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Switch to Forum Live View [Post Rotation] UR Control/Aggro
9 months ago  ::  Sep 23, 2012 - 7:24PM #1
briman16
Date Joined: Jun 7, 2012
Posts: 114
Land:
12 x Mountain
12 x Island


Spells:
3 x Pillar of Flame
3 x Dissipiate
3 x Syncopate
3 x Bonfire of the Damned
4 x Izzet Charm
2 x Devil's Play

Creatures:
3 x Vexing Devil
4 x Delver of Secrets
3 x Goblin Electromancer
3 x CharmBreaker Devils
2 x Gutter Snipe
3 x Talrand, Sky Summoner

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9 months ago  ::  Sep 23, 2012 - 8:25PM #2
briman16
Date Joined: Jun 7, 2012
Posts: 114
Any ideas?
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9 months ago  ::  Sep 24, 2012 - 6:16AM #3
MrIndigo
  • Mr. Indigo
Date Joined: Mar 27, 2003
Posts: 13,416
Syncopate is basically useless for you; you'll never have the mana to make it efficient. Dissipate is too slow.

I'd cut Devil's Play, Dissipate and Syncopate for 1 Pillar of Flame, 4 Thought Scour, 4 Brimstone Volley.

Vexing Devil is just bad, pretty much everywhere. Charmbreaker Devils is too expensive. Cut both, and add 3 Runechanter's Pike, and 4 Ash Zealot (since you don't have Snapcasters) or Augur of Bolas. 

Nov 4, 2010 -- 9:11AM, Niche wrote:

Nov 3, 2010 -- 10:05PM, Razorgore wrote:

It's really not even about giving niche cards to black.



It should be about giving black cards to Niche.

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9 months ago  ::  Sep 24, 2012 - 7:01AM #4
arsinic
Date Joined: Sep 21, 2012
Posts: 25

Sep 24, 2012 -- 6:16AM, MrIndigo wrote:

Syncopate is basically useless for you; you'll never have the mana to make it efficient. Dissipate is too slow.

I'd cut Devil's Play, Dissipate and Syncopate for 1 Pillar of Flame, 4 Thought Scour, 4 Brimstone Volley.

Vexing Devil is just bad, pretty much everywhere. Charmbreaker Devils is too expensive. Cut both, and add 3 Runechanter's Pike, and 4 Ash Zealot (since you don't have Snapcasters) or Augur of Bolas. 


the road your leading him down i no longer UR control just basicly agro. which if he is like me is not what he wants to do. i am doing the same thing with tryen to play control in this format. i feel like this deck list looks pretty strong. very similar to mine exspec i dont have the bonfires and the wayyy to expensive to buy lol. 

anyway, im playen with 4 guttersnipe and some think twice for care draw.
and one thing you will deffently want to add is Dual lands  4 sulfur falls, and 4 steam vents.
GL with the control! 

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9 months ago  ::  Sep 24, 2012 - 3:48PM #5
briman16
Date Joined: Jun 7, 2012
Posts: 114
I'll probably drop the syncopates, up the dissipates to 4, then add two redirects. Also I was unaware of the price of Bonfire as I had never put any cash into running a good red deck haha.  Also As arsinic said, I'm not interested in going that far towards aggro. I like the control I have with blue. I want to add a couple think twice also, but I'm not sure which cards to drop in it's place.

Land:
12 x Mountain
12 x Island
 
Artifact:
2 x Runechanter’s Pike

Spells:
3 x Pillar of Flame
4 x Dissipate
2 x Redirect
3 x Magmaquake
3 x Izzet Charm
2 x Devil's Play
2 x Searing Spear

Creatures:
4 x Delver of Secrets
3 x Fog Bank
2 x Goblin Electromancer
3 x CharmBreaker Devils
3 x Gutter Snipe

 
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9 months ago  ::  Sep 24, 2012 - 6:22PM #6
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
4 steam vents
4 sulfur falls  
Blue is the best color ever.  How do you deal?

Team GFG - "gulf, foxtrot, gulf"   Twitter: Burning_Forest

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9 months ago  ::  Sep 24, 2012 - 11:28PM #7
Weisse
Date Joined: Jun 27, 2012
Posts: 880
If you push 4 Electromancers you can play Syncopate fairly effectively. Lets you put Pillar in SB in favor of maindeck Searing spear. Also the nonbasic lands above. Honestly I would drop fog banks + add cyclonic rift, swap magmaquake for a mix of Mizz mortars/electrickery in maindeck/SB. You should have enough answers that fog bank will pretty much be a dead card, not to mention it is super vulnerable to pretty much every removal printed in RTR. my2c
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8 months ago  ::  Oct 02, 2012 - 12:42PM #8
fillupurcup
Date Joined: Mar 21, 2012
Posts: 237
this is what i have been working on that is something along the same lines of control/agro i guess.
been playing it out and does fairly good built it to be weenie rush agro and over the course of testing the control entered for protection. i had some spectral flight s in it which helped but i took them out for either the syncopates or spears. i also had vexing devil s for a direct 4 damage if not a 4/2 creature that usually got a spectral shield after confirming it stayed on the board and those were rotated for snapcasters. tried blistercoils but found while they provided a little surprise spike damage they werent consistant enough sustained damage without a fair amount of mana or cards in hand so they came out for the nivmagus. anywho here is my deck list.



