitaxian Probe basically reduces the deck to 56 cards, increases the odds of getting a LD spell and Faithless Looting can dig into those as well. Don't get me wrong, I do think there still needs some work on my list and I do think a solid 3cmc one sided spell will probably go back in. It is just trying to find that appropriate balance of fast mana, adequate threats and resource denial and not completely screwing yourself in the process.


    I have to say, I'm really not a fan of Gitaxian Probe in the deck. Two life for a meager chance of drawing a card you need? It's the same as running fetchlands to thin your deck: it's been proven to be practically useless and a waste of life. It might be better off running Chromatic Star like in Fliskins' iteration of the deck. It can at the very least be sacrificed to Rebirth for a card. I would personally just run more LD in its place.

    I'm on the fence for Faithless Looting. While it is card disadvantage (which this deck doesn't need any more of), it does filter cards very well and it has flashback. I don't think it's a good idea, considering all the 2-for-1s the deck is running.

    Quote from urzishra
    I've been playing around with this deck today on MTGO, just seems to be missing something. I get wasted by all the MBC decks running amok right now. This deck seems like it could blow out WW or Stompy with the right cards. I'm just running into everyone playing discard/counters. I did beat a storm deck, but that was due to how powerful Electrickery is against them than anything else.


    Which version of the deck have you been playing with? I feel like there are big play differences between the decks running Wellsprings and those that aren't (I'm not saying that using them is correct).

    It does feel like the deck is missing something. I see potential, but I think there are some absent components. There's excellent synergy between cards like Kuldotha Rebirth, Crack the Earth and Ichor Wellspring, but it needs even more than that. We need a way to come out on top and put pressure on the opponent. More cheap mass removal like Electrickery could be good for card advantage. Krark-Clan Shaman might be main board material (which makes Akki Blizzard-herder playable)
    Posted in: MTGO Pauper
  • posted a message on Speedy LD
    Welcome back!

    Yes this thread really inspired me, and I wanted to build my own take on it. However, I've been at a standstill for a while now. The biggest problem I've had to come to terms with was that the deck just can't generate enough land destruction to really keep the opponent at bay (particularly the ones that work on very few lands). After turn 2 or 3, I'm sitting on too much mana and nothing to spend it on. I'm relying on the topdeck to try and get answers, which is a losing proposition. There aren't enough solid 1-2 mana LD spells in the common slot to make this deck work. Crack the Earth made it so that the opponent sacrificed anything but a land, and Akki Blizzard-herder was too situational. All of my testing has led to the opponent eventually fighting his way back in the game and killing me, because the deck has a slow clock to boot. All the spells create card disadvantage while the opponent just sits patiently. According to statistics taken from other LD decks, you need on average 3 LD spells in your first 9 cards to have a chance at screwing them over. The deck you posted will average 1.3 in the opening 7, which isn't good. You would need a minimum of 12 1-2 mana LD spells, followed with 4 more expensive ones.

    So, I'm stuck. I'm also surprised you haven't come to similar conclusions. I don't see such big differences between your deck and mine, save the Wellsprings. The only way I could see this working any better would be if there were more one-sided LDs involved, like Molten Rain and Stone Rain. These could allow the deck to progress normally past turn 3 and keep the opponent off lands for good.

    I also noticed that Flailing Soldier was a beast. But again, once you run out of LD, he's dead.
    Posted in: MTGO Pauper
  • posted a message on Mono-U Turbo Bounce
    Well, how bad could this deck possibly be against aggro?

    During those matchups, the deck can easily just target all of its' bounce to creatures instead, while beating with flying creatures (in which case Mist Raven is the better card).

    Seems like a really interesting deck to play! Definitely needs Echoing Truth though Grin
    Posted in: MTGO Pauper
  • posted a message on [Deck] Reanimator
    I've seen lists that run Elesh Norn, Grand Cenobite and/or Blazing Archon. I've been playing reanimator for a few years (a budget version, with Watery Grave and Foil; still works well, obviously isn't optimal), and I just can't seem to figure out which is better. Elesh Norn can just outright kill most creatures, but it can also let the bigger ones through. Blazing Archon stops attacks, but if its' killed, you're dead.

    Which do you use and why? I've seen some lists running both, and to me it seems like a waste of space. What would someone gain from using both, instead of a better target?
    Posted in: Combo
  • posted a message on Shared Fate!
    Nope, no Leveler. If my opponent were to draw it from my library and play it, he would have a 10/10 and I wouldn't be able to draw a single card again. Doesn't sound like a good idea to me.
    Posted in: Developing (Legacy)
  • posted a message on Shared Fate!
    I really want to make Shared Fate as competitive as possible.

    I've been brainstorming ideas for a few days now, and I've found a number of cards to work with. Other decklists I've found weren't close to what I had in mind in terms of power.

