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Author Topic: Ravager Affinity  (Read 12810 times)
Xhad
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« Reply #30 on: March 10, 2004, 12:31:17 pm »

Quote
b) They have tried it and didn't come up with a solution for the problems they encountered within a month


Note that I never said the deck was hopeless, I just posted my opinion on the problems with the deck so far.  In fact the last sentence of my post was a statement on what the deck would have to do to be "good" (as in "not a casual deck strictly inferior to existing choices"); hardly dismissing it outright.

I think some people are interpreting "this deck has problems to overcome" as "YOUR DECK SUCKS GO NETDECK A REAL PLAYER".  Embarassed

EDIT: BTW, everyone who posted on the first page of the thread gave at least one positive solution (or direct rebuttal to something posted), or shared what they discovered trying the deck themselves.  Hardly as destructive as you seem to think.
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« Reply #31 on: March 10, 2004, 12:36:45 pm »

Ok guys, i've been working with affinity and ravager for a while and have made an amazingly fast decklist. However i never bought the ravagers and now they're too expensive so i've moved on to new things. Here was my last decklist (unpowered)-

I was working on adding genesis chamber when i dropped it all together

//NAME: GoblinClamp
// synergy out the ass!
        4 Arcbound Ravager
        4 Disciple of the Vault
        4 Goblin Welder
        4 Skullclamp
// support cards
        4 Ornithopter
        4 Phyrexian Walker
        4 Frogmite
        4 Myr Enforcer
        4 Thoughtcast
        1 Yawgmoth's Will
        1 Demonic Tutor
// mana
        1 Lotus Petal
        1 Mana Vault
        1 Mana Crypt
        1 Sol Ring
        1 Grim Monolith
        1 Tolarian Academy
        1 Great Furnace
        1 Vault of Whispers
        1 Seat of the Synod
        4 Darksteel Citadel
        1 City of Brass
        4 Thran Quarry
        4 Glimmervoid
SB:  4 Tormod's Crypt
SB:  4 Pyrite Spellbomb
SB:  4 Annul
SB:  3 Rack and Ruin

This is without power and can pull off turn 3 wins. The goblin welder/skullclamp is amazing late game and the disciple speeds the deck up A LOT. Overall i liked it, but have found another deck to spend my time on.

ps the 0cc creatures are amazing, never drop ornithopter as it has won me many games (getting around a ground defense, sac the ravager and pump it) the walker can go for power though.
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« Reply #32 on: March 10, 2004, 01:06:56 pm »

Is there any reason to play an Affinity deck over Belcher?
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« Reply #33 on: March 10, 2004, 01:35:25 pm »

Seems to me that Sphere of Resistance is a very good SB candidate to combat combo. It does nothing to affinity while drastically slowing down combo. However, having not played this deck, perhaps it gets in the way of dropping more relevant things. Just a suggestion.
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« Reply #34 on: March 10, 2004, 02:00:41 pm »

sphere is actually a very good idea, even though it does hurt this deck. it doesnt stop frogmite/thoughtcast/enforcer from coming down, but definately hurts all the free mana and stuff. I'll test it out and get back to you

Reasons to play over belcher: well, i dont know to tell you the truth. Belcher doesnt seem very good in a meta with a lot of stax type decks, which the northeast (my meta) has a decent amount of. I also have a lot of fish, and it seems that if rod hits, thats game, but with affinity, its not true. Like i said, i really dont know. I only did some basic testing of belcher, before it got big, so i dont know what it still dies to.
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« Reply #35 on: March 10, 2004, 02:44:44 pm »

I modified one of the PT Kobe decks along with the winner from Dulmen's list and I've been somewhat impressed. On average I do kill on turn 3/4, which puts it in the range of 'got enough speed to be viable'. Plus with Skullclamp and various shifty threats, the deck seems to do all right against control.

