A Competitive and Themed 1v1 build for Each of the Five new DLC Decks

98 posts / 0 new
Last post
After playing four of the decks for a while I think I managed to come up with builds that I really like...... Figured I would put these all in one spot for new players or anyone else just looking for easy access to a quick build to try out ...Mindstorms will be available in a few days....still tweaking...let me know what you think...

If you want a list added to this thread let me know




-----------------------------------------------------------------------------------------------------------------------


Monk's Non-Graveyard Sepulchural Strength Build
60 cards
4x evolving wilds ------- 10x forest     ----  10x swamp

Show




I was recently playing defence of the heart and 2 pellaka wurm but am now testing greater good and 2 blood artist in its place, The other 57 cards I have tested in over a hundred games and would not change a thing.

I personally do not like any of the graveyard based cards for 1v1 as they are usually small and there are better options available.

Greater good and asceticism are a concession to all the popular decks running roughly a billion removal spells. In fact after dropping the wurm holding any land after the 5th has made greater good a lot greater than I initially thought, Even sacrificing a 2/2 drawing 3 and discarding 4 is not bad if a few of them are land.

Gleancrawler - as I do not like the sacrifice build for 1v1 gleancrawler is no more than a 6/6 for 6 which whilst not bad there are better options in this deck.

Defense of the heart - a card i loved but with am having a hard time triggering it with all the control decks running around.





-----------------------------------------------------------------------------------------------------------------------



Killabkilledb's Sepulchural Strength  (61 Cards)
11xSwamps      ----    9x Forests ----- 4x Evolving Wllds


Overview:

This might be the most balanced deck of the dlc and most annoying to play against. It has answers for artifacts, enchantments, hexproof creatures, has 3 mass sweepers and tons of removal. It also features ample card draw and you should be able to keep a 1-1 turn to land ratio most games… The strategy of this deck build is to remove remove remove and then drop graveyard dependent bombs….

Show


Why You No Have Creatures?!


Removal

2x Diabolic Edict -- good for hex proof creatures as well
4x Go for the throat  --- 2 mana murder spells are a bargain
2x Maelstrom Pulse --- this is great against token decks, a kicked rite of replication, and can be used to destroy artifacts, enchantments, etc...
2x Pernicious Deed  ---global sweeper, destroys everything including enchantments/artifacts. The cool thing is you can pump it as little or as much as you like. If you have out a big creature (Lord of Extinction) you can remove chump blockers with it and swing for the win…
1x Consuming Vapors ---The rebound on this makes it MVP status….lifegain is usually small but it can be large and more importantly, it deals with hexproofs as well…
1x Damnation  ---Global creature sweeper for 4 mana...

Creatures

2x Scute Mob --this is an awesome card. Once you have 5 land out it gets +4/4 each turn and the +4/4 sticks so it becomes a 5/5, then a 9/9,  etc. Draws removal if nothing else and can be used with Greater good...if left unchecked it can win a game...
2x Blood Artist ---with all the sweepers and the basic removal strategy of this deck, this creature can gain you a lot of life and do considerable damage to your enemies….compliments your removal very well and makes the job of your bombs easier later on….
2x Viridian Emissary -- Chump Blocker---that draws you a land on death---a little early ramp….
4x Yavimaya Elder I almost always sac this card now, yields two lands and an additional card. Cycles your deck, keeps your mana up and if you can get a Grave Pact out this is an AMAZING combination.
2x Mortivore -- Pairs well with the removal scheme of this deck….the 1mana regeneration makes it a must include.
2x Lord of Extinction  --- this card will be huge when it drops considering all your removal! With rancor its a one hit kill.
1x Mitotic Slime  -- this creature synergizes well with the deck because when you clear the board you end up with two 2/2s and if you sac this creature with a greater good you still end up with the same thing…
2x Spiritmonger  ---This card is included due to its regenerative abilities. It has the added effect that is can deal with cards like Chameleon Colossus as well…


Sorcery/Enchantments

Dark Heart of the Wood  -- -with all the land draw in this deck, this card will sometimes keep you alive...
1x Defense of the Heart  -- great card against aggro decks or any deck with three creatures out…
1x Grave Pact --- this card is awesome….it protects your creatures and the cool part is it combines extremely well with the yavimaya Elders and greater good cards.
2x Greater Good  -- If you get this out with a Grave Pact it can be an awesome combination. You can lock the board down completely. Also, using it to sac a pacified o fatty is nice. If one of your creatures is getting murdered, mind controlled, hit with a followed footsteps, etc, you can destroy it and draw cards. Gives you lots of options. Goes great with scute mobs and the fatties in your deck.
2x Rancor --- great to put on a fatty so it can't be chump blocked. It always returns to your hand unless you discard it, how cool is that?
1x Asceticism -- Great way to protect your bombs when when they finally drop…


Cards Not Included:

These aren't all "bad" cards, many simply do not fit in with what I am trying to do...

