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  • posted a message on GG Tezz
    I've been playing turbo tezz for a while and with all the Workshop artifact hate floating around and people trying to double it down to hit oath and blue decks I’ve come to the conclusion that Key+Vault is at a low point for effectiveness. So I ended up dropping tezzeret the seeker and trying tezzeret agent of bolas.

    I’ve played around with him and it looks like he’s good enough to be better than tezzeret the seeker most of the time.
    Here’s the list I’m working with





    I saw gushbond in turbo tezz first in a John Jones list and it makes sense, if you chain gushes together you’ll get either both halfs of the combo or one half and tezzeret the seeker. I also think gush is the best engine out there right now.
    I’m not sure if I should be using 3 flusterstorm and +1 thoughtseize or the spell pierces I have. Spell pierce hits oath, MUD lock pieces, and planeswalkers. While flusterstorm beats blue. I’m also trying to decide if I want a volcanic island maindeck, and I’d like a rebuild or hurkyl’s main deck but can’t find room.
    The mountain is important because an active viashino heretic usually means good game for workshops; the only way they can turn that off is with strip mine and ghost quarter.

    Let me know if you have any ideas.
    Thanks
    Posted in: Blue-Based Control Decks
  • posted a message on Sept 20th 'Unbannings' of Frantic Search and Gush
    Any thoughts on what to chain together gushes with, for now I'm looking at:
    Posted in: Vintage (Type 1)
  • posted a message on Ugw aggro control
    The downside I see is that I need four mana and a squee to use him, opposed to the three and no squee Iona needs. He is better in some matches, namely the merfolk match, so for now I'll drop wonder for emrakul.
    Thanks.
    Posted in: Developing (Legacy)
  • posted a message on Ugw aggro control
    Quote from poppeleseed
    Here's a quick question: Why should one play this over Vengevine Survival?


    I looked at vengevine survival while I was working on this. While I really like vengevine survival, I found that if I doubled the odds of getting a large threat onto the table, both through survival+loyal retainers and natural order, I was doing better than vengvine survival with the same deck space.

    Quote from Cabal_chan


    I have a follow up to that. What makes this any different or better than Bant Survival?

    Edit: This isn't some attempt to crush the deck idea. It's a line of reasoning. If you have a new deck, you need to seriously ask yourself "Are there any other decks that are close, or do the same thing? What makes my list any different?"


    Bant survival plays the aggro role and supplements it with survival. This wins most of it's games with natural order or survival. This also has more counter magic.
    The goal of this deck is to steal games with survival or natural order. UGw aggro control doesn't want to trade creatures. The goal is to put something big on the table quickly and move on to the next game.
    Posted in: Developing (Legacy)
  • posted a message on Ugw aggro control
    A lot of legacy decks actually have two game plans. Counter top with natural order, or survival elves as examples. Instead of adding survival to NO countertop (which has been done) I've made a more threat dense deck, at the cost of marginal deck space. I've stuck with two main ways of winning, natural order, and survival.
    This deck also has a lot more counter magic than most bant and counter balance lists, with spell snare working against teeg and pridemage, in addition to slowing my opponent.
    I feel as though this deck had to be made sometime, and that it is the eventuality of this stage of legacy.
    Posted in: Developing (Legacy)
  • posted a message on Unearth Storm Suggestions Needed
    Quote from jokulmorder
    he's talking about the actual card named Unearth, which he had listed in the original post; no creatures with the unearth ability were mentioned.


    Wow am I off today.
    Posted in: Budget (Legacy)
  • posted a message on Unearth Storm Suggestions Needed
    I don't think unearth works the way you think it does. It says on the actual cards that when the creature is put in a grave yard it's exiled. Otherwise there's some crazy doomsday piles with fate stitcher.
    Posted in: Budget (Legacy)
  • posted a message on Ugw aggro control
    So I was looking at the easiest wins in legacy and thought I would put them together in one deck with the best counter magic. It ends up as follows.



    Deck: Ugw aggro control

    4x Natural Order
    4x Tarmogoyf
    4x Survival of the Fittest
    1x Iona, Shield of Emeria
    1x Loyal Retainers
    1x Wonder
    1x Progenitus
    1x Squee, Goblin Nabob
    4x Brainstorm
    4x Force of Will
    4x Daze
    4x Spell Snare
    4x Swords to Plowshares
    4x Misty Rainforest
    4x Tropical Island
    4x Forest
    4x Wasteland
    4x Windswept Heath
    2x Savannah
    1x Dryad Arbor

    Display Deck Statistics



    There are a couple things I wish I could have done, such as fit a vengevine win in in place of the iona win. And I would have liked to up the creature count with stone forged mystics.
    This can put a progenitus down on turn 4 quite regularly, and will usually do it's survival shenanigans around the same time should it chose to go that route.
    The back up plan is tarmogoyf beat down which has synergy as as a sack outlet to natural order, and as something to discard to survival.
    The counterbalance match is decent with the natural orders in the main deck. And the deck laughs at grave yard hate which is something most survival lists have problems with.
    The deck is pretty consistent, although slightly lacking in the tempo role.
    Any suggestions would be great.
    Posted in: Developing (Legacy)
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