The obv. problems at this point are still having to beat Hate, Tog or Combo of any kind.  Sad  It's a workable concept though, just it needs more stuff than just pure speed.
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« Reply #36 on: March 10, 2004, 03:00:44 pm »

Is there any room in the deck for Underground Seas at all?  It would seem between that and Glimmervoid you could have enough nonartifact mana sources such that Null Rod wouldn't completely end the game (You can still drop moxen followed by free Frogmites, cast disciple/skullclamp off your lands, etc).  That might also open up the possibility for adding Chain of Vapor or something maindeck (though having that chained back to you with arcbounds on the table could potentially suck)
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« Reply #37 on: March 10, 2004, 03:08:17 pm »

Quote from: urza's child
Reasons to play over belcher: well, i dont know to tell you the truth. Belcher doesnt seem very good in a meta with a lot of stax type decks, which the northeast (my meta) has a decent amount of. I also have a lot of fish, and it seems that if rod hits, thats game, but with affinity, its not true. Like i said, i really dont know. I only did some basic testing of belcher, before it got big, so i dont know what it still dies to.


Belcher isn't good against Stax, but Affinity isn't either.  

And yes, Null Rod IS game over for Affinity.  At least Belcher can outrace it, or have better options at removal.
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« Reply #38 on: March 10, 2004, 03:34:46 pm »

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Belcher isn't good against Stax, but Affinity isn't either.


Well, it depends.  If the stax player doesn't resolve the trinisphere/chalice/other annoying card on turn 1, then this deck simply gets more permenates on the table than the stax player.  It takes a matter of seconds to turn their Smokestack into card advantage and a lack of annoyance for you.  Therefore, the turn 2 and 3 are much better for the Affinity player than the belcher player.  However, belcher generally wins by turn 3 anyways, so you can't really compare.  Belcher is weaker against the non-workshop control decks though, as force of will + duress/etc. has much more game against belcher than it has against affinity.

