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9 months ago ::
Sep 29, 2012 - 10:11AM
#31
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What's the deal with the yavimaya elder sac'ing? 95% (that's an honest figure from the 40 odd games i've played) i get an extra land, i've only ever had 2 non-land cards from the 'draw a card' mechanic. Is it bugged?
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9 months ago ::
Sep 29, 2012 - 10:21AM
#32
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Date Joined:
Jan 28, 2006
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What's the deal with the yavimaya elder sac'ing? 95% (that's an honest figure from the 40 odd games i've played) i get an extra land, i've only ever had 2 non-land cards from the 'draw a card' mechanic. Is it bugged?
Obviously not if you're getting non-land from it.
"Occasionally draws a random card I like" isn't really a bug. 
Yavimaya Elders however are the reason I run both copies of Oracle of Mul Daya . Between those and Greater Good, not only canyou speed through your deck, but you can also cast almost everything you draw.
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9 months ago ::
Sep 29, 2012 - 12:03PM
#33
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What's the deal with the yavimaya elder sac'ing? 95% (that's an honest figure from the 40 odd games i've played) i get an extra land, i've only ever had 2 non-land cards from the 'draw a card' mechanic. Is it bugged?
Obviously not if you're getting non-land from it.
"Occasionally draws a random card I like" isn't really a bug. 
Yavimaya Elders however are the reason I run both copies of Oracle of Mul Daya . Between those and Greater Good, not only canyou speed through your deck, but you can also cast almost everything you draw. 
Yeah i'm a big fan of the oracle. As for the bug, i've only had a non land card twice, in the 40-50 games i played (each time sac'ing 1 elder per game) those stats seem really, really high for a random card draw. I play Talrand usually (and blue in all previous DOTP iterations) and the card draw does screw you on land sometimes (4 land from a tidings makes me cry) but it's never 95% of the time, a land.
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8 months ago ::
Sep 29, 2012 - 12:53PM
#34
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Date Joined:
Aug 20, 2012
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this is my new favorite deck. i used OD mostly before this one. i win about 80% of my games with SS but not counting just getting screwed by no mana mulligans. i have to say this deck has taken a lot of trial and error for me and i've tried everything and have come up with a deck that is highly synergetic. my weakness is goblins and ill usually get raped by them but i win sometimes too.
i'll vouch for spore frog. love the card and has single handily saved my ass and turned games around surprise or no surprise.
i like a lot of one drops to be in my deck and scute mob has worked well for me too. whether it's just drawing a kill spell for 1 mana, to hitting huge with rancor or sacrificing him to greater good. one of my favorite combos is yavimaya elder + rancor + greater good. pay the 2 to sacrifice and you have just drawn 7 cards, two or more of which are guaranteed lands than can be discarded if your pool is looking swell.
i love grave pact in this deck and have made many people quit games using it + bloodflow connoisseur and mitiotic slime. i did not put a lot of bombs in my deck because i wanted early game synergy mostly and have included only 5 fatties to finish for me later on if needed. deck:
Mana Cards 3x Evolving Wilds 2x Viridian Emmisarry 2x Yavimaya Elder 1x Yavimaya Dryad 2x Oracle Of Mul Daya - love this card. filters the mana on the top of your deck so you always get a card you can play.
Removal 2x Diabolic Edict 4x Go For The Throat 2x Malestorm Pulse 1x Damnation 2x Pernicious Deed 1x Grave Pact
Creatures 1x Spore Frog 2x Scute Mob 2x Blood Artist - have done huge damage turns with this one. after i attack with my bombs then sac everything to finish off. 2x Bloodflow Connoisseur - works perfectly with grave pact and if one of your creatures is going to get taken or destroyed sac it for +1+1. 2x Master Of The Wild Hunt - great for tokens for blocking and sacking and general removal. 2x Mitotic Slime - one of the most important parts of this deck. tons of sacking potential and leaves you with creatures after board wipe. 3x Vulturous Zombie - flier that builds pretty quick.
