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Switch to Forum Live View Assistance Needed! U/G Flicker Fog
6 months ago  ::  Dec 18, 2012 - 6:02PM #1
Ben_Marsh
Date Joined: Dec 18, 2012
Posts: 28

Creatures

4 x Archaeomancer
2 x Deadeye Navigator  
3 x Mist Raven  
2 x Craterhoof Behemoth  
3 x Thragtusk
3 x Clone
2 x Gatecreeper Vine  
2 x Acidic Slime  

Spells    
 
3 x Cackling Counterpart
2 x Cyclonic Rift  
3 x Ghostly Flicker
3 x Druid's Deliverance
4 x Tracker's Instincts
3 x Farseek  

Land


9 x Forest
4 x Hinterland Harbor
8 x Island

Sideboard

3 x Fog Bank  
1 x Druid's Deliverance
1 x Creeping Renaissance
2 x Dissipate
3 x Sundering Growth
4 x Fog
 
Main Goals   
 
Stall the game working down opponents life while maintaing field advantage through creature flicker and bouncing opponents field.

Main Synergy    Archaeomancer + Ghostly Flicker = Bounce Any Controled Creature

                          Archaeomancer + Cackling Counterpart + Druid's Deliverance = Damage Prevention+Populate


Every creature in this deck benifits from being flickered or copied which alows it to be played a little differently each game.   
                          

 
Main Changes

2 x Fog Bank Removed from main, moved to side, added 1 to side.
4 x Farseek added to main to speed up early game granting advantage sooner.
2 x Acidic Slime  removed from main board and sideboard. Added 2 x Elvish Visionary I would prefer to attempt somthing that actualy works. An instant speed draw power at a posible 2-3 Mana is quite viable. The acidic slime almost never occured in a game. Maybe 1-10 games was the synergy active.
4 x Clone Added to main. The amount of utility in this one card is just awesome. Removed -2 Elvish Visionary  -3 Gatecreeper Vine
-1 Clone , -1 Cackling Counterpart , -1 Farseek +3 Gatecreeper Vine Decided that geting land drops and the ability to bounce them to insure mana is quite nice to have. And was running low on creatures.

12/22 - The deck took a turn for the worse with these changes, I reverted but kept a few of the things that worked.
-1 Ghostly Flicker Didnt do much when I had two in hand and 1  Archaeomancer . -1  Farseek Needed to make sure I got my landdrops and Farseeks.+2  Gatecreeper Vine Gotta make sure the land drops every turn happen. +2  Acidic Slime Needed that land control+artifact enchant hate.  
Side board stil up for matinance, made to focus mostly on graveyard hate artifacts+enchants and to stop heavy agro decks.
  

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6 months ago  ::  Dec 18, 2012 - 6:21PM #2
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

I like the idea here but I think that you should concentrate your efforts a bit. 


Also, I think you might need more land. I'll try to post a card list soon.

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6 months ago  ::  Dec 18, 2012 - 6:29PM #3
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

I'm curious though, how has the deck been working for you? It seems like a cool idea that could really be powerful. How have your games usually played out? Do you get to use the druid's deliverance AND the cackling counterpart often? What are you typical plays? Does the Fog Bank play an important role? You only have a 2 of the fog bank so that's why I ask.


What about the tracker's instinct? Does it help you dig effectively?

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6 months ago  ::  Dec 18, 2012 - 6:38PM #4
Ben_Marsh
Date Joined: Dec 18, 2012
Posts: 28
I've been working on this deck over the last month taking it to my local FNM. I've placed within the top 6 every time, out of about 20 or so people. The Fog banks are honestly just for a flying blocker other than the Mist Ravens but are not totaly vital, they do help against early agro zombies. The Druids Deliverance and cackling counterpart combo gets off about 80% of the games I play. The trackers instincts is one of the most vital parts of this deck. The reason being I'm only running creatures and instants and sorceries. Archaeomancer is able to bring back anything I need when it comes into play, and normaly I can dig using trackers to find one. Top 4, Flashback next turn top 4, mill another trackers to do another top 4, looking at the top 12 or so card of my deck normaly yields an archaeomancer and also milling the instants that I need to begin my synergy combo. Lets say I have my cackling counterpart milled and my Druids Deliverence milled also. I play Archaeomancer bringing back Cackling counterpart. I create a copy of it bringing back Druids Deliverence starting the turbo fog. Its an incredibly consistant deck in that way.
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6 months ago  ::  Dec 18, 2012 - 6:47PM #5
Ben_Marsh
Date Joined: Dec 18, 2012
Posts: 28
A normal game would play out somthing like this.