Quote

And yes, Null Rod IS game


23:09:42 - GreenMycon rolled a 14, using a 20 sided die.
23:09:51 - C9H13NO3 rolled a 12, using a 20 sided die.
23:09:55 - C9H13NO3 says:'you can play'
23:09:58 - GreenMycon says:'cool'
23:09:59 - GreenMycon is shuffling library...
23:10:00 - GreenMycon drew 7 cards.
23:10:03 - C9H13NO3 says:'this deck sucks so it won't matter Wink'
23:10:04 - C9H13NO3 is shuffling library...
23:10:05 - C9H13NO3 is shuffling library...
23:10:06 - GreenMycon says:'humm.. gimmie a sec to think about this'
23:10:06 - C9H13NO3 drew 7 cards.
23:10:10 - GreenMycon says:'yup.. keep'
23:10:12 - C9H13NO3 says:'paris'
23:10:15 - C9H13NO3 says:'this is ass'
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 moves a card from C9H13NO3's hand to C9H13NO3's library.
23:10:17 - C9H13NO3 is shuffling library...
23:10:20 - C9H13NO3 drew 6 cards.
23:10:28 - It is now turn 0.
23:10:46 - GreenMycon plays Mox Sapphire.
23:10:46 - Mox Sapphire is tapped.
23:10:47 - GreenMycon plays Ancestral Recall.
23:10:48 - C9H13NO3 says:'i doubt i'll have a response'
23:10:50 - GreenMycon says:'res?'
23:10:52 - C9H13NO3 says:'yeah'
23:10:53 - GreenMycon draws a card.
23:10:53 - GreenMycon draws a card.
23:10:53 - GreenMycon draws a card.
23:10:54 - GreenMycon buries Ancestral Recall.
23:11:00 - GreenMycon plays Mox Pearl.
23:11:12 - GreenMycon plays Glimmervoid.
23:11:18 - Mox Pearl is tapped.
23:11:19 - Glimmervoid is tapped.
23:11:29 - GreenMycon plays Frogmite.
23:11:34 - It is now turn 1.
23:11:34 - It is now the Untap Phase.
23:11:42 - It is now the Upkeep Phase.
23:11:42 - It is now the Draw Phase.
23:11:42 - C9H13NO3 draws a card.
23:11:44 - It is now the Main Phase.
23:11:45 - C9H13NO3 plays Taiga.
23:11:46 - Taiga is tapped.
23:11:47 - C9H13NO3 plays Tinder Wall.
23:11:48 - C9H13NO3 buries Tinder Wall.
23:11:49 - C9H13NO3 plays Null Rod.
23:11:59 - It is now turn 2.
23:11:59 - It is now the Untap Phase.
23:12:01 - GreenMycon says:'maybe I can pull it off'
23:12:03 - GreenMycon says:'lemme try Wink'
23:12:08 - C9H13NO3 says:'sure'
23:12:10 - Mox Sapphire is untapped.
23:12:10 - Mox Pearl is untapped.
23:12:10 - Glimmervoid is untapped.
23:12:10 - GreenMycon draws a card.
23:12:12 - GreenMycon plays Seat of the Synod.
23:12:19 - Glimmervoid is tapped.
23:12:22 - GreenMycon plays Thoughtcast.
23:12:23 - GreenMycon draws a card.
23:12:23 - GreenMycon draws a card.
23:12:25 - GreenMycon buries Thoughtcast.
23:12:36 - Frogmite is tapped.
23:12:36 - Frogmite is attacking.
23:12:38 - C9H13NO3's life is now 19. (-1)
23:12:38 - C9H13NO3's life is now 18. (-1)
23:12:39 - It is now turn 3.
23:12:39 - It is now the Untap Phase.
23:12:41 - C9H13NO3 says:'pains'
23:12:42 - Taiga is untapped.
23:12:43 - It is now the Upkeep Phase.
23:12:43 - It is now the Draw Phase.
23:12:44 - C9H13NO3 draws a card.
23:12:45 - It is now the Main Phase.
23:12:46 - C9H13NO3 plays Wasteland.
23:12:47 - Wasteland is tapped.
23:12:49 - C9H13NO3 buries Wasteland.
23:12:50 - GreenMycon buries Glimmervoid.
23:12:50 - Taiga is tapped.
23:12:51 - C9H13NO3 plays Grim Lavamancer.
23:12:52 - It is now turn 4.
23:12:52 - It is now the Untap Phase.
23:12:54 - Frogmite is untapped.
23:12:54 - GreenMycon draws a card.
23:12:58 - GreenMycon plays Tolarian Academy.
23:13:04 - Tolarian Academy is tapped.
23:13:08 - GreenMycon plays Thoughtcast.
23:13:09 - GreenMycon draws a card.
23:13:09 - GreenMycon draws a card.
23:13:11 - GreenMycon buries Thoughtcast.
23:13:13 - GreenMycon plays Frogmite.
23:13:34 - C9H13NO3 says:'the frogmites are trippin me out'
23:13:38 - GreenMycon plays Sol Ring.
23:13:54 - GreenMycon plays Myr Enforcer.
23:13:55 - Frogmite is tapped.
23:13:55 - Frogmite is attacking.
23:13:55 - Frogmite is tapped.
23:13:55 - Frogmite is attacking.
23:14:00 - C9H13NO3's life is now 14. (-4)
23:14:02 - It is now turn 5.
23:14:02 - It is now the Untap Phase.
23:14:04 - Taiga is untapped.
23:14:05 - It is now the Upkeep Phase.
23:14:06 - It is now the Draw Phase.
23:14:06 - C9H13NO3 draws a card.
23:14:07 - It is now the Main Phase.
23:14:09 - C9H13NO3 plays Wasteland.
23:14:09 - Wasteland is tapped.
23:14:12 - GreenMycon says:'wow'
23:14:16 - GreenMycon buries Tolarian Academy.
23:14:19 - C9H13NO3 buries Wasteland.
23:14:23 - It is now turn 6.
23:14:23 - It is now the Untap Phase.
23:14:28 - Frogmite is untapped.
23:14:28 - Frogmite is untapped.
23:14:28 - GreenMycon draws a card.
23:14:33 - GreenMycon plays Glimmervoid.
23:14:52 - Glimmervoid is tapped.
23:14:54 - GreenMycon plays Disciple of the Vault.
23:14:56 - Frogmite is tapped.
23:14:56 - Frogmite is attacking.
23:14:56 - Frogmite is tapped.
23:14:56 - Frogmite is attacking.
23:14:56 - Myr Enforcer is tapped.
23:14:56 - Myr Enforcer is attacking.
23:15:06 - C9H13NO3 says:'in response to the disciple'
23:15:09 - Taiga is tapped.
23:15:10 - Grim Lavamancer is tapped.
23:15:13 - C9H13NO3 moves Wasteland from C9H13NO3's graveyard to C9H13NO3's removed from game pile.
23:15:14 - C9H13NO3 moves Wasteland from C9H13NO3's graveyard to C9H13NO3's removed from game pile.
23:15:17 - GreenMycon buries Frogmite.
23:15:19 - C9H13NO3's life is now 8. (-6)
23:15:23 - It is now turn 7.
23:15:23 - It is now the Untap Phase.
23:15:24 - Taiga is untapped.
23:15:24 - Grim Lavamancer is untapped.
23:15:25 - It is now the Upkeep Phase.
23:15:25 - It is now the Draw Phase.
23:15:25 - C9H13NO3 draws a card.
23:15:26 - It is now the Main Phase.
23:15:28 - C9H13NO3 says:'arg'
23:15:29 - C9H13NO3 says:'gg'

