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Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


I've been running this in Explorer BO1 and it's been pretty damned good for me.

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Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
I’ve been doing pretty good with this set and have yet to draft more than two colors; the thing that has been working for me is to pick a two-color combo and hard force it hoping to drive people splashing for my bombs out of it.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Kashuno posted:

I do not care if micromancer ends up being the #1 best card in DMU somehow, my brain’s wired to tell me that card is stone unplayable and I will never ever play it.

Lol meanwhile I’m trying to make micromancer + vesuvan diplomacy good in standard, I feel like there has to be a combo deck in there somewhere and I wanna find it

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

fridge corn posted:

Mono black magic just posted a vid doing the thing


https://www.youtube.com/watch?v=1WkKAgbghqg

gently caress yeah, living the dream

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


I brewed this for Standard two hours ago and love it if anyone's looking for a fun beatdown deck. It's surprisingly more consistent than I was expecting - Gaea's Might / Twinferno can close out games really fast.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Murmur Twin posted:



I brewed this for Standard two hours ago and love it if anyone's looking for a fun beatdown deck. It's surprisingly more consistent than I was expecting - Gaea's Might / Twinferno can close out games really fast.



This is where the original deck ended up, and I just hit mythic with it with a roughly 60% winrate against the field. Straight-up beatdown wasn't working against the hell sea of mono-Black so I tweaked it to make it a lot more resilient against removal. Basically the goal is to win with bigger creatures (5/3 Nishoba Brawler hits extremely fast, and Goyf/Stickfinger can get out of control really fast) before other decks can deal with them, while filling the graveyard to enable stuff like Greenwidow, Underdog, and Extraction Specialist.

The mana looks pretty janky but it's kept in check by the fact all of the spells in the deck are relatively cheap (hence no Sheoldred, Serra Paragon, etc). I cut Old Rutstien and Uurg because they weren't high-impact enough against Mono-black.

There aren't many non-creatures in the deck because the count needs to be high for Goyf/Stickfingers, but there are Leylines and Infernal Grasps to take out must-kills (again, Sheoldred and Paragon lol) and two Meatstick Massacres to clear the board.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
I know phyrexian espionage is good but all I see when I look at it is a worse version of Probe (one of my all time favorite draft cards) and it makes me irrationally dislike it since every other card seems like a stronger version of older stuff. :eng99:

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


Definitely the funnest deck I've drafted in this format so far.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Murmur Twin posted:



I brewed this for Standard two hours ago and love it if anyone's looking for a fun beatdown deck. It's surprisingly more consistent than I was expecting - Gaea's Might / Twinferno can close out games really fast.

Murmur Twin posted:



This is where the original deck ended up, and I just hit mythic with it with a roughly 60% winrate against the field. Straight-up beatdown wasn't working against the hell sea of mono-Black so I tweaked it to make it a lot more resilient against removal. Basically the goal is to win with bigger creatures (5/3 Nishoba Brawler hits extremely fast, and Goyf/Stickfinger can get out of control really fast) before other decks can deal with them, while filling the graveyard to enable stuff like Greenwidow, Underdog, and Extraction Specialist.

I didn't like the original build of this deck because it felt unfocused, so I made the second version of the deck to work less on the domain stuff and more on the graveyard stuff. The second deck was good enough to win, but definitely not top tier.

Time passed, I drafted a bunch of DMU, and I realized: domain is really good. So I decided to rebuild the first deck and focus more on the domain part and ended up with this:



quote:

Naya Domain (Standard Bo1)
-

4 Radha's Firebrand
4 Nishoba Brawler
4 Fable of the Mirror Breaker
4 Llanowar Greenwidow
4 The Weatherseed Treaty

4 Gaea's Might
3 Twinferno
2 Angelfire Ignition

4 Leyline Binding

5 Forest
5 Mountain
1 Plains
1 Island
1 Swamp
14 Triomes (mix and match, spread them out to maximize odds of hitting domain)

This deck is actually bonkers. I am currently on a 19-0 run with it. Most of my games seem to revolve around the opponent tapping out for something and then eating 15-20 damage from one attack.

