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Messages - isoberbia

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@Daku72 Hello Daku ! Thanks for asking !

Answer to Rhonas replacement:

Instead of rhonas id add 2 Aethersphere Harvester as a temporal measure, reason being:
   1. You dont want to reduce your creature count and having flying + lifelink + the pump spells like invigorated rampage for survival + energy generation and sinergy makes it a decent temporal replacement.
   2. It sinergizes well enough for the deck, to have it as a temporal card, i also made this replacement when i was still getting the paper rhonas (:

Still, all things considered, this decks benefits greatly from rhonas, and some cards in the deck have been added with rhonas in mind, for example the 4 attack, Lathnu Hellion and the reduced to 3 cards Voltaic Brawler.

Remember in a higly optimized competitive deck, no card is added at random without a synergetic justification.


Answer to Fing :

I was, posibly as you are currently, very exited with fling, as a trump card wich is higly sinergizable with Electrostatic Pummeler and this deck pump spells.  but after extensive testing I found it more often than not, it worked as a "win more" card, meaning, when I won with fling, it was a shorcut to a game you where already winning and if you where loosing it by itself wasnt consistent enough to put you back in to the game or win a game by it self, and the difference with cards like Invigorated Rampage and Larger Than Life or Blossoming Defense is that they can "constantly" shift heavily the pase of the game.

In short, fling works inconsitently as a trump card wich often stays way to long in your hand to  be relevant, and at this point the consistensy of the deck doenst permits us to add it.

Still if you want to test it by yourself this is my recommendation, it definitely needs to be a main deck card, in the sideboard its useless, and what id replace it with is the two Larger than Life.

Also in the matter of Larger Than Life, i know its a card you didnt want to have in your deck before amhonket, and in my past winning versions of this deck i didnt had it either, but on the current construction in the deck it regained relevance strongly enough for me to safely say its the safe bet against Fling.

GL (:

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Any questions or recommendations, leave them here, ill answer daily.

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im sorry to inform you @DesolateVenom that luck is not whats wrong with your matches, nor the deck.

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@Demonblood502, can you link a screenshot or a picture of the complete deck youre running +side board, so i can make the evaluation ? id like to take your input in to consideration.

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@Viio Still the Scrapper champion is a very big bomb in this deck, id like to hear your input in the card. also, if you want to add the 2 scrapper champion my recomendation is going to be -1 Lifecrafter's Bestiary and -1 Servant of the Conduit

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@Viio Hello ! thanks for asking !! I ran 2 scrapper champion earlier, i dropped them because although they are incredible flexible, theyre also very slow, and this decks cares alot about tempo, also 90% of the time if the hydra enters the board, its going to be an enormous problem for your oppoenent to get rid of it, even when playing against heavy control.

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@Demonblood502 Sure, thanks for asking, let me explain.

This changes attempts to make the deck a little less "Technical" lets say where streamlining the damage output.

This desition was made because altought the deck is still winning I´ve noticed it struggles to take of more than it ussed to, the Scrapper Champion is a bomb flexible enought tho carry her own weight, but her high cost makes the deck carry 6 drops of 4 mana. With this change we make the deck faster again, with the intention to always have board control and the ability to set the pace, wich translates in better match ups with hyper aggro, and heavy controll.

Also in the "casual" (meaning not in a fnm) testing of the deck, I´ve gotten a 100% win rate against the mirror match this way.

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i see you like my deck. any inupt ?

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The V 3.0 of the deck is now out, so any questions before this comment might not be valid now, Check it out and ask away !

Also, there's a mulligan guide now ! with a shorter explanation !

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The V 3.0 is out now, so any questions before this comment might not be valid now, Check it out and ask away !

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Nils - Really ? ill be damned ! thank you !

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KouriNick - That´s actually a very important question with a lot of impact that i would love to answer.

- First I'll answer why i prefer the "creature" strategy.

