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The Standard Deck Thread
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
Posts: 1920
Location: Zero
Post Posted: Fri Dec 01, 2006 1:22 am    Post subject: The Standard Deck Thread Reply with quote
post your standard decklists here. a few ground rules, though:

1) post only decks you have built, or are building. no netdecks! decks based on netdecks are fine, but if it's 100% identical to an established archetype, then it should be discussed somewhere else (which should also be on this forum).
2) if you've used it in tourneys before, feel free to share your results, match-ups, etc.
3) if you need help with the deck, just write the general philosophy/theme/idea behind it at the bottom of your post and say something like "critique wanted." that way, people will have an idea of what you're going for when you make suggestions.

for now i think this will do... post away!

EDIT: Unstickied. See new M:tG Deck Thread project.
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Last edited by boy_bakal on Fri Oct 01, 2010 3:55 pm; edited 2 times in total
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
Posts: 1920
Location: Zero
Post Posted: Fri Dec 01, 2006 1:22 am    Post subject: Reply with quote
I'll start.

UB Control (Draw-Go variant)

Creatures (8 ):
4x Shadowmage Infiltrator
2x Skeletal Vampire
2x Teferi, Mage of Zhalfir
1x Draining Whelk

Counters (15):
4x Remand
4x Rune Snag
4x Cancel
2x Rewind
1x Commandeer

Card Advantage (8 ):
4x Think Twice
2x Persecute

Removal (5):
3x Last Gasp
2x Sudden Death

Tutors (2):
2x Mystical Teachings

Mana (23):
7x Island
4x Frost Marsh
4x Underground River
4x Swamp
2x Urza's Factory
2x Dimir Aqueduct

Best Record: 4-1 at a FNM

It needs an Evac, a couple Ghost Quarters, and some Persecutes (I use proxies). maybe some Watery Graves, though they're not priority right now.

My best matchup is Solar Flare and other Draw-Go decks. Aggro is tough as black doesn't have any playable mass removal right now, but with an evac i can hopefully stall along with some deaths and gasps 'til i drop a vamp or a large whelk. combo (i.e. dragonstorm) is kinda hard... if only i had a set of shadow of doubt! but in any case, given the proper SB tech, i think it's doable.

so that's the deck i'm using right now. so... yeah. post away, guys! XD

oh, and do try to follow a similar format in grouping your cards. separating it by creatures, other spells, and lands will do.
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dark_axis
Eternal Elan

Joined: 02 Jan 2007
Posts: 1898
Location: 666th Layer of Hell
Post Posted: Fri Jan 12, 2007 12:25 pm    Post subject: Reply with quote
this was my own version of flare:

I am the sun
2x Hollowed fountain
2x Blue/black dual (lol i forgot!!!)
2X Steam vents
2X Blue/ green duals
7x swamps
4x islands
3x Gemstone mine


2x bogardan hellkite
2x SSS
2x Angel of despair
1x Akroma
1x replicate
3x compulsive research
3x careful consideration
3x remand
3x manal leak
3x mortify
2x izzet signet
2x Firemane angel
2x dimir signets
2x orzhov???? signets
3x wrath of gods
2x zombify
2x vigor mortis

SB: changes with respect to opponents hehehehe
Laughing Laughing Laughing Laughing Laughing
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dark_axis
Eternal Elan

Joined: 02 Jan 2007
Posts: 1898
Location: 666th Layer of Hell
Post Posted: Tue Jan 23, 2007 11:11 pm    Post subject: Reply with quote
Blue Red Madness

3x Unstable Mutation
3x Looter Il-kor
4x Fiery Temper
4x Reckless Wurm
3x Char
3x Psionic Blast
3x Rift Bolt
2x Magus of the Scroll
2x Merfolk looter na type 2
2x Shivan Whumpus
3x Boomerang
3x Wipe away
1x Demon Fire
2x Jaya Ballard

3x Steam vents
3x Shivan Rift
8x Island
8x Mountains
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erwin
Master of None

