2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on If you just gotta do Land Destruction
    Quote from Ppa0
    AGAIN lot of times deck seems horrible on paper but plays well and vice versa but trust me I have seen Feline get first place with this deck as well as win against some touch match ups.

    The most important thing you gotta remember that its the player has to make smart decisions, no deck plays itself.


    You're absolutely right on these accounts. I have not tested this deck, and I gotta say it looks like toilet paper. But I'm sure that with a good pilot and a little knowledge, this deck has more than meets the eye. Just your explanation of the first couple turns of the deck gave me a little more insight than Feline's primer. I don't like, however, that the deck seems to rely on this tiny piece of acceleration alone to get good plays.

    Also, keep in mind that we're just here to talk about a deck we might not understand enough of :tongue:. This is both good and bad because we think out of the box and offer suggestions that may not have been tested, and we may also not quite understand what the deck is capable of doing. Ahhh! Rogues decks!
    Posted in: Developing (Legacy)
  • posted a message on Land Destruction
    Hello!

    I've been running massive tests with opening hands, and I've come to the following conclusion:



    I know : Only 3 Wasteland! My reasoning behind this is that it isn't an optimal play to sacrifice a land in exchange for another, prefering to ramp into a 3cc LD spell. In testing, by removing a colourless land I increased my chances of a turn2 LD spell by about 5%, which is pretty significant (this was because in some starting hands, I had only colourless sources of mana).

    I added an extra Arbor Elf to have 12 ramp spells. This increased my likelihood of a turn 2 LD spell dramatically (with the 3 Wasteland, I went from 56% to 78%). It also reduced my mulligan rate (from 60% to 46%. I mulliganned very aggressively to get the most T2LDs)

    Putting Thrun into the maindeck increased the resilience of my win conditions (aka now I don't need so many) and freed up sideboard slots, namely for Choke.

    Replacing Treetop Village with Factories was just about the best change I could make. Them not coming into play tapped made early LD so much easier.

    I managed to squeeze in 2 Trinisphere and I think they'll make a difference in many matchups and strengthen my LD spells.

    Some quick stats I observed with 50 opening hands and subsequent mulligans:

    # of Lands per opening 7 : 2.5
    # of lands after mulligan : 1.9
    # of Ramp per opening 7 : 1.4
    # of Ramp after mulligan : 1.2
    # of 3cc LD spells per opening 7 : 1.2
    # of 3cc LD spells after mulligan : 1.1

    Turn 2 Land Destruction : 78 %
    Mulligan : 46%

    All in all I'm very happy with my results. I might also add that my last 25 hands were more impressive than the first set. I had a 13 T2LD streak and only 36% mulligan rate (the set had an 88% T2LD). Obviously, destroying a land on the second turn is far from being game over, but it's a good step in that direction. There are also many hands that I would normally have kept if I hadn't been collecting data. an example is a T2 Trinisphere backed up with a Wasteland, which is very powerful. Or a T2 Thrun, which I would definitely keep. I never counted a Wasteland as a T2 LD, but I imagine that if I did, the percentage would rise into the 90s.
    Posted in: Developing (Legacy)
  • posted a message on Legacy Soldiers?
    There was another thread started just yesterday on the same topic! I'll just repost what I put there: There has been a Soldier deck in Legacy that made a Top 8 before.



    He came in 1st place. It was a small tournament, granted (30 players), but he had to fight through the Goblin menace at the time (2 of them in the top 8). The list still has some interesting things, and while being out of date, there are very concrete applications with today's metagame that can be found within this list.

    Shared Triumph can obviously be replaced with Honor of the Pure, which didn't exist back then. There are also a panoply of good new soldiers to use, like Cenn's Tactician, Kor Firewalker, Thalia, Guardian of Thraben and Porcelain Legionnaire to name a few.

    This guy had absolutely no regard for non-graveyard combo decks, unlike the one linked in a previous post. If combo is making a big appearance in your meta, Thalia and Thorn of Amethyst seem like good ways to go.

    You can definitely make a viable and competitive Soldier deck.
    Posted in: Developing (Legacy)
  • posted a message on Arcane Dead
    Quote from Ppa0
    I like where Obermeir is going. I would take out arcane denial and introduce bobs.