Bombs 2x Lord of Extinction - 5 mana for a huge creature and can rancor it so it gets through 2x Pelakka Wurm - life gain and 7/7 trample. good late game card 1x Sewer Nemesis - can grow huge. easy casting.
Other 2x Greater Good - when I first started playing this deck i didn't realise the potential with this card. now i think it's amazing. 2x Rancor 1x Asceticism - you can use your blood artist to block! save your creatures from being bounced/taken/destroyed. nice card. May not be 60 cards but it works really well for me.
good deck combo and good to see own personalization. if you guys can come up with a intimidate style for this deck know kinda how to approach but not sure be very helpful thankx all
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8 months ago ::
Sep 29, 2012 - 1:02PM
#35
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Date Joined:
Oct 13, 2010
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Ocal, yes you still want to be at 60 cards. Even with cantrips or deck thinning you still just want to hit your best cards more consistently.
There is only one reason Magic players run 60 cards religiously and that's to sideboard (61+ cards and you lose your 15 card sideboard). Sideboarding doesn't exist in DotP so the adherance to 60 is a non-issue.
61 cards gives you one more card without the game auto-adding lands. Probably a big deal since 4 of the cards you're adding ARE lands.
I'm pretty sure you don't lose the option of a sideboard if you run more than 60 cards in tournament play. The basic rule is what you start with is what you end with. You're allowed a 15 card sideboard in addition to your main deck, but not required to run one. However, if you choose to use one, it must be exactly 15 cards. Between games, swaps must be made 1 for 1, so the sizes of the main deck and sideboard remain the same (15 and whatever deck size you entered with).
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8 months ago ::
Sep 29, 2012 - 3:46PM
#36
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Yes Brodo that is right, you can have any deck size above 60 but your sideboard must be 0 or 15 cards.
I am fine with people playing 61 cards in DOTP as you cannot adjust your own land count. Any more than that however is wrong in terms of building the best possible deck
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8 months ago ::
Oct 01, 2012 - 3:39PM
#37
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Date Joined:
Jul 29, 2011
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I am glad to see the new decks getting new threads. There was so much speculation and prediction about how things would work in the original, the ideas in this one are based on observations; big difference.
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8 months ago ::
Oct 01, 2012 - 4:52PM
#38
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Date Joined:
Jul 18, 2012
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Yes Brodo that is right, you can have any deck size above 60 but your sideboard must be 0 or 15 cards.
I am fine with people playing 61 cards in DOTP as you cannot adjust your own land count. Any more than that however is wrong in terms of building the best possible deck
Why is this true if your ratio of card types and mana curve is left intact? Unless you are dilluting your win conditions but what if by adding 5 more cards you add two more win conditions. Isn't that making your deck better?
Is there another reason? The more cards in your deck, the more likely you are to get get land screwed in either direction? What am I missing?
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8 months ago ::
Oct 01, 2012 - 5:08PM
#39
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Date Joined:
Aug 26, 2012
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I am glad to see the new decks getting new threads. There was so much speculation and prediction about how things would work in the original, the ideas in this one are based on observations; big difference.
I think it's completely pointless and any conversation in here could be had in the other threads. The only reason to keep posting in these is some misguided attempt to divide the forums, in my opinion.
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8 months ago ::
Oct 01, 2012 - 5:45PM
#40
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Why is this true if your ratio of card types and mana curve is left intact? Unless you are dilluting your win conditions but what if by adding 5 more cards you add two more win conditions. Isn't that making your deck better?
Is there another reason? The more cards in your deck, the more likely you are to get get land screwed in either direction? What am I missing?
The more cards in your deck, the less likely you are to draw the exact card you need at that moment (simple math really). For example, if you must draw a Swords to Plowshares to answer an opponents threat, you are less likely to draw one the larger your deck is.
In short: a large deck is more versatile, but you need more luck to draw the right cards.
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