Null rod + Wastelands and I still won.  Meh.

Quote

Is there any room in the deck for Underground Seas at all? It would seem between that and Glimmervoid you could have enough nonartifact mana sources such that Null Rod wouldn't completely end the game (You can still drop moxen followed by free Frogmites, cast disciple/skullclamp off your lands, etc). That might also open up the possibility for adding Chain of Vapor or something maindeck (though having that chained back to you with arcbounds on the table could potentially suck)

There is room for underground seas if you're willing to slow the deck down dramatically.  There is undoubtedly an equilibrium between speed and vulnerability of this deck which probably idles at turn 4 on average, as opposed to turn 3.  If you're willing to drop the turn 3 win for the turn 4 win, then stick in duress/cabal therapy and drop some artifact land for Underground Seas.  I am unsure of what moving the fundemental winning turn to turn 4 would do for the deck as I have not yet tested slowing it down that dramatically.

As for the unpowered build, it seems quite a bit slower than my build and only provides minimal answers to the hate that is a problem with my deck.  While welder is nice, it's more of a "I win more late game" card.  When the late game isn't a problem for this deck as you'll have immense creatures in play with a ravager + disciple to back them up.  Ornithopters in your build can be replaced with the welding jar, which I have found to be truly insane.  Ornithopter is only really good when you need the evasion, which isn't necessary in any matchup that I've played.

--Jeff

EDIT:

I have played a few games now with the inclusion of Sphere of Resistance, and well, it works.  And it only slows the deck down by a turn (On average).  This is great as it allows you to effectively race charbelcher.  However, the slight problem is getting the sphere and enough land in your opening hand to effectively use it.
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« Reply #39 on: March 10, 2004, 03:35:07 pm »

Quote from: Rico Suave
Quote from: urza's child
Reasons to play over belcher: well, i dont know to tell you the truth. Belcher doesnt seem very good in a meta with a lot of stax type decks, which the northeast (my meta) has a decent amount of. I also have a lot of fish, and it seems that if rod hits, thats game, but with affinity, its not true. Like i said, i really dont know. I only did some basic testing of belcher, before it got big, so i dont know what it still dies to.


Belcher isn't good against Stax, but Affinity isn't either.  

And yes, Null Rod IS game over for Affinity.  At least Belcher can outrace it, or have better options at removal.


