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[Magic The Gathering Arena] OOPS All Planeswalkers
Posts
Nexus of Fate is still stupid for being a critical component of a deck that was only printed in foil as a promo card. Hopefully wotc learned their lesson and will never try that kind of stunt again.
It's not that it is a sore point, just pointing out that it was a net negative for pretty much everyone in terms of value.
For a casual player 5th copies of cards were relatively rare anyway. They just felt bad when they happened. That's all the change was, they took away something that felt bad but ultimately nerfed the economy.
Yeah that deck looks bad. It looks like it is unsure whether it wants to be midrange or aggressive. Not enough 1 drops to get value out of loxodon or legion's landing reliably before kaya's wrath. It generates no value in games where you might go long. Like you said, it looks like it beats RDW. I could see it having game against mono-u as well, but then losing to everything else.
If you want a deck suggestion for a more midrange list, ignore everyone that is saying golgari/sultai is bad in Bo1 and just play that. Just make sure your list has 2 carnage tyrants, 3 find/finality, 3 hydroid krasis, and the explore package. (maybe 2 memorial to folly).
People are saying that midrange is unfavored against esper, and perhaps after sideboard that is true. But in Bo1 they have 3-4 kaya's wrath to deal with carnage tyrant and they need those to stabilize against your midrange threats too. After that they just die. Kaya can remove them from graveyard so you have to play around that though.
Beating white weeny pretty much depends on drawing find//finality so about 50/50, and you are favored vs RDW (about 65/35) and unfavored vs mono-u.
You completely destroy any other aggressive creature strategy like gruul though.
It is possible I have the pieces for Sultai, I think I am missing the proper mana fixing though.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The idea behind this deck was that I was thinking what the high impact cards in standard were and the cards that came to mind were things like Thief of Sanity, Teferi and the best 1-1 removal was things like Negate, Mortify so why not merge them into a deck? I did and it's been a lot of fun through I have some concerns after playing for a while.
Core of the deck:
2 Thief of Sanity (only have 2, will craft more soon as I get the wildcards)
4 Basilica Bell-Haunt
3 Hero of Precinct One (only have 3, will craft more soon as I get the wildcards)
4 Thought Erasure
4 Mortify
2 Teferi, Hero of Dominaria
These are the cards that I'm playing this deck for. I think they're really strong cards to be playing and if I start needing to cut them, I think it would be time to scrap the deck. Thief wins the game on its own, Bellhaunt ruins mono-red, Thought Erasure is the only clean answer to hydriod krasis which is the most common creature in standard, Mortify is instant speed enchantment removal which you need against wilderness reclamation, and Teferi is the best planeswalker in the game that isn't named Jace the Mind-Sculptor.
Hero is probably the weakest card here but it still requires the opponent to answer it and my opponents constantly seem to overvalue it which lets me get my real threats out safely.
More Creatures:
2 Deputy of Detention (only own 2)
1 Tithe Taker
4 Kitesail Freebooter
1 Hostage Taker
The deputies have actually over-performed in most match ups. They are great against any deck not playing sweepers and are permeant removal for hydriod krasis. Tithe Taker and Hostage Taker are placeholders for missing cards and the Kitesails are a recent inclusion. They are decent against mono-blue and any deck that plays enough spells to have targets.
Spells:
1 Discovery
4 Negate
2 Search for Azcanta (Maybe replace with crafted treasure maps?)
1 Consecrate//Consume
I really like the 4 negates main deck. It has never been a bad draw and keeps my threats alive. Aside from WW, there's no decks where it's dead. It's been my saving grace in so many match ups. The Search for Azcanta was supposed to be a placeholder for treasure maps, but I'm honestly considering leaving them in. I don't have enough spells to guarantee a hit every activation but it's good roughly 2/3s of the time and that's enough card advantage to steal the game against control decks. The 1 ofs are just placeholders until I can get more wildcards.
Lands:
4 Watery Grave
4 Godless Shrine
4 Isolated Chapel
3 Hallowed Fountain
4 Drowned Catacomb
4 Glacial Fortress
1 Island
1 Swamp
I only recently finished crafting all the lands for this deck so my mana base is reasonable. It still feels really lame to spend my rare wildcards crafting lands when I'm missing the key cards for my deck.
Sideboard
4 Fungal Infection
3 Tocatli Honor Guard
4 Duress
2 Kaya, Orzhov Usurper
2 Empty slots?
The only cards I really like here are the fungals and the duresses which shine in their respective matchups. I'm not really sure what the last few slots should be.
Overall match up thoughts:
I think this deck is heavily favored vs nexus and mono-red, slightly favored vs esper control and drakes, and disfavored against mono-blue, WW and Sultai.
Thought #1: Is Hero worth running? There are match ups where it runs away with the game and generates an army of 1/1s but there are also match ups were it basically does nothing. I like having a 2 drop but Tithe Taker might be a stronger option there. Is cutting hero the right choice?
