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PostPosted: Fri May 12, 2017 3:23 am 
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Trials

2x Walking ballista
2x Fatal Push
2x Tide Drifter
1x Shielded Aether Thief
3x Gifter Aetherborn
4x Cartuache of Knowledge
3x Trial of Ambition
2x Disperse
2x Displacement Wave
1x Kefnet the Mindful
4x Stitched Mangler
2x Cartuoche of Ambition
1x Naga Oracle
2x Trial of Knowledge
2x Languish
1x Baral's expertise
1x Crush of Tentacles

lands
8x Islands
8x Swamps
2x Sunken Hollow
2x Drowned Catacomb
3x Aether Hub
3x Submerged Boneyard

I wanted to fully take advantage of the new trials cards and I actually found this idea from strictly better mtg (https://www.youtube.com/watch?v=UKiXr3s34ms). The only issue was some of these cards are limited so I had to make a lot of adjustments. Overall the deck is really fun but it's very weak to control or decks without creatures. BUT against say humans it's fun watching players drop a guy each turn only for it to be sacked and you end up bouncing the 2 trials of ambition and do it all over again. My win rate with this is 6/10 and all but one lose was to a planeswalker control deck that's card to stop as it is.


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PostPosted: Wed Aug 16, 2017 6:44 am 
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Last edited by swobeas on Mon Aug 28, 2017 3:22 am, edited 3 times in total.

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PostPosted: Sat Aug 19, 2017 1:00 am 
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Is there any reason to run Rise From the Grave over big lily?


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PostPosted: Sat Aug 19, 2017 8:00 am 
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Maybe in a Vexxing Scuttler deck?

Is there a reason to run Rise from the Grave over Necro Summons?

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PostPosted: Sat Aug 19, 2017 8:23 am 
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No, but that list has max Summons already.


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PostPosted: Tue Aug 22, 2017 8:15 am 
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Is there any reason to run Rise From the Grave over big lily?


no special reason apart from not owning it so far :)

As soon as I get my hands on her, I will exchange rise for her...


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PostPosted: Wed Oct 25, 2017 11:18 pm 
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I wanted a deck with Tezz and the improvise mechanic.

So I got back in the game and unlocked most of aether rebellion. So for reference I do not have any Kaladesh or the egyptian themed set yet. Worst of all - I don't have Tezz! A.R. 90% unlocked :/

This is basically a combo improvise/ control deck, based around cheap creatures, cheap artifacts, and then a variety of control and card advantage spells that keep you ahead.

So I built this deck with huge limitations. No good vehicles, none of the 6 mana gear dudes, etc.
2 x walking ballista

1 x merchant's dockhand
3 x rebel map
3 x fatal push

1 x jace, vryn's prodigy
2 x baral, chief of compliance
1 x gifted aetherborn
3 x servo schematic
1 x alchemist's vial

3 x tezzeret's touch
4 x metallic rebuke
2 x murder

2 x thopter spy network
1 x languish
2 x yahenni's expertise

1 x tamiyo's journal
2 x confirm suspicions
3 x reverse engineer

1 x herald of anguish

7 x island
8 x swamp
2 x sunken hollow
2 x drowned swamp
3 x foundry of the consuls


38 non-lands, 22 lands.
As it currently stands, the deck works in one of two ways - (1) get an early Tezz's touch up on a 1 or 2 drop artifact. Protect it with countermagic and clear the way with kill spells. Win; (2)grind the game down to the point where you and your opponent have a more or less empty board thanks to the numerous board wipes, counterspells and kill spells available to this deck. Then your LOW INTERACTION card advantage engines come into play:
Dockhand is amazing in this deck... the mana activation can be expensive but his ability is better than a typical planeswalker ability once you get going.
Spy network is a well known and typical source of card advantage
Tamiyo's journal - doesn't receive much love, but works get in improvise decks.
Confirm suspicion is a 4 for 1, won't win you the game itself but puts you way ahead. The clue tokens are extremely useful.
Baby jace has something like 14 good spells to recur
Walking ballista won't be much of a source of card advantage unless you have a large amount of mana, but I found that this does frequently occur in this deck.