    4 Carrion Feeder <- beater

    4 Gravecrawler <- fodder / overrun
    4 bloodghast <- fodder / overrun

    4 Fleshbag Marauder <- utility
    1 Vengeful Pharaoh <- utility

    4 Diregraf Captain <- pump
    4 Death Baron <- pump < - too good

    4 dark confidant <- card advantage
    4 Brainstorm <- card advantage

    2 Burield Alive <- utility, 3 zombies for 1 card

    2 Viscera Seer <- better than Mask of the Mimic because you can swing, scry few times and get your zombies back so you are actually getting a value out of your zombies

    4 Cabal Therapy <- good card ^^

    + 19 land

    I would maybe make it completely go mono B, but Diregraf Captain is pretty legit. Anyways that's my attempt at zombie tribal deck ^^.


    Thanks:tongue:

    I think this a lord list for zombies is quite comparable to a Merfolk list: 16 lords, 9 removal, 20 lands.

    I wouldn't go as far as 16 lords but here's something that could do it:



    This list might be missing a few more beefy 1-drops like Carrion Feeder, probably in the place of the Gempalms or Shepherd. Even in Legacy, Zombies seem to have a very weak 2-drop slot. Good thing removal fits in nicely there. Maybe Bob is the way to go as well.
    Posted in: Developing (Legacy)
  • posted a message on If you just gotta do Land Destruction
    He's not running enough lands to use Mox Diamond well enough. He would need a minimum of 25-26 lands. This is in fact a pretty big problem considering that this is a control deck. Hitting your land drops in LD decks is just as important as in a Counterspell deck. He could definitely use 25 lands + 4 diamonds.
    Posted in: Developing (Legacy)
  • posted a message on Arcane Dead
    That's an awesome idea if I ever saw one. I don't quite understand Gitaxian Probe in here, it doesn't seem necessary. Skaab Ruinator also seems a bit off considering that your best creature doesn't stay in the grave. Zombies are the tribe with the 1-drops that have the best stats (2/x). I would use guys like Diregraf Ghoul and Carnophage in your list accompanied with Bad moon. I also think that Death Baron is probably better than Diregraf Captain in your particular build, considering how little removal you have. Festering Goblin is a real gem with Cabal Therapy, or just in plain combat. Shepherd of Rot is an excellent finisher as well against decks with no clock. Gempalm Polluter is awesome in a zombie deck, especially with Unholy Grotto (and even more so against Dredge).

    I like Zombies in a more weenie/lord build, as they're pretty fast and pack plenty of removal. Add in Arcane Denial and Cavern and I think we have a deck.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] White soldiers- fast "ween"
    There has been a Soldier deck in Legacy that made a Top 8 before.



    He came in 1st place. It was a small tournament, granted (30 players), but he had to fight through the Goblin menace at the time (2 of them in the top 8). The list still has some interesting things, and while being out of date, there are very concrete applications with today's metagame that can be found within this list.

    Shared Triumph can obviously be replaced with Honor of the Pure, which didn't exist back then. There are also a panoply of good new soldiers to use, like Cenn's Tactician, Kor Firewalker, Thalia, Guardian of Thraben and Porcelain Legionnaire to name a few.

    You can definitely make a viable and competitive Soldier deck.
    Posted in: Developing (Legacy)
  • posted a message on If you just gotta do Land Destruction
    I think your 3-colour mana base is pretty frail, considering how many colourless lands you're running on top of it all. Chrome Mox is card disadvantage, which is really bad for this deck. I would have done something similar to RUG decks: 12 fetches and 8 coloured lands. Add in 4 Wasteland and you're at 24.Graven Cairns is probably not the best either, because it adds colourless by itself, and you can't use another colourless source like Wasteland to activate its' second ability.

    If you have the cash, The Tabernacle at Pendrell Vale is a superior card to something like Pyroclasm in your deck.

    I think 3 colours is really abusive. Your deck could be so much more stable without White. Yes, Armageddon is good, but only if you're stopping them from playing cards in the first place, with Trinipshere or Chalice of the Void. You can't play Armageddon early, because it's disadvantageous to you and it won't have as big an impact on the opponent. Targeted LD seems the way to go for a dedicated land denial deck.

    I agree you should take out the Haunting Echoes, it seems subpar compared to Skybreaker. Again, using Burning Wish for land destruction is card disadvantage, which is very bad for you. Sure, it's a flexible card, but I think your targets shouldn't be LD.