No, null rod is not game over for affinity. All it means is that affinity needs more time building up. I currently run a version geared towards (or atleast more than the previous versions) stuff like null rod, using much more non-artifact land than normal. Affinity has a much better chance against stax because, even though belcher can combo out faster, 1. most versions atleast, mine included, get LOTS of permanents, and 2. Disciple of the vault does MUCH more damage against stax than youd think...
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« Reply #40 on: March 10, 2004, 03:58:11 pm »

I like the Disciples; it is reminiscent of the Sharpshooter combo kill in FCG. The deck does appear to have problems with Null Rod. However, I think that this can be solved by Echoing Truth. Bounces all the rods, or it clears away a blocker or two for the final swing.
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« Reply #41 on: March 10, 2004, 04:06:54 pm »

Quote

I think that this can be solved by Echoing Truth. Bounces all the rods, or it clears away a blocker or two for the final swing.


The problem is that null rod will come down turn 1.  If it doesn't come down by turn 1, you frequently have enough artifacts in play + a void to be able to function, somewhat.  Because the truth costs two, and it's unlikely that you'll have the two mana up to use it directly after the null rod hits, it's fairly pointless.  Chain of Vapor would be better, but then they could sacrifice their land to bounce back your creatures, which is almost irrelevent as you'll then have a massive tempo gain.

--Jeff
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« Reply #42 on: March 10, 2004, 04:16:05 pm »

It occurs to me that there is no reason to play Glimmervoid over Underground Sea unless and until you start adding off-color cards to your sideboard.

I know the 'void's drawback shouldn't matter that much, but you never know.
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« Reply #43 on: March 10, 2004, 04:42:37 pm »

Quote

It occurs to me that there is no reason to play Glimmervoid over Underground Sea unless and until you start adding off-color cards to your sideboard.

I know the 'void's drawback shouldn't matter that much, but you never know.


Wheel of fortune is some good.
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« Reply #44 on: March 10, 2004, 04:48:07 pm »

Quote
Blah Blah Blah...
Null rod + Wastelands and I still won. Meh.


Wow. You beat some random deck that mulliganed, went 2nd and dropped a Null Rod off TINDER WALL of all things. And you only had a Ancestral + Frogmite start...  oh not to mention it was ONE GAME.

Yeah that def. proves something.  Rolling Eyes This kind of crap doesn't go anywhere in debating actual points. Do you want me to start pointing out examples where you'll lose to Null Rod?

I swear if I see one more stupid non-edited to shorthand appr log I am closing the thread. Because god are those annoying to read and don't prove anything other than your one lucky SOB when it comes to getting broken opening hands.

Quote
No, null rod is not game over for affinity. All it means is that affinity needs more time building up.


No that's game over. Something that greatly slows you down is generally game. Neutral
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« Reply #45 on: March 10, 2004, 04:51:47 pm »

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Quote
No, null rod is not game over for affinity. All it means is that affinity needs more time building up.


No that's game over. Something that greatly slows you down is generally game. Neutral


against fish? not at all, all i need is a few more turns while theyre pecking away at me. if i go first, i have annuls also for them. the only deck that can actually race me while having rod on the board is big O, which isnt the easiest matchup, but i personally right now sb ornithopters against aggro decks to fly over them
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« Reply #46 on: March 10, 2004, 04:54:12 pm »

In all fairness, it's not very difficult to win against any deck when your opponent play 2 spells.
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« Reply #47 on: March 10, 2004, 05:09:00 pm »

Quote

Wow. You beat some random deck that mulliganed, went 2nd and dropped a Null Rod off TINDER WALL of all things. And you only had a Ancestral + Frogmite start... oh not to mention it was ONE GAME.


Not saying that it does prove anything, aside from the fact that the deck is still able to function when a null rod resolves.  And I'm sorry if my unedited apprentice games caused any problems.

--Jeff
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« Reply #48 on: March 10, 2004, 11:37:14 pm »

I am having a hard time taking the arguments in support of this deck serously.  There haven't been enough games posted without at least one power card in the opening hand to really illustrate the deck's actual capabilities.  And if the answer to that is "I mulligan ALOT to find what I need," then where are the hands that consist of less than seven cards.  Is it really necesary to snap at any negative comment?  I am skeptical because the deck isn't nearly as consistent as your results (and math) show.  Maybe the results are accurate, but they are too few and too perfect for my liking.  Maybe it's just me, but there isn't enough evidence to support your argument.