According to the deckbuilder, the average CMC looks like 2.8, but the curve is much lower thanks to perform.

Is this a great or stable deck? Not at all - can be very vulnerable to early planeswalkers, not much defense vs. fliers, no solutions to the various "gods."

In the future I would be interested in using the xUUU tutor perform spell, the 6 mana gearmuncher dudes, obviously tezzeret, the 3/5 vehicles and tezz. Not sure what the cuts would be...


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PostPosted: Thu Oct 26, 2017 2:31 am 
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There's been a deckbuilding contest revolving around Dimir artifacts (the rules allowed for a light splash); I'll link the poll topic here.

Since I participated and tried to break the archetype with Rabble during spoiler season; here's my take on Improvise:

-Servo Schematic is bad. It looks like an okay card at first, but you don't have enough improvise to count for it as a manarock and you don't have enough good artifact sac outlets to make it a Dragon Fodder.
-I know it's a KLD card, but probably the most important (and busted) card in this archetype is Key to the City. You tap it for Improvise or attack with it if Touched; then during upkeep you may pay 2 to draw a card. Straight value.
-Another card that goes straight into these archetypes IMO is Whirler Rogue. Helps accelerate Reverse Engineer and Herald of Anguish, is a serviceable threat itself and -again- has synergy with Key to the City.

As a general note, I think Improvise is best in a midrange deck. Rebuke's mana cost reduction, the additional damage from Unlicensed Disintegration, the 5/5 artifact bodies from Tezzeret and his Touch - all of this points towards a more aggressive route IMO.

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PostPosted: Thu Oct 26, 2017 10:46 am 
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I strongly disagree about servo schematic... it isn't the best card in the deck, but it is the best Tezz target. This forces your opponent to spend removal on it, you get it back, you are net 3 1/1s and a schematic on board. It is the only artifact that is worth 2 mana for the sake of improvise. Mainly though I wanted cheap artifacts. Key to the city might be a good swap. In an improvise deck there are almost always better / more powerful non-artifact cards... but if you remove all the artifacts you no longer have an improvise deck.

If I fully unlock kaladesh I would absolutely add Key, and maybe take out a servo schematic.
As far as Whirler, not sure.

As you said you think this archetype works well with a midrange deck style, and I simply don't have the key cards to make it work. Whirler is one of those cards. Instead I pack a lot of board wipes, hence all my creatures are 2 mana or less so I don't really care if I wipe em. If I move more midrange Whirler of course gets the nod.


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PostPosted: Thu Oct 26, 2017 11:03 am 
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Modulo's post is so full of wisdom, it's spilling out the sides. I agree with every point he made and play these types of decks a lot.

How could Servo Schematic possibly be the best Touch target when you could have Key to the City, Smuggler's Copter, Heart, Skyship, Walking Battista, or even just a flying thopter? I'd prefer all of those to Servo Stupid.

T3 touch on anything is a total blast on how much it pressures the opponent.

this deck does it right:

2 x Walking Ballista
4 x Renegade Map
2 x Merchant's Dockhand
3 x Fatal Push
2 x Syndicate Trafficker
2 x Scrapheap Scrounger
1 x Heart of Kiran
2 x Key to the City
2 x Smuggler's Copter
3 x Foundry Inspector
4 x Metallic Rebuke
3 x Unlicensed Disintegration
1 x Saheeli Rai
3 x Tezzeret's Touch
3 x Whirler Rogue
1 x Tezzeret the Schemer
1 x Skysovereign, Consul Flagship
1 x Herald of Anguish

3 x Island
3 x Swamp
1 x Mountain
2 x Smoldering Marsh
2 x Sunken Hollow
2 x Dragonskull Summit
2 x Drowned Catacomb
2 x Sulfur Falls
3 x Aether Hub

I have a crazy good record with this deck i think.

t1 dockhand
t2 copter, crew and swing...
t3 touch on the copter, swing...

it's just such a crazy good opening, and there are other lines that aren't bad.

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There's a limited amount of fun to be had in a single game, and this deck will ensure no one has any of it.


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