    Mox Diamond with Crucible would already be a very big improvement, as it fixes your colours and can you get the land back.
    Posted in: Developing (Legacy)
  • posted a message on Speedy LD
    Yeah it feels good to not always be playing the same top tier decks all the time, even if they're ''the best'' decks around.

    Have you thought about splashing Black to your deck for innocent Blood? you could use 4 Vault of Whispers and a few basic swamps (easily found with Myconsynth). That would be a much needed removal card that would work well with your Blizzard-Herder or Myr. It also gives access to Abyssal Gatekeeper, which in my opinion is probably better than the Perilous Myr.

    Just a thought. Might be too complicated to be worth including a second colour.
    Posted in: MTGO Pauper
  • posted a message on Speedy LD
    Quote from Fliskins
    Check out this version, because it's a bucket full of fun. Everything in the boards keeps exploding and cracking on both sides of the board, but thanks to the focused deck advantage will be ours.




    Your list changed quite a bit from the previous one! Looks like it's been improved upon. I'm still not sold on the Amulet. I feel like some cheap equipment or Chromatic Star would be better suited. I've been testing my own list and I prefer Ichor over Mycosynth.

    I like your interaction of Akki Blizzard-herder and mass removal spells, it's a really good idea! As well as great fodder for Crack the Earth. Makes for a scary chump-blocker as well.

    Here's my list, could you tell me what you think of it? It's a little more explosive than yours:


    Some very nice plays have been: mountain, Lotus Petal, play Ichor Wellspring (draw), play Spirit Guide, play Kuldotha Rebirth (sac Wellspring, draw), Lotus Petal, play Crack the earth (eat a Goblin). All sorts of things like that to make some pretty nutty first turns.

    Reading this thread has allowed me to improve my non-pauper Red LD deck. I found a new trick: Darksteel Citadel+ Boom // Bust = 2 turn land destruction without destroying your own land. And I discovered Flame Slash to replace my Strafe to feed Magnivore.
    Posted in: MTGO Pauper
  • posted a message on Land Destruction
    Quote from aaronc123
    Sounds an awful lot like 37 Lands.dec to me >_>

    It's already in established.

    You don't need to make lands as is, you can make a "budgety" version, or Hybrid it out with LD cards, something like:



    I looked up 37 lands in the forums, and I was pretty impressed. Looks like a really hard deck to play well. I think that it really doesn't need any help from 3cc LD cards (well, maybe one or two could actually be good). I guess 37 lands and the deck we were talking about earlier are pretty different. The latter is a more rampy-midrange kind of deck that beats decks through mana denial and a fast clock, rather than utter mana denial and literally no clock.

    Your deck doesn't have Rishadan Ports in it? I'm sure it still works well though. Again I think the two strategies don't mix well. I think 37 lands will be good in a very predictable, hyperevolved metagame, while 3ccLD will be better in a more general I-face-any-tier-deck kind of way. Thanks for sharing this! I learned much from reading the Primer(s). Here's the link in case the Picnic guy is still following, or anyone else for that matter: http://forums.mtgsalvation.com/showthread.php?t=288614
    Posted in: Developing (Legacy)
  • posted a message on Speedy LD
    I'm very interested in this deck type! Looks really cool, albeit difficult to play.

    How did the irl testing go?
    Posted in: MTGO Pauper
  • posted a message on Land Destruction
    Quote from Lormador
    without a T2 LD, we will just lose.

    The other idea I had was Exploration + LftL + Realms Uncharted. That's going to ramp, fetch Ghost Quarter + Wasteland + Rishadan Port + Maze of Ith, perhaps a man land.. and we're pretty much playing Lands in Mono Green. Not budget in the slightest, but the cards overlap others much more. That's not where I'd like to go with this.

    Somewhere, I really do want to play Realms Uncharted though... That's just obscene card advantage in green. Instant speed, 3 mana, 4 cards? That's just about Intuition level draw.


    With this deck, I'd say it's just about mandatory to play first. If you're on the draw, make sure you have a T2 LD.

    That's a really awesome idea that takes this deck to new levels. Sounds like really broken synergy. If I ever get my hands on enough cash to spare on that stuff, I'd love to try it out.

