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Post by Fan of History on Jun 17, 2013 2:55:54 GMT -5
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greystone
Is Super Cool
A true victory is to make your enemy see they were wrong to oppose you in the first place.
Posts: 110
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Post by greystone on Jun 17, 2013 8:10:10 GMT -5
I listened to the podcast and watched most of the video. I am curious as to why nobody decided to add in or suggest Adventuring gear. While yes it takes some setup to get going, if you are really focusing on landfall, this card is a monster. Think of Ledgewalker wearing this as she smacks your opponent in the face.
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greystone
Is Super Cool
A true victory is to make your enemy see they were wrong to oppose you in the first place.
Posts: 110
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Post by greystone on Jun 17, 2013 10:53:18 GMT -5
I also had a theory about a landfall deck, that could revolve around Domain as well. Any takers?
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Post by slithytove on Jun 17, 2013 14:27:49 GMT -5
I really love the core idea of the deck but like the OP find the bogle inclusion to be a bit, well boggling. Also what do you guys think about he inclusion of a few reality acid? It combos amazing well with Dream Stalker, one my favorite pauper tricks. I still need to get a few cards for the deck but I look forward to trying it out.
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Post by RockBass on Jun 17, 2013 14:55:17 GMT -5
Regarding the Bogle, it was basically a "we need a lower curve creature, and it don't get much lower than Bogle."
And I think Adventuring Gear was on the table for a little bit, but got cut for room?
Domain is intriguing, to be sure.
We are certainly ;D not experts at this, but all feel that there's information to be gained by listening and participating in a common build with the community. I am ecstatic with last month's Gruul build, and how it changed contents quite drastically in some ways. These are intended to be the first draft of the build, and then set up to be dissected and solidified by the entire community.
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greystone
Is Super Cool
A true victory is to make your enemy see they were wrong to oppose you in the first place.
Posts: 110
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Post by greystone on Jun 17, 2013 16:15:58 GMT -5
As 'slow' as it is, I would recommend the blue expedition. Card advantage for doing what the deck is designed for shouldn't be ignored. it also activates at instant speed for that "lets find an answer" moment.
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Post by slithytove on Jun 17, 2013 21:18:45 GMT -5
Played a couple matches to test the deck out. I unfortunately don't have the counterspells and i'm not ready quite yet to fork over the dough. Instead I replaced them with 2 adventuring gear. The deck does feel pretty slow and I got wrecked by madcap skills on a kiln fiend a couple of times. I really need more practice with the deck though before I start suggesting changes. I am certainly not an expert at this either!
Still would like to include Reality Acid somehow because of its synergy with the dreamstalker but it does slow the deck down.
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Post by Fan of History on Jun 18, 2013 4:19:16 GMT -5
After thinking about it, we do need more ways to get back Reality Acid than just Dreamstalker and then we are just building AzoriusKitty instead.
Lets focus on the landfall.
Bogle makes more sense with Adventuring Gear ... but on his own he is very unimpressive.
Hmm... I probably need to play another match with the deck
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Post by slithytove on Jun 18, 2013 11:09:01 GMT -5
Huzzah! Won my first game with deck vs an odd affinty build. The Khalni Garden served as a great way to block atog for several turns but the real work in my deck was done with a Silhana Ledgewalker with Adventuring Gear equipped. I was able to deal lethal with a landfall plus Groundswell, a sweet 7 damage. Looking forward to hear what the rest of you are doing with the deck.
Sissela, what is this AzoriusKitty deck you speak of?
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Post by Fan of History on Jun 18, 2013 22:24:01 GMT -5
Read more about AzoriusKitty here: mtgostrat.com/2013/05/thoughtcast-making-midrange-more-than-a-flash-in-the-pauper-pan/(It's a Reality Acid based mid-range grind control deck) Ok, this is the list I am testing in my 2nd video: 3 Forest 9 Island 3 Khalni Garden 3 Terramorphic Expanse 4 Adventuring Gear 1 Mutagenic Growth 4 Groundswell 2 Evolution Charm 3 Wild Might 4 Silhana Ledgewalker 2 Fathom Seer (these guys seem quite random - I would like to replace them with Mulldrifters. At 3 Mana, Mulldrifter is about the same. If you have 5 mana, Mulldrifter is a lot better) 4 Dream Stalker 2 Counterspell 2 Deprive 3 Grazing Gladeheart 4 Ghostly Flicker 3 Calcite Snapper 1 Primal Huntbeast (removed the last Bogle for him, Izzet Post has a hard time dealing with Primal Huntbeast) 2 Archeomancer Sideboard 2 Evolution Charm 4 Gleeful Sabotage 3 Hydroblast 2 Moment's Peace 4 Thermokarst
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Post by Fan of History on Jun 18, 2013 23:08:55 GMT -5
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avery61
Gravy Cake
Bacon!