I decided to hit record on a play session during this run, so if anyone's looking for something to run, here's a thing to watch:

https://www.youtube.com/watch?v=lAkVqdBmJxI

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

CharlieFoxtrot posted:

yeah finishing my dailies i've gone 4-8 lol, i probably need some play tips

Lol I feel guilty when I post decks and people lose with them :ohdearsass: I’m at work on my phone but can write out a little guide for it tonight, it feels likewise feels good when people play my decks and win with them

Diamond was definitely a tougher fight then platinum but I hit mythic with a 70% win rate this afternoon, probably there’s a card or two to be tweaked for the control matchups but so far so good.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Ben Nevis posted:

Don't feel bad! Your Kroxa/Cleave deck was like the first one I copied from somewhere. It was fun and importantly, absolutely bodied Rogues. I'm always on the lookout for what you put up.

CharlieFoxtrot posted:

Is this another standard season where you come to the rescue with a cool deck lol, thanks for posting this

Aww heck yeah :peanut:

PS I like reading your draft stuff Charlie!

elbkaida posted:

That video you posted was definitely a bit of an outlier in terms of winrate and as mentioned there are some matchups like mono-R aggro, mono-U tempo or control that are tough. A lot of times people will get got by the deck though because if you haven't played much Dominaria draft you're not really expecting the twinferno+gaea's might damage bomb.

What exactly are the triomes you were using? I played around a bit but my mana didn't quite feel as consistent at hitting full domain when I played the deck.

Haha yeah, as much as I wish I could say I consistently peel off that many games in a row when I play, that video was definitely an outlier. I was playing it and doing pretty good so I figured I would record a few games to show how fast the deck could be, and then I just kept winning - by the time I decided to stop recording I was like "what the hell was that?!?" lol

Sadly, a big factor of it was that I was playing in Platinum - poo poo gets a lot harder when the opponents decks are fine-tuned and well-piloted. That said, I enjoy a good challenge.

Anyways!

Here is a link to the untapped.gg page for the deck (I think? I'm still new-ish to having untapped, but I'm a huge fan). I ended the night right around Mythic #700 - which is all fine and dandy but honestly I'm neither competitive nor good enough to maintain that so I'm not really paying attention to it outside of as a progress gauge.

Since the last time I posted the deck I removed a Twinferno and a triome and added in two Fight Rigging, which I actually like a lot - since the game plan of the deck is to get a creature with +5+5, it can replace itself so it's less dead in matchups against control decks.

In re: Triomes, right now I'm running 13 of them, with 3x (Raffine Spara Xander), 2x (Ziatora Jetmir). The logic I use here is:

A. Basic lands exist [a] to come into play untapped to cast spells and [b] to be searched for by Treaty, hence 5 Forest/Mountain and 1 each of the rest.
B. Since I'm playing heavy Forest/Mountain, the best chance of hitting domain is to get one of those + an opposite Triome, which is why I picked those three to go heavy on.
C. I tried doing 4/4/4/1/1 with those triomes but I found the absolute worst was drawing two of the same Triome when I'm color-screwed, which is why I evened out the split on them.

Some general play advice off the top of my head:

1. In re: hand selection, the main things to consider are [a] do I have the mana to cast at least one of the threats in my hand?, [b] is there at least one threat in my hand?, and [c] is this hand going to get absolutely run over by a beatdown deck?
2. Just because you can go for the Big Turn, it doesn't mean you necessarily should. Save it for either [a] when the opponent is tapped out or has no cards in hand, [b] you have to go for it so as not to lose that turn. If you try to Gaea's Might only to get wrecked by Infernal Darkness / Fading Home / Destroy Evil / Lightning Blast etc etc you're gonna have a bad time. If the opponent is White and leave four mana up, they have Wandering Emporer - which is fine, but be aware of it.
3. What you do with Weatherseed Treaty is situationally dependant - I've found it to be really good at level 1, because it replaces itself with whatever land you need for domain even if they kill the token / fizzle the pump. That said, it's also good as "{2G|, sorcery, target creature gets +5/+5 and trample until end of turn" if you're going for The Big Turn.
4. Remember that you can flash Llanowar Greenwidow into play as an instant - sometimes it's good to just say go with three mana up, revive a Greenwidow into play at opponent EOT, and then you have a 4/3 trample that they couldn't stop with sorceries/planeswalkers. I find my opponents target it with Cemetery Warden only to be surprised when I just put it back into play in response.
5. What land you play should looks like:
- turn one: triome, preferably a white one so that you can Leyline Binding for W next turn if you have an opposite one.
- turn two: basic land if needed for threat (Brawler or Firebrand), triome if you can't get a threat
- turn three: complete the domain if possible
- once you have full domain: cycle excess triomes unless they're obviously helpful, play basic lands unless you're flooded (in which case hold for Fables)
6. Another good trick: instinctively, you might want to go "Leyline Binding your blocker, attack" - but since your main attackers have trample (Brawler, Greenwidow, Treaty'ed creatures), it's better to cast the leyline after they block - the trample will go through anyways, and now they can't assign some other block to it.