land2 x 0

4 x steam vents
4 x sulfur falls
4 x izzet guildgate
4 x evolving wilds
2 x mountain
2 x island


creatures1 x 6

4 x delver of secrets
4 x nivmagus elemental
4 x snapcaster mage
4 x gore-house chainwalker


spells2 x 4

4 x syncopate
4 x izzet charm
4 x searing spear
4 x cyclonic rift
4 x dynacharge
4 x uncanny speed


sideboard1 x 2

4 x dissipate
4 x counterflux
2 x pithing needle
2 x grafdigger's cage


i might take 2 rifts and 2 syncopates for 4x a 1 or 2 cmc creature and i need to choose some artifact removal for sideboard.

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1.at the beginning of each players turn that player takes a drink.

2.whenever a permanent you control is placed in a graveyard from play, drink.

3. whenever a spell you play is countered, drink. if the countered spells caster attempts to counter the counter, the loser of the counter battle must drink for a number of seconds for each counterspell that went on the stack.

4. whenever a player "loses life" that player must drink for a number of seconds equal to amount of life lost. (a) if a player would gain life, that player may make another player drink for a number of seconds equal to amount of life gained.

5. if a player puts a card from their library into their graveyard that player drinks for a number of seconds equal to the number of cards placed in graveyard.

6.if a player would discard a card that player drinks for a number of seconds equal to cards discarded.

7. on any coinflip the loser must drink.

8. at the end of each game all players must finish their drink.

9. loser must fetch all drinks/refills for the next game. if playing multiplayer use a**hole heirarchy(president,vp,secretary,treasurer,a**hole)

10. a player who wins 3 consecutive matches may add a "world effect" that affects all players and can not be removed without winning 3 consecutive matches and negating effect. multiple effects stack i.e if person wins 3 games then wins another 3 games both effects that player created stack.

11. ALL cards are legal, including ante cards.


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8 months ago  ::  Oct 02, 2012 - 6:38PM #9
Burning_Forest
Date Joined: Aug 8, 2008
Posts: 11,394
don't run gates, at least not 4.  maybe like 1
Blue is the best color ever.  How do you deal?

Team GFG - "gulf, foxtrot, gulf"   Twitter: Burning_Forest

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

I started making some Dubstep and Electronica. 
Check me out here:

http://www.youtube.com/watch?v=yXLxlHeE1rg

My Channel:

http://www.youtube.com/user/whitefender69?feature=mhee


It is a little bit chill. Let me know what you think.


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8 months ago  ::  Oct 02, 2012 - 7:22PM #10
fillupurcup
Date Joined: Mar 21, 2012
Posts: 237
Any particular reason, the coming into play tapped seems like a fair trade for mana of either color.and i have had a few matches where i would have 3 of four islands or mountains and a steam vents without seeing evolving wilds
while i play tested mana numbers.what would you replace them with?
Magic the Drinking Game rules Show

here are the rules for MtDG:

1.at the beginning of each players turn that player takes a drink.

2.whenever a permanent you control is placed in a graveyard from play, drink.

3. whenever a spell you play is countered, drink. if the countered spells caster attempts to counter the counter, the loser of the counter battle must drink for a number of seconds for each counterspell that went on the stack.

4. whenever a player "loses life" that player must drink for a number of seconds equal to amount of life lost. (a) if a player would gain life, that player may make another player drink for a number of seconds equal to amount of life gained.

5. if a player puts a card from their library into their graveyard that player drinks for a number of seconds equal to the number of cards placed in graveyard.

6.if a player would discard a card that player drinks for a number of seconds equal to cards discarded.

7. on any coinflip the loser must drink.

8. at the end of each game all players must finish their drink.

9. loser must fetch all drinks/refills for the next game. if playing multiplayer use a**hole heirarchy(president,vp,secretary,treasurer,a**hole)

10. a player who wins 3 consecutive matches may add a "world effect" that affects all players and can not be removed without winning 3 consecutive matches and negating effect. multiple effects stack i.e if person wins 3 games then wins another 3 games both effects that player created stack.

11. ALL cards are legal, including ante cards.


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