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Magnivore in Regionals?


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theironman46



Joined: 03 May 2006
Posts: 8

PostPosted: Tue May 16, 2006 8:46 pm    Post subject: Magnivore in Regionals? Reply with quote

I think Vore is a viable option for regionals. I haven't gotten to play-test against Husk yet, but I've been able to hang in there with the opponents I've faced thus far. I think it could use some work though, as I had some trouble against green acceleration.

Lands:
4 Shivan Reef
4 Steam Vents
7 Mountain
7 Island

Creatures:
1 Keiga, the Tide Star
3 Magnivore

Spells:
3 Compulsive Research
4 Demolish
3 Exhaustion
4 Eye of Nowhere
3 Mana Leak
3 Pyroclasm
4 Sleight of Hand
4 Stone Rain
3 Tidings
3 Wildfire

SB: 3 Goblin Flectomancer
SB: 1 Wildfire
SB: 4 Volcanic Hammer
SB: 2 Boseiju, Who Shelters All
SB: 1 Meloku the Clouded Mirror
SB: 2 Shattering Spree
SB: 1 Keiga, the Tide Star
SB: 1 Pyroclasm

Any suggestions for the deck? What to add or subtract? Thanks.
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Re-Venge



Joined: 31 Aug 2004
Posts: 305

PostPosted: Tue May 16, 2006 8:54 pm    Post subject: Reply with quote

personally, i think magnivore is probly the worst deck that is popular to play at regionals. its very luck dependent, and im going to say that it wont top 8 in more than 2 regionals. the reason being, it begs to win the die roll, as almost every matchup gets harder on the draw. another, magnivore is heavily draw dependent, and missing your eye/stone rain for even one turn will allow the opponent to just get the leg up on you. even with your 3 mana leak, magnivore is very succeptable to removal and counters.

the deck is too unstable to win consistently. it might get lucky a few rounds, but eventually it will crap out. unless you expect to play heartbeat every round, dont play vore if you want to win.
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RichardDWade



Joined: 20 Mar 2006
Posts: 438

PostPosted: Tue May 16, 2006 9:30 pm    Post subject: Reply with quote

Lately, all i've seen is magnivore incarnations. And lately, all i've done is beat them. True, I've had some pretty lucky hands, but its true about magnivores luck. What do you do against cranial? What do you do against boiling seas. What do you do against AGGRO? What do you do against plains? This deck and owl are 2 EXTREME flukes. BUT other than that, the deck looks aight.. have you tested it?
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Grimmjow



Joined: 02 Feb 2006
Posts: 132

PostPosted: Tue May 16, 2006 10:26 pm    Post subject: Reply with quote

4 magnivores are a must, i'd think abobut dropping keiga for meloku, and maybe 2 WF, you never want 2 wildfire in your hands.
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theironman46



Joined: 03 May 2006
Posts: 8

PostPosted: Tue May 16, 2006 10:27 pm    Post subject: Reply with quote

I have tested it, but very shortly, I need to do much more. Thus far, it has proven to me it can beat ghazi but that's about it. There's a lot to be done.
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Shagrath



Joined: 24 Feb 2005
Posts: 206

PostPosted: Wed May 17, 2006 1:08 am    Post subject: ...... Reply with quote

Man u have so many posts with this deck, why did u create another one?
U just put here a crappier version of the deck....
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synch987



Joined: 31 Mar 2006
Posts: 256

PostPosted: Wed May 17, 2006 2:07 am    Post subject: Reply with quote

i have tested extensively with maggy, and found it to have the most elegant kill condition of any popular deck after heartbeat. i win alot of my match-ups by knowing the deck inside-out, it is easy to pick up and play with, but hard to win regularly with.

people who shit on the deck annoy me. ive never seen anyone use boiling seas and cranial is 4cc, meaning you will be able to leak it or just not let them get to 4 lands, and even if they do you only need 1 kill card (genju of the spires is my insurance).

against aggro, kill the jittes, bounce creatures with toughness higher than 4, pyroclasm, drop an early magnivore, and wildfire, aggro decks run less land and find it harder to recover. i will admit you will be lucky to beat 1st turn kird ape, but does having a bad match-up make it a bad deck? if played well you can beat any kind of control deck regularly, and will probably get 60/40 match-ups vs most aggro decks if you truly know the deck.