Now to stray away from all the arguing...  Wink

I like the deck, it has potential, ect.  

If you really do mulligan alot maybe serum powder is an option???  I am not sure how much the deck needs it, but when I have goldfished with it I rarely see a sufficient amount of acceleration.  I would be happy to play the deck with 7 less cards, even if  some are important if it could allow me to win more.  the powders would also allow you to dig more in tough matches games two and three so you can find the sideboarded cards.  

it may be unconventional, but that would match the deck, no?
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« Reply #49 on: March 13, 2004, 03:35:15 am »

Is RavagerAffinity faster than Food Chain Gobbos..???
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« Reply #50 on: March 13, 2004, 01:53:02 pm »

I've been testing the deck that got second at Dülmen. Metalworker BLOWS. I've replaced it with Arcbound Slith and never looked back. While they haven't been outstanding, they haven't been as utterly useless as Metalworker - at least you can Clamp them! Also they're Arcbound, and that ony increases the synergy.

What I found with Metalworker was that any hand where you could cast him early enough to matter would entail dropping so many artifacts that he'd only tap for 2-4.

Also, I dropped a Workshop for the fourth Chamber, since I noticed most of my wins involved abusing the fuck out of Chamber, and this deck only has relatively few plays that need 3 mana.
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Xhad
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« Reply #51 on: March 13, 2004, 02:18:01 pm »

Anyone seen the Type 2 Steelshaper version?  I've heard rumors of turn 2 kills with it (in Type 2!), but I can't even get the deck to work:

http://www.wizards.com/default.asp?x=mtgcom/daily/ash5

(Ctrl-F for "Hajime Fujii")

I'd test it but I can't even seem to goldfish it properly, let alone decide what to change other than the obvious (chromes for real moxen omg omg)
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« Reply #52 on: March 14, 2004, 01:24:04 pm »

To get a turn 2 kill in Standard you would need to do this:

Turn 1 land, Chrome Mox, Ravager
Turn 2 land, Steelshaper, Skullclamp, Ornithopter/Frogmite, Clamp/sac, draw 2 more Frogmties or Ornithopters, Clamp/sac and so on and hope to draw all of your Frogmites, Ornithopters, Myr Enforcers, and Chrome Moxes.
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« Reply #53 on: March 15, 2004, 10:15:23 pm »

On 3/7/04 there was a T1 in  Kansas City.  I was one of about 30 players.  RavagerAffinity bumped me out of the top 8 and took 2 or 3 of the T8 spots.  I wasn't able to stick around, so I can't give final standings, but the conclusion I reached was this:  ravager was the dominant aggro and the hottest deck there.

caveats:

1 There was a noticable lack of dragon.  Only one; was suboptimal build, piloted by an inexperienced player.  I'd expect dragon to slap-around ravager, pre sideboard.

2 It was a surprise. The new-ness of the deck lead to my mistake against it.  As we become more accustomed to it, we will make fewer mistakes, and will have better sideboards.

Is energy flux the best SB card against this? Thats my guess.
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« Reply #54 on: March 15, 2004, 10:27:58 pm »

I would be very curious to see the decklists of the ravager affinity decks being piloted.  Also, it depends on the affinity build.  Against my build, the energy flux is completely devestating, where as against other builds, you can simply sac problematic artifacts to the ravager and then pay whatever you can afford to keep the ravager alive.  But yes, it is pretty killer and deffinately more problematic than Null Rod.

Quote

Is RavagerAffinity faster than Food Chain Gobbos..???


Ravager Affinity kills quickly more consistantly than food chain goblins.  While FCG is capable of the same turn 3 and turn 2 wins as Ravager Affinity, Rav. Affinity pulls it off much more consistantly, at least in my testing.