Posts: 283
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Post by avery61 on Jun 19, 2013 3:03:49 GMT -5
Ok ~ so far I'm 0-2 with the deck, with the changes Dan made/suggested (I did replace Fathom Seer with Mulldrifter).
0-2 vs. UB Trinket Control - never even felt close. Nothing I could do but watch all the GY abuse happen.
1-2 vs. Mono Black Control - Crypt Rats & Corrupt in games 1 & 3.
Evolution Charm seems meh but I'll keep it in for now. At one point vs. Trinket I had (3) Adventuring Gear but nothing to attach them to. If I had some tokens vs. Mono Black I might have had a chance.
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Post by Fan of History on Jun 19, 2013 4:20:06 GMT -5
I don't like the evolution charms either.
Got this feedback from the channel: suggest playing 2 mutagenic growth, cutting 1 flicker adnd yeah maybe replacnigr counterspell. u may be right that sea gate oracle might be better there than fathom seer to have more targets for the flicker. maybe coiling oracle would be even nicer!
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Post by Fan of History on Jun 19, 2013 4:22:18 GMT -5
This will probably be my 3rd list (even if I never played the 2nd one, Avery did ) +2 Mulldrifter +2 Coiling Oracle +1 Sea Gate Oracle (to test, my guess is that Coiling is better) -2 Fathom Seer -2 Evolution Charm -1 Ghostly Flicker 18 Land (seems very few, btw) 3 Forest 9 Island 3 Khalni Garden 3 Terramorphic Expanse 20 Spells 4 Adventuring Gear 1 Mutagenic Growth 4 Groundswell 3 Wild Might 2 Counterspell 3 Deprive 3 Ghostly Flicker 22 Creatures 2 Coiling Oracle 1 Sea Gate Oracle 4 Silhana Ledgewalker 2 Mulldrifters 4 Dream Stalker 3 Grazing Gladeheart 3 Calcite Snapper 1 Primal Huntbeast 2 Archeomancer Sideboard 2 Sea Gate Oracle 4 Gleeful Sabotage 3 Hydroblast 2 Moment's Peace 4 Thermokarst Took out 2 Evolution Charm. Put in 2 Sea Gate Oracle against aggro. The Counterspells stay in during this iteration, as I am not really sure what to replace them with. My first inclination is to make them Coiling Oracle 3+4 but they might need to remain countermagic. Read more: www.paupertothepeople.proboards.com/index.cgi?action=display&board=brew&thread=827&page=1#ixzz2WeVAlZit
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Post by slithytove on Jun 19, 2013 7:46:00 GMT -5
Here's my deck at the moment. I won my last two games (vs mono black and affinity) but lost before that to B/R Cloudpost and Gobbos (a painful episode since gobbos are my normal deck!)
Instant (18) 2x Counterspell 3x Deprive 4x Ghostly Flicker 4x Groundswell 3x Harrow 2x Wild Might
Land (20) 4x Evolving Wilds 4x Forest 9x Island 3x Khalni Garden
Creature (18) 2x Calcite Snapper 4x Dream Stalker 2x Fathom Seer 2x Grazing Gladehart 4x Silhana Ledgewalker 4x Slippery Bogle
Artifact (4) 4x Adventuring Gear
For discussion's sake here are the changes from the base list: +1 Evolving Wild +1 Forest +3 Harrow +4 Adventuring Gear
-1 Calcite Snapper -1 Grazing Gladehart -2 Archaeomancer -2 Evolution Charm -1 Wild Might -2 Mutagenic Growth (Hard to take out since it previously won the game for me)
Sissela makes an excellent point about mulldrifter and after posting this i'm off to the bots to buy me a playset! (Though i'll only put 2 in the deck). The bogles too are under-performing and either Sea Gate Oracles or Coiling Oracles really sound like the way to go. I find that most of my damage is provided by a Ledgwalker with the Adventuring Gear. I very rarely use the bogle for beat down.
Also I really feel that for a deck that relies on landfall so much that 20 lands seems right to me. I just kept having to mulligan to get usable hands but the oracles might nullify that?
Harrow is my big experiment and despite there being three in the deck I have yet to get find one in a game! The idea is that it allows me to instantly pump a creature with adventuring gear or gain life while ramping! May or may not pan out.
I've only been playing magic since Innistrad came out and Pauper a little less then that so take my opinions with a grain of salt. For those of you with more experience perhaps you could tell me if any of these cards sound like possibilities?
Daze Khalni Heart Expedition Ior Ruin Expedition
Part of me would love to see the Khalni Heart Expedition with Harrow. At instant speed you could get 4 lands and really buff your adventuring gear, that might be magical christmas land thinking though.
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