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8 months ago ::
Oct 03, 2012 - 8:43AM
#11
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Date Joined:
Jul 20, 2010
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Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck. I would remove the overruns since you already play the beastmaster enchantments.
Agree with this. Hierarch is a great card and you can even get a free swing in with it if you leave mana open for the regen, it's a perfect card for this deck which lacks any type of recovery. Overrun is too hard to cast, and it's a 5 drop, not sure why anybody would run a 3 green cost card at 5 mana in a deck like this, Beastmaster is cheaper and better in a token build anyway.
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8 months ago ::
Oct 03, 2012 - 9:28AM
#12
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If you all would take a step back and see this for what is. It's a copy of Mobius' thread. It should be locked as a duplicate...
beast within : He who makes a beast out of himself gets rid of the pain of being a man. Got a question as to whether a card without shoud or hexproof is good? Answer is, dies to removal. I have a 94.824% win ratio with Mindstorms.
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8 months ago ::
Oct 03, 2012 - 9:46AM
#13
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Date Joined:
Jun 26, 2012
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your SS build 4 ew seems pointless if you are running the other cards that can get you uextra mana
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8 months ago ::
Oct 03, 2012 - 9:47AM
#14
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If you all would take a step back and see this for what is. It's a copy of Mobius' thread. It should be locked as a duplicate...
It's true. Mobius' existing thread, "1v1 Specialists, LET'S DO THIS," already covers the topic of 1v1 specific deck builds for each deck. Please redirect the conversation there.
I don't want you to lose your posts, killabkilledb, so I'm going to leave this thread unlocked for a few hours so you can copy your deck lists somewhere.
Also, if you guys see moderation that needs doing in the forum, please feel free to direct message me about it. I always read new forum posts, but a direct message will alert me sooner.
Sean Gibbons Community Coordinator Magic Online & Duels of the Planeswalkers Twitter: @SeanGibbons Official MTGO Twitter: @MagicOnline
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8 months ago ::
Oct 03, 2012 - 10:18AM
#15
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Date Joined:
Jul 18, 2012
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Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck. I would remove the overruns since you already play the beastmaster enchantments.
The overruns and Beastmaster ascensions are my primary win condition. I am trying to overwhelm my opponents early with this deck so in the majority of games i play lifegain is not needed. I like the card and the 4/4 is nice but I already have 4x4 drops and my goal is to pump all of them through beastmaster ascencion and/or overrun. The body size doesn't matter against early sweepers, this decks biggest fear. If he pumped the creatures in some way I would include him.
I'm not saying its a bad card but in the desciption I listed my primary win technique as OV and BA and you told me to take out two OR for this guy. Really not going to happen for me...
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8 months ago ::
Oct 03, 2012 - 10:21AM
#16
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Date Joined:
Jul 18, 2012
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Hierarch is too good for not playing it.The 4/4 life and 4/4 body alone for this cost makes him worth in any green white deck. I would remove the overruns since you already play the beastmaster enchantments.
Agree with this. Hierarch is a great card and you can even get a free swing in with it if you leave mana open for the regen, it's a perfect card for this deck which lacks any type of recovery. Overrun is too hard to cast, and it's a 5 drop, not sure why anybody would run a 3 green cost card at 5 mana in a deck like this, Beastmaster is cheaper and better in a token build anyway.
I see people saying overrun is better and people saying BA is better. The three green is steep at times but I like them both. Truth be told, I want one of them every game for turn 5-8 fun and that is why I include 4x because stastically it means I should be getting one...
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8 months ago ::
Oct 03, 2012 - 10:23AM
#17
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Date Joined:
Jul 18, 2012
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your SS build 4 ew seems pointless if you are running the other cards that can get you uextra mana
I thought about that but you need two green mana before you can play the double land drawing card...So I am hesitant to remove them. In addition, I don't mind having extra land...i can sac them for 3 life later on....and a sweeper buys me the time needed against most decks.
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8 months ago ::
Oct 03, 2012 - 10:44AM
#18
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Date Joined:
Jul 18, 2012
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Nice lists! Not sure if I'm with you on Wrecking Ball , though. With six multicoloured decks in the game, I'm finding that every little bit of land screw can affect the board tremendously. Even if your opponent has a healthy amount of land, it's not always evenly distributed among both colours.
I just RARELY ever have the oppurtunity to do it and its rarely done to me....For the amount of times I do it, including 3x of this card is hard for me to justify........plus I guess I am running pure aggro---this is a haste build and spending turn 4 on removing a land really speaks control to me....I am not opposed to them. If I set my deck up differently for a longer game with a little more control they would have a place. If I were running Titans and bombs besided the Demigods they could have a place because they would help you get to them... I just don't see the need to go beyond 5 mana which also means, if you destroy one of my lands (and you can't do it until turn 4 or later) its not hurting me.
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8 months ago ::
Oct 03, 2012 - 11:56AM
#19
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killabkilledb and I talked in private messages and he gave a pretty good reason for keeping the thread going. The thread started by mobiuschickenstrips was before the expansion and originally geared towards the first 10 decks. Now the expansion decks are the new hotness, and I'm perfectly alright keeping a thread going for people's deck builds for 1v1 matches.
This is one of those topics that can be pretty diverse when you consider the different deck possibilities out there, and I don't want to be too picky in my attempt to keep the forum tidy. Sorry for the confusion!
Sean Gibbons Community Coordinator Magic Online & Duels of the Planeswalkers Twitter: @SeanGibbons Official MTGO Twitter: @MagicOnline
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8 months ago ::
Oct 03, 2012 - 12:15PM
#20
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A few suggestions for an aggro 1v1 Grinning Malice deck (based on what I run): -2 Evolving Wilds +2 Vexing Devil s because they're awesome +2 Avatar of Discord s for a fun high risk/reward gamble +2 Bituminous Blast s because every other card in your deck is less than 5CMC (except for the Demigods) At the very least, consider dropping two Evolving Wilds. Especially since your deck doesn't have any spells that need   or   .
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