--Jeff
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« Reply #55 on: March 16, 2004, 08:10:51 am »

@Green .

have you tested Arcbound Retriever?

it let you go in a sweety "Loop Mode" that draw you cards with Skullclamp and let you to recast Ravagers or Lotus

Referring to your last decklist, I think that
-3 Pyrite Spellbomb
+3 Retriever

should work well
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« Reply #56 on: March 16, 2004, 01:36:45 pm »

Quote
Is RavagerAffinity faster than Food Chain Gobbos..???


Quote
Ravager Affinity kills quickly more consistantly than food chain goblins. While FCG is capable of the same turn 3 and turn 2 wins as Ravager Affinity, Rav. Affinity pulls it off much more consistantly, at least in my testing.



I am highly suspicious of claims like this.  I want to see results vs. good decks and hate.  I can see those results goldfishing, but I want to see it vs. real people.  I do think this deck has a lot of potential; who knows what Fifth Dawn will bring but I can't stand claims like that.
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« Reply #57 on: March 16, 2004, 01:57:29 pm »

@MaxxMatt, you've missed more um, recent updates to the deck.  I'm currently playing with:

//NAME: RAVE
// Land
        3 Glimmervoid
        1 Tolarian Academy
        3 City of Brass
        3 Seat of the Synod
        2 Vault of Whispers
// 0
        3 Welding Jar
        1 Black Lotus
        1 Mox Sapphire
        1 Mox Jet
        1 Mox Ruby
        1 Mox Emerald
        1 Mox Pearl
        1 Mana Crypt
// 1
        4 Skullclamp
        3 Disciple of the Vault
        3 Arcbound Worker
        1 Sol Ring
        1 Ancestral Recall
        1 Mana Vault
        4 Duress
// 2
        1 Time Walk
        4 Arcbound Ravager
// 3
        2 Thirst for Knowledge
        1 Timetwister
        1 Wheel of Fortune
// 4
        4 Frogmite
// 5
        4 Thoughtcast
// 7
        4 Myr Enforcer

//Sideboard
4 Rack and Ruin
3 Tormod's Crypt
4 Sphere of Resistance
4 Fire/Ice/Pyrite Spellbomb

The sideboard still needs some tweaking.

Quote
I am highly suspicious of claims like this. I want to see results vs. good decks and hate. I can see those results goldfishing, but I want to see it vs. real people. I do think this deck has a lot of potential; who knows what Fifth Dawn will bring but I can't stand claims like that.

I posted some testing results on page 2 of this topic, which, I thought was sufficient enough for promotoing the deck a bit.  I guess I thought wrong.  I'll gather some more testing results with my friend on friday if you so wish.  Or, you can go ahead and test the deck if you want.

--Jeff
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« Reply #58 on: March 16, 2004, 01:58:33 pm »

Despite the rather dubious support given for this deck's success and speed, i've had some pretty remarkable success with the deck by Gold Fishing and playing over Apprentice. The deck needs work, but it has a lot of potential.

Jeff, I don't think Tog has a good answer for this deck at the moment other than using Deeds inconjunction with Manadrain to level the board and play Tog's aggressively so his Draw 7's feed your Berserk and Firestorm.
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« Reply #59 on: March 16, 2004, 08:22:56 pm »

Quote from: GreenMycon
Or, you can go ahead and test the deck if you want.


Why would I?  It's not like posting apprentice logs against bad decks is going to convince me to test it.  In fact, that's only going to make me think less of you, and purposely not test it.  Besides, I have only a certain amount of time to devote to this game, and I'm not going to waste it.  

That is the thought process of the average person reading this.  I don't mean to be offensive or anything, but you do need to come to grips with the reality of this situation.

To add to this, I beat this with Trinistax.  Why didn't you post losing logs of that?  Or stress the weaknesses of this deck as much as the strengths?  A realistic poster is much more believable, and will get more people to play this deck than what you have currently done.

Once again, I don't mean to be offensive or hijack anything, but in this instance the way you are presenting your idea is more important than what it is.
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