Joined: 06 Dec 2006
Posts: 2932
Location: Searching...
Post Posted: Sun May 20, 2007 5:13 pm    Post subject: Reply with quote
Hey, anyone gotta new deck concept?
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don5
Young Adult Dragon

Joined: 10 Dec 2006
Posts: 63
Post Posted: Tue Aug 14, 2007 8:19 pm    Post subject: Reply with quote
recipe for mortal combat:

noncreature spells(7):
2 mortal combat
1 consume spirit
1 living end
2 recover
1 tunnel vision

lands(19):
2 dakmor salvage
1 dimir aqueduct
1 dreadship reef
2 frost marsh
6 island
7 swamp

creatures:(34)
2 mortivore
1 lore broker
1 sindbad
2 pit keeper
1 circu, dimir lobotomist
2 nightshade assassin
2 nantuko husk
1 big game hunter
2 gorgon recluse
2 stinkweed imp
2 narcomoeba
4 merfolk looter
1 street wraith
1 skirk ridge exhumer
1 looter il-kor
2 sage of epityr
2 deepcavern imp
1 trespasser il-vec
2 brain gorgers
2 dimir house guard

*you can mix n match the qty of each creature depending on availability and use
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don5
Young Adult Dragon

Joined: 10 Dec 2006
Posts: 63
Post Posted: Tue Aug 14, 2007 8:36 pm    Post subject: Reply with quote
you know i want it big deck.

creatures(23):

1 panglacial wurm
1 molimo, maro-sorcerer
1 bloodfire colossus
1 shivan wumpus
2 imperiosaur
2 jedit ojanen of efrava
2 rhox
2 yavimaya dryad
3 civic wayfinder
4 llanowar sentinel
4 llanowar elves

other spells(20):

1 rough//tumble
2 dragon roost
2 hunting wilds
2 soulblast
3 search for tomorrow
3 rampant growth
3 harmonize
4 fatal frenzy

lands(17):

7 mountains
10 forests
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don5
Young Adult Dragon

Joined: 10 Dec 2006
Posts: 63
Post Posted: Tue Aug 14, 2007 8:50 pm    Post subject: Reply with quote
creatures(10):

4 martyr of sands /* okay, now you know what this deck's about... */
2 children of korlis /* still dont get it?? */
2 augur il-vec
2 roiling horror

lands(20):

1 urborg, tomb of yawgmoth
2 orzhov basilica
11 plains
6 swamp

non-creature spells(30):

2 orzhov signet
3 grim harvest
2 sun's bounty
2 intervention pact
2 tendrils of corruption
4 faith's fetters
4 chronomantic escape
4 dawn charm
1 chastise
1 storm herd
1 heroes remembered
1 story circle
1 damnation
1 moonlight bargain
1 beacon of immortality /* see? see? */
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teacher_dum
Young Adult Dragon

Joined: 20 Jan 2007
Posts: 83
Location: Binder Hell
Post Posted: Thu Aug 16, 2007 4:34 pm    Post subject: Reply with quote
the DUM has come back to HGC BOARDS!!!

Critical Mass

Creatures (9)
4 Bottle Gnomes
3 Mindless Automaton
2 Grave-shell Scarab

Non-creatures (33)
4 Cloud Key
3 Null Profusion
2 Abundance
2 Natural Spring
4 Prismatic Lens
4 Mind Stone
4 Chromatic Star
2 Spectral Searchlight
2 Grapeshot
3 Terror
1 Grinning Ignus
1 Conflagrate

Lands (1Cool
4 Terramorphic Expanse
1 Fungal Reaches
5 Forest
6 Swamp
2 Mountain

whatcha think?
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mnightsilver
Mature Adult Dragon

Joined: 11 Dec 2006
Posts: 290
Location: In Your Heart
Post Posted: Sun Aug 19, 2007 6:50 pm    Post subject: Reply with quote
Graveyard Shift

CREATURES:
3 Adarkar Valkyrie
1 Akroma, Angel of Wrath
1 Avatar of Woe
4 Doomed Necromancer
4 Merfolk Looter
1 Platinum Angel
1 Reya Dawnbringer

