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1 year ago ::
Apr 12, 2012 - 5:29AM
#11
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Date Joined:
Apr 11, 2008
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1 year ago ::
Apr 12, 2012 - 5:49AM
#12
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Date Joined:
May 29, 2009
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1 year ago ::
Apr 12, 2012 - 6:59AM
#13
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Date Joined:
Sep 16, 2005
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This Deck was built in 0:08:51Total Deck Size: 4017 Lands --------------- 6 Forest 2 Island 7 Mountain 1 Evolving Wilds 1 Shimmering Grotto 15 Creatures --------------- 1 Ashmouth Hound 1 Avacyn's Pilgrim 1 Briarpack Alpha 1 Erdwal Ripper 1 Essence of the Wild 2 Forge Devil 1 Gatstaf Shepherd 1 Hellrider 1 Markov Warlord 1 Pitchburn Devils 1 Rage Thrower 1 Scorned Villager 1 Scourge of Geier Reach 1 Skirsdag Cultist 8 Other Spells --------------- 1 Avacyn's Collar 1 Cellar Door 1 Cobbled Wings 2 Griptide 1 Hunger of the Howlpack 1 Mulch 1 Mystic Retrieval Red looked like it has the deepest selection. I really wanted a   spirit deck, since we have Drogskol Captain , but that wasn't going to happen with this pool. Blue has some decent cards, but limited on the creatures. Black has several cards to choose from, but none that stand out making me want to play black. Although I did think about splashing black for Tragic Slip . That left green. Green has a couple of good early creatures to add to the deck. I threw in the Griptide for more control late game, great tempo card. Mystic Retrieval will work well to get some of the good spells back, and the flashback cost is in color. After looking over the decklist, I was unhappy with it. The curve is off. It looks like the deck is pulled in two directions of aggressive and tempo, and only 1 card at a 3-drop. Ulvenwald Bear and Villagers of Estwald are decent creatures, but nothing that stands out, that is why I didn't include them. I guess Erdwal Ripper is the same, not so great. Better with flying, that is why Cobbled Wings is in the deck, it will give evasion to a creature that most needs it. Green did give some good early creatures and mana acceleration with the Pilgrim, Villager and Mulch. These cards may have blinded me to the fact that green isn't that deep either. I think   may be the way to go. I will lose some of the acceleration from green, making it a much more controling deck. Not sure there is enough in the colors to give it control, but let me redo it. Ok, here is the new list. Curve is balance better, and I'm happy with the feel of this deck. I was able to throw in Tragic Slip since I was running a swamp for a flashback cost. 1 Swamp felt like enough because of the Evolving Wilds and Shimmering Grotto . This Deck was built in 0:02:39Total Deck Size: 4018 Lands --------------- 7 Island 8 Mountain 1 Swamp 1 Evolving Wilds 1 Shimmering Grotto 15 Creatures --------------- 1 Ashmouth Hound 1 Civilized Scholar 1 Erdwal Ripper 2 Forge Devil 1 Headless Skaab 1 Hellrider 1 Markov Warlord 1 Pitchburn Devils 1 Rage Thrower 1 Relentless Skaabs 1 Scourge of Geier Reach 1 Skirsdag Cultist 1 Stitcher's Apprentice 1 Torch Fiend 7 Other Spells --------------- 1 Avacyn's Collar 1 Claustrophobia 1 Forbidden Alchemy 2 Griptide 1 Mystic Retrieval 1 Tragic Slip Let me know what you think of the different builds.
