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 Post subject: Re: KLD: Elemental Bond
PostPosted: Mon Sep 24, 2018 1:06 pm 
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Man, I've been playing the hell out of this deck the past few weeks. Thanks again for recommending pig. I had become disinterested in the origional list because while it was fun to generate so much value and draw so many cards, it had a weakness of getting into frustrating board stalls and not being able to punch through. Pig is exactly what it needed to trample over token spam. New version is legit one of my favorite decks.

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 Post subject: Re: KLD: Elemental Bond
PostPosted: Mon Sep 24, 2018 10:26 pm 
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You're welcome my friend.
I swapped out rec sage for a 3rd copy of supernatural stammering. You only live once, and rec sage isn't what this deck wants. It wants more combat tricks that make your opponent yell obscenities.

I gotta work on the mana base a little as I have been sticking with maps on 21 lands. Too many tap lands are painful to play. I'll get around to it eventually.

edit:
So i added a forest and a swamp and removed 2x Woodland Cemetery. So far it's not bad at all.

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Last edited by Sl33pHumper on Mon Sep 24, 2018 11:17 pm, edited 3 times in total.

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 Post subject: Re: KLD: Elemental Bond
PostPosted: Mon Sep 24, 2018 11:11 pm 
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Yeah, I don't run sage. Good card, just not what the deck wants to do.

One of the reasons I didn't like maps was entering play tapped. I didn't build with GB manland for same reason. Im more or less happy with mana base in my version - it's an acceptable 4 color build due to only having 6 total cards that require :u: or :c:. The only thing that chafes me about my color requirements and mana base is the double black removal spells. Not needing to have double black for grasps and never would be amazing, but they're too important to cut. One thing I pulled off when testing your version that I haven't been able to do with mine is killing a 5+ butt god - I took down a Kefnet with 2 rebels cast same turn. While it's possible to do it with double grasps, needing 4 black sources makes it that much harder.

I can't bring myself to go higher than 2 staminas. I've gotten enough value off the spell that I love having it in, but I've also whiffed with it on Treasure Keeper cascades post combat enough that I don't want more than 2. One game, opponent put a 1st strike blocker on keeper during a multi attacker blitz, and I was able to get value off the stamina it cascaded into (which made me squeal with joy) but that's super fringe and mostly a stupid blocking choice made by opp.

But yeah, I'm glad you gave the deck a spin and made recommendations. Very happy to be running Pig and staminas now. Bellower is cool too and I still have it in, but pig/staminas were very much cards the deck needed to get to the next level.

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 Post subject: Re: KLD: Elemental Bond
PostPosted: Mon Sep 24, 2018 11:19 pm 
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Supernatural is at its best attacking. Thats when you want your cascade guys to die anyway. Too bad we can't make sure they die on first strike every time...

fyi rebel is a boss
https://xboxdvr.com/gamer/sleephmper/video/60935845

I wish we could add a sac outlet like evo leap to the deck for those times we get cascaded into it just so we could get a little value.

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 Post subject: Re: KLD: Elemental Bond
PostPosted: Tue Sep 25, 2018 2:37 pm 
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Yeah, when I have it in hand I use it on attack almost always. It's hitting it on the cascade trigger post combat that bums me out (except for that one 1st strike damage time). But since I only run 2 it doesn't happen too often.

That was a sweet play in the clip. I like how opp paused to read the card :rofl:. I think that was a stupid block tho - it was obvious you had some sort of combat trick and they had the 3/1 to either trade or draw the trick out instead of risking the one creature they had on board that could keep them in it.

I'll prob give the rebels another spin. I think I'll miss the 2 mana play grasps offer and it feels bad when I have to play them as a vanilla 3/2 for board presence, but it's worth retesting at least.

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