SPELLS:
3 Careful Consideration
2 Cruel Edict
1 Damnation
1 Diabolic Tutor
2 Dread Return
3 Resurrection
4 Smallpox
2 Telling Time
2 Wrath of God

ARTIFACTS:
2 Coldsteel Heart
1 Mindstone

LANDS:
1 Adarkar Wastes
3 Caves of Koilos
3 Flagstones of Trokair
3 Frost Marsh
1 Island
1 Nimbus Maze
3 Plains
2 River of Tears
3 Swamp
1 Underground River
1 Urborg, Tomb of Yawgmoth

Reanimation fun!
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
Posts: 1920
Location: Zero
Post Posted: Mon Aug 20, 2007 12:39 pm    Post subject: Reply with quote
Mortal Combat: Try Null Profusion, maybe. You gotta find a way to counter Extirpate/Bitter Ordeal/Tormod's Crypt though; they can really put a hurting on this deck. Alternatively you could play up the dredge facet of the deck. Add more dredge cards and put in more creatures that make you draw and discard. That way your dredge cards are always rotating from your hand to your graveyard and you keep adding creatures to the 'yard, resulting in a much faster Mortal Combat. Combine this with cards like Looter il-Kor and Merfolk Looter to keep the dredge engine going.

Want it Big: That's a pretty steep curve you're running. 17 lands? Ow. You'll need more, I think (or maybe some mana-prod artifacts). Consequently you could cut down on the land search; you might wanna be doing that anyway. You don't want to be pummeled by weenies with a hand full of search cards and no mana to play Panglacial. Sure the searchers will get you there faster, but will you live long enough to get there?

Lifegain Deck: Needs Proclamation of Rebirth. Get that and you're golden.

Critical Mass: Not too familiar with this sort of deck, but I figure it's all about playing and drawing lots of cards. In which case it seems like pretty good deck design to me. Win con? If you're naming artifact on cloud key, perhaps add Triskelavus? Also, singleton Academy Ruins seems to fit.

Graveyard Shift: If it's the classic rean route, it looks a little slow to me. You'll want the 'yard filled up fast, i.e. from Turn one. Then again, there aren't a lot of options, so it's fine. Try Skirk Ridge Exhumer or Cloudseeder, maybe sneak in a copy or two of Squee, Goblin Nabob. Hehe. The Flare route, hard to accomplish now. You definitely need more mana artifacts, minimum 6. Delay or Rune Snag make decent Remand substitutes, and most other pieces are already there anyway. Looks solid overall though.

My own contributions to this page will be made once Lorwyn is released. For now, anybody wanna buy my Remands? :3
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don5
Young Adult Dragon

Joined: 10 Dec 2006
Posts: 63
Post Posted: Wed Aug 29, 2007 9:45 pm    Post subject: Reply with quote
proclamation -- i think it needs a big pool of mana to run....and when discarded, it's over..unlike grim harvest...

want it big -- the panglacial's just one of them lineup of big wrestlers... fatal frenzy and soul blast for teh win.. i prefer land search -- deck filtering...

about the mortal combat...haha....hmm....might rebuild it if im in the mood Wink
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juaberman
Old Dragon

Joined: 04 Oct 2007
Posts: 431
Post Posted: Tue Dec 04, 2007 2:16 pm    Post subject: Reply with quote
hey guys, could you help me build a giant deck? just for casual play, and a budget version also... Smile tnx
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Hamster Friend
Young Adult Dragon

Joined: 12 Oct 2008
Posts: 63
Location: The Void
Post Posted: Sat Jan 10, 2009 11:27 am    Post subject: N00B ALERT! Lolz. Reply with quote
So a friend of mine got a Magic deck for Christmas and proceeded to get my whole gaming group in on it. Laughing

Disclaimer: This is technically my second deck EVER (my first being a White Weenie a friend built for me that somehow just didn't go with my playstyle), and I've no sense of which editions are new or old or whatnot. If any of the cards in the decklist below are WAY outdated, that's 'coz I've been pulling my pieces out of a communal card pool shared between myself and a couple of other fellow newbs. Yeah, the deck's more-or-less just for casual play.