Spore Frog --- with all the sweepers/chump blockers, this card is not needed
Abyssal Gatekeeper --- this could work against you as much as help you…
Ravenous Rats  --- I like this card, just a lack of room.
Bloodflow Connoisseur  ---just terrible, maybe in a token deck this card would be useful…I don't see it being useful at all here...with the three sweepers on my side not to mention enemy removal I cant see it living...
Consume Strength --- this can actually be considered more removal…but if your deck is ALL removal how you do actually win?
Golgari Germination -- this is not a token deck. Could work really well with Grave Pact but the odds of drawing both are far and few between…
Mind Rot -- I'm mixed on this card…I want to include both rats and both mind rots but I just can't find the room…also I am not sure how much value this card has. On turn three I cast it and make you discard two cards. Here is the problem….I'm wasting a card to make you discard two cards and I am also wasting a turn…so it kind of evens out to me. Also, Blightning does the same thing for the same cost plus 3 damage leading me to see this as expensive...This card has HIGH value around turn 5 or 6 when you are usually holding something good though. I'd love to include it for that but I am not sure what to sub out?
Troll Ascetic -- I know people like the hex proof and regeneration but I already have 4 three drops reqiring two green mana….running 7 is overkill. I find this deck is less clunky and runs much more smoothly without these. Most of my bombs can regenerate and I can sac them if someone tries to steal them with a greater good out…not to mention the Asceticism card if I get it makes all my creatures hexproof.
Creakwood Liege -- good card just not enough room….i love a free 3/3 every turn but I am stalling and dropping bombs…pumping up small creatures is not the game plan here…
Master of the Wild Hunt  --- I adore this card. I would Love to include him. Not only can these creatures attack but its even more removal. What do I take out? Maybe two viridian emissary? This card would be included well before the Lieges any day in my deck… I might actually try subbing these for the emissaries one day or sneaking one in somewhere….t\
Sewar Nemesis -- lack of regeneration makes me choose Mortivore over this card and the Lord of Extinction will simply ALWAYS be bigger than this. Sure it pumps itself but the plan is stall, fill graveyards and swing…
Oracle of Mul Daya -- this pairs well with the Elders for some ramp but I just don't think its necessary, 6 creatures that bring lands to the field/draw cards is more than sufficient…besides, on turn 5 if I have 7 lands out what does it do for me really? I need to build graveyards so my bombs aren't just bullets. I'm not ramping to anything....

I like lots of the expensive cards but notice my highest costing card in this deck is 5 mana. This deck has enough removal and cheap bombs to not require anything above five mana…Sure the effect of Gleancrawler would be nice, I'd love 7 life from the Pelakka wurm, etc. but its not vital to the build.

This deck could have trouble against BF (creature light) and Dream Puppets is mixed….the mill could cause you to drop a Rancored bomb early but if all you are stuck with is removal you will have a tough game…also its slowness gives Talrand time to develop and CW is still the best late game deck we have...




-----------------------------------------------------------------------------------------------------------------------
Collective Might
61 Cards
11x plains ----- 9x  Forests  ----4x Evolving Wilds

This deck has an extremely low mana curve, the highest costing cards are 2x Overrun at 5 mana. 2x Hero of Bladehold are considered the deck's bombs at 4 mana. I'm running 19, yes I said 19 two-drops. The idea is to build up tokens fast turns 1-5 and drop one of your 2x Overrun or 2x Beastmaster Ascension to cruise through for the win. That is my primary win condition for this deck. Secondarily, if none of these cards are available/get countered/destroyed the other win conditions include swinging tokens and using a Sigil Blessing, pumping them with 3x Selesnya Guildmage or Intangible Virtue which happens to be a close friend of Knotvine Paladin.


Show

A Token of My Appreciation!

2x Elvish Skysweeper -- mainly a creature ramp card for overrun/beastmaster ascension but its effect could be useful if the game carries on and having a creature to sacrifice will rarely be an issue with this deck...
2x Sprout could be a combat trick or really just a one drop creature to build up for the win conditions
2x Swords to Plowshares  --- just in case I need to remove a blocker/something nasty...
2xFists of Iron wood  -- trample really does nothing for me because I have no bombs, this card really is just a Krenko's Command  2 tokens for 2 mana….
2x Intangible Virtue --- hard to win a game with an army of 1/1s so this pump and the vigilance is appreciated by the Knotvine Paladin
2x Jade Mage ---A little more pricey than Selesnya but doesn't require tapping two creatures…more token creating options are better
2x Knotvine Paladin  -- this guy pumps quite well when you are creating tokens or have an Intangible Virtue out
2x Qasali Pridemage 2/2 exalted for two mana that can be used to destroy artifacts/enchantments
2x [c[Selesnya Evangel[/c]  -- makes tokens for 1 mana…. that is a bargain, but you have to tap two creatures to do so…not bad since you can usually play a creature and tap it (has summoning sickness anyways) and this usually doesn't swing unless its game over or the board is empty...
2x Selesnya Guildmage -- token creation is the costliest at 4 mana but the 4 mana pump is nice…
2x Sigil Blessing  -- I love this card. Instant speed is great…and at 6 mana you can pump with a guildmage, add this in and really wreak some havoc for your opponent…nice little combat trick as well….you might snag a few creatures with it..
1x Transluminant  --- block, sacrifice it and save some damage and have a flier on the board….if you have an intangible virtue out even better….
2x Beastmaster Ascension  --- one of the mvp cards of the deck….Every time a creature swings it gets a counter, at 7 all your creatures get +5/5, the good thing is that if you have 6 counters on it and swing, they will all get +5/5 on the spot right there….or if you swing with 7 creatures in one shot….etc…
2x Dauntless Escort this card is nice because you can block a horde of enemies and not give up creatures or swing in with a little damage and not die and more importantly, its a free turn of counters for a beast master ascension…
2x Midnight haunting   2two 1/1 token fliers at instant speed….good because it drops 2 creatures at 3 mana and when you are trying to get counters on Beastmaster Ascension or swing with creatures hit with an overrun, the more the merrier…
2x Hero of Bladehold -- one of our bombs….3/4 body with battle cry and two 1/1  swinging tokens popping out. The good news is you get to keep the tokens and if you have a Liege or Intangible virtue out even better.
2x Wilt-Leaf Liege  --- just another pump----the multi-colored creatures get a double bonus--the 4/4 body is nice and this card can counter a blighting, mind rot etc.
2x Overrun   -- build up a quick army and then unleash the trampling stampede for the win. Surprise, the game is over!

Cards Not Included but I might like to include…

1x Phytohydra  --this card I really like, it just grows and grows as people swing at you. I'd love to include it but at 5 mana I am really looking for a kill shot most of the time with this deck, not to build up a single creature…
3x Scion of the Wild Could grow very fast with all these early drops...…
3x Loxodon Hierarch --the 4 life and body is good but the regenerate aspect really appeals to me…
1x Marshall's anthem Love this card in Celestial Light but I am not playing for a long game here…too slow for me….its effectively an over costed +1/1 pump for how my deck is built…
Siklash Spider  --I like this card, he can block most fliers and can really keep the board free of them…but again, at 5 mana, its a late card….


