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Switch to Forum Live View Dark Heavens deck and strategies
1 year ago  ::  Dec 20, 2011 - 6:07AM #201
robvalue
Date Joined: Oct 23, 2003
Posts: 3,688
So does Faith's Fetters stop Searing Meditation from triggering in the game them? (I don't have any of these cards to test!) If so this is of course a bug.
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1 year ago  ::  Dec 20, 2011 - 7:44AM #202
niv__mizzet1
Date Joined: Feb 27, 2011
Posts: 618

Dec 20, 2011 -- 6:07AM, robvalue wrote:

So does Faith's Fetters stop Searing Meditation from triggering in the game them? (I don't have any of these cards to test!) If so this is of course a bug.




It didn't in a game I played today...

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1 year ago  ::  Dec 20, 2011 - 9:30AM #203
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,669

Dec 20, 2011 -- 2:11AM, Brodo wrote:

Sure thing. This is off the top of my head, but it should be correct.

Lands
3 x Terramorphic Expanse
11 x Plains
11 x Swamp

Creatures
2 x Doomed Traveler
2 x Darklit Gargoyle
1 x Wall of Essence
1 x Wall of Souls
2 x Cadaver Imp
1 x Souls of the Faultless
1 x Voice of All
1 x Baneslayer Angel
1 x Fallen Angel
1 x Woebringer Demon
1 x Ob Nixilis, the Fallen
1 x Sunblast Angel
1 x Angel of Despair
1 x Desolation Angel

Spells
1 x Basilisk Collar
1 x Black Sun's Zenith
2 x Doom Blade
2 x Sign in Blood
2 x Midnight Haunting
2 x Pillory of the Sleepless
1 x Vindicate
1 x Angelic Destiny
1 x Damnation
2 x Faith's Fetters
2 x Field of Souls
1 x Living Death

I've been testing a few slots. Mainly on how much I like Field of Souls (it varies so much). I was running one for a while and I had Deathless Angel in the other one's slot. The Angel wasn't performing in most games, so I threw another copy of the Souls in for whatever reason. However, I've noticed I don't really even need a Field of Souls out to win a lot of my games, so I'm thinking of going back down to one. The second Fallen Angel might come in for that, but it feels a little strange to put her in while taking out a card she kind of wants. Honestly, not sure what to do with that slot as I've been constantly swapping cards in and out that slot. I'm tempted to try an Essence Drain there just to get another control/kill card in the deck, but it's kind of expensive.

I was also running with Akroma for a while, but she started to feel redundant with all the bombs. She was the most expensive card, so she wasn't getting played every so often, and she didn't always impact the board in the most meaningful way (although haste, first strike and vigilance usually make her a beast in combat, both offensive and defensive). If I was one of the players who didn't love Desolation Angel, that might be the cut I'd consider as I view her kicked ability as a form of protection and Akroma comes with her own forms of protection making them feel kind of similar. Both pretty much behave as game ending bombs.




Pretty much my list, but I put a little more emphasis on the token and sacrifice theme:

I removed 2 Doomblades, because it's the only card that could be completely useless. I face a lot of black and I hate getting dead cards, but I know you don't approve :P
I also removed 2 Midnight Haunting, because I play 3 Field of Souls and therefore prefer non-token creatures.

These four spots go to 1 Fallen Angel, 1 Field of Souls, 1 Proper Burial and 1 Lightkeeper of Emeria.

The downside is that I have a serious 4CMC bottleneck, but I'm usually not pressured enough to prefer an early Midnight Haunting over a more effective solution 1-2 turns later.

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1 year ago  ::  Dec 20, 2011 - 10:04AM #204
Alphagaia
Date Joined: Dec 29, 2010
Posts: 121

This my decklist for 2HG, might as well put it here.