Lands (22)
8x Island
3x Salt Marsh
11x Swamp

Black Creatures (10)
2x Childhood Horror
3x Dauthi Horror
3x Dauthi Slayer
2x Frightcrawler

Black Enchantment
1x Volrath's Dungeon

Black Instants ( 8 )
3x Diabolic Edict
3x Ghastly Demise
2x Terror

Blue Creatures (4)
1x Cephalid Inkshrouder
2x Cephalid Looter
1x Waterfront Bouncer

Blue Enchantments
2x AEther Storm

Blue Instants ( 8 )
1x Annul
1x Brainstorm
2x Catalogue
1x Evacuation
2x Obsessive Search
1x Unsummon

Blue Sorcery
1x Turbulent Dreams

Artifacts
4x Bonesplitter

There are two main premises to this deck: 1) intentionally discarding stuff from your own hand to fuel Threshold and Ghastly Demise, and 2) sending unblockable attackers (generally pumped by Threshold and/or the Bonesplitters). Defensively the deck uses instant-kills (i.e. Terror) and send-back-to-your-hand trickery instead of conventional blocking; unsurprisingly, it's most painful for the opponent if and when it manages to get an AEther Storm down.

Quite a few of those cards're "placeholders." The Inkshrouder might be swapped for a second Bouncer. Brainstorm, the Obsessive Searches and Turbulent Dreams might be turned into vanilla Counterspells once I get my grubby lil' paws on some, which in turn might have me turning the Annul into a second Unsummon ('coz more Unsummon should mean easier dealings with pesky Black-protected critters). Depending on how the next playtests go, I'm considering simply replacing that Volrath's Dungeon with a third Terror.

Theoretically, I can already see that the deck'll have serious problems against other Blacks (or a deck with lots of anti-Black protection). The discarding really does hurt (But as the official site says, Black's always about hurting yourself to win...) though at the end of the day it comes down to knowing when and what to discard.

So far from what little play I've done with it, the deck fares a LOT better in 1v1 matches than in games with more than two players -- mostly because the deck just can't muster up a good enough defense when I'm going through the trouble picking which opponent to pick on.

So. Critiques, comments, and more importantly -- suggestions on where to take it? If it'll account for anything I'm on a bit of a tight budget.
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Q
Very Old Dragon

Joined: 25 Sep 2007
Posts: 708
Location: At World's End
Post Posted: Sat Jan 10, 2009 2:56 pm    Post subject: Reply with quote
Why not add some Ninjas? Your deck is UB with many unblockables anyway. Also try out Dimir Infiltrator, it more or less fits in with your deck theme.
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Hamster Friend
Young Adult Dragon

Joined: 12 Oct 2008
Posts: 63
Location: The Void
Post Posted: Sat Jan 10, 2009 3:19 pm    Post subject: Reply with quote
Q wrote:
Why not add some Ninjas? Your deck is UB with many unblockables anyway. Also try out Dimir Infiltrator, it more or less fits in with your deck theme.


Those Dimir Infiltrators sound like a plan. As for the Ninjas...specifically, what kind? Ones with a cheap Ninjutsu cost?

And what does UB mean? Embarassed
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat Jan 10, 2009 3:23 pm    Post subject: Reply with quote
Each of the five colors are associated with a letter, for ease of reference.

B-Black
U-blUe
R-Red
G-Green
W-White

UB, therefore, is blue-black, which are the colors of your deck. Wink
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Hamster Friend
Young Adult Dragon

Joined: 12 Oct 2008
Posts: 63
Location: The Void
Post Posted: Sat Jan 10, 2009 3:29 pm    Post subject: Reply with quote
BJ wrote:
Each of the five colors are associated with a letter, for ease of reference.

