jeasus

34 Decks, 7 Comments, 5 Reputation

Great suggestion with Cavalier of Flame! Even though its quite pricey at my local dealer:( (5 dollars a pop).
Cards like Ore-Scale Guardian I have considered, but opted out of as they wont do much for the opening hand.

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Posted 21 August 2022 at 09:54 in reply to #648225 on Smoke Trees

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Ok, here are the results. I got to play against a variety of decks with mixed results. The win/lose with the deck was 4/2. But it was against decks it probably shouldn't have struggled (as much as it did) against.
Therefore I have chosen to sacrifice a lot of fun mechanics for better earlygame and better consistency, especially considering the excessive use of combo decks in my playgroup, demands speed to win more than anything.
Homocidal Seclusion shrined through in multiple games yet it also cost me at least a game, as the opponent made me sacrifice a creature, which might be the best way to remove a creature with hexproof + totemarmor/indestructible.
This let me to sit the card out for now, and when I slimmed the deck down to its essentials, I realized I only had 2 black cards left in the entire deck (2x Professor's Warning). That I could simply replace with Spider Umbra.
I also found great leverage in having Inscription of Abundance as a instant speed tool, both to fight and to dodge a damage sweeper.

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Posted 19 July 2021 at 17:23 in reply to #642934 on Fiddle me Haters

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Most of the time Lumberknot will surely just be a 1/1. but the dream of playing languish and having it somehow surviving, or enchanting it with Predatory Urge and having it go to town is definitely there. THE DREAM!
I will have to try it out and see how it preforms, and if it doesn't I will find some replacements, as the deck needs to win a fair percentage of the time in order for me to enjoy playing it.
As I see it, bad jank is fun decks losing games, and good jank is fun while winning!
Ps: I would really like to keep the season of growth as the engine. Maybe I'll even lean even harder into it in future versions.

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Posted 15 July 2021 at 10:12 in reply to #642934 on Fiddle me Haters

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So you are thinking about the "as long as you control exactly one creature" condition to be the problem? The gameplan is generally only to control a single creature at the time, unless I need chum-blockers. cards like Deadly Allure and Languish should also be helpful with the whole creature problem. (hopefully one survives)
Forced Adaptation and Village rites are great ideas! It might be necessary to speed up the 1/1+ counter plan for the deck to be fast enough. Luckily I will have the opportunity to try it in practice on Saturday :D

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Posted 14 July 2021 at 14:46 in reply to #642934 on Fiddle me Haters

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Thanks man. The reason why my deck might come across as "off" for more experienced players is that I have no idea what the pro scene looks like, even though I have a good amount of years of experience from playing with my friends.
I cooked up this piece as there is a good amount of control in our meta at the moment, and I would like to exploit this fact.
You are totally on the nose with Homicidal Seclusion being a risky include, being at 5 mana and all. But I will definitely give it a try! I kind of think of it as the only late drop in the deck, which makes it seem not so bad to me.
Your card and color combination would seem to me to easily blow out my deck in terms of both speed and explosivity, I have no doubt in my mindxD
To me this is more like a challenge to see how far I can take fun cards like Lumberknot / Hydra's Growth in a midranged shell, given my current budget and deckbuilding skills!
I will see how far I can take it, though it might still be the subject to change:)

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Posted 14 July 2021 at 13:12 in reply to #642934 on Fiddle me Haters

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Thank you! The only reason I haven't added pathways is because im a cheapskate haha
4x pathways alone would double the price of the whole deck, even though as you say it is a good include.

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Posted 14 July 2021 at 12:47 in reply to #642926 on Fiddle me Haters

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You are right, I really don't expect to live long enough for Maze's End to fetch every single gate card, I just find that most games i play are usually over before turn 7-9 anyway.

The gameplan looks much closer to something like; outlasting the tribal/aggro decks with Hold the Gates and two damage AOE, and slowly killing them after with stuff like Crackling Perimeter and Dragonlord Ojutai.
The whole gate shenanigans is more for the rarer control matchups, as lands are pretty hard to remove.

Ps: I find with 9 forests, I got enough untapped mana for the more important turns, and they won't become useless topdecks later in the game which is nice.

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Posted 09 June 2018 at 19:33 in reply to #615448 on Hold the Gates

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