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Magic: The Gathering M:TG - Duels of th.. DotP 2013 Grim Procession decklist and Strategies
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5 months ago  ::  Jan 05, 2013 - 7:22AM #581
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,669
It's not bad, but there are many ways to play around it, remove it temporarily during the lethal attack or simply destroy it. Pelakka is usually better.
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5 months ago  ::  Jan 05, 2013 - 9:37AM #582
True_Believer_02
Date Joined: Oct 28, 2005
Posts: 816

Jan 5, 2013 -- 6:49AM, Zodh wrote:

I've read all cons against Ob , but he works for me and I love him, so there ya go:



Notes: He has an Elderscale up (yep, people still run that), I have 2 Pillories on his Archer and Pelakka (2 turns for 4 life lost), then finish him with Ob .




And will still run until the game is dead anyway. I won't change a card that is plain good just because of a few life loss abilities.

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5 months ago  ::  Jan 05, 2013 - 12:34PM #583
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,669
Removal is just as good as life loss, hell even bounce is good enough. You can snakeform that thing... you get the idea. At least Pelakka has an EtB benefit and replaces itself when it gets removed. It's just better than Elderscale 90% of the time.
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5 months ago  ::  Jan 06, 2013 - 8:06PM #584
CCkAzE
Date Joined: Dec 11, 2012
Posts: 47
I really enjoy playing this deck, it's one of my top 2 decks, along with SS. I play it with alot of the smaller creatures, as they all have some type of ETB effect, lifelink, or something that makes them a threat other than just their body. I play it almost like an aggro deck, which is extremely effective since a majority of creatures in the deck can fly. Here's what I run:

"Orzhov Aggro"
61 Cards. 24 Lands (10 11; 3 other).
A library for Grim Procession (Orzhov)
Library code: ((((((((~~?hwfxZ~~Orzhov Aggro~~3Bj617C~~2=lbZjt~~3BUz?b5~~2Bxo64R~~2BbS4j2~~4=WKXnG~~1?l9WRz~~2?a6xzS~~1=BJir8~~3AnLyVS~~2?NLvWe~~1Bk4BHu~~3?2vriJ~~1?FIiaa~~2?v8zme~~2BPzyHV~~2?eRa66~~1A2XD3A~~1A8QlSt~~1==WM18~~1=cHoB1~~))))))))
 Creatures 
   cost   ■■■   Doomed Traveler    1/1    
   cost   ■■   Onyx Mage    2/1    
   cost   ■■   Restless Apparition    2/2    
  Stillmoon Cavalier    2/1    
■■   Vampire Nighthawk    2/3    
   cost   ■■   Falkenrath Noble    2/2    
  Ghost Council of Orzhova    4/4    
  Guardian Seraph    3/4    
■■   Voracious Hatchling    6/6    
   cost   ■■■   Bloodgift Demon    5/4    
  Deathbringer Liege    3/4    
■■   Divinity of Pride    4/4    
 Fetch 
   cost     Angel of Flight Alabaster    4/4    
 Combat surprises 
   cost   ■■■   Zealous Persecution     
 Removal 
   cost   ■■   Pillory of the Sleepless     
■■■■   Unmake     
  Vindicate     
   cost     Keening Banshee    2/2    
 Sweeper 
   cost     Damnation     
 Utility 
 Land  ■■■   Terramorphic Expanse    Land 
   cost   ■■   Castigate     
Get the deck planner used to make this table.>>>





The strategy isn't too hard here. Play it basically like an aggro deck. It's not exactly the fastest aggro strategy, but almost everything has flying or lifelink, and you still have alot of removal options. Zealous Persecution absolutely rapes some of the actual aggro decks, and damnation is good at that too. Bloodgift Demon and Angel of Alabaster generate some card advantage, and all the creatures are solid.

I'm not sure there is a better 2 drop in the game than Castigate, and Restless apparition is one of the most underrated cards in the deck. I see alot of people leaving it out, but it's one of the MVPs in my opinion. Any creature that you have to kill twice is good, not to mention it's playable/pumpable with either color of mana. I include them both for sure.