B-Black
U-blUe
R-Red
G-Green
W-White

UB, therefore, is blue-black, which are the colors of your deck. Wink


Thanks. Very Happy
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
Posts: 1920
Location: Zero
Post Posted: Wed Feb 11, 2009 1:28 am    Post subject: Reply with quote
Ahh... been a while. By request, here is some awesome new tech from the bakal labs:

DOMAIN BEATS

Creatures/Creature Prod. (14):
4x Matca Rioters
3x Fusion Elemental
3x Spore Burst
2x Dragonsoul Knight
2x Paragon of the Amesha

Ramp (8 ):
4x Rampant Growth
4x Exploding Borders

Misc. (14):
4x Worldly Counsel
4x Might of Alara
3x Resounding Thunder
3x Voices from the Void

Lands (24):
4x Terramorphic Expanse
7x Forest
5x Mountains
4x Plains
2x Island
2x Swamp
----------------------
This is the deck as it stands. Right now I'm thinking of cutting Counsel. Could use more sweep, so that's either Firespout or Child of Alara. Spout should be more consistent, but Child doubles as another beatstick. Also, Civic Wayfinder is a consideration, but with 8 ramp spells and 4 expanses it isn't all that hard to hit WUBRG. Not too many henshin creatures here, since they kind of "lock" your WUBRG mana, which you could use to cast, say, ol' Fuse or the aforementioned CoA. Worldheart Phoenix is good too, as it's a pain to deal with. Just try to balance the creature base to taste Wink I'd never cut Borders and Might, though; they're just way too good for the amount of mana you pay.

The best plays in this deck are off of turn 2 rampant, turn 3 borders, turn 5 domain spell. My personal fave? Voices from the Void set at around 4-5 for 5 mana, which at that point in the game should mean a large chunk of your opponent's hand, if not all of it.

Main kill is creature beats, but notice that there's not much in the way of trample here. In actuality you really only want your guys to get in for about 5+ damage, then finish it off with some well-timed borders and/or cycled thunder to the face!

It's a slow deck, but fun as all hell when you pull it off Very Happy
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Hamster Friend
Young Adult Dragon

Joined: 12 Oct 2008
Posts: 63
Location: The Void
Post Posted: Fri Aug 07, 2009 2:07 pm    Post subject: Reply with quote
Been awhile indeed. This here's the second incarnation of the deck I posted above; what I'm looking for would be the cards to make a more updated, playable-in-currently-legal-editions version of this deck.

Lands: 18
1x Crumbling Necropolis
7x Island
3x Salt Marsh
7x Swamp

Creatures: 15
3x Dauthi Horror
4x Dauthi Slayer
1x Inkfathom Infiltrator
3x Mistblade Shinobi
4x Vedalken Ghoul

Instants: 17
4x Agony Warp
2x Annul
1x Brainstorm
3x Diabolic Edict
2x Negate
3x Ponder
1x Smother
1x Warren Wierding

Enchantments: 2
2x AEther Storm

Artifacts: 8
4x Bonesplitter
2x Dimir Signet
2x Mask of Riddles

__________________

As you can see I dropped the "iDiscard" theme and focused more on the unblockables, counters and cheap kill spells. A lot of the cards above are really just there because I don't have any others to toss in, that's why you've got weird stuff like the lone Warren Wierding and Inkfathom Infiltrator for placeholders. I replaced the Dimir Infiltrators with Vedalken Ghouls since I figure they'll do more damage overall (either a steady stream of 1's or a one-time 4 for each, so s'cool).

I don't know how this'll fare competitively, but in casual play it's doing alright. The unblockable attackers really lay the hurtin' on (especially with Bonesplitters in hand...er, claw), and it's no defensive slouch either with the variety of cards to mess with creatures and spells. Since I've hardly any nonland mana-producing cards, the low mana costs all around ensure that I get to pull my trickery most of the time.

But anyway, as I said above I'm not sure how many of these cards are actually still legal in the current environment and I'm looking to turn this deck into one that's up-to-date. Help?
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Q
Very Old Dragon

Joined: 25 Sep 2007
Posts: 708
Location: At World's End
Post Posted: Fri Aug 07, 2009 11:31 pm    Post subject: Reply with quote
Well, if you were going for a Standard legal deck, what would remain in the deck would be... let me see the list... Island. Format legality doesn't really matter much unless you're going to play the deck in tourneys. Casual gamers usually don't care about the format of the card unless it's extremely broken (i.e. Skullclamp) or unfun (Necropotence.) Converting the deck to Standard would necessitate cutting every single card that makes the deck work.