Thought #2: The most popular decks in the metagame (at least in paper) seem to be mono-blue and Sultai which this deck is never going to be favored against. Its removal is a bit too easy for mono-blue to interact with and it can't outrace the damage. Sultai just does grindy midrange better and can always come back with a topdecked hydroid krasis. Should I really be spending wildcards on a deck that loses to the 2 most popular decks in the meta?
Thought #3: I've only recently started building the sideboard for this deck and only 8 slots are really locked down as I like the fungals and the duresses. I used to run 4 discovery/dispersals in the main board which meant I could bring in disinformation campaigns against control but discovery never really felt that good and I wanted more cards that affected the board which meant I had to drop the disinformation campaigns from the sideboard. Any thoughts on good sideboard cards?
Any general thoughts are also welcome. If the deck sucks, let me know before I spend more wildcards.
You really find hero to be the weakest card in the core? Hero lets you build a board against control while casting thought erasure and discovery.
Against sultai, your best weapon is hostage taker. Against control you want 4x theif of sanity. Both of those and the discovery//dispersals will make hero perform better.
I cut the discovery//dispersal recently and haven't really tested much without them, I had a few games where I felt I got behind by casting them early and cut them for the kitesails. If I keep them in, I can run disinformation campaigns in the sideboard again which crushes against certain decks. Thanks for the thoughts.
What's your goal when you play Magic? If your goal is to grind and win and rank up then, no, you shouldn't be spending wildcards on non-meta decks. If your goal is to brew and play something that you've created then you shouldn't feel bad about spending wildcards on anything you want. Point is, what type of player are you? What do you want to accomplish when you play Magic? Those are the kinds of questions that should inform how you use resources like wildcards.
So, wouldn't advise spending your wildcards on whatever you want.
You can out-meta and play a more straightforward deck that beats mono-u (such as Izzet Drakes or Izzet Phoenix), or stick to a consistent, easy to play deck like mono-white weenie.
OR play BO3 and leverage sideboarding skill to increase your percentage.
OR just play unranked or constructed events and play whatever you want. Brewing can be fun, and you have the advantage of your opponent not knowing what you're doing.
3DS FCode: 1993-7512-8991
But it isn't, and so I get wrecked by tournament winning decks, and decks full of mythics, without having progressed out of the bottom-most tiers, and it's just not fun.
I don't think any TCG has afforded me that pleasure either, of just muddling through with other muddlers, even though they seem built for such deck-building.
It's all a trap.
3DS FCode: 1993-7512-8991
You definitely still run into a lot of meta but, for instance, I still have yet to play against a nexus deck, and that was before it was banned in BO1, so it's definitely much different than other queues.
3DS FCode: 1993-7512-8991
It's a super janky deck and it loses a lot. But when it goes off, it's so good...
3DS FCode: 1993-7512-8991
there's probably still a way.
I want to believe.
Check out my site, the Bismuth Heart | My Twitter
You can use these codes in a document, copy them, then import it as a deck list. They broke it (hopefully/presumably by accident) with the big deckbuilder update.
"You were too obsessed with what you could do you never thought about whether you should do it."
Then I stole his Goreclaw with a hostage taker.
He axes my thief, I cast Goreclaw then the Primal Storm.
He casts the big fuck you 12/12 guy. I respond by bouncing it to his hand and swinging with Goreclaw and the Primal Storm.
Doing so lets me topdeckfreecast both my Phyrexian Scriptures and his Carnage Tyrant.
The game ended the next turn.
White weenies have been very good to me.
uh... maybe don't quote me on that
Grats! Show me your list! I'm thinking of going back to white weenie. I like esper but the games take forever
It's actually a Selesnya Token deck I netdecked, but it's hard to make dick jokes about tokens. Maybe I should've gone with "token weenies" and gotten triple score off the weed/dicks combo.
3 Emmara, Soul of the Accord (GRN) 168
4 Tithe Taker (RNA) 27
3 Trostani Discordant (GRN) 208
3 Venerated Loxodon (GRN) 30
4 Flower // Flourish (GRN) 226
4 Saproling Migration (DAR) 178
4 March of the Multitudes (GRN) 188
2 Unbreakable Formation (RNA) 29
4 Conclave Tribunal (GRN) 6
4 History of Benalia (DAR) 21
4 Legion's Landing (XLN) 22
3 Forest (XLN) 277
10 Plains (XLN) 261
4 Sunpetal Grove (XLN) 257
4 Temple Garden (GRN) 258
Going from a losing situation (creature/life wise) into a victory in 1.5 turns is both very satisfying and also one of the main ways to win with this setup. I sort of want to fit Ajani in there somewhere, but I don't really want to mess with a deck that's working.
I was running it as a kind of traditional white weenie with DV as a finisher but it’s been too slow to be aggro and has no way to come from behind, so it’s pretty much just jank to fight other jank.
I’m gonna push more to control, but I was hoping to avoid crafting Cleansing Novas or Wreckage since they are rotating in the fall.
What kind of creature hate should I be looking at for a white/green deck? Doesn’t seem like I have many options. Could splash black maybe?
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