    Quote from CogitoErgoSum
    It really can do a lot more than that. Loam gives you a powereful CA engine with cycle lands, not to mention that you can run cards, like Bloodghast for example, that have synergy with loam. Furthermore, you can get toolbox lands like Bajuka Bog, Academy Ruins, manlands, etc.. onto the battlefield efficiently.

    On a side note, crop rotation works great in this type of deck.


    I was talking about Lormador's specific list, but I understand what you're saying. I think you're talking about a completely different type of deck! Would there happen to be a primer on this site for it? Could you show us your list? I'm interested Grin

    Also, if you're not ready to invest into Ice Storm, you can splash Red and spend 20 cents on 4 Stone Rains. I wouldn't suggest using other red LD card like Pillage, because of the RR (unless you're running plenty of Duals and Fetches, but then, not so budget!).

    I compare this deck a lot with a Blue Counterspell deck. You don't need 30 counters to counter everything they play. You just need enough. That's why many counter decks don't use more than 12-15 counters. Same applies with LD spells. You just need enough to stop them from playing breaking spells while beating with yours. The fun starts when you destroy two lands and they miss their next land drop. The decks play in a fairly similar way, minus the draw-go style and card advantage spells which are replaced with ramp.
    Posted in: Developing (Legacy)
  • posted a message on Land Destruction
    Quote from Lormador
    Yeah, ESG is not to everyone's liking. It is a very temporary tempo boost, and we're not heading for 2 mana here: we want 3. I'll make a more concrete proposal. I actually think I'll put this together tomorrow, the cards won't run me more than a few bucks 'cause I'm not going to use Goyfs anyway, and I have the others.

    Maybe this will be my excuse to pick up my Loams. But anyway.

    The list given is a great starting point. I will make these mods to it to start my own testing:

    Ramp (10, down from 11 previously)
    4 Utopia Sprawl
    4 Wild Growth
    2 Elvish Spirit Guide
    Land Destruction Spells (12, down from 14 previously)
    4 Thermokarst
    4 Winter's Grasp
    4 Creeping Mold
    Creatures (really unsure here, 9 listed below)
    2 Thrun, the Last Troll
    3 Lodestone Golem
    2 Acidic Slime
    2 Deus of Calamity
    Artifacts (6 now, up from 3)
    3 Trinisphere
    3 Powder Keg
    Bad News Bears
    3 Life from the Loam
    Lands
    The same, but switch Treetop Village to Mishra's Factory, and play the full set, trimming Forests for them.

    Just a proposal. Also if we want to go straight Man Land.... Might be able to...


    Good deck! I think you'll discover a lot of things while playtesting.

    It's been mathematically proven that 11 is a threshold for obtaining a card in your opening hand without redundancy. Aiming for a t2 land kill, I had added another Arbor Elf (I originally started with 10). I find it a shame with all these land enchantments that you don't have Arbor Elf. 4 mana on T2 is really backbreaking (particularly with Mwonvuli Acid-Moss).

    Creeping Mold is completely outclassed by Acidic Slime. It's an easy way to 2-for-1 the opponent, or serve as a beater. I understand you're making this budget but if you like the deck, invest in Ice Storm. The difference between 3 and 4 mana is huge, and increases phenomenally the number of T2 LDs.

    I would up the Acidic Slime to 4. It's a really powerful and versatile card for the deck. I'd even go as far as cutting the Deus in favor of them.

    I'm on the fence with Life from the Loam. I really like that you're trying it out, that way you'll be able to tell me what you think! Grin I just feel like it's in there just for the Wastelands, and basically useless any other time. There isn't enough synergy. You could play more manlands to compensate.

    Another reason to be taking out your Deus, and the reason I stopped using Mishra's Factory: Mishra's Factory can't be tapped for mana to play the Deus, which came up frequently. Also, because all of your LD spells take GG to cast, you might run into trouble from time to time, although that's pretty rare. 4 seems like a bit much though.

    Let us know about your first impressions! Smile
    Posted in: Developing (Legacy)
  • posted a message on Land Destruction
    Quote from clonalselection
    That's an interesting build. I hate LD decks with a passion, but a creative spin can make any deck fun to play with or against. This could be made more budget by swapping Tarmogoyf with Terravore. If there's a replacement for Ice Storm, I think I might build this deck.


