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Magic: The Gathering M:TG - Duels of th.. D13 Expansion 1 - Izzet's "Mindstorms" Decklist...
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Switch to Forum Live View D13 Expansion 1 - Izzet's "Mindstorms" Decklist & Unlocks
5 months ago  ::  Feb 05, 2013 - 3:25PM #961
prog
Date Joined: Jun 30, 2011
Posts: 387
The Dominus and Spellbounds are really for playing every other deck, not MM. MM just gets burned before it gets going. If it gets going, the treasons come out. It really has very little chance with this build. The Razors and early burn take care of GG and PK. And with 5 SBs and DoFs, you're bound to get one to stick. It's not a perfect build by any means but really fun to play.

I left out Insurrrection because MM is usually dead by my 8th land. Might be good for 2HG though.

Oh ya and Cerebral Vortex after Allied Strategies is just classic.
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5 months ago  ::  Feb 05, 2013 - 4:31PM #962
Hakeem928
Date Joined: Oct 8, 2012
Posts: 2,362
I don't think I've ever had the opportunity to Vortex my opponent; I want to play vs. MM just to do that now!
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5 months ago  ::  Feb 05, 2013 - 4:37PM #963
thedevilwuster
Date Joined: Jan 24, 2012
Posts: 2,997
I too have a more burn heavy cut I made a couple of weeks ago and really didn't play until I took up dh50's gauntlet challenge last night against Crosswinds.
First time he tried to Bribe me I Leaked him just to get him salivating.
Let it go through the second time so he could nab my Conquering Manticore and take my Gelectrode for a turn.
Hate killing my own creatures sometimes, but a Bolt and the Gel kinda made his zealous obsession with taking my creatures come to an end.

Firing up the game in a minute, going to happypluto and then I'll post my cut.

Edit: Here it is:


"Khamul's Barrow"
60 Cards. 24 Lands (10 11; 3 other).
A library for Mindstorms (Izzet)
Library code: ((((((((~~=eoj=1~~Khamul's Barrow~~2AOjp7g~~3=kUplf~~2=Xz0?X~~1BDqrtj~~3B4tSif~~1BvHBAW~~1BWCKGc~~3?eEcrk~~3?wemhZ~~2AAvRXm~~3?2vriJ~~3=IY?ny~~2AtE3li~~1=Mkky1~~2?8zyVi~~2?pGasO~~2=Gi0XO~~1BCFj6X~~1BDlrVD~~1B2nrtN~~))))))))
 Land 
 Spell ■■■  Terramorphic Expanse   Land 
   cost  
 Creature ■■  Razorfin Hunter   1/1   
 Spell ■■■  Mana Leak    
  Reverberate    
   cost  
 Creature   Gelectrode   0/1   
 Spell ■■  Act of Treason    
■■■  Arc Lightning    
■■■  Breaking Point    
  Cerebral Vortex    
■■■  Compulsive Research    
■■  Electrolyze    
   cost  
 Creature ■■  Lightning Elemental   4/1   
 Spell ■■  Wand of the Elements    
   cost  
 Spell   Beacon of Destruction    
■■■  Prophetic Bolt    
  Tidings    
■■  Time Warp    
   cost  
 Creature ■■  Conquering Manticore   5/5   
  Sphinx of Jwar Isle   5/5   
   cost  
 Spell   Volcanic Geyser    
Get the deck planner used to make this table.>>>


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5 months ago  ::  Feb 05, 2013 - 5:02PM #964
prog
Date Joined: Jun 30, 2011
Posts: 387

Feb 5, 2013 -- 4:31PM, Hakeem928 wrote:

I don't think I've ever had the opportunity to Vortex my opponent; I want to play vs. MM just to do that now!




It's so satisfying because they never see it coming. 7 damage to the face in most cases!

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3 months ago  ::  Mar 23, 2013 - 11:10AM #965
Bobtheratkillr
Date Joined: Apr 3, 2009
Posts: 216
So back after a very long hiatus from dotp, I am back!

I've faired very well online with Izzet, so I'll go over my decklist.

The trick is you really need to be virtually uninteractable with your opponent. So creatures they can't kill, creatures that come back or creatures that gain you value, even if your opponent killed them. That is what this deck is all about.

Having said that, the decklist


 3 x Mana Leak
 3 x Volcanic Geyser
 3 x Arc Lightning
 3 x Compulsive Research
 1 x Cerebral Vortex
 2 x Electrolyze
 2 x Invoke the Firemind
 3 x Petrahydrox
 3 x Steamcore Wierd
 2 x Wand of Elements
 3 x Prophetic Bolt
 2 x Time Warp
 1 x Beacon of Destruction
 1 x Tidings
 2 x Izzet Chronarch
 1 x Sphinx of Jwar Isle
 4 x Terramorphic Expanse
 10 x Island
 11 x Mountain

The whys:

Mana Leak : Only early disruption we have really, good for slowing down the aggro decks and vital to stop big bomby finishers.
Volcanic Geyser Tad bit expensive early but still fair support with your other removal spells, your opponent can't "kill" burn spells and the time you buy against many decks can make the scalability of this card become very relevant.
Arc Lightning Really poops all over aggro decks often 2-1ing them.
Compulsive Research Drawing is a vital part of beating control decks, as he who has the most ressources will win. This card is a very efficient draw spell.
Cerebral Vortex See Compulsive Research, the 2 damage is usually meaningless, but you can actually kill your opponent with this sometimes.
Electrolyze See Arc Lightning, this is slightly better, being at instant speed and drawing you a card, both are vital to surviving aggro.
Invoke the Firemind Not the most cost efficient thing in the world, but kills creatures vs aggro and draws you tons of cards vs control.
Petrahydrox Severly underrated, you can't kill this guy, such an MVP vs control it isn't even funny, an okay blocker vs most aggro decks.
Steamcore Wierd Tramples on the aggro decks. Kill a guy and have an efficient blocker all in one? Yes please. Against control it'll do 2 damage no matter what, so you got value even if they kill it.
Wand of Elements I underestimated this card at first, but it's the real deal. My first iteration of the deck struggled against control, but no more. You draw so many card and have so much land that pitching away a few seems like such a small drawback. This card gives control nightmares, they can try and play all the spot/mass removal they want, but you will have a continuos stream of creatures, that they cannot stop.
Prophetic Bolt 4 damage kills alot of things, attach an instant speed Impulse to the deal is great 2 for 1 value.
Tidings If we have gotten to 5 mana, then the only way we are going to lose is in the long game, this card ensures that we won't lose the long game as it is a very efficient draw spell.
Izzet Chronarch Whether it eats a removal spell or trades with a guy, it is a two for one. Choosing your most needed spell is very good. This goy will always give you value.
Time Warp My favorite combination of things is a late game Wand of Elements, followed by a Time warp, as it leads to so much unexpected damage, regardless at worst this card draws you card and give you another land to play, it usually does more than that and dosen't die to your opponents removal spells, which is why it got the slot over say Dominus of Fealty .
Beacon of Destruction Pretty efficent removal/game ender, the fact that it shuffles back in is sort of relevent with all of our card draw.
Sphinx of Jwar Isle 5/5 flying finisher, that can't die easily, which fits pefectly with what the deck is trying to do.

Every other card dies to removal without giving you value or only does something like random damage to players, when we weren't putting pressure in the first place. (cards like Act of treason and Conquering Manticore )

Breaking Point is really bad, I even gave it a small sliver of doubt and tried it for a bit. It is really bad. Vs aggro? Okay I take 6 and now beat your face in with 8 damage of goblins/knights/red and white creatures or whatever. Vs control? Could be either or, whatever benefits the control player at the moment.

I'm pretty sure the decklist doesn't get any better than the above. Only other card i've thought about on occasion is Reverberate .

What to do:

Vs. Aggro decks:

Mulligan aggressively for removal, particualrily Arc Lightning , Electrolyze , Steamcore Weird and Mana Leak most of all, don't keep hands full of 5 mana spells and you should be okay, Wand of Elements is a little low priority here as well. Volcanic Geyser is only okay, but you might want them against Goblins (because of Piledriver), that said against gobbos, you really want arc lightning. Sideboarding will include cutting some card draw for more creatures/removal, this includes Razorfin Hunter , Wee Dragonauts , Gelectrode and probably some Spellbound Dragons  

Vs. Control decks:

Keep any hands that have lots of land, you want to be able to keep up in land drops. You have alot of card draw to gain ressources later on. Wand of Elements is your savior here. Petrahydrox and Sphinx of Jwar Isle are fairly good as well. Not much when it comes to sideboarding, but I would cut a steamcore weird for a Jester's Cap against alot of matches, such as lilianna's deck and Mana Maze.

Vs. Midrange-ish decks

More or less follow control game plan. 

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3 months ago  ::  Mar 23, 2013 - 7:51PM #966
ZiZu
Date Joined: Feb 5, 2013
Posts: 94
ARGH!!! Just lost a game needlessly.  I had no critters, opponent had 2 critters, and I only had 2 life.  My plan was to cast Volcanic Geyser for 1 damage to kill his 2/1, then whip out a Razorfin to chump his other critter; this would have bought me the time I needed to fight on, as it was close.

But I cast Geyser first, and it picked my last Mountain (for the X damage) instead of one of my two remaining Islands, so I couldn't cast the Hunter.

Yes, I should have played these in reverse to avoid this, but come on, we should get to pick which land(s) Geyser uses.
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3 months ago  ::  Mar 24, 2013 - 1:59PM #967
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,719

Mar 23, 2013 -- 7:51PM, ZiZu wrote:

we should get to pick which land(s) Geyser uses.




We do. On consoles you can cycle through the mana you're going to tap by pressing the left analog stick. Don't know how you do it on steam, but it should be possible.

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3 months ago  ::  Mar 24, 2013 - 2:55PM #968
Hakeem928
Date Joined: Oct 8, 2012
Posts: 2,362
On Steam you use the CTRL key... I just learned this yesterday!
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4 weeks ago  ::  May 23, 2013 - 2:29PM #969
april6e
Date Joined: Sep 24, 2012
Posts: 76
Can someone explain to me why everyone likes the Wand of Elements so much?

If you had the Dominus of Fealty in your deck, I could understand but otherwise.... this deck always has trouble with mana screw. Every mana card you draw in this deck is precious.

Using it myself, it's always a useless,dead card. I'm never in a situation with this deck where I'm like "Lets nuke my own lands just to create a pathetic 2/2 or 3/3 creature during the late game. 80% of my games with the deck, I never get above 6 lands with this deck before I lose/win, even with a good starting hand. Even with the blocking shenagians you can create with it, I'd never want to erase my own land and set myself back a turn.

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4 weeks ago  ::  May 23, 2013 - 3:08PM #970
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,719
It's been discussed so many times...

You don't sacrifice your land right away. You threaten to create surprise blockers whenever they attack. A 3/3 for a land isn't exciting, but a 3/3 plus eliminating a 2/2 is pretty good. Unless you're very low on life, they'll probably have to hold back with weenies just because this card is out.

It also has great potential to squeeze in the last 2-3 points of damage in a race. Just get a free creature at their end step to attack with. Do it twice with Time Warp for at 6-9 points of extra damage.

Synergy with Dominus, if you play that card.

Answer to land destruction.



Use this card as a threat, in reaction to your opponent's actions or as a finisher and it'll be useful without crippling your mana.
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