I'm getting sleepy so I'm gonna end this here.

Murmur Twin fucked around with this message at 14:14 on Oct 14, 2022

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Murmur Twin posted:

Haha yeah, as much as I wish I could say I consistently peel off that many games in a row when I play, that video was definitely an outlier. I was playing it and doing pretty good so I figured I would record a few games to show how fast the deck could be, and then I just kept winning - by the time I decided to stop recording I was like "what the hell was that?!?" lol

Sadly, a big factor of it was that I was playing in Platinum - poo poo gets a lot harder when the opponents decks are fine-tuned and well-piloted. That said, I enjoy a good challenge.

Anyways!

Here is a link to the untapped.gg page for the deck (I think? I'm still new-ish to having untapped, but I'm a huge fan). I ended the night right around Mythic #700 - which is all fine and dandy but honestly I'm neither competitive nor good enough to maintain that so I'm not really paying attention to it outside of as a progress gauge.

OK so funny story :ohdearsass:

I got to Mythic with Naya Domain and, as expected, found it a lot harder to win there than I did in Platinum. I still had a decent winrate, but found myself falling behind against tempo decks and stalling out against control decks too often to feel good about it. I was tweaking out cards here and there trying to fix those holes, and realized:

- Angelfire Ignition is bad, this deck has too many 3-drops and it's just another spell that can be fizzled by removal/bounce in response
- Fight Rigging is also bad, if you don't have a Gaea's Might or Weatherseed Treaty it doesn't really do anything
- Tamiyo's Safekeeping, on the other hand, is the perfect solution to a lot of the problems with the deck (especially the Wandering Emporer, fizzling an exile is an absolute beating)
- The deck doesn't need 4x of Greenwidow or Fable, they're not really good in multiples - 3 of each is fine
- Fleetfoot Dancer is a great fit in this deck, especially against red decks that formerly were a problem

So I landed on this build:



In one game, I realized that I might be able to get the nuts (turn 1 triome, turn 2 brawler, turn 3 might > twinferno > attack for 20) and thought it'd be funny to clip, so I hit record. And then I decided to let it run until I lost, and once again I went on a tear, except this time against tougher opposition:

https://www.youtube.com/watch?v=xN41Nt5rNrw

The deck is 20-5, taking me from Mythic high-90-perfects to Mythic #230 since making those tweaks. Safekeeping is so so good - it basically cancels out any card that wrecks us (removal/bounce in response to Gaea's Might/Twinerno, certain wrath effects like Depopulate/Burn Down the House, or even just helping win combat).