Lands:
11 x Swamp
11 x Plains
3 x Terramorphic Expanse

Non creatures spells
1 x Basilisk Collar
1 x Doom Blade
1 x Black Sun's Zenith
2 x Sign in Blood
2 x Midnight Haunting
2 x Pillory of the Sleepless
1 x Vindicate
1 x Angelic Destiny
1 x Damnation
2 x Faith's Fetters
3 x Field of Souls

Creature Spells
2 x Doomed Traveler
2 x Darklit Gargoyle
1 x Wall of Essence
1 x Wall of Souls
2 x Cadaver Imp
1 x Souls of the Faultless
2 x Tormented Angel
1 x Baneslayer Angel
1 x Desolation Angel
1 x Fallen Angel
1 x Ob Nixilis, the Fallen
1 x Deathless Angel
1 x Sunblast Angel
1 x Angel of Despair


Explanations:
3X Terramorphic Expanse
(Needed for the double mana's, use when you have 2 swamps or plains in hand/play)
1X Basilisk Collar              
(Great for defence and attack, especial on Darklit Gargoyle)
2X Doomed Traveler          
(Fast and nice chumpblocker, nice food for Fallen Angel or Field of Souls)
1X Black Sun's Zenith        
(Good for slowing down of destroying the opponents army, good to see it shuffles back in)
2X Darklit Gargoyle            
(Fast and can be quite aggresive)
1X Doom Blade                 
(Only one because its a dead card against black, but usefull nontheless.)
2X Sign in Blood                
(Give yourself or your teammate a boost, handy against discard as well) 
1X Wall of Essence             
(Stops attacks and stalls)
1X Wall of Souls                
(Stops attacks and stalls)
2X Cadaver Imp                 
(Combo's great, and gets your heavy hitters back)
2X Midnight Haunting         
(Surpise! Its 2 flyers! play after Opponent declared attackers and have fun)
2X Pillory of the Sleepless 
(I call them Pillows/ Dont be afraid to cast them early, but dont waste it on a 1/1)
1X Souls of the Faultless   
(Stops attacks and stalls)
1X Vindicate                       
(Perfect for almost every occasion, can screw players looking for lands even more)
1X Angelic Destiny              
(Always something to cast on with this deck, hell, teammate want some support?)
1X Damnation                     
(Perfect stall/reset card. Thx to the fields you almost never be without creatures.)
2X Faith's Fetters               
(Pesky regenerators and other activated abilities will cry.Gives much needed life to stall as well) 
3X Field of Souls                
(Great for stalling and keeping creatures. Flying can be a killer against quite a few decks)
2X Tormented Angel          
(I like them because of their big butts. I see them as flying walls that can attack. They are quite cheap as well)
1X Baneslayer Angel          
(Gives life, and seems to get killed fast, but you cant go wrong for 5 mana. Unless AD is on the table.)
1X Desolation Angel           
(PLay when ya get ahead to make sure it stays that way.)
1X Fallen Angel                  
(Only 1, because I dont know what to remove, a great card helps against Aether Mutation and lots of other controll)
1X Ob Nixilis, the Fallen      
(when it sticks it a great card, but its easy to loose controll of. Your walls and other card can help against that)
1X Deathless Angel            
(Great card, if stolen its just a big body, which is why I prefer it over other big bodies)
1X Sunblast Angel              
(Say goodbye hexproofs! Cheap considering what it does and very handy in many occasions)
1X Angel of Despair           
(A flyer and a Vindicate in one. Handy for pesky aura's and the like. at its worst it will kill a creature or a land.)
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1 year ago  ::  Dec 20, 2011 - 10:54AM #205
jakdripr
Date Joined: Jul 12, 2009
Posts: 408
How do y'all feel about the walls and tormented angels? I took the angels out and left the walls in but my friends have been telling me to take the walls out since they don't block fliers. I see a lot of people run the walls as opposed to the angels like me so I doubt Im completely mistaken in my selection but just wanted to get general opinions. Im considering dropping the souls of the faultless for a tormented angel or something.
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1 year ago  ::  Dec 20, 2011 - 11:04AM #206
Eonblueapocalypse1
Date Joined: Dec 17, 2010
Posts: 1,713

Dec 20, 2011 -- 2:11AM, Brodo wrote:

Sure thing. This is off the top of my head, but it should be correct.