   - I have played the basic all in pummeler variant of the deck and it has a an enormous flaw. wich is ... having a deck relying on 4 copies of 1 card makes it way to inconsistent, and in that deck, the rest of the creatures are more like an accesory for the deck to "hold" or to do small pushes before the pummeler arrives, and then pray it doenst get countered and wins the game. YES it can win, its inconsistend but it can win, in the other hand this deck variant just won 4 out of 4 FNM, Thats 16 out of 16 best of 3 matches, and being creature centered is the "why" it happens. let me elaborate.
After playing enought games with the the all in variant of the deck i found that very often im cloging my hand with pump spells for the pummeler, and if i dont have a pummeler, and i dont have enough creatures to have board advantage wich leads to controlling the pace of the attacks, it leads to even slow decks catchig up and killing you. what this deck do consistenly is play creatures that have enough impact to win the game on their own and still have the pummeler to spring you back in case youre getting cornered. and now this is very important, i also found that having way to much spells to pump the pummeler is a waste, when you can get a 20/16 trample pummeler with one spell and 6 energy.

- 1 attacking Electrostatic Pummeler (best it can be done is turn 4)
- 1 Invigorated Rampage
- 6 energy

*attack with pummeler* *apply Invigorated Rampage* we have a 5/1 pummeler *apply 3energy* we have a 10/6 pummeler *apply 3energy* we have a 20/16 pummeler with trample. 6 energy is very common on turn 4 because you only need 3 energy before he enters and gives you 3 energy.

this deck wins consistenly with enduring creatures that not only are hard to kill but your opponent is often afraid to defend things like Longtusk Cub because he is afraid youll pump it and get a free kill on one or more of his creatures.

wich leads me to the "pump spell choices" we have 4, first blosoming defence is not so much a "pump spell" but more a protective spell, and the 3 other pumps, give the pummeler trample, specialy Built to Smash wich cost 1 red mana.

Wich also leadsme to the first question you made, Scrapper Champion, i know it may seem a "odd" adition to the deck, and thats one of its advantages, its potential is hard to see until its on play, if a player dont respect the Scrapper Champion and let her attack he is in big trouble, lets say you do the same that you do with a pummeler, and ad energy and a single Invigorated Rampage to it.

- attacking Scrapper Champion (wich can also be happening as early as turn 4) as long as you acelerate 1 mana with a Servant of the conduit.
- 2 energy to give it +1+1
- 1 Invigorated Rampage

*attack with Scrapper champion and give it +1+1* its now a 3/3 with double strike *add Invigorated Rampage* its now a 7/3 with trample* hit twice for 14 trample damage. now... why would i want this on my deck if i already have 4 pummeler you say ? easy, the cost to pump the scrapper is lower than the pummeler, and lets say you dont have the 6 energy, add a 1 mana Built to Smash and make that 14 trample a 20 dmg trample, with 3 cards and the energy is the same she gives herself.
the second important point is when deffending "doublestrike" counts as "first strike" also, SO , add the smaller buff (Blossoming Defense) and you will have a 4/4 first strike creature.

TL;DR

This deck is supremely consistent, YES the pummeler is a great finisher but this deck gives you the tools to win with many other creatures. ill make a in deept guide of why i chose every creature and whats its roll and it will be up posibly tomorrow. (im still typing it).

I hope this solved some of your doubts with the card choice, if you have more questions please feel free to ask.



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Yes I have, (during standard casual and FNM) I have played against mardu vehicles & against, saheeli combo. and won every time.

Against mardu vehicles it was a race to hit 0 life because the aggro nature of both decks, luckily mine proved the more agresive, the thing whit the mardu vehicle deck is "tecked" more to do better against a bigger variety of decks that you can find in pro tournaments and the truth is that in a pro scenario, mardu is going to do better than this deck, but what´s also truth is that in a store´s fnm the deck variety in my oppinion is less varied, and includes alot people playing aggro, and this decks simply beats aggro and to beat control and combo you have to side deck. witch brings me to...

Saheeli combo. has been by far the hardest game I´ve won with this deck, its very relevant you OTK. and to to that proves no simple task. basicaly this deck is designed to stop you from attacking, and countering everything you will trow at it while being able to kill you by turn 5.
The key to win this match up is to have at least 2 creatures hitting at the same time and making the hits count, (never single hit).
I won both games on the match with a single pummeler hit that was backed up by a heroic intervention and a bloosoming defense.
Also save the "Shocks" exclusively for stopping the combo.

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Submit your questions here, ill answer daily.

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