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

flatluigi posted:

there's also the other option you can go for, which is: you've picked up a list that someone else has brewed, why not see if there's something you can tweak and see if it works better for you?

if i was personally tweaking it and i had hands like the ones you've been getting, i'd personally be poking at the manabase a little? maybe go to 4x mountains and forests to get 3x of ziatora and jetmir triomes, or even see if this is somehow the right deck for the domain enabling land everyone was down on from DMU, thran portal (which is quite possible, given how many taplands you're running and how early you want the deck to go off)

basically: don't be afraid to experiment, even with lists pro players have made and ran with. the worst case is that you learn why the original list was tuned the way it was in the first place; the best case is that you find the right cards to succeed in your localized meta. just, stick with your tweaks across a half dozen games at least just so you're not kneejerking back and forth off of variance

I am in the process of moving but some quick thoughts responses to posts I've seen in here:


1. Untapped.gg - I've been holding my own with this deck, hovering around the #300 mythic mark. It's tough to play perfectly (I am :350:'ing most of the time I'm playing on Arena) but is really good at stealing games that otherwise look unwinnable.
2. Always Be Tweaking!* I don't really have any sort of scientific method for deckbuilding, a lot of it is starting with something terrible and trying to figure out why it wins or loses. I like that Untapped.gg tracks changes, so if I start winning or losing a lot more (as was the case with adding Tamiyo's Safekeeping) I can go back and look at what changes affected things.
3. Re: sideboard - I haven't really played any Bo3 but this will make a fun thought exercise while I'm driving today. I'll simmer on it and then play some Bo3 this week and try and to figure one out - at some point I should probably stopped playing ranked and stay in the numbers.
4. Re: mana - I tried replacing two basic lands with two more triomes, and couldn't win a game, so switched it back. Recently, I had the thought of removing three triomes and adding three Evolving Wilds, and I think that might actually be pretty good? You only really need one or two triomes to hit full domain - once you have one, I think Wilds is just better since it thins the deck and always gets a color that you don't have if there is one.

* (magic decks, I mean :ohdearsass:)

Chamale posted:

This deck is the real deal. I keep getting situations where I'm trying to figure out my sequencing and then realize "My opponent's tapped out and I can deal 20 damage for three mana right now."

Froghammer posted:

lmao just beat SaffronOlive on ladder using the meme Domain deck. He was running Riveter's Ascendancy, but that's a deck that taps out on turn 4, which this deck eats alive. Both games he took exactly lethal out of nowhere.

Hell yeah :slick:

I don't really watch any streamers but think it would be cool to see one playing this deck - does anyone know how I'd go about that?

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

imagine dungeons posted:

If you don’t custom select your lands, you are a basic b.

When I changed Triomes back to basic lands, I used alternate art for those (1 forest 1 mountain) so I could know "hey these are the ones I replaced, am I happy it's a basic land or do I wish it was a triome?". Which yeah, small sample size, but I enjoy getting data like that.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Hell yeah, loved seeing this!

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
Question: I had Phyrexian Dragon Engine in the graveyard and used Rivaz of the Claw to cast it (as opposed to Unearth). From everything I can figure out, it's ETB ability should have triggered, but it didn't - is that a bug, or am I misunderstanding something?

edit: oooh wow "enters the battlefield from the graveyard" is different from "can cast from the graveyard", there goes that deck lol

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
7-1'ed the open :peanut:

The draft was weird - I assumed that a p1p2 Sheoldred was a "go black" sign and then every pack seemed to have exactly one good black card in it. I got the sense that I was fighting for it but rather than ducking out I decided to commit and push other people out of it (with blue as a backup plan that I didn't end up needing), and it all seemed to work out.

Good luck to everyone else playing in it today!

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Adun posted:

Dunno about you guys but man cube is my favorite playmode on Arena.

Same, I haven’t bothered with any other formats since this cube came out.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Somberbrero posted:

lol at the guy running the same pauper mono white shell but splashing red for smash to dust and end the festivities. worked on me!

got jump-in in one with a sweet werewolves package, but keep dropping out at 5 on pauper.

I tried a deck with a bunch of sweepers and ran into nothing but Tolarian Terror.dec :eng99: I keep trying to find something that can trounce monowhite and not suck against everything else but I’m not sure it exists.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


7-0'ed with this, vomiting out a bunch of creatures and attacking every turn worked out well.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Hammer Bro. posted:

:siren:Discount Draft Token in Store:siren:

The treasure standard event was a beast, but I ended up pullin' through with this bad boy once I realized how much it benefits from the free artifacts-on-board:

code:
1x Fateful Absence
3x Sunset Revelry
1x Abrade
4x Wedding Announcement
2x Brotherhood's End
1x Excavation Explosion
4x Fable of the Mirror-Breaker
1x Careful Cultivation (least valuable player)
2x The Wandering Emperor
4x Big Score
2x Invoke Justice
4x Chaotic Transformation
3x Titan of Industry
2x Portal to Phyrexia
3x Plains
2x Mountain
2x Forest
4x Karplusan Forest
2x Rockfall Vale
1x Battlefield Forge
3x Sundown Pass
1x Brushland
4x Overgrown Farmland
4x Jetmir's Garden
The idea is to cheat Portal to Phyrexia and maybe Titan of Industry into play, but it's got enough flexibility to get you to that point against almost every deck. The only one it struggles against is counter-heavy blue, which isn't super-common.

And smart people who Abrade the artifact you targeted with Chaotic Transformation.

Got there with this deck, thanks!

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
https://www.17lands.com/draft/ed342c5255d64e229ae35071e89a6c60

Trophied the BO3 draft with this thing, I didn’t think a deck with no removal had a chance but drawing my whole deck with Temporal Anchor (or most of it with Mind’s Eye) worked wonders.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


Things worked out :toot:

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


Trophied with this in Traditional Explorer - anything Rakdos (midrange or cat oven) was a nightmare that I couldn't win, but every other matchup felt winnable.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
Hah, I was going to build a new deck for On The Edge but also incorrectly assumed that it would be the three newest sets. It turned out that this deck (domain aggro from a few months ago) happens to be legal in it and I managed to get there on the first try with it.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


Tweaked it for shits'n'giggles and honestly it felt even smoother, I'm fine losing Fable if it means my opponents do too. Basically it swaps Tamiyo's Safekeeping for Gaea's Gift and Fables for more Greenwidow/Fleetfoot Dancer.

Only loss was when I kept a no-triome hand and couldn't draw out of it, otherwise I won a bunch of games where my opponent thought they could race, attacked with everyone, tapped out for something, and then took 15+ from an attack.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Somberbrero posted:

omniscience is an awful awful format on the best of days and this was worse than that.

I, for one, think Omniscience is a great format that is very balanced and skill intensive.

Sincerely,
Someone who opened Hullbreaker Horror p1p1

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


I love it when a plan comes to fruition.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

Kashuno posted:

People keep telling me Ragavan is bad in draft and I get it, I see why, but I don't care I am gonna keep slamming Ragavan every time I see it and then pick up the 1 drop menace equipment and let Ragavan keep getting in. Feels real good and opponents are quick to scoop once Ragavan gets in once or twice, even if it hits nothing!

My only experience drafting Ragavan was with this deck where I was r/b oops all removal and he was absolutely insane for me.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
Day 2’ed the open with this, I was hemming and hawing over whether or not to play B but UW was super consistent.

Up next: 1-2 drop

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
Hello again! I've been playing with / posting variations of this deck in standard for a few cycles now but wanted to give the thread an update because one card made it a lot better:



code:
Deck
3 Xander's Lounge (SNC) 260
4 Gaea's Might (DMU) 164
3 Twinferno (DMU) 149
2 Spara's Headquarters (SNC) 257
4 Raffine's Tower (SNC) 254
4 Leyline Binding (DMU) 24
4 Nishoba Brawler (DMU) 174
4 The Weatherseed Treaty (DMU) 188
1 Island (DMU) 267
7 Forest (AKR) 295
4 Radha's Firebrand (DMU) 141
1 Swamp (DMU) 268
4 Jetmir's Garden (SNC) 250
4 Mountain (ELD) 263
3 Tyvar's Stand (ONE) 190
1 Plains (DMU) 264
3 Llanowar Greenwidow (DMU) 169
4 Voldaren Thrillseeker (MOM) 171
Back in the day, the goal was to pump a creature up large and Twinferno to hit for ~20 damage in a single turn. Now, with Volarden Thrillseeker, it's even easier to pull off - basically the loose goal is to get a creature (Brawler/Firebrand/Greenwidow), give it +5+5 (Might/Treaty), and then either give it double strike (Twinferno) or fling it (Thrillseeker) at the opponent.