Cards Not Included
Eladamari's Call This might strike you as odd not including this but its a waste of space for me. The best target I have for this is a 4 mana Wilt-Leaf Liege….and that requires two mana to cast this and 4 for that in the same turn. This effectively costs me a turn and is counterintuitive to what I want to do unless I cast it at 6 mana and the creature pump from the Liege is getting me the win…if I were running 2x Novablast Wurm….maybe…but I am not and I don't need to spend 2 mana and a card to draw a creature here when I am running a bomb less army….
Biorythm  -- this card I gave a some consideration to since it could win the game when it hits….but I think its way way too late. Without any mana ramp, card draw or medallions, when can I reasonably expect to play this? Turn 10 and beyond? It would only seem to be useful against the life deck….
Parallel Lives  -- not a bad card but I couldn't see running 3x these and its a bit slow for what I want…though double tokens turn 5 and 6 would be nice….
2x Behemoth Sledge  -- +2/2 lifelink and trample is nice but 3 to cast and 3 to equip is effectively wasting two turns for me here….
#x -- anything 5 mana and up besides the win condition Overrun cards is just generally too slow for what I am trying to do with this deck…
AURA SERVANTS (61 Cards)
11xPlains    ----    9x Islands ----- 4x Evolving Wllds


Overview:

I want to include as many Hexproof creatures as I can for the obvious reason that they are heproof. This deck lacks removal but 2x Narcolepsy, 1x Pacifism, the Wall, Godhead of Awe, the life gain through Daybreak Coronet and Lifelink and the card draw of the  Spiritdancers more than compensates for that.  With a good draw this deck can win on turn 5 (turn 2 Stalker/Spiritdance followed by a  turn 3 Empyral Armor). I like to race with this deck...



Show


[bYou Can't Touch This![/b]

4x evolving Wilds -- daybreak coronet--empyrial armor and winds of rath all require 2 white mana so these are necessary...they also, even though they slow you down by putting a tapped land out, help you cycle the land out of your deck...
1x Lifelink without any removal, and considering I am not running pacifism or narcolepsy, I need the lifelink. So the 2x Daybreak Coronets, Wall of Reverence and Lifelink is a must for me.
2x Daybreak Coronet -- Just an amazing card, First Strike, Vigilance, LifeLink and +3/3. Combined with a stalker or indestructibility and its insane.
1x Eel umbra --- for me the totem armor is the selling point here.
4x Invisible Stalker --hexproof unblockable in a deck with so many auras is a must for me. Avoids the 2 or 3 for 1 of a murder that kor can be prone to...all its damage gets through....turn two stalker, turn 3 empyrial armor tells your opponent you have two more turns in a lot of cases...
4x Kor Spiritdancer -- this creature pumps when you put an aura on it and more importantly, yields card draw.
2x Narcolepsy If this wasn't cheap and didn't yield card draw with a Spiritdancer I would exclude it..
1x Pacifism Same as for narcolepsy and if this deck wasn't a bit top heavy I'd exclude these…I could see subbing one or both out for other cards…
1x Triclopean Sight -- I think the effect of this card is useful but its mainly there as an early aura that pumps the spiritdancer and draws a card, or gets an aura on either Kor or the staker so a daybreak coronet can be cast.
2x Empyrial Armor --- turn 2 stalker/spiritdance into a turn 3 empyrial armor can be disastrous for an opponent....
1x Geist of Saint Traft -- I want this deck to stay around 40% creatures to avoid too many games where you either have enchantments and no creatures or creatures and no enchantments to open a game. So I put in a few extra hexproofs....I suppose 35% would provide perfect balance but you need the creatures for the enchantments to work so I go a bit heavier in that direction.... but the 4/4 flyer that comes with him each attack is nice...
1x Griffin Guide  --- pumps a creature and gives it wings which is good for evasion since even though the spiritdancers pump fast, they can be chump blocked....  Plus you might need to block a flier....
1x Infiltrator's Magemark -- so yeah, basically makes all your creatures unblockable unless playing Talrand. This is good since the spiritdancers lack evasion.
1x Nomad Mythmaker -- returning an aura card to the battle field for 1 mana seems like a huge bargain, compare this to Hanna who returns the card to your hand for 3 mana and then you have to still recast it.
1x Ophidian Eye -- goes great on a stalker since the stalker is unblockable. Do damage and draw a card every turn. The stalker's hexproof protects the enchantment as well.
1x Pariah -- put this and indestructibility on a creature and you will be EXTREMELY difficult to kill.
2x Aven Fleeting ---filling the necessary creature quota so I might as well throw in these hexproof fliers....
3x Indestructibility --- it might be overkill running all four but I wouldn't blame you if you did and I wouldn't go less than three. Works great on a spiritdancer, stalker, pairs well with Pariah, even a Wall of Reverence if needed....If you put indestructibility and pariah together you can't die until that combo is dealt with.
1x Godhead of Awe this card is a bit of added control. My major win conditions are 1/1 stalkers and spirit dancers so this card doesn't hurt me and can be a bit of control//stall. Laugh when a 1/1 Demigod with haste hits the board...
1x Wall of Reverence -- I really like this card. I played a tourny game against goblins and got out turn 4. Turn 7 I had 50 life and won the game. The lifelink is awesome and if you get one out with a pumped spiritdanced its even better. Its also a great defender. The lack of spot removal makes this card and the other lifelink cards a necessity in my build.
1x Mammoth Umbra -- seems costly but for lack of better options I'll take plus 3/3, vigilance and totem armor...
1x Three dreams -- casting this on turn 5 usually means you will win if you get another turn....
2x Winds of Rath --sometimes you just need to clear the board, whats better, is your enchanted creature lives...
2x Sovereigns of Lost Alara --I think this card is 10x better than the Titan because you are running hexproof creatures and most of the time things that return stuff from your graveyard are less useful in this deck. When it hits the board, good things will almost always happen for you….you can make the swinging creature unblockable, give it lifeline, throw a daybreak coronet on it, etc….