If you, on the other hand, were considering making the deck Extended-legal, a good rule of thumb is to check the frame. If the card has the Eighth Edition frame (thisnot this, it's Extended legal. Do note that Onslaught cards are the only exception as they use the old frame while being Extended legal.

Cards lost:
-3x Dauthi Horror
-4x Dauthi Slayer
-1x Smother
-2x AEther Storm
-1x Brainstorm

Suggestions:
+2 Island (Each deck usually needs 22-24 lands)
+2 Swamp

+3 Inkfathom Infiltrator (quality creature, and relatively cheap)
+4 Ninja of the Deep Hours (best easy-to-get Ninja)
+4 Dimir Infiltrator
+1 Terror/Doom Blade/Dark Banishing (your choice of point removal)
-2 Dimir Signet (More creatures, less mana)

In general, try to get more creatures than removal/counters in your deck. Your deck relies more on creature damage than countering every spell. Also, for aggressive decks like this one, you'd be better off having four of each card, so you can increase the chances of drawing those spells.
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boy_bakal
Lord of Pwnage

Joined: 30 Nov 2006
Posts: 1920
Location: Zero
Post Posted: Sat Aug 08, 2009 3:10 pm    Post subject: Reply with quote
4x Safehold Elite
4x Noble Hierarch
4x Vampire Aristocrat
4x Murderous Redcap
4x Sigil Captain
2x Reveillark

4x Silence
3x Primal Command
2x Beseech the Queen
2x Planar Cleansing
1x Mirror of Fate
1x Hallowed Burial
1x Tower Above

6x Forest
4x Swamp
4x Plains
4x Murmuring Bosk
2x Vivid Grove
2x Vivid Marsh
2x Vivid Meadow
-----------------------------------------------
This is essentially a pile of jank that wants to force a combo win. The most elegant win here is Murderous Redcap + Sigil Captain + Vampire Aristocrat for infinite ping, but alternates abound. You could instead sac Heartmender/Safehold Elite for infinite pump, then tutor for Tower Above to have an infinitely large trampling Aristocrat swing ftw. Everything else either tutors or preserves your combo somehow; Primal Command gets rid of things like Runed Halo, Mirror of Fate is useful if one or more of your pieces have been hit by Thought Hemorrhage, etc.

As you can see I went with a rather conservative manabase (save with the exception of the Hierarch, because some accel would be nice, obviously). Adding money to the list definitely requires Reflecting Pools, maybe Exotic Orchard, even Ancient Ziggurat. Also note the slightly higher numbers of Planar Cleansing over Hallowed Burial; you prefer that your dudes go to the yard, because two essential pieces (Aristocrat and Redcap) can be lark'd back.

Not much else to say here, other than if you can make it to 11 mana with all the proper pieces in hand, you'll win with Silence protection Razz
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Q
Very Old Dragon

Joined: 25 Sep 2007
Posts: 708
Location: At World's End
Post Posted: Thu Aug 13, 2009 12:21 am    Post subject: Reply with quote
Another approach would be to masquerade the deck as a Tokens! deck. The combo is also very vulnerable to point removal or counters and since you're in GWB anyway, you can use the following cards (which incidentally appear in Tokens! builds):

Dauntless Escort: Protects key creatures from non-exile spot removal.
Ajani Goldmane: Second ability relevant to combo.
Spectral Procession: Works well with Sigil Captain and Ajani.

Advantage in using a semi-Tokens build is that when they sideboard against your deck (assuming they saw the combo), they'll remove the sweep spells in favor for more point or hand disruption. You can either transform the deck into a full Tokens! build or go for pure combo kill if their deck is a slow one.

For the mana base, there are a lot of BB's and WW's so you'd be better off using filters and Shardlands.