As usual, I made a video of me playing it on Arena so that people could get a feel for it. This time, I turned on my mic and talked through my decision-making (:ohdearsass:) so hopefully that helps? Please note that I have never streamed anything in my life (and I definitely am not a perfect m:tg player) so I make no claims as to its quality - I haven't even gone back to watch this, I just played and posted.

https://www.youtube.com/watch?v=Af6EzsL2rWA

I go 4-3, and then 7-0, so skip to like ~37 minutes in if you're interested in seeing the deck when it performs optimally.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
code:
Deck
24 Mountain
3 Pithing Needle
2 Burn Down the House
2 Chandra, Dressed to Kill
3 Conductive Current
4 Electrostatic Blast
2 Key to the Archive
3 Uthgardt Fury
4 Mishra's Research Desk
3 Koth, Fire of Resistance
2 Kayla's Kindling
2 Chandra, Hope's Beacon
3 Spiteful Banditry
3 Palantir of Orthanc
I’ve been playing this in alchemy with pretty good results; it’s extremely satisfying dropping a pithing needle on The One Ring and the red sweepers in alchemy tend not to kill my own planeswalkers which has been great

Mono-R burn is a tough matchup but this deck feasts on midrange and is pretty good against control.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

CharlieFoxtrot posted:

Oh I was wrong about the Cephalid Breakfast one lol?

The “Breakfast” part comes from “Full English Breakfast,” an even older combo deck that also made heavy use of the graveyard and somehow inspired a whole etymology of breakfast-centric deck names.

I’m pretty sure it started with Fruity Pebbles, which was an Enduring Renewal / Goblin Bombardment / Orinithopter combo deck fueled by Necropotence for card drawing. This got replaced by the far superior Trix deck that scrapped that combo for Illusions of Grandeur + Donate which was busted with Neceopotence (and to this day my all time favorite deck).

I think Full English Breakfast came next? That one used Survival of the Fittest to set up Volrath’s Shapeshifter to attack for 21 in one turn out of nowhere.

Somewhere along the line came an En-Kor + Tireless Tribe + Worthy Cause deck dubbed “life” too.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
With seven mana you can bounce/ recast The One Ring every turn with Meticulous Excavation, is that good?

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.
[

code:
Deck
4 Key to the Archive (Y22) 59
4 The One Ring (LTR) 246
3 Choice of Fortunes (Y22) 5
3 Surgical Metamorph (Y23) 6
2 Portal to Phyrexia (BRO) 240
2 Teferi, Who Slows the Sunset (MID) 245
2 The Mightstone and Weakstone (BRO) 238
4 Divine Purge (Y22) 4
3 Hulking Metamorph (BRO) 79
3 Union of the Third Path (BRO) 31
7 Plains (HBG) 291
7 Island (AFR) 269
4 Seachrome Coast (ONE) 258
4 Deserted Beach (MID) 260
4 Adarkar Wastes (DMU) 243
1 Oracle of the Alpha (Y23) 4
3 Pull of the Mist Moon (Y23) 3
I've been running this deck in Alchemy and while it's probably super obnoxious to play against, I've been having fun running it and doing pretty well against most decks. For the most part the goal is to just generate a million mana and draw a million cards while hiding behind a wall of The One Ring triggers.

Surgical / Hulking Metamorph are there to clone The One Ring (giving a protection turn and resetting the count), Key to the Archive (to provide both mana and utility cards, usually Time Warp / Demonic Tutor), and Portal to Phyrexia (which is a beating). Note that you can use Portal to revive a Metamorph and have it come in as another Portal to re-wrath the opponent if the first one isn't enough.

Choice of Fortunes is really good and you want to cast it as soon as possible so that you can go ham drawing cards with The One Ring. Union of the Third Path is there to help survive against burn (obviously) but can also be really good at putting the game out of reach once Choice has resolved.

Teferi is mainly there for the +1 ability - untap a land and either a Ring for three cards, or a Key/Mightstone for three mana. Once Teferi starts untapping your One Ring it's usually game over.