CARD NOT INCLUDED:

1xGift of Granite ---cheap pump for a kor spiritdancer...makes it a 2/6, draws you a card, the flash is just a side bonus.... just not enough room really...
AuraMancers---it seems that whenever I have these to play there is nothing in my graveyard to use them to grab. I'd much rather stick with the hexproof creatures....
Hanna, Ship's Navigator: does this deck even have artifact cards to return? If you are running a heavy followed footsteps/mind contral build but the Nomad returns auras to the battle field, not your hand for a fraction of the cost...
Flickerwisp -- I'd love this card in a mirror match. Not sure how useful it would be outside of that context though....
Iridescent Angel ---protection from all colors seems great but at 7 mana, a 4/4 that comes in late and doesn't immediately impact the board seems over costed. I'd consider this in 2HG but this card is too late to be useful in 1v1.
2x Sun Titan -- Alara is much better in the deck build I have. I honestly think running this card is a mistake. The same problem plagues the Titan as the AuraMancers--my graveyard often enough does not have stuff worth using. There are a few games where the Titan would be useful but against most decks I don't think its needed. I'd prefer a cheaper hexproof that has evasion.
Celestial Ancient ----yucky and over costed  card for me....I am not trying to pump tokens. I'm trying to get a single creature swinging 2-3 turns for mortal damage...
Aven Mimeomancer ---I suppose this card could be included....you could make a spiritdancer/Stalker a 3/1 or deal with bigger enemy creatures....I like this card in 2HG as it provides some spiffy combos...would not object to its inclusion. It could add a bit more control to your deck....
1x Sigil of the Empt Throne -- this card is great if you can get it out and cast some enchantments….I could sub this for pacifism but I'm not sure i want to go that top heavy seeings how I already have five total five drops and two six drops…



Grinning Malice  (61 Cards)
12xMountains      ----    8x Swamps ----- 4x Evolving Wllds


Overview:

Make no mistake about it, this is an aggro deck. I treat it like goblins and run a low mana curve….nothing over 5 mana (sorry Grave Titans). You have 9 creatures with haste (2x Soostoke Kindler, 2x Hellhole rats, 1x Blazing Specter and 4x Demigod of Revenge) and two of them give other creatures haste… I simply play as many dual colored creatures as I can and hope to get out a Liege to doubly pump them and cruise to victory. In addition to this you have some card advantage (2x Blightning, 1x Blazing Specter) and some direct face damage (Vexing Devil, Blightning, Hellhole Rats and Singe-Minded Ogre, Spiteflame Witch, Lyzolda the Blood Witch). You can even call in a vexing devil and reanimate for 8 points of burn in a lot of cases. Obviously and without any real competition, the 4x Demigod of Revenge is the MVP of this deck and my main win condition. Its almost always what a demonic tutor is used for…

Show


Friends with Benefits


1x Dragonmaster Outcast  ---not really useful until turn 6 and beyond but if the game wears on and it sticks a turn or two its a win condition for 1 mana…
2x Reanimate  -- these make me want to include a Grave Titan but at any rate I use it for a Demigod (but this doesn't bring back the others), an enemy creature I Terminated or simply after I call in a vexing devil for 4 damage I can reanimate it for 4 more…
2x [c[Vexing Devil[/c]  ---this is basically a 1 mana burn spell that does 4 damage. I have yet to see anyone let this on the board….If not for reanimate and this being an aggro deck I'd remove these...
1x Demonic Tutor   --over 90% of the time this is used to grab a Demigod…
2x Goblin Deathraiders   --GOBLINS!! definitely an aggro deck…3/1 trample is good for some early damage… its a 5/3 with a Liege out….
2x [/c]Onyx Mage[/c] -- in goblins you have ember haulers, shock, gempalms, etc for a bit of control. This deck build has 3x Terminate and 2x Onyx Mage….
2x Soostoke Kindler -- gives your creatures haste….this is another card making me want to add in a Grave Titan or two… Imagine calling one in and giving it haste and swinging….leaving you with 4 token wolfs…
1x Spiteflame Witch  can needle some damage and its multi-colored….
3x Terminate 2 mana murder spell, creatures can't regenerate….Great bargain here…
3x Ashenmoor Gouger  --- sucks that he can't block and this card shows you how undercosted a Leatherback Roil is … but still, a 4/4 for 3 mana in an aggro deck is nice
2x Blightning  ---this card has huge value. It a searing spear and a mind rot together for 3 mana…
2x Blood Cultist  -- great at stalling aggro decks and controlling some of the nasty 1 drops out there…
1x Chaos Warp[c] ---this is an emergency card, used to remove really bad things like Well of Lost Dreams, Panptic Mirror, etc…it can also be used to switch out one of your own creatures….1x [c]Heat Shimmer  --- sometimes copying a big enemy creature, even for a turn…decides the game…
1x Lyzolda, the Blood Witch  --- can close out a game if the board is stalled with creatures on both sides…
2x Ashenmoor Liege  --- by far the second most important card in this deck behind the Demigods….I am running 27 creatures and 22 of them are red and black….
1x Blazing Specter --evasiveness and haste almost always results in 2 damage and the opponent losing a card…
2x Hellhole Rats   --- makes and opponent discard and lose life equal to the cards mana cost….has haste to boot!
2x Singe-Mind Ogre  -- a lot of people don't like him as sometimes you end up with a 3/2 for four mana….that is not terrible considering that often enough when you drop this guy your opponent loses around 3-4 life…..I have very good results with this card.
4x Demigod of Revenge   --- the mvp of the deck. You can pull so many wins out of nowhere with these guys…5/4 flying haste monsters that have friends with benefits.




