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  1. #761
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    Re: [Deck] Turbo Eldrazi

    Since red is new to my archetype's testing, I am open to sideboard slots in red, something I haven't considered often.

    Not looking for strong red permanents more good instant/sorceries with heavy advantage for minimal cost.

    Might run Wild ricochet until Swan Song comes out. That card is bonkers.

  2. #762
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by That nice guy View Post
    You're going to cut force or Mindbreak Trap for it. I think cutting 2 force would and 1 trap would be good.

    Again, no Taiga to keep the basic island company?
    I would run a basic forest before a taiga.

    I will probably cut force altogether. The card just requires too much blue for this deck to adjust reasonably, and swan song hits all the important players.

  3. #763
    Rob Rogers
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    Re: [Deck] Turbo Eldrazi

    Good ol' Pyroclasm is a WoG in a lot of matches. Like Elves, Goblins, Deathblade and D&T. Also really good against BUG killing all but goyf.
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  4. #764
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    Re: [Deck] Turbo Eldrazi

    Tossing around some ideas, I came across Through the Breach while we're in red already. End of turn Titan? Don't know if that's potent enough though since it's 5 mana. At least it avoids the drawback of S&T. I don't however see the need for it as a sideboard option though. Just some random thought while eating dinner.
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  5. #765
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by HammafistRoob View Post
    Good ol' Pyroclasm is a WoG in a lot of matches. Like Elves, Goblins, Deathblade and D&T. Also really good against BUG killing all but goyf.
    I should probably have been more specific. With the current config, anything running X/1's or DRS crumple easily. This last 2-of slot is mostly for random combo, grindy combo *heavy discard combo* and possibly decks where I relied more on Show & Tell to win through desperation, ie Burn, Reanimator, most forms of combo. Also living the dream on hymn with wild ricochet, would make my magical career.

  6. #766
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by Julian23 View Post
    Tossing around some ideas, I came across Through the Breach while we're in red already. End of turn Titan? Don't know if that's potent enough though since it's 5 mana. At least it avoids the drawback of S&T. I don't however see the need for it as a sideboard option though. Just some random thought while eating dinner.
    That is brilliant.

  7. #767

    Re: [Deck] Turbo Eldrazi

    Potentially, there's also the recently-spoiled Sorcery, Anger of the Gods:


    ~ deals 3 damage to each creature. If any creature dealt damage this way would die this turn, exile it instead.

  8. #768
    Rob Rogers
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    Re: [Deck] Turbo Eldrazi

    Ah gotcha, Breach seems really good once you get it off, fetching four lands instantly is most definitely GG, but I'm skeptical about for reasons stated earlier about S&T.
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    You still have to appreciate a well timed "fuck yall niggas" though.
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    WotC should either stop printing such good blue creatures or start printing more Hammerfist Giants
    "Got any trade boogas?"

  9. #769
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by HammafistRoob View Post
    Ah gotcha, Breach seems really good once you get it off, fetching four lands instantly is most definitely GG, but I'm skeptical about for reasons stated earlier about S&T.
    S&T is there to beat heavy land-disruption or a fast clock. There against things like Knight, loam, blood moon, but also against fast clocks like affinity, elves, ichorid, MUD. In all those matchups, S&T is your best card.

    The reason Through the Breech is amazing, is you can use it as a counterspell with glen elendra for super utility, as another crop rotate for bog with a titan in hand, or just annihilate them, which is something you can't rely on with Show & Tell. The applications are different, but still incredible and while overlapping, distinctly varied.

  10. #770
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    Re: [Deck] Turbo Eldrazi

    I definitely like the idea of TTB, but I don't think it should replace any S&T. Scraping up three mana, often after a chasm is the only way out of a lot of situations for this deck when its back stepping, IMO. Maybe a 3/2 split, 4th show in board. And while it's def game breaking, a lot of those situations seem like 'win-more' rather than get there at all. Plus firing off a 3 mana "deal with this" on early turns really helps this deck curve to Titan. The tricks are fun but it accelerates Titan only 1 mana.. Might as well run sneak attack?

    Can't believe I'm balking at a bomb comboey card haha, usually down for any rocket fuel we can use lol


    Could also tutor up boseju! (Sp)

  11. #771
    The Enchanter
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    Re: [Deck] Turbo Eldrazi

    I don't post in this thread too often but I noticed there seems to be some interest in the color red. I've been working on a red version for some time now. This is my current configuration:

    // Deck: Breach Post (60)

    // Lands
    1 Bojuka Bog
    4 Cloudpost
    1 Eye of Ugin
    2 Forest
    1 Glacial Chasm
    4 Glimmerpost
    4 Grove of the Burnwillows
    2 Taiga
    4 Vesuva
    4 Wooded Foothills

    // Creatures
    2 Emrakul, the Aeons Torn
    1 Kozilek, Butcher of Truth
    4 Primeval Titan
    1 Ulamog, the Infinite Gyre