The one random Oracle is basically there (a) so that Fragment Reality against our One Ring doesn't feel like a total beating, (b) as a way to feel comfortable drawing lots of cards via Ring without worrying about getting decked, and (c) as something that a Portal can bring back in the endgame.

Divine Purge, Pull of the Mist Moon, and Mightstone/Weakstone are there to help survive. Sheoldred is annoying (and everywhere) and you really want to get rid of her on sight - in a pinch, you can Surgical Metamorph her so they cancel each other out.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.

thespaceinvader posted:

I think that's the fourth enemy Gruff Trips and the second or third enemy Hellkite I've seen this set.

God I hate bomby sets.

E: bitterblossom number three now.

gently caress's sake.

I’ve probably played like 50-60 drafts in this format and I just found out yesterday that Bitterblossom is in this set; I’ve never seen one in a draft or played against it.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


I actually love this historic no-ban format, this feels like a broken deck from the 90s. Sacrificing Necropotence to bargain Beseech the Mirror feels incredibly dirty.

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


https://www.17lands.com/details/ef524271e2ad4ec78a633e015e29df80

4-0'ed a qualifer with this sealed deck - my pool was really good, but it was still really stressful as I kept a clunker and got steamrolled in my last three game 1's but managed to come back and win the next two each time. For some reason my brain didn't process Compass Gnome as being playable but I kept siding out Cavern Stompers for them and being really glad I did so.



https://www.17lands.com/history/ef524271e2ad4ec78a633e015e29df80/3/2

Round 4, game 3, win and I'm in - on the turn before they were going to kill me with fliers, I had them down to 10 life and could swing for exactly 9 damage. After staring at the board and seeing I couldn't win by playing anything in my hand, it all came down to Discovering off of a land and praying for something I could win with and getting lucky :peanut:

Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


https://www.17lands.com/history/161c9418d38447e180334a1efcdf81e4/2/0

I love it when my deck gives me a perfect draw against Mythic #1. :peanut:

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Murmur Twin
Feb 11, 2003

An ever-honest pacifist with no mind for tricks.


code:
Deck
1 Channel (STA) 50
4 Bloodbraid Elf (2X2) 184
3 Forest (AFR) 279
4 Geological Appraiser (LCI) 150
4 Young Red Dragon (HBG) 197
4 Karn, the Great Creator (WAR) 1
4 Wooded Foothills (KTK) 249
3 Mountain (AFR) 276
4 Ulamog, the Ceaseless Hunger (BFZ) 15
4 Grabby Giant (WOE) 133
4 Cragcrown Pathway (ZNR) 261
4 Radiant Fountain (M21) 248
4 Cavern of Souls (LCI) 269
4 Stomping Ground (RNA) 259
4 The One Ring (LTR) 246
4 Ugin, the Spirit Dragon (M21) 1
1 Boseiju, Who Endures (NEO) 266

Sideboard
1 Chalice of the Void (MRD) 150
1 Skitterbeam Battalion (BRO) 165
1 Pithing Needle (MID) 257
1 Tormod's Crypt (M21) 241
1 Portal to Phyrexia (BRO) 240
1 God-Pharaoh's Statue (WAR) 238
1 Damping Sphere (DAR) 213
I've been running this in Timeless and have been pleasantly surprised at how consistent it is (at least, against opponents in Gold).

Basically you mulligan looking for a hand consisting of a ramp (Grabby Giant / Young Red Dragon), a cascade or discover creature (Geological Appraiser, Bloodbraid Elf), and a payoff (preferably Ulamog but Ulgin and Karn > something are fine). You always want to go:

Turn 1: land
Turn 2: ramp
Turn 3: creature > channel > payoff

Or sometimes Channel is in your opening hand and you can just turn 2 something stupid into play. If you see the opponent on Lurrus, be careful - if they Thoughtseize your Channel, things fall apart quickly. The One Ring is there so you definitely get a turn with whatever you cheat in. I've never played with Karn before so am guessing on good bullets for him but I tried for a combination of hosers and cards to Channel out.

I've never had to mulligan below 5 yet (although going to 5 or 6 is common) and I've been able to win games with five-card openers (2 land, ramp, creature, payoff).

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