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1 year ago ::
Apr 12, 2012 - 7:03AM
#14
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Date Joined:
Mar 29, 2012
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This Deck was built in 2:43:25Total Deck Size: 4019 Lands --------------- 1 Island 8 Mountain 7 Plains 1 Clifftop Retreat 1 Evolving Wilds 1 Shimmering Grotto 16 Creatures --------------- 1 Ashmouth Hound 1 Drogskol Captain 2 Forge Devil 1 Geist-Honored Monk 1 Hellrider 1 Mausoleum Guard 1 Pitchburn Devils 1 Rage Thrower 1 Selfless Cathar 1 Silverchase Fox 1 Skirsdag Cultist 1 Stitcher's Apprentice 1 Thraben Heretic 1 Torch Fiend 1 Village Bell-Ringer 5 Other Spells --------------- 1 Avacyn's Collar 1 Helvault 1 Infernal Plunge 1 Purify the Grave 1 Spare from Evil This deck rely on geist monk and captain to whack some early damage...and finish it of with fiery red direct dmgs~ hellrider awesome~and most of the red cards have dying trigger so having a rage thrower is really a good addition....
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1 year ago ::
Apr 12, 2012 - 7:41AM
#15
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Date Joined:
Aug 24, 2011
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1 year ago ::
Apr 12, 2012 - 7:45AM
#16
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1 year ago ::
Apr 12, 2012 - 8:05AM
#17
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Date Joined:
Jan 12, 2012
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Wow, I didn't like this grouping. I felt that Green was a must because it's creatures seem the best overall quality, but very little removal except through creature effects/abilities. Finally settled on white, because I really like Geist-Honored Monk and Mausoleum Guard Red was the other option. Black and blue didn't seem to have enough punch. I am betting most will go with 3-color deck. I splashed in U only for Drogskol Captain who will help with the spirits I hope have. Also the combo of Spirits from creatures dying becoming Essence of the Wild is a nice one. This Deck was built in 0:11:15Total Deck Size: 4018 Lands --------------- 8 Forest 1 Island 7 Plains 1 Evolving Wilds 1 Shimmering Grotto 17 Creatures --------------- 1 Avacyn's Pilgrim 1 Briarpack Alpha 1 Drogskol Captain 1 Essence of the Wild 1 Gatstaf Shepherd 1 Geist-Honored Monk 1 Kessig Recluse 1 Mausoleum Guard 1 Niblis of the Mist 1 Scorned Villager 1 Selfless Cathar 1 Silverchase Fox 1 Silverclaw Griffin 1 Thraben Heretic 1 Ulvenwald Bear 1 Village Bell-Ringer 1 Villagers of Estwald 5 Other Spells --------------- 1 Avacyn's Collar 1 Cobbled Wings 1 Hunger of the Howlpack 1 Ranger's Guile 1 Spare from Evil
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1 year ago ::
Apr 12, 2012 - 8:17AM
#18
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Date Joined:
Aug 18, 2008
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1 year ago ::
Apr 12, 2012 - 8:56AM
#19
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Date Joined:
Jan 12, 2012
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Let me know what you think of the different builds.
The R/G/u raises the question of why add blue? You added it for Griptide and Mystic Retrieval ? I guess to help balance the lack of removal, but hardly cards I am looking to push into just any deck. Now if you spalsh B for Tragic Slip or some more permanent removal I can see, but while Griptide is a nice disruptor, the threat you dealt with WILL return. But maybe you are hoping to finish them off before they get that chance. I do like the agro R/G combo and you have some nice cards that definitely fit that theme. Hellrider is one of those cards that I think people overlook because it is sneaky powerful. I think he is the best overall card we have to choose from this week, and with Rage Thrower in a creature heavy deck makes these very strong indeed. I like the ramp, but I think you should probably add back in those 3-drops you mentioned leaving out, and drop blue.
The U/R just seems clunky (not a smooth ramp, creatures don't work together, disjointed connections). The addition of Avacyn's Collar when you only have 4 humans seems questionable. Also you have too many double color 4+ cc creatures to make this deck run consistently. I normally love looking U/R because the disruption normally associated with burn/control/bounce is always hard to play against, but here you don't have enough of that, and what you do have is expensive, which doesn't mesh well with expensive creatures... you really are going to put yourself into too many 1 card per turn situations. I can either do A or B, almost never both.
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1 year ago ::
Apr 12, 2012 - 9:14AM
#20
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Date Joined:
Jan 12, 2012
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