    // Spells
    3 Bonfire of the Damned
    4 Crop Rotation
    3 Expedition Map
    4 Explore
    3 Punishing Fire
    4 Sensei's Divining Top
    4 Through the Breach

    // Sideboard
    SB: 2 Cursed Totem
    SB: 3 Mindbreak Trap
    SB: 2 Pithing Needle
    SB: 4 Red Elemental Blast
    SB: 1 The Tabernacle at Pendrell Vale
    SB: 3 Thorn of Amethyst

    This version has quite a lot of power to it. Explores are pretty necessary in this version. Without access to Brainstorm, we need another source of card advantage. This one happens to allow for turn 3 Through the Breaches and Titans. As with any version of 12post, we're a dog to combo game 1, hence the sideboard being dedicated to shoring up those matchups.

  12. #772

    Re: [Deck] Turbo Eldrazi

    Now that Bonfire is in there is chasm even needed?
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  13. #773
    When the going gets weird, the weird turn pro.
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by HoneyT View Post
    I don't post in this thread too often but I noticed there seems to be some interest in the color red. I've been working on a red version for some time now. This is my current configuration:

    // Deck: Breach Post (60)

    // Lands
    1 Bojuka Bog
    4 Cloudpost
    1 Eye of Ugin
    2 Forest
    1 Glacial Chasm
    4 Glimmerpost
    4 Grove of the Burnwillows
    2 Taiga
    4 Vesuva
    4 Wooded Foothills

    // Creatures
    2 Emrakul, the Aeons Torn
    1 Kozilek, Butcher of Truth
    4 Primeval Titan
    1 Ulamog, the Infinite Gyre

    // Spells
    3 Bonfire of the Damned
    4 Crop Rotation
    3 Expedition Map
    4 Explore
    3 Punishing Fire
    4 Sensei's Divining Top
    4 Through the Breach

    // Sideboard
    SB: 2 Cursed Totem
    SB: 3 Mindbreak Trap
    SB: 2 Pithing Needle
    SB: 4 Red Elemental Blast
    SB: 1 The Tabernacle at Pendrell Vale
    SB: 3 Thorn of Amethyst

    This version has quite a lot of power to it. Explores are pretty necessary in this version. Without access to Brainstorm, we need another source of card advantage. This one happens to allow for turn 3 Through the Breaches and Titans. As with any version of 12post, we're a dog to combo game 1, hence the sideboard being dedicated to shoring up those matchups.
    This list seems boss. I like all this red coming out of the woodwork, but I can't imagine playing without fluster - even more than playing without the other blue. How's are games 2-3 against combo? Storm and omni in particular. And hows punishing fire? It's a repeat effect but do games develop where you need to be leaning on it? How easy has TtB been to reach?

  14. #774

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by HoneyT View Post
    I don't post in this thread too often but I noticed there seems to be some interest in the color red. I've been working on a red version for some time now. This is my current configuration:

    // Deck: Breach Post (60)

    // Lands
    1 Bojuka Bog
    4 Cloudpost
    1 Eye of Ugin
    2 Forest
    1 Glacial Chasm
    4 Glimmerpost
    4 Grove of the Burnwillows
    2 Taiga
    4 Vesuva
    4 Wooded Foothills

    // Creatures
    2 Emrakul, the Aeons Torn
    1 Kozilek, Butcher of Truth
    4 Primeval Titan
    1 Ulamog, the Infinite Gyre

    // Spells
    3 Bonfire of the Damned
    4 Crop Rotation
    3 Expedition Map
    4 Explore
    3 Punishing Fire
    4 Sensei's Divining Top
    4 Through the Breach

    // Sideboard
    SB: 2 Cursed Totem
    SB: 3 Mindbreak Trap
    SB: 2 Pithing Needle
    SB: 4 Red Elemental Blast
    SB: 1 The Tabernacle at Pendrell Vale
    SB: 3 Thorn of Amethyst

    This version has quite a lot of power to it. Explores are pretty necessary in this version. Without access to Brainstorm, we need another source of card advantage. This one happens to allow for turn 3 Through the Breaches and Titans. As with any version of 12post, we're a dog to combo game 1, hence the sideboard being dedicated to shoring up those matchups.
    Oooooh, this list is SAUCY! I love this all-in approach. I definitely need to test this.

    I actually think that a deck without blue can still have game against Combo. Thorn of Amethyst is SUPER powerful against any sort of combo deck, and don't forget we can still run Chalice of the Void for huge value. There are many colorless ways of shutting down combo decks.


    Something I've been really thinking about lately is trying to play through control decks. I feel like there are plenty of lands out there that can allow us to power through control at huge value, and if we are going to run Explore, Map, AND Crop rotation, I think there's a place for them in there.

    I've been testing a single copy of Cavern of Souls to great success in order to consistently resolve my Primeval Titans, and if we're seriously looking at TtB, I think there's room for Boseiju, Who Shelters All somewhere in the 60. Maybe it belongs in the sideboard, I don't know. All I know is, protecting a TtB seems really important. That card can win a game immediately.