T1 Land Drop
T2 Gatecreeper Vine
T3  Tracker's Instincts
T4 Archaeomancer
T5 Thragtusk


At this point I have quite a few different routes I can take. I can begin to swing using my Thragtusk to get some damage, I can start a fast recovery process depending on what my life total looks like by bouncing or  Cackling Counterpart  my Thragtusk. Any time my creatures are targeted I bounce them in response to the targeting nulling the effect neting me more life and a token. A field clear could hurt the synergy but next to that not much will, which if I have a Mist Raven on the field I just bounce both my Archaeomancer and the Mist Raven targeting the Archaeomancer with the raven to return it to my hand and the Ghostly Flicker before the field effect happens. From here on I just continue to build field strength beating away at there life flickering my creatures when they target or at the end of there turn to net me a larger and larger advtantage. I try to continue to mill myself through the use of Trackers instincs to build up more control through the use of Mist Ravens and Cyclonic Rifts. 

This deck can win in some weird ways somtimes. I've won by just flickering and beating down using Mist Ravens. Play one, return a creature, next turn play another, returning a creature. On there turn use Ghostly flicker returning two more creatures. On my next turn Cackling counterpart returning another creature. Druids Deliverence, populate, returning another creature. Thats just one creature in this deck. I could be doing the same thing but with a Thragtusk, or even if I need land for whatever reason a Gatecreeper Vine (Or Adidic Slime)
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6 months ago  ::  Dec 18, 2012 - 7:05PM #6
Zomfshark
Date Joined: Jan 14, 2012
Posts: 318

Dec 18, 2012 -- 6:02PM, Ben_Marsh wrote:


Creatures

4 x Archaeomancer
2 x Deadeye Navigator
2 x Fog Bank
3 x Mist Raven
2 x Acidic Slime
2 x Craterhoof Behemoth
3 x Gatecreeper Vine
3 x Thragtusk
2 x ???

Spells   

3 x Cackling Counterpart
2 x Cyclonic Rift
4 x Ghostly Flicker
3 x Druid's Deliverance
4 x Tracker's Instincts

Land


9 x Forest
4 x Hinterland Harbor
8 x Island


Main Goals   
 
Stall the game working down opponents life while maintaing field advantage through creature flicker and bouncing opponents field.

Main Synergy    Archaeomancer + Ghostly Flicker = Bounce Any Controled Creature

                          Archaeomancer + Cackling Counterpart + Druid's Deliverance = Damage Prevention+Populate


Every creature in this deck benifits from being flickered or copied which alows it to be played a little differently each game.   
                          
 

I'm trying to decide on my last two card slots. I have a few different thoughts on what the options could be.

Faerie Impostor - A turn 3 drop on Gatecreaper Vine for more land ramp/Field clear Denial with any of my bounce to save Archeomancer.

Farseek - Land ramp

Mwonvuli Beast Tracker - Search for my Acidic slime
 
Dungeon Geists - Perma Shutdown of large creatures and with the use of flicker locking down any large threats.

+1 Cackling Counterpart /+1 Druid's Deliverance -  Adds to the Populate infinate turbo fog combo.

Thoughts apreciated. Not totaly sure which route to go, I removed my 2x Think Twice just beacuse most of the time they didnt see much play. Sideboard ideas appreciated too.




Hey ben it's josh.

Anyhow, I think those two spots should either be:

2 Dungeon Geists

OR

+1 Fog Bank
+1 Crackling/Navigator
 
OR

+3 Farseek
-1 ??? (Something...)

Decks I play:

Legacy:
Cherri0s (Deck in progress)

Modern:
R/G Tron

EDH:
Gisela Midrange
Wrexial Control

Standard:
3C MBC Control
Dark Boros Aggro
Wolfrun Bant
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6 months ago  ::  Dec 18, 2012 - 7:11PM #7
Ben_Marsh
Date Joined: Dec 18, 2012
Posts: 28
Oh hey. While the Geists are nice, I decided if I was going to add them I may as well just run a playset of the Mist Ravens instead. They just tap down creatures. Fog Banks are nice but not needed so much if I can get the flicker effects happening fast enough. Navigator is becoming less and less needed in my deck. While they are handy, I only need two beacuse of the mana cost and the ability to draw them using the Trackers Instincts.
Cackling Counterpart   is looking like a good option for one of the spots and if I do that I may as well run a 4th Druid's Deliverance Farseeks while are nice are pointless in my deck beacuse all they alow me to do is search for an Island one time. With the Gatecreeper Vines I can search for any land besides my Hinterland Harbors and I can bounce them to get more land if needed or copy them if I really need the land bad or have an Archaeomancer in hand. Thinking I'll go with the Cackling Counterpart + Druid's Deliverance for the last two spots. Will see what others sugjest though.
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6 months ago  ::  Dec 18, 2012 - 7:12PM #8
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