Lands
3 x Terramorphic Expanse
11 x Plains
11 x Swamp

Creatures
2 x Doomed Traveler
2 x Darklit Gargoyle
1 x Wall of Essence
1 x Wall of Souls
2 x Cadaver Imp
1 x Souls of the Faultless
1 x Voice of All
1 x Baneslayer Angel
1 x Fallen Angel
1 x Woebringer Demon
1 x Ob Nixilis, the Fallen
1 x Sunblast Angel
1 x Angel of Despair
1 x Desolation Angel

Spells
1 x Basilisk Collar
1 x Black Sun's Zenith
2 x Doom Blade
2 x Sign in Blood
2 x Midnight Haunting
2 x Pillory of the Sleepless
1 x Vindicate
1 x Angelic Destiny
1 x Damnation
2 x Faith's Fetters
2 x Field of Souls
1 x Living Death

I've been testing a few slots. Mainly on how much I like Field of Souls (it varies so much). I was running one for a while and I had Deathless Angel in the other one's slot. The Angel wasn't performing in most games, so I threw another copy of the Souls in for whatever reason. However, I've noticed I don't really even need a Field of Souls out to win a lot of my games, so I'm thinking of going back down to one. The second Fallen Angel might come in for that, but it feels a little strange to put her in while taking out a card she kind of wants. Honestly, not sure what to do with that slot as I've been constantly swapping cards in and out that slot. I'm tempted to try an Essence Drain there just to get another control/kill card in the deck, but it's kind of expensive.

I was also running with Akroma for a while, but she started to feel redundant with all the bombs. She was the most expensive card, so she wasn't getting played every so often, and she didn't always impact the board in the most meaningful way (although haste, first strike and vigilance usually make her a beast in combat, both offensive and defensive). If I was one of the players who didn't love Desolation Angel, that might be the cut I'd consider as I view her kicked ability as a form of protection and Akroma comes with her own forms of protection making them feel kind of similar. Both pretty much behave as game ending bombs.





Yup, pretty much my list as well. Only differences is I only run a single Field of Souls with Deathless Angel in place of the second Field.

I also don't run Desolation Angel . Although I am not entirely sure on what to use in its place. I have been bouncing back and forth between Akroma, Angel of Wrath and Pestilence Demon and have yet to really decide between the two.

Akroma is a beating as soon as it hits the table, and the protection makes it stick pretty much no matter what if I can get her on the table. Shes also pretty beastly on defense if really needed.

Pestilence Demon on the other hand has its merits as well. While slightly less of a beating by itself then Akroma, as well as being more vulnerable to removal, it still beats down pretty hard, and its activated ability functions rather well as a sweeper in a pinch. I have even won a few games where I would have stalled out simply by using it to ping my opponent to death.

I am currently leaning more towards Akroma, but am still not completely sold as of yet.

"I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am a God."
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1 year ago  ::  Dec 20, 2011 - 11:13AM #207
Brodo
Date Joined: Oct 13, 2010
Posts: 2,340
Proper Burial isn't that great of a card in my opinion so I don't want to run it (at least in my build, perhaps a more token heavy build has more creatures on the board, I typically have about 1-3 at any given time). What I find terrible about it is that literally does nothing until you start losing creatures. It's similar to Field of Souls in that regard, but at least a chump blocker might help you delay the inevitable longer and it's more synergistic with stuff like Fallen Angel, Angelic Destiny, and Woebringer Demon causing them to be more powerful. Proper Burial, unless you're combo'd with more cards just feels like you're losing when it's working. Besides walls (which I find people hardly want to attack into), nothing but my threats have high toughness, and if they aren't winning me the game because they are dying, I'm losing the game because my opponent has control and no amount of life will help me get out of that situation.