  15. #775
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by J-Funk View Post
    Oooooh, this list is SAUCY! I love this all-in approach. I definitely need to test this.

    I actually think that a deck without blue can still have game against Combo. Thorn of Amethyst is SUPER powerful against any sort of combo deck, and don't forget we can still run Chalice of the Void for huge value. There are many colorless ways of shutting down combo decks.


    Something I've been really thinking about lately is trying to play through control decks. I feel like there are plenty of lands out there that can allow us to power through control at huge value, and if we are going to run Explore, Map, AND Crop rotation, I think there's a place for them in there.

    I've been testing a single copy of Cavern of Souls to great success in order to consistently resolve my Primeval Titans, and if we're seriously looking at TtB, I think there's room for Boseiju, Who Shelters All somewhere in the 60. Maybe it belongs in the sideboard, I don't know. All I know is, protecting a TtB seems really important. That card can win a game immediately.
    AMEN. Thank you. Cavern was a weekly debate between Rock Lee and I at our weekly legacy for some time. While it might be superfluous against Tundra decks, I loved it against tempo. In a four map build, you'll stick at least 1 crop or map while playing through the tempo. This is great because they will have pressure and save FOW for the titan, and boom, CAVERN. I would even pick this as my line at the first sign of a deck with multiple counters. It's even fine in my DRS build with four different creature types. As long as you aren't cutting colored sources for it, it's not a huge liability. However, in blood moon season I'll run another basic over it..

  16. #776

    Re: [Deck] Turbo Eldrazi

    I just had another idea. Has anybody tried playing Xantid Swarm? This is going back to the U/G build, but Xantid Swarm could help force a S&T through on turn 3. Just a thought.

  17. #777
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    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by J-Funk View Post
    I just had another idea. Has anybody tried playing Xantid Swarm? This is going back to the U/G build, but Xantid Swarm could help force a S&T through on turn 3. Just a thought.
    I did try this. But when you think about it, in this context its a cavern of souls/mayyybe bosejiu that can be countered or bolted. Doesn't add mana nor can be searched for. While 1 was alright in a test build I had with GSZ and NO, I think the stronger plan is to amass advantage to beat the counters, and leave the S&T wins for the matchups that you need raw speed (knight, elves, etc as described before). If S&T draws out their permission spells, it has done its job in matchups with heavy permission, IMO..

  18. #778

    Re: [Deck] Turbo Eldrazi

    Quote Originally Posted by TimHarding View Post
    I did try this. But when you think about it, in this context its a cavern of souls/mayyybe bosejiu that can be countered or bolted. Doesn't add mana nor can be searched for. While 1 was alright in a test build I had with GSZ and NO, I think the stronger plan is to amass advantage to beat the counters, and leave the S&T wins for the matchups that you need raw speed (knight, elves, etc as described before). If S&T draws out their permission spells, it has done its job in matchups with heavy permission, IMO..
    Yeah, that totally makes sense. I was just curious if anyone had given it a shot.

  19. #779
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    Re: [Deck] Turbo Eldrazi

    Initial testing with TTB had me siding it in every game. Currently running a 1/1 split for MD vs SB, but the card might merit a full time MD slot. To be determined. Current testing list:

    // Lands
    4 [ZEN] Misty Rainforest
    1 [WWK] Bojuka Bog
    1 [WWK] Eye of Ugin
    1 [LG] Karakas
    1 [IA] Glacial Chasm
    2 [TSP] Vesuva
    4 [U] Tropical Island
    4 [SOM] Glimmerpost
    4 [MR] Cloudpost
    3 [R] Volcanic Island
    1 [IA] Snow-Covered Island

    // Creatures
    4 [M12] Primeval Titan
    1 [PRE] Emrakul, the Aeons Torn
    1 [ROE] Ulamog, the Infinite Gyre
    1 [ROE] Kozilek, Butcher of Truth

    // Spells
    4 [UL] Crop Rotation
    4 [5E] Brainstorm
    4 [V09] Sensei's Divining Top
    4 [GP] Repeal
    3 [ZEN] Expedition Map
    4 [AVR] Bonfire of the Damned
    3 [US] Show and Tell
    1 [CHK] Through the Breach

    // Sideboard
    SB: 4 [CMD] Flusterstorm
    SB: 4 [ZEN] Mindbreak Trap
    SB: 3 [EVE] Glen Elendra Archmage
    SB: 3 [AL] Force of Will
    SB: 1 [CHK] Through the Breach

    Going down Vesuvas means keepable hands are significantly higher, and thus a higher land count of 27 is not required. The use of TTB as an instant Titan or keeping a persisted glen elendra are enormous.

  20. #780

    Re: [Deck] Turbo Eldrazi

    I'm assuming that the Volcs are there to cast both S'n'T and TtB from the same source?

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