Card not Included

Rockslide Elemental --  I really want to find room for this card… just for the simple fact that I am running 2x Onyx Mage….putting death touch on a first striker makes it an absolute KILLING MACHINE. It kills everything it blocks and doesn't die unless it meets a fellow first striker… And this card pumps to boot…

3x Bloodchief Ascension --I honestly find these cards to be terrible. They tend to be a bit slow…even when you get them out on turn 1 its not until turn 3 that you can start putting counters on them unless you get an early vexing devil….and then it takes 3 turns of two damage for them to start working…. These just seem to slow to me and they waste space that can be filled by better cards….I love them in 2HG though...

2x Avatar of Discord -- this card is terrible. You discard two cards to play it and then it gets murdered, You spent 3 cards and a whole turn and have nothing to show for it. Thats is VERY hard to recover from. Sure, you could ditch a grave Titan and reanimate it or throw away a demigod if you have two, but these situations are way too situational for me….

1x Pain Magnification -- I like this card but I think its a bit slow…at 3 mana I'd rather be playing a creature since I am going more for an aggro build...…

3x Wrecking Ball   --- at 4 mana this murder is astronomically over-costed. Sure it has the land option but land killing is so uncommon in this game as to render that ability obsolete…

This deck also has some nice bombs I am not including like 2x Grave Titan, 1x Massacre Wurm, Kaervek the Merciless, etc. I have nothing against these cards….I just don't have the room and I am not finding that anything above 5 mana is really needed in this deck. I'd prefer to keep the curve low...
So I am adding two radically different mindstorms builds to the mix...






VERSION 1:

--------------------------------------------------------------------------------------------------------


Mindstorms
60 Cards
11 mountains  --- 10x isalnds  --- 4xTerramorphic Expanse

INFO
This first build is based heavily off of Gegliosch's original pure burn build posted in the Mindstorms thread. He has modified his original build since then and I added in 5 cards (3x Breaking point and 1x Cerebral Vortex and 1 sphinx) and removed 5 (2x Timewarp and 2x Lightning Elemental 1x Conquering Manticore). This is a damage race--creature light version of Mindstorms. Your goal is to control the board with Arc-Lightning, Pingers, mana leaks, etc and to Burn your opponent in the face and gain an edge in having huge card advantage with compulsive research, prophetic bolt, electrolyze and cerebral vortex. One positive of this deck over the creature version is the mana curve is a bit more balanced. You stll have huge saturation at the three spot but in the creature version you end up being top heavy with a very very clogged up five spot...

Cost   --- #of Drops
..0.. --------- 4x
..1..---------0x
..2..---------9x
..3..---------15x
..4..---------5x
..5..---------4x
..6..---------2x

Unfortunately, this deck is completely lacking in 1 drops...

Show



No Grass on a Busy Street

0 cost
4x Terramorphic Expanse

2 cost
2x Razorfin Hunter --basic pinger for damage to creature or player...board control
3x Mana Leak  ---- board control...for a deck lacking one drops, you need some stall...
1x Reverberate ---used to double a spelp----arc lightning, prophetic bolt, beacon of destructon, act of trason, compulsive research, etc...or to copy a spell an enemy casts

3 cost  
1x Gelectrode  ---if this lives it can pump out some damage, with all the thre drop burn and sorceries/instants, its often good for two a turn. One of these and an arc lighting can kill creatures up to five toughness...
2x Act of Treason --great three mana card---removes a blocker, uses an enemy creature against itself....
3x Arc Lightning --great utility card---control small crowds or faceburn
3x Breaking Point--either a three mana murder or 3 mana that does six damage....don't hold off on using these, use them and move on...
1x Cerebral Vortex --a slightly more expensive sign in blood, the cool thing is this is an instant and can be used to do 3 damage to an opponent during their turn if needed. Also, if Golgari uses greater good to sac a creature or Talrand uses Tidings, this card can make them pay!
3x Compulsive Research --great card draw or cycler  here...don't be afraid to keep land!
 2x Electrolyze --- 2 damage is kind of weak sauce here but the card draw makes it worth it.

4 cost
3x Steamcore Weird  --this card looks less than ideal on paper to me at 4 mana but he works quite well with this deck. He can kill a creature with his burn or do damage and save you a few hits over a couple of turns...
2x Wand of the Elements --- this is an MVP card. Suprise your opponent with a 3/3 blocker and kill an attacking creature...you have to use this judiciosly but once I begin to smell blood I start making fliers....there is no need for more than 6 land with this deck either so sac them when you can...

5 cost
1x Beacon of Destruction ---face or creature burn....
3x Prophetic Bolt  ---not as much damage as the beacon but looking at your next four cards and putting one in your hand is awesome...

6 cost
1x Conquering Manticore  --finishing card....even if it draws removal, and it will due to a lack of creatures in your deck, you still get to steal an opponent's creature on casting it.....Not sure I really like this card here. Since you have just three pingers for creatures, your opponents will be sitting on removal in  their hands. The sneak attack of a haste having Lightning elemental for 4 damage might prove better value in the long run.... so this card is on the cutting block..
1x Sphinx of Jwar Isle --the shround and evasion are the only reason this card is here... can block and swing for 5...


x cost
3x Volcanic Geyser  --general pump, a bit expensive but they can deal direct damage to creature or player...anything with a toughness of one and this is a murder card, anything with a toughnes of two and its like a befoul/wrecking ball...

I won't comment on individual cards removed as this is a burn version and all the cards excluded are not bad, they just don't fit the theme of this specific build. You might be surprised by cutting the time warps but for me they don't do much, they simply let me take turn 5 or 6 with an extra card draw. That is not a bad thing but at 7 mana you really can't do much and a time warp with this deck (reverberate if you have your 1x copy of it). If I were running a dragonaut/creature build then the timewarps could be disastrous for your opponent. I don't find them very useful in  burn build, however. Not to mention that I am uually saccing lands with the wand....