My take on the build:
+4 Fetid Heath
+2 Wooded Bastion
+3 Arcane Sanctum
+1 Seaside Citadel
-6 Vivid lands
-4 Murmuring Bosk

-4 Silence: Protects against counter decks and might be relevant against other decks. Go with that 2-drop counter hoser in your sideboard instead.

-1 Tower Above: Cute finisher, acts as removal sometimes.
+1 Behemoth Sledge: Gives trample while also adding lifelink, which will be relevant in more games.

-1 Mirror of Fate: Kung may Haunting Echoes, meron.

...

Too tired to continue. Other thing I noticed was the curve. Either include more accel or cut down on the heavier spells. Also, confirmed as a working combo.
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oghma
Ancient Dragon

Joined: 20 Mar 2007
Posts: 857
Location: The Happy Hunting Grounds
Post Posted: Sat Oct 10, 2009 2:00 pm    Post subject: Reply with quote
Creatures
4 Bloodghast
4 Gatekeeper of Malakir
4 Malakir Bloodwitch
4 Vampire Lacerator
4 Vampire Nighthawk


Spells
4 Blightning
4 Lightning Bolt
4 Sign in Blood
4 Terminate


Lands
4 Akoum Refuge
4 Dragonskull Summit
4 Mountain
12 Swamp

Sideboard (15 cards)
4 Black Knight
3 Deathmark
4 Vampire Hexmage
4 Thought Hemorrhage
_____________________________________________________________

Yeah, I'm just cashing in on the Vampire craze. Although I'm not sure about the land base though.
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Q
Very Old Dragon

Joined: 25 Sep 2007
Posts: 708
Location: At World's End
Post Posted: Sat Oct 10, 2009 3:24 pm    Post subject: Reply with quote
Try swapping another two-drop for the Sign in Bloods. Beatdown decks usually don't need CA in the late game. What you do want is a beater early.

Personally, I'd cut a Terminate and a land and squeeze in 2 Duress to either peel the opponent's DoJ out of their hand or at least gauge how to play around the enemy's spells.

One big problem I see with the deck is that it's mainly a combination of 2/x guys. Nighthawk is nice but it doesn't pressure a control opponent the same way that a Ram-Gang does (though it does stop a Wall of Denial so YMMV.) On the plus side, this deck looks poised to beat most other beatdown decks with its removal.
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oghma
Ancient Dragon

Joined: 20 Mar 2007
Posts: 857
Location: The Happy Hunting Grounds
Post Posted: Sat Oct 10, 2009 10:10 pm    Post subject: Reply with quote
This ain't a beatdown deck.
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MirageKnightNein
Young Adult Dragon

Joined: 04 Nov 2008
Posts: 60
Location: Giedi Prime or New Crobuzon
Post Posted: Thu Jan 21, 2010 3:55 pm    Post subject: Piper Trap = Type 2 Secret Force Reply with quote
My Dark Bant trap isn't as good as it was a month ago and I've been tweaking it to become at least a tier 2 deck...maybe the profane Eldrazi creatures can make the deck more powerful when it becomes available in April...

current iteration:


    Piper Trap or Trap-e-Zoids (mecha=giant creatures like SSW)

    but the official name for this type of deck is either It's a Trap! or Dark Bant Trap

    9 Forest
    5 Plains
    1 Island
    4 Swamps
    4 Seaside Citadels

    23

    4 Summoning Trap
    1 Trapmaker's Snare
    4 Harrow
    4 Khalni Heart Expedition
    2 Rampant Growth
    3 Planar Cleansing

    18


    2 Elvish Piper
    2 Acidic Slime
    4 Lotus Cobra
    4 Sphinx of the Steel Wind
    3 Iona, Shield of Emeria
    2 Empyrial Archangel
    1 Novablast Wurm
    1 Platinum Angel

    19

    SB:

    2 Empyrial Archangel
    4 Deathmark
    1 Iona, Shield of Emeria
    2 Rite of Replication
    1 Terastodon
    1 Worldqueller
    4 Celestial Purge


Playtesting has revealed that this deck is very weak vs boros and fast aggro decks with lots of creature removal so I put in 3 planar cleansing and removed most of the ramp creatures so that removal has fewer viable targets...
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