This is a great deck, and playing it with this build gives you plenty of creatures to slow down early rushes. One of my favorite tricks is to play a Voracious hatchling and then Zealous Persecution during combat to make it a 5/5 out of nowhere. I've ended games plenty of times using just that combo.

Notable exclusions:

Debtor's Knell: I almost never get to play it in 1v1 (You would not believe how many times I've had this in my hand and got stuck at 6 lands), and it gets removed every time in 2HG. Wins the game if left out there, but just too inconsistent.

2 of the Pillories: 4 is just too many. I was going for more creatures, less control, and Pillory is nice, but I don't need 4 of them.

Ob Nixilis: Again, the 5 drop has a lot of tough competition in this deck, and it's just not quite as good as Bloodgift, Divinity, or Liege.

That's about it really, only 30 unlocks, so not as much variety as the 15 original decks. I'd say this is a top 3 deck in 1v1 for sure, and I have a really great win percentage with it. 

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5 months ago  ::  Jan 08, 2013 - 9:28AM #585
tiamattt
Date Joined: Apr 23, 2012
Posts: 59
You never want to play Ob on turn 5 anyway so he doesn't actually compete with the other 5 drops. Granted I would've preferred a actual 6 drop compared to a 5 that wants to be a 6+, but Ob's not too shabby as a 6, especially if you just happen to have a terramorphic in your hand.

Although on a strange note I find that he does compete with Restless Apparition. Not in deck space, but in play. See with the apparition you want to play a land every turn to make sure you can pump him as much as possible, but with Ob you want to hold all your extra lands to make sure you can use his landfall. Which is annoying because I do like both cards but they don't seem to like each other.
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4 months ago  ::  Jan 23, 2013 - 9:58AM #586
thedevilwuster
Date Joined: Jan 24, 2012
Posts: 2,689
Was just looking at Gatecrash, and not saying there should be promos. I would actually remove Ghost Council and Vish to include Lord of the Void and Obzedat, Ghost Council .
Just saying.
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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4 months ago  ::  Jan 23, 2013 - 10:52PM #587
tiamattt
Date Joined: Apr 23, 2012
Posts: 59

Jan 23, 2013 -- 9:58AM, thedevilwuster wrote:

Was just looking at Gatecrash, and not saying there should be promos. I would actually remove Ghost Council and Vish to include Lord of the Void and Obzedat, Ghost Council . Just saying.





Deck doesn't need anymore 5 drops. :p Although I would gladly give up either angel for it. Besides I would love to play both of them just for flavor.
LOTV is pretty neat, but I think I like Vish a better theme wise. Void seems more of a dimir card anyway.

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4 months ago  ::  Jan 24, 2013 - 5:20AM #588
dh50
Date Joined: Jul 12, 2012
Posts: 641
The Ghost Council is better than Obzedat by a large margin.  The Ghost Council's main utility is it's ability to exile itself during the opponent's turn, in response to something like a RoR.  Obzedat has a lot of advantages the Ghost Council lacks, but against Talrand, DP, or AS, isn't very useful - because the ability has to be used at the end of your turn.  The Ghost Council shuts down RoR, Mind Control, Clone, or any other creature-based control.
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4 months ago  ::  Jan 24, 2013 - 8:47AM #589
thedevilwuster
Date Joined: Jan 24, 2012
Posts: 2,689

Jan 24, 2013 -- 5:20AM, dh50 wrote:

The Ghost Council is better than Obzedat by a large margin.  The Ghost Council's main utility is it's ability to exile itself during the opponent's turn, in response to something like a RoR.  Obzedat has a lot of advantages the Ghost Council lacks, but against Talrand, DP, or AS, isn't very useful - because the ability has to be used at the end of your turn.  The Ghost Council shuts down RoR, Mind Control, Clone, or any other creature-based control.





Yes I do love Ghost Council and it's ability to shut down a RoR, it's just Obzedat cried out to me for inclusion.

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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4 months ago  ::  Jan 26, 2013 - 6:14PM #590
Neofirefly
Date Joined: Aug 9, 2012
Posts: 384
I havent read this whole board so not sure if anyones asked about the tainted sigil yet.. but is it supposed to give double life in 2hg? Enemy team was at 20 I swung for 18 putting them down to 2 then he popped the sigil and they went up to 38 or something.  Wassup with that?
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