--------------------------------------------------------------------------------------------------------





VERSION 2:My Creature build
coming soon....
haha more then likely theyll lock down this thread by the way hope you should know lol i liked how they completly erased my one thread i posted earlier about how i was wronged btw lol but like the deck combos so far
Yep, they should lock it or the board will be flooded with everybody's own personal threat soon.
Nice lists! Not sure if I'm with you on Wrecking Ball, though. With six multicoloured decks in the game, I'm finding that every little bit of land screw can affect the board tremendously. Even if your opponent has a healthy amount of land, it's not always evenly distributed among both colours.
Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck.
I would remove the overruns since you already play the beastmaster enchantments.
Hi guys, I've removed some content from this thread. Please make sure to keep all of your posts on topic, and don't post content with the intent to disrupt the chat.

Please review the Code of Conduct if you have any questions, or send us an email through the help site here.

Thanks and happy posting.
Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck.
I would remove the overruns since you already play the beastmaster enchantments.


Agree with this. Hierarch is a great card and you can even get a free swing in with it if you leave mana open for the regen, it's a perfect card for this deck which lacks any type of recovery. Overrun is too hard to cast, and it's a 5 drop, not sure why anybody would run a 3 green cost card at 5 mana in a deck like this, Beastmaster is cheaper and better in a token build anyway.
If you all would take a step back and see this for what is. It's a copy of Mobius' thread. It should be locked as a duplicate... 
Avenger of Zendikar is not game... Got a question as to whether a card without shroud or hexproof is good? Answer is, dies to removal. "Control Slivers"
your SS build 4 ew seems pointless if you are running the other cards that can get you uextra mana 
If you all would take a step back and see this for what is. It's a copy of Mobius' thread. It should be locked as a duplicate... 



It's true. Mobius' existing thread, "1v1 Specialists, LET'S DO THIS," already covers the topic of 1v1 specific deck builds for each deck. Please redirect the conversation there.

I don't want you to lose your posts, killabkilledb, so I'm going to leave this thread unlocked for a few hours so you can copy your deck lists somewhere.

Also, if you guys see moderation that needs doing in the forum, please feel free to direct message me about it. I always read new forum posts, but a direct message will alert me sooner.


 

Sean Gibbons

Associate Community Manager

Official MTG Twitter: @Wizards_Magic Official MTGO Twitter: @MagicOnline

Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck.
I would remove the overruns since you already play the beastmaster enchantments.



The overruns and Beastmaster ascensions are my primary win condition. I am trying to overwhelm my opponents early with this deck so in the majority of games i play lifegain is not needed. I like the card and the 4/4 is nice but I already have 4x4 drops and my goal is to pump all of them through beastmaster ascencion and/or overrun. The body size doesn't matter against early sweepers, this decks biggest fear. If he pumped the creatures in some way I would include him.

I'm not saying its a bad card but in the desciption I listed my primary win technique as OV and BA and you told me to take out two OR for this guy. Really not going to happen for me...
Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck.
I would remove the overruns since you already play the beastmaster enchantments.


Agree with this. Hierarch is a great card and you can even get a free swing in with it if you leave mana open for the regen, it's a perfect card for this deck which lacks any type of recovery. Overrun is too hard to cast, and it's a 5 drop, not sure why anybody would run a 3 green cost card at 5 mana in a deck like this, Beastmaster is cheaper and better in a token build anyway.



I see people saying overrun is better and people saying BA is better. The three green is steep at times but I like them both. Truth be told, I want one of them every game for turn 5-8 fun and that is why I include 4x because stastically it means I should be getting one...
your SS build 4 ew seems pointless if you are running the other cards that can get you uextra mana 



I thought about that but you need two green mana before you can play the double land drawing card...So I am hesitant to remove them. In addition,  I don't mind having extra land...i can sac them for 3 life later on....and a sweeper buys me the time needed against most decks.
Nice lists! Not sure if I'm with you on Wrecking Ball, though. With six multicoloured decks in the game, I'm finding that every little bit of land screw can affect the board tremendously. Even if your opponent has a healthy amount of land, it's not always evenly distributed among both colours.



I just RARELY ever have the oppurtunity to do it and its rarely done to me....For the amount of times I do it, including 3x of this card is hard for me to justify........plus I guess I am running pure aggro---this is a haste build and spending turn 4 on removing a land really speaks control to me....I am not opposed to them. If I set my deck up differently for a longer game with a little more control they would have a place.  If I were running Titans and bombs besided the Demigods they could have a place because they would help you get to them... I just don't see the need to go beyond 5 mana which also means, if you destroy one of my lands (and you can't do it until turn 4 or later) its not hurting me.
killabkilledb and I talked in private messages and he gave a pretty good reason for keeping the thread going. The thread started by mobiuschickenstrips was before the expansion and originally geared towards the first 10 decks. Now the expansion decks are the new hotness, and I'm perfectly alright keeping a thread going for people's deck builds for 1v1 matches.

This is one of those topics that can be pretty diverse when you consider the different deck possibilities out there, and I don't want to be too picky in my attempt to keep the forum tidy. Sorry for the confusion!


Sean Gibbons

Associate Community Manager

Official MTG Twitter: @Wizards_Magic Official MTGO Twitter: @MagicOnline

A few suggestions for an aggro 1v1 Grinning Malice deck (based on what I run):
-2 Evolving Wilds
+2 Vexing Devils because they're awesome
+2 Avatar of Discords for a fun high risk/reward gamble
+2 Bituminous Blasts because every other card in your deck is less than 5CMC (except for the Demigods)

At the very least, consider dropping two Evolving Wilds.  Especially since your deck doesn't have any spells that need or .
A few suggestions for an aggro 1v1 Grinning Malice deck (based on what I run):
-2 Evolving Wilds
+2 Vexing Devils because they're awesome
+2 Avatar of Discords for a fun high risk/reward gamble
+2 Bituminous Blasts because every other card in your deck is less than 5CMC (except for the Demigods)

At the very least, consider dropping two Evolving Wilds.  Especially since your deck doesn't have any spells that need or .



