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7 months ago ::
Oct 25, 2012 - 8:31PM
#41
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Date Joined:
Jul 20, 2010
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Here is what I've had the most success with...
| "Collective Might" library | | for Collective Might (Selesnya): 41 picks, 61 cards | | Library code: ((((((((~~BK80BI~~Collective Might~~2=bwaxB~~2=Quk71~~2BJCqq0~~2=RplRS~~2=vVVbn~~1?9K791~~2?RPOKO~~3AnIXbr~~2=PrTxU~~2BqP?nX~~2=VB3f4~~3?JDdWS~~2?VGjWn~~2AojoOw~~2AkCXBO~~2=DMCcy~~2?XWZwM~~2=Qxr0o~~2?Zgt?D~~1?RDevk~~1?cZkC6~~)))))))) |
| Get the deck planner used to make this table.>>> |
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7 months ago ::
Oct 25, 2012 - 9:22PM
#42
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Date Joined:
Jul 18, 2012
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Personally, I think a lot of this discussion is wrong or just misses the point. Here is the question I would ask with collective might...
1) What are my win conditions? 2) Do I want to build a token deck?
Question 1) Honestly, for me, I use 2x overrun, 2x beastmaster ascension and sigil blessings along with the other pumps for a turn 6 win... Question 2) Yes I am building a token deck.
By affirming number two it does not matter which one is better. The fact is, if I am running a quick aggro build I want the token generators in there....ALL of them for the simple fact that even though one is better than the other, I want to make it STATISTICALLY likely that I draw on EVERY SINGLE GAME.
Thus, you run them all.
As others have noted, this deck lacks removal (though can be a good anti-air build), has no card draw and is super prone to sweepers...
This last reason is why I run all the token generators...you get creatures for mana and keep cards in your hand if you suspect a mutilate, day of judment, winds of rath, flamebreak, pernicious deed etc....
The abundance of token generators and the ability to pump them also helps when getting land flooded....because land, in the long run, might equal another 2/2 token with vigilance....or one that can be pumped later with an overrun or sigil blessing...
But asking which one is better, as if you only want to run the better one misses the point entirely here. Its equivalent to throwing out the baby with the bathwater...
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7 months ago ::
Oct 25, 2012 - 9:31PM
#43
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7 months ago ::
Oct 26, 2012 - 9:28AM
#44
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Date Joined:
Jan 24, 2012
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@aka Giggless Apology for my atrociousness the other night. I'm sure it was the 19th (horrible, stressful workday). Charging the mic and didn't realize it was still on. A bit drunk and thought I was yelling at the TV. Overkill when you can take me out clean? Expect me to quit. Get over it. Old school Rush (Fly By Night) will never become lame, and there's always mute if you disagree. I like Guildmage better
It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Mark Twain IS DOESNT EVEN WORTH 6 EUROS!!! - LittleLouLou Change is Coming! - thedevilwuster My YouTube Channel
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7 months ago ::
Oct 26, 2012 - 10:03PM
#45
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Date Joined:
Jul 20, 2010
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Personally, I think a lot of this discussion is wrong or just misses the point. Here is the question I would ask with collective might...
1) What are my win conditions? 2) Do I want to build a token deck?
Question 1) Honestly, for me, I use 2x overrun, 2x beastmaster ascension and sigil blessings along with the other pumps for a turn 6 win... Question 2) Yes I am building a token deck.
By affirming number two it does not matter which one is better. The fact is, if I am running a quick aggro build I want the token generators in there....ALL of them for the simple fact that even though one is better than the other, I want to make it STATISTICALLY likely that I draw on EVERY SINGLE GAME.
Thus, you run them all.
As others have noted, this deck lacks removal (though can be a good anti-air build), has no card draw and is super prone to sweepers...
This last reason is why I run all the token generators...you get creatures for mana and keep cards in your hand if you suspect a mutilate, day of judment, winds of rath, flamebreak, pernicious deed etc....
The abundance of token generators and the ability to pump them also helps when getting land flooded....because land, in the long run, might equal another 2/2 token with vigilance....or one that can be pumped later with an overrun or sigil blessing...
But asking which one is better, as if you only want to run the better one misses the point entirely here. Its equivalent to throwing out the baby with the bathwater...
I just don't think the token aspect of this deck is worth putting all your coins into one basket, it doesn't have enough token stuff in it to truly be a token deck so you kinda have to even it out with mid-range stuff as well. This deck has some great turn 2 cards and Jade Mage is probably one of the worst cards to play on turn 2 technically speaking, it will do nothing to help your aggro on turn 3, which is what this deck should be going for early on 90% of the time. You want to be dropping things like Selesnya Evangel or Knotvine Paladin on turn 2 so you can consistently be applying pressure whilst constantly ramping up more at the same time, due to Evangel's cheap ability you can still be dropping things on turn 3 and producing tokens at the same time.
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7 months ago ::
Oct 27, 2012 - 12:58AM
#46
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Date Joined:
Aug 30, 2012
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This deck has some great turn 2 cards and Jade Mage is probably one of the worst cards to play on turn 2 technically speaking, it will do nothing to help your aggro on turn 3, which is what this deck should be going for early on 90% of the time. You want to be dropping things like Selesnya Evangel or Knotvine Paladin on turn 2 so you can consistently be applying pressure whilst constantly ramping up more at the same time, due to Evangel's cheap ability you can still be dropping things on turn 3 and producing tokens at the same time.[/quote] I couldn't have said it better. This deck can be brutally fast, and fall back on tokens when necessary. There are alot of cards that are just plain better than the mage, or the guildmage. Try replacing them with heirarchs, or escorts, and see how much more competitive it becomes.
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