    I think the most powerful colour combination is UB. It gives access to discard/removal, which is pretty essential to the deck.

    This may seem counterproductive to being competitive, but I don't want to run Show and Tell. I want to be more on the control spectrum than combo, and get to Shared Fate in a natural way (using Ancient Tomb and City of Traitors :tongue:)

    I've tried several lists. My first efforts were concentrated on ramping artifact mana with what I like to call the ''Budde Base'' (after the world champion's Wildfire deck), consisting of Voltaic Key, Grim Monolith, Thran Dynamo, etc. I could get to 5 mana on turn 3 consistently, sometimes turn 2.

    I then tried using a more controlish aspect, with Memory Lapse, Force of Will (surprisingly synergistic) and Duress.

    The real problem in both decks was finding Shared Fate in a timely manner, as the deck can only hold its' own for so long, being full of junk. Draw spells help alot, Brainstorm being AMAZING, since it forces the opponent to put cards back into their library for me to draw. I'm trying out Brainspoil, which works fairly well, since it doubles as removal.

    Here's where I'm at right now:



    I'm not in a Sideboard building phase right now, as the maindeck looks pretty crappy.

    I've yet to try something like Dark Ritual, but I'm not sure if it belongs in the deck.

    I really need some help with this deck!! Any ideas?
    Posted in: Developing (Legacy)
  • posted a message on [Deck] Mono Black Clerics
    I'd go as far as saying you have too many different win conditions.

    This deck needs some Blue in it hehe...

    I saw a BU tribal/combo cleric deck using Intruder Alarm with Skirsdag High Priest for infinite 5/5 demons on turn 3. Blue also allows you to diversify your removal into counter/discard, which is stronger. I always thought Noble Benefactor needed a home as well :p Though he's probably not playable.

    On your current decklist, I would recommend you not run 4 of Shepherd of Rot. He's not very nice to see in multiples. I also don't see any very good ways to abuse of Rotlung Reanimator. Clerics do quite poorly in combat compared to a Tarmogoyf, and getting a 2/2 in exchange for a priest of Gix is not going to help much.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] Greedy Cobra
    I played a deck using horn of greed, but instead I also used Skullclamp and Beacon of Creation, combined with Concordant Crossroads. It also went for a 4 turn win.

    You could definitely use Ancient Tomb, City of Traitors and Exploration (I would replace Summer Bloom with these). These will speed you up a ton. I wouldn't recommend Mox Diamond, as it stops you from playing the land in question, which stops you from drawing additional cards.
    Posted in: Developing (Legacy)
  • posted a message on Pauper Turbo-Fog
    Well, I'm running 11 ramp spells right now. I get to 7 mana in about 6 turns on average. I think that it just might be fast enough to kill Crusher. 8post doesn't get its' God-hand very often, and it will almost never drop it's kill on turn 4, it'd be too risky for them.

    Ghoulcaller's Bell mills everyone evenly. If there was a way to abuse the graveyard other than with Moment's Peace... Maybe Deep Analysis?
    Posted in: Paper Pauper and Peasant
  • posted a message on Pauper Turbo-Fog
    8post is such a good deck...

    I feel like Doom Blade or the like is just going to be countered, without any possibility to be brought back from the grave to be reused. I've also been having trouble with Suture Priest... I think my deck needs some sort of Terror, but I just don't know where to fit it in to make it count.

    Edit: I'm making the deck sound pretty bad, but it really isn't. Every Aggro deck I've faced so far just folds to it.
    Posted in: Paper Pauper and Peasant
  • posted a message on Pauper Turbo-Fog
    Okay, well I was going to go with Skinthinner until I saw Heartstabber Mosquito, which may or may not trump it.

    Disadvantages:
    If you're stuck at 5 mana, Skinthinner works, Heartabber doesn't
    Allows regeneration

    Advantages:
    Flying
    2 tougness
    costs 7 instead of 8 for a 1-turn shot
    Kills black creatures

    I'm taking out 1 Golgari Signet for 1 Heartstabber Mosquito, and if I decided I like the deck enough to make a sideboard, I'll probably put another there. They're about the only chance I have against Ulamog's Crusher, barring Stinkweed Imp that doesn't get burned.
    Posted in: Paper Pauper and Peasant
  • posted a message on Pauper Turbo-Fog
    Actually this deck is doing really well, better than any other Turbo-Fog testing has gone thus far.

    I took out Llanowar Dead and replaced it with Golgari Signet to turn it into mana fixing and still have it be ramp.

    I'll be going out to buy the cards I'm missing to start playing with a paper version.

    What would you take out for Rancor? I really can't think of a place where I'd remove something. Actually, I'm looking for a common card that I can use to destroy creatures repeatedly with. I've been searching high and low, and the only thing I see that comes close are Mine Bearer, Necrite or Skinthinner, none of which are very good.
    Posted in: Paper Pauper and Peasant
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