I  am running 2x vexing devils and the low mana curve and multicolored creatures could free up a few spots if I minus 2 wilds. You may be very right on that.... When I am done with mind storms I'll definitely give it a go and see if I miss the 2x wilds......It will take a lot of convincing for me to include the avatar though...playing up a steep hill if it gets killed....
Avatar of Discord is very tempting but honestly I don't think it's a good card in this deck.  I'm still running one, but thinking of cutting it.  If he had Haste, it would be a completely different story, but the fact is that he doesn't and all the best decks in this format are removal-heavy.  Since this deck only has one way of dealing with Enchantments (Chaos Warp) it gets pretty well smashed by PK.  For a minute I thought it was the best deck in the expansion, but I'm rethinking that, I think that CM and SS are by far the most consistent performers.  This deck and AS can put a major beatdown on, but they can also get completely stalled or just plain not draw the cards they need.  Pretty much every card in CM and SS are good draws, whereas this one is a bit too dependent on getting a Kindler out and having it stay alive.

All that said, it's a really fun deck.
why are people in love with the sootstoke kindler and onyx mage?  maybe it's just me, but they just aren't good enough to warrant to them to be in here.  the only creature the kindler works well with is ashenmoor gouger for the early game.  onyx mage is good with the deathbringer thoctar but that card is too expensive to run.  oh and avatar of discord is horrible.  with so much removal, it's a 3 for 1 card advantage for an opponent when they remove it.
why are people in love with the sootstoke kindler and onyx mage?  maybe it's just me, but they just aren't good enough to warrant to them to be in here.  the only creature the kindler works well with is ashenmoor gouger for the early game.



Goblin Deathraiders and Blood Cultist.

why are people in love with the sootstoke kindler and onyx mage?  maybe it's just me, but they just aren't good enough to warrant to them to be in here.  the only creature the kindler works well with is ashenmoor gouger for the early game.  onyx mage is good with the deathbringer thoctar but that card is too expensive to run.  oh and avatar of discord is horrible.  with so much removal, it's a 3 for 1 card advantage for an opponent when they remove it.



I suppose dropping the kindlers for 2 rockslide elementals could be a decent move. Putting deathtouch on a first striker is awesome. In my build without lots of the bigger bombs and considering lots of the creatures already have haste the kindlers lose utility but you can use it on the creatures drone mentioned and the Gougers, ogres, etc...in addition, its a multicolored creature so it pumps sweetly with a Liege....I think that is really why I included them but the only issue with adding two rockslides is I am upping the mana curve ever so slightly (not a big deal) and I need the onxy card combined wth it to make it useful. I may actually give this a go, or like Roos81 said, I could drop 2x evovling wilds for them in this build...mostly multicolored cards and 5 mana as its max....

The deathtouch card is there for control. I can chump block and kill anything that doesn't have first strike...I chose the onyx over the rats...
Avatar of Discord is very tempting but honestly I don't think it's a good card in this deck.  I'm still running one, but thinking of cutting it.  If he had Haste, it would be a completely different story, but the fact is that he doesn't and all the best decks in this format are removal-heavy.  Since this deck only has one way of dealing with Enchantments (Chaos Warp) it gets pretty well smashed by PK.  For a minute I thought it was the best deck in the expansion, but I'm rethinking that, I think that CM and SS are by far the most consistent performers.  This deck and AS can put a major beatdown on, but they can also get completely stalled or just plain not draw the cards they need.  Pretty much every card in CM and SS are good draws, whereas this one is a bit too dependent on getting a Kindler out and having it stay alive.

All that said, it's a really fun deck.



If it had haste, I would consider one as a closer but otherwise its still risky to me. At least with haste you can use it when you are guaranteed 5 damage but turn three you cast one, discard two cards and swing for 5 damage. Your opponent kills your card.

Now you have spent 3 cards and one turn to do 5 damage...Is this still of value? Obviously, it won't always be removed as there are some decks where this will simply win the game for you. But with everybody playing SS right now I wouldn't go near that card, unless it had haste and doublestrike.

Goblin Deathraiders and Blood Cultist.




deathraiders are good but cultist?  it's not even worth a 3 drop slot because it's so slow.  with terminates and wrecking balls, it's just not worth time to set up such a "combo"

I suppose dropping the kindlers for 2 rockslide elementals could be a decent move. Putting deathtouch on a first striker is awesome. In my build without lots of the bigger bombs and considering lots of the creatures already have haste the kindlers lose utility but you can use it on the creatures drone mentioned and the Gougers, ogres, etc...in addition, its a multicolored creature so it pumps sweetly with a Liege....I think that is really why I included them but the only issue with adding two rockslides is I am upping the mana curve ever so slightly (not a big deal) and I need the onxy card combined wth it to make it useful. I may actually give this a go, or like Roos81 said, I could drop 2x evovling wilds for them in this build...mostly multicolored cards and 5 mana as its max....

The deathtouch card is there for control. I can chump block and kill anything that doesn't have first strike...I chose the onyx over the rats...



rockslides are too slow and i'll let the 1 dmg of a rockslide go through rather than knowing i'd lose a good creature over it.  i just feel in this aggro deck you need to put up good and cheap permanents fast.  cultists, onyx and kindlers just don't fit the build. 

I suppose dropping the kindlers for 2 rockslide elementals could be a decent move. Putting deathtouch on a first striker is awesome. In my build without lots of the bigger bombs and considering lots of the creatures already have haste the kindlers lose utility but you can use it on the creatures drone mentioned and the Gougers, ogres, etc...in addition, its a multicolored creature so it pumps sweetly with a Liege....I think that is really why I included them but the only issue with adding two rockslides is I am upping the mana curve ever so slightly (not a big deal) and I need the onxy card combined wth it to make it useful. I may actually give this a go, or like Roos81 said, I could drop 2x evovling wilds for them in this build...mostly multicolored cards and 5 mana as its max....

The deathtouch card is there for control. I can chump block and kill anything that doesn't have first strike...I chose the onyx over the rats...



rockslides are too slow and i'll let the 1 dmg of a rockslide go through rather than knowing i'd lose a good creature over it.  i just feel in this aggro deck you need to put up good and cheap permanents fast.  cultists, onyx and kindlers just don't fit the build. 