    Glad to hear it! I actually used Terravore for the longest time. It's by no means a bad choice, as it gets just as big as a Tarmogoyf and it has trample for an extra mana, which often makes it better. The extra mana made it so it sometimes made it awkward to play with all the other 3-mana spells.

    I toyed around a lot with Lodestone Golem as well, which was excellent, but again died to every removal spell out there + artifact destruction.

    As a replacement for Ice Storm, the best I can come up with is Beast Within, which I ran for a bit (on top of the storms) then dropped. A 3/3 on T2 for the opponent is actually not a good idea for this deck.

    Quote from Lormador
    Werebear is an even more budget choice than Terravore.

    What about a Life from the Loam setup to match the Wastelands?

    The ramp package could also use some work IMHO. We should be playing Wild Growth over the birds, for a stabler acceleration, and Elvish Spirit Guide (or Chrome Mox) instead of the Arbor Elf. On this Mox we could push out LD spells that are over and above what we need.

    Our budget replacement for Ice Storm is Creeping Mold, which may be too little, too late against Aether Vial decks: but we can easily board K-Grip against them. Or Nature's Claim. Best of all would be something free, like Reverent Silence, so it wouldn't slow down our mana denial plan.

    Tarmogoyf is very efficient for what he does, and he's definitely a decent choice of win con, but I wonder if he's really our best choice. We ramp mana. Turn 1 Enchanting a Forest is about as stable a ramp possible in Legacy. There aren't that many Sinkholes around, and even Goblins often runs Cavern over Port nowadays. Not always, but sometimes.

    Goyf also eats most every removal spell in the format. I think we might want to bring in something that avoids it. I'm thinking Thrun in the MD, Blastoderm, or that Treefolk dude that gets bigger when more forests come in. Goyf is great when we have discard and counters to back him, as the decks that run him do: not so hot when we don't. Shroud would help plug the hole in our disruption.

    Using enchantments for ramp also allows us to run Powder Keh to clean up threats that got through. Keeping them low on land will tend to concentrate those threats low on the curve, and as a bonus, picks up Aether Vial too. We will still need removal, and Dismember is our only real option. We need an answer to turn 1 Lackey/Heirarch/Arbor/Mom etc.

    I also think we should play 3 Trinisphere. This really helps turn on land destruction.

    Anyway this is starting to be a completely different take on Land Destruction in Green than was posted, but I am starting to think this is pretty smooth, so I will jump on the wagon and build it! I already have the Wasteland: I'm not buying Goyfs, but I think a budget-except-for-Wasteland build might be possible.


    Awesome suggestions!

    I don't use wild growth because I want BoP to create alternate colours of mana to fuel Engineered Explosives. The reason I use Explosives rather than Powder keg is because it's so much faster. I can pop it as soon as it comes into play with the correct number of counters. I do agree that using Kegs with more enchantments would be pretty awesome though. Just a tad slower.

    You're absolutely right on this account. A Shroud creature would be so much better. I think I'm going to swap in Thrun, as his shroud and uncounterablility could have served me a lot in game one, in hindsight.

    I really like Trinisphere (again, Stax player here). I just don't know what to remove to make room for it. Any ideas?

    You really don't need Goyfs, there are other good choices for this deck. I don't recommend Werebear though, there are better cards now.

    Quote from clonalselection
    I agree with Lormador. Trinisphere would allow for complete lock down of the opponent if it comes out in time and their lands are held to 3 or less - it's that card more than any other that crushes my hopes when my friend plays his LD deck. Werebear is an interesting choice too, I didn't think of that. It's 2 cmc too, which comes in under all the LD cards, unlike terravore.

    As for first turn aether vials etc. what about chalice of the void with elvish spirit guide? Granted you'd have to have them in your hand, and you'd have to go first, and it would rendered useless by the trinispheres a few turns later...ok nevermind. Smile

    Crumble for first turn artifact threats?


    Oxidize is an excellent Vial-killer (consider bumping those up by removing the Tsunami) on top of the oozes in the main deck makes for plenty of artifact hate.

    I don't like Elvish Spirit guide in this deck because it's not a permanent source of mana. Chalices aren't great because they knock out our own mana sources.
    Posted in: Developing (Legacy)
  • To post a comment, please or register a new account.