For lifegain, Faith's Fetters, Basilisk Collar, Baneslayer Angel, and the occasional chump block with the lifegain walls has been more than enough to help me stabilize from early lifeloss. Besides those, the sweepers usually provide enough (and usually the best) stabilization that I simply do not need the Proper Burial.

In general, I'm not that big of a fan of the "dies" enchantments, and this includes Angelic Destiny. They are pretty terrible against bounce, and RoI could be one of the hardest matchups so I want to limit the amount of cards that don't necessarily work against them. That's probably why I'll just go back to my Angelic Destiny and one copy of Field of Souls. I like Midnight Haunting better anyways as it's more a trick and can help prolong a Woebringer or Fallen Angel in a pinch.
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1 year ago  ::  Dec 20, 2011 - 11:37AM #208
YouCanCallMeFather
Date Joined: Sep 14, 2011
Posts: 85
This is how i run Dark Heavens:


Lands:
11 x Swamp
11 x Plains
2 x Terramorphic Expanse

Non creatures spells
1 x Basilisk Collar
1 x Black Sun's Zenith
2 x Doom Blade
2 x Sign in Blood
2 x Midnight Haunting
2 x Pillory of the Sleepless
1 x Vindicate
1 x Angelic Destiny
1 x Damnation
2 x Faith's Fetters
1 x Proper burial
1 x Living death

Creature Spells
2 x Doomed Traveler
2 x Darklit Gargoyle
2 x Cadaver Imp
1 x Souls of the Faultless
1 x Lightkeeper of Emeria
2 x Tormented Angel
1 x Voice of All
1 x Baneslayer Angel
1 x Desolation Angel
2 x Fallen Angel
1 x Ob Nixilis, the Fallen
1 x Woebringer Demon
1 x Sunblast Angel
1 x Akroma, Angel of Wrath




I like playing a little agressive so i made the following changes:

1.  I took 2 of the 2cmc walls out. I play tested awhile with them and they didn't suit my playstyle. They were very static. 

2.  I initially had the Darklit Gargoyles out but put them back in. They work great at 2 cmc for 3/1 is nice. Lots of early damage, chump block 1/1 weenies, life gain with the Basilisk collar and kinda crazy with Angelic Destiny

3.  Doom blade are staying in. Workes great against non-black decks. Has some new tricks with Proper burial. Even won me a game against a pro black opponent.

4.  Cadaver imps! Awesome card. As stated before you can get your big guys back after removal or you can cyle for endless chump blocking. Nice combo with living death also.

6.  Tormented Angels: usefull as a wall, food for Fallen Angel.

7.  Fallen angel: Scary. Sac a creature and get +2/+1. You sac a creature in response to Charm, Sac  all you creatures to get ready for living death, Sac everything to get damage for the final blow. Just keep your finger on the pause button. Its kinda twisted to sac Baneslayer angel to win a game.

8. Proper Burial: life gain when your creatures die. Good for when your throw a sweeper. Semi-fog effect with fallen angel or anything that allows you to kill your own guys. 


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1 year ago  ::  Dec 20, 2011 - 11:43AM #209
hovercraft78
Date Joined: Jun 1, 2011
Posts: 264
@ Brodo
You convinced me to remove propel burial, as you stated, walls work better (at least for me) to get extra life. Now i have just one excess card to get to 60.
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1 year ago  ::  Dec 20, 2011 - 11:54AM #210
Alphagaia
Date Joined: Dec 29, 2010
Posts: 121

Dec 20, 2011 -- 11:43AM, hovercraft78 wrote:

@ Brodo
You convinced me to remove propel burial, as you stated, walls work better (at least for me) to get extra life. Now i have just one excess card to get to 60.




Either remove one Doomblade, Fallen Angel or the Lightkeeper. I have found the Lightkeeper to be to mana dependant to be any good.

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