What would you replace them with?
your SS build 4 ew seems pointless if you are running the other cards that can get you uextra mana 



I thought about that but you need two green mana before you can play the double land drawing card...So I am hesitant to remove them. In addition,  I don't mind having extra land...i can sac them for 3 life later on....and a sweeper buys me the time needed against most decks.



Ok i can see where you are going with that
For the record, if anyone wants a deck listed in one of the five opening posts as an alternative example I'd be happy to copy one in and type your name above ....
killa, you reeeally sounded like you think Eladamri's Call is a sorcery. Well, maybe I like consistency too much, but I can't see a reason to not run it in any G/W deck with creatures.

WotC doesn't care about flavor. Their forum is the only place where an ORC can kill a troll...

Lost around 120 posts in the forum migration

Post #1000 on Feb 02, 2013

Post #2000 on Sep 04, 2013

killa, you reeeally sounded like you think Eladamri's Call is a sorcery. Well, maybe I like consistency too much, but I can't see a reason to not run it in any G/W deck with creatures.



Sure, if I have two free mana open on an oppoents turn I could grab something but with 19x 2 drops haveing two free mana open is unlikely. I stated my reasons for not including it. The only suitable candidate for me is a Liege as that is my highest costing creature. If I were running a different build that went above 4 mana, I would obviously include that card. We will have to agree to disagree because I see plenty of reason not to run it in this build. It could have some utility I agree but its certainly not the star is it in other deck builds. Though I certainly am not opposed to being able to grab a Liege at convenience...just am I willing to sacrifice putting a creature on the board to do so? It depends...and is something to at least consider  But this deck has a very specific theme going for it...


killabkilledb and I talked in private messages and he gave a pretty good reason for keeping the thread going. The thread started by mobiuschickenstrips was before the expansion and originally geared towards the first 10 decks. Now the expansion decks are the new hotness, and I'm perfectly alright keeping a thread going for people's deck builds for 1v1 matches.

This is one of those topics that can be pretty diverse when you consider the different deck possibilities out there, and I don't want to be too picky in my attempt to keep the forum tidy. Sorry for the confusion!





thank you for being reasonable
The deathtouch card is there for control. I can chump block and kill anything that doesn't have first strike...I chose the onyx over the rats...



The combos with Onyx Mage are really great, but for an aggro strategy it just doesn't make sense to me.  2 to cast, 2 more to make another creature deathtouch, plus the cost of the creature you sacrifice generally, since they're mostly low toughness.  Plus the opponent gets to choose which creature to block, which means he's taking out your Goblin Deathraiders instead of your Sootstoke Kindler.  Or, if you're having to use it for defense, you slow down even more, because you're holding back creatures instead of swinging.  It seems more suited for a slower game where you control the board and benefit from cards that boost from dying creatures.

I'd rather have Wrecking Ball.  For less cost (4, instead of 2+2+creature cost) you can take out a creature without having to physically be able to hit him and without losing a creature.  And even if you wouldn't lose a creature, if the blocker is removed pre-combat you get more damage through.  Plus, in those few scenarios where you can land screw someone by picking off the color they're short on, it's gravy.

On the fence about Typhoid Rats.  In practice, they're essentially 1 unblockable damage starting turn 2 since no one wants to trade with them, so they get in maybe 3-5 damage per game.  Good defense in a pinch too.  But they're on the cusp, I can see not having them.

Glad to see someone else hasn't immediately dismissed Singe-mind Ogre.  The random factor scares me, so I keep rethinking their inclusion, but in practice they almost always go off for at least 4 damage.  Decks with heavy card-draw can diminish their effectiveness, but there's still enough of a chance since they're still generally playing the lands as they get them and the chance of hitting a real card (esp. with late-game cost) at random from turn 4+ is pretty good.

Singe-Mind Ogre doesn't have the disruption the Hellhole Rats has...i'd rather have them discard than just showing me a random card.  In the early game, you'll most likely have them discard a land...but the in the mid/late game, expect some damage from it.

Goblin Deathraiders and Blood Cultist.




deathraiders are good but cultist?  it's not even worth a 3 drop slot because it's so slow.  with terminates and wrecking balls, it's just not worth time to set up such a "combo"



I'd say the Cultist is a good card in the right build, if you're gearing more towards late-game and control it's a solid card for sure, especially when paired with Onyx Mage you can snipe anything that isn't shroud/hexproof which has definitely been handy more than once for me. 
Singe-Mind Ogre doesn't have the disruption the Hellhole Rats has...i'd rather have them discard than just showing me a random card.  In the early game, you'll most likely have them discard a land...but the in the mid/late game, expect some damage from it.



I agree on the comparison of the two, but when I've run the Ogres I've run them alongside the rats as opposed to replacing them.  I'm still not 100% sold, as it clogs up the 4-spot a bit, but at the same time they often come in handy as a one-two combo, especially in these low-CMC builds when the Demigods don't show up so there's time to cast another 4-drop.  Depending on opponent's deck and play, Rats + Ogre can deal 6-9 damage generally from their abilities before they even swing.

Kills can add my list from the golgari thread it is different to most so will give some options.
Singe-Mind Ogre doesn't have the disruption the Hellhole Rats has...i'd rather have them discard than just showing me a random card.  In the early game, you'll most likely have them discard a land...but the in the mid/late game, expect some damage from it.



Mobius sad exactly the same thing in another thread IIRC and that is why I wrote this....

 a lot of people don't like him as sometimes you end up with a 3/2 for four mana….that is not terrible considering that often enough when you drop this guy your opponent loses around 3-4 life…..I have very good results with this card.



But I have such good success with the ogres that I am more likely to cut the rats before them. Around turn 4 and on you usually don not have land and have some higher costing cards. I called them back to back for 10 damage in 2HG last night.. It's 3 damage on average as a lot of time people play their small drops early and call in there land and heavy a beefy card or two they can't play.
Kills can add my list from the golgari thread it is different to most so will give some options.



Can you provide a link or post number? It's a big thread!