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  • posted a message on [[Official]] Standard Uw Seance Combo
    That's also why I was considering Chromatic Lantern because I'm pretty sure I'll be hardcasting Craterhoof Behemoth from time to time.
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Quote from vollick1979
    If you're casting fog every turn why do you need to sweep at all?


    To send stuff to my graveyard :X, I dunno, it's not like I'm wasting 4 slots to it, what harm can it do?

    @TheTennesseeFireman: I've been thinking about Angel of Glory's Rise for a while, but I'm not sure my list would benefit as much from it since I'm not playing the mill myself plan (outside of Forbidden Alchemy, which is just a great card all around). I think I'll give it a try though, considering the amount of Humans in my list

    I'm not sure if planeswalkers would go that well in my list, since Druid's Deliverance doesn't protect them at all... I did think about Tamiyo though (since I'm using fogs, creatures would be tapped, so I could potentially draw a lot of cards)

    What do you guys think about Isperia, Supreme Judge anyway?
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Except it does when you are playing fogs turn after turn...
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Here's what I'm running, it's a bit different from the decklists in this thread but it shares things here and there.

    LeoninKha's Bant Turbo Seance



    Now, I usually build a lot of decks so I tend to stay away from the most expensive cards. However, even though some of my selections in this list may seem like garbage, they've performed really well so far.

    One clarification though, this is the updated list of my deck. I havent tested this one yet. The changes I made are really small (I added the Archaeomancers, the Craterhoof Behemoth and Psychic Spiral).
    Basically, I increased the amount of win conditions in the deck so I think it will be better overall.
    With the previous list, I actually didn't lose a single game. Still, it wasn't perfect though.

    What we have here is a list that has several battle plans:

    1) Regular combat win: attack with multiple Misthollow Griffins and Spirit Tokens.

    2) Combo attack: Craterhoof Behemoth ends the game on the spot pumping all the little guys in the list (and you can even populate a Behemoth to go over the top).

    3) Mirror-Mad combo: Typical win condition that uses the Phantasm to self mill your entire library and then make a copy of Laboratory Manic for the win with a Think Twice as protection.

    4) Psychic Spiral win: Although there is no Snapcaster in my list, the card draw potential is such that you'll usually find the card you're digging for, and even if you end up Milling the Spiral, you can still get it back thanks to the Archaeomancers. Psychic Spiral will usually mill your opponent's entire library (or most of it)

    Notes: Cyclonic Rift is amazing here. With all the delay you're creating, you'll usually Overload the Rift on the end of your opponent's turn, leaving them defenseless and usually having to discard.
    I didnt think much of Divine Reckoning in the past, but in this list it's been quite good due to being able to cast it twice while also leaving something like a Palisade Giant that'll usually guarantee you get extra turns without having to worry.
    Currently, I've been using Vessel of Endless Rest to pay for Forbidden Alchemy's Flashback, but it also returns stuff to your Library so that you can use em later (if need be) or it can act as a bit of graveyard hate against your opponents. However, I may exchange it for a Chromatic Lantern

    I also tested Isperia, Supreme Judge as a 1-of and she was pretty good... This one time I had her and a Palisade Giant in the field, and my opponent tried to burn her without realizing what the Giant did, and during combat the giant ate another 13 damage while Isperia got me 3-4 cards... Wink
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    well yeah, that's whats been said, and you can also flashback a Think Twice
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Huh, how confusing at first, I was thinking something different (I thought you meant it could be done with the original Archaeomancer's trigger. I forgot about the copy's trigger)

    This is much better than expected.
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    no, unless you're thinking in a different scenario than me, thats incorrect
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    No, you need 1 Archaeomancer and 2 Druid's Deliverance (at least 1 in the graveyard)

    You choose targets as soon as Archaeomancer's trigger goes on the stack, so if you don't have a Deliverance in the graveyard, you can't really do the "trick"
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Quote from vollick1979
    What's the problem with Tamiyo? She taps down our stuff but how does she interact with our combo?

    Is Auger of Bolas worse than Armored Skaab? If he buries your only Mirror-Mad on the bottom yeah that's rough. I'm not so worried about burying a Séance as we run 4. Burying a Mirror-Mad (regardless if you run 1 or 2) really shuts you down. Maybe with a couple more shuffle effects in the deck we can mitigate those risks. Farseek is the first thing that pops into my mind.


    Evolving Wilds
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Guys, I've been playing a Bant Seance deck as I said a couple pages ago, and I've been using Druid's Deliverance in a more "Turbo Fog" style of deck and I just realized by reading your comments, the interaction of Archaeomancer with 2 Druid's Deliverance for a permanent combat lock... !!

    I'll start testing with 2 Archaeomancers to see if it works as good as I suspect.
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    What list did you run Vollick?
    Posted in: Standard Archives
  • posted a message on [[Official]] Standard Uw Seance Combo
    Cathedral Sanctifier is pretty decent for life gain
    Posted in: Standard Archives
  • posted a message on LeoninKha's "Ye Olde Blasphemous Doll"
    Quote from megatog201
    The only real problem I see with stuffy is rancor, d sphere, o ring. That and it's kinda slow, bad vs control. Maybe, if you can afford it, a black splash for Blood Artist?


    Yeah that's one of the reasons for including Acidic Slime (freeing Stuffy). About the deck being slow... this deck can cast 5 / 6cc spells on turn 3 so it's not really that slow Wink

    Gutter Grime is similar to Blood Artist in what it does and doesn't require a third color. I agree that is a bit slower though.
    Posted in: Standard Archives
  • posted a message on LeoninKha's "Ye Olde Blasphemous Doll"
    It doesn't seem too effective. Heckling Fiends on its own is pretty weak.
    Posted in: Standard Archives
  • posted a message on LeoninKha's "Ye Olde Blasphemous Doll"
    Ye Olde Blasphemous Doll



    After a 1-2 weeks of deckbuilding and testing, here is the deck I made for my brother for this Standard Season. As usual, it takes on a casual theme while attempting to make it as competitive as possible. It also happens to be extremely cheap on the pocket so that's good too.

    So the strategy is pretty simple: early game you cast mana dorks until you get to 5-6 mana and then start playing your big stuff (Stuffy / Soul of the Harvest) and then blow it all up with a Blasphemous Act.

    The deck also packs a couple other wincons in Craterhoof Behemoth and Devil's Play / Gutter Grime and has a lot of card draw potential thanks to Soul of the Harvest and Staff of Nin.

    Wolfir Avenger while it may seem a bit odd in the list, has a very important role as one of the few removal resistant beaters in the deck. You can cast a Blasphemous Act and keep him in the field thanks to his Regeneration ability.

    That's pretty much it, it's a very simple yet fun little deck.

    One last note would be that you could play the full 4-of Acidic Slime in order to slow your opponents down a bit more since you can drop them on turn 3, but for now that's the list I've been testing.
    Posted in: Standard Archives
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