Hey Ben,


I hadn't looked at your feedback yet but I came up with this


4 x Conjurer's Closet
1 x Dissipate 
1 x Bramblecrush
3 x Cackling Counterpart
4 x Ghostly Flicker 
3 x Farseek
4 x Thragtusk
4 x Gatecreeper Vine
4 x Archaeomancer
4 x Elvish Visionary
3 x Mist Raven
2 x Acidic Slim


23 Lands


Although since the Deliverance/Counterpart combo works so well for you I'd say -3 Farseek for the +3 deliverance's. 


The only real thing I see missing are the Conjurer's Closets. They'll let you do work without having to flicker, saving you some cards and allowing you to fetch more from the yard.


Also, I threw in the visionary but it seems like the tracker's instinct does much much more for you so better to keep the trackers in. +4 Tracker's Instinct -4 Elvish visionary.


I threw in a dissipate and bramblebush because it seems like it would really help you control the board before stuff hits the board rather than waiting for things to hit the board and then reacting. I threw in the bramblecrush because it can kill lands and planeswalkers. With the closet, you might get some ridiculous board control with it.


Cool deck. Let me know what you think.


Forbidden Alchemy was also a thought but it looks like you're always looking for the archaemancer anyway and the instinct flashes back too so no need for the alchemy after all.


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6 months ago  ::  Dec 18, 2012 - 7:15PM #9
SSpidey86
Date Joined: Sep 11, 2009
Posts: 102

oh, one more thing. 


I got rid of the big craterhoof and the deadeye. I'm not sure how much you rely on them though. The craterhoof I think you can definitely get rid of no problem. The deadeye might be more useful though.


I think that if you have trouble with flyers you could always put Aerial Predation in.

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6 months ago  ::  Dec 18, 2012 - 7:21PM #10
Ben_Marsh
Date Joined: Dec 18, 2012
Posts: 28

Dec 18, 2012 -- 7:12PM, SSpidey86 wrote:

Hey Ben,


I hadn't looked at your feedback yet but I came up with this


4 x Conjurer's Closet
1 x Dissipate 
1 x Bramblecrush
3 x Cackling Counterpart
4 x Ghostly Flicker 
3 x Farseek
4 x Thragtusk
4 x Gatecreeper Vine
4 x Archaeomancer
4 x Elvish Visionary
3 x Mist Raven
2 x Acidic Slim


23 Lands


Although since the Deliverance/Counterpart combo works so well for you I'd say -3 Farseek for the +3 deliverance's. 


The only real thing I see missing are the Conjurer's Closets. They'll let you do work without having to flicker, saving you some cards and allowing you to fetch more from the yard.


Also, I threw in the visionary but it seems like the tracker's instinct does much much more for you so better to keep the trackers in. +4 Tracker's Instinct -4 Elvish visionary.


I threw in a dissipate and bramblebush because it seems like it would really help you control the board before stuff hits the board rather than waiting for things to hit the board and then reacting. I threw in the bramblecrush because it can kill lands and planeswalkers. With the closet, you might get some ridiculous board control with it.


Cool deck. Let me know what you think.


Forbidden Alchemy was also a thought but it looks like you're always looking for the archaemancer anyway and the instinct flashes back too so no need for the alchemy after all.



I like the idea of Conjurer's Closet beacuse it would add in that no cost flicker on my end step. With Archaeomancer I would be able to grab some control for on there turn such as a Dissipate. Only issue with Conjurer's Closet is its an Artifact. Meaning I would have to change up my draw power so I didnt mill it. I enjoy having Deadeye Navigator beacuse of its soulbond ability. When its soulbonded to anything in this deck it breaks horidly. Imagin Thragtusk with the ability 1C1B Flicker. When I play a Deadeye I will have 6 mana. Thats 3 Flickers for Thragtusk or anything its bonded to. Thats a net of 3, 3/3 Beasts, and 15 Life for a total of 6 mana a turn. Cant beat that. I really like Bramblecrush. Its a nice card that can get rid of planeswalkers and annoying enchants and whatnot. Dissipate would be great too. Just trying to fit them in would be difficult. Posibly droping Fog banks for dissipates could be good but it does leave me open for early.

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