don't play it if you just want to pick up a deck to win the regionals for you, play ghost husk or hand in hand like everyone else.
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Tinefol



Joined: 09 Apr 2006
Posts: 64

PostPosted: Wed May 17, 2006 2:52 am    Post subject: Reply with quote

I don't much like the suggested decklist, because really, it packs to any of control-a-like decks as well as heartbeat, owl, etc. 3 mana leaks is just laughable. And vs aggro, 3 pyroclasms aint going to win you first game anyway. Lately I've been playing a more control version of vore, and had very stable results vs Tron, Hearbeat, ghazi-good, owl, mirror (the ones running such a decklist), UW, etc.
It is weaker vs B/W variations, but with sideboard you are favoured a bit more than them. The only real problem is Gruul, but it is also doable and it's not like I have to face alot of them on magic-league.

Here's the decklist

// Lands
4 [9E] Shivan Reef
4 [GP] Steam Vents
7 [RAV] Mountain (1)
8 [RAV] Island (1)

// Creatures
3 [9E] Magnivore

You wouldn't want to have 2 on starting hand, in fact I'd prefer getting them as 3-4 topdeck or even later, so that's why where are just 3.

// Spells
4 [RAV] Compulsive Research
4 [9E] Sleight of Hand

These are not getting cut in any case.


2 [CHK] Eye of Nowhere
2 [9E] Boomerang

I have found that in a few situations boomerang is really really stronger, since you can play it on opponent's turn to remove annoying threat and have full mana on your turn. And it works just as good as Eye on turn 2 bounce.

4 [9E] Stone Rain
3 [9E] Demolish

Pretty obvious

4 [9E] Mana Leak
3 [RAV] Remand

More counters is nice vs slow decks and remand gives you alot of tempo.

4 [DIS] Spell Snare

After quite a lot of matches played I would just tell you that this spell is real powerhouse. It just lets you counter annoying turn 2 drops when you go second, it stops blind owl, alot of b/w drops, mana accelerators like signets and sakuras, jittes, and lets you win counter wars Smile Originally I started with 3, but quickly increased amount to 4, so good it was.


2 [ST] Tidings
2 [9E] Wildfire

There are only 2 of these, because usually you don't want 2 in you starting hand, in fact you don't want even one of these in your starting hand. The ideal time to pick these is when you amassed enough lands and they usually come just in time.


// Sideboard
SB: 1 [9E] Wildfire
SB: 4 [PT] Pyroclasm
SB: 3 [BOK] Threads of Disloyalty
SB: 3 [GP] Electrolyze

creature hate measures

SB: 1 [RAV] Remand
SB: 3 [CH] Blood Moon

an additional counter and a powerhouse vs 3 color decks (or the ones using a bit too many nonbasics)
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synch987



Joined: 31 Mar 2006
Posts: 256

PostPosted: Wed May 17, 2006 3:20 am    Post subject: Reply with quote

if they get a cranial through, you lose. you have lowered the number of sorceries. threads of disloyalty is unsynergistic with pyroclasm and wildfire. and, worst of all, you took out a wildfire! that is the crux of the deck, the only reason people dont use 4 is to free up space and because vore runs quite alot of drawing.

counters you have to cast on their turn, sorceries you have to cast on your turn, see the conflict?
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Tinefol



Joined: 09 Apr 2006
Posts: 64

PostPosted: Wed May 17, 2006 3:59 am    Post subject: Reply with quote

They do not get cranial through. Either not enough lands to do so, or countered. It got through maybe a single time out of 10-15 attempts. Don't start "I cast this this and this and you lose". Just notice how many cranials they can have in a deck and how many answers to it I have in a deck.

Yes I lowered number of sorceries, but it is still enough.

Like how the hell their are unsynergic? I'm not gonna use both at the same time. If you do... well, its not #cure, its #magic-league. Threads are good to steal and block, or steal an occasional 1/2 mana drop after wildfire/pyroclasm been cast.

I didn't take out wildfire, I just don't like having it in a start hand. Its just a dead slot for next 6+ turns (or until you get enough mana to cast it). With all the card drawing you still get wildfire by time you need it.

As for counters and sorceries - being experienced in playing vore I know when to tap out, and when to leave mana open. You don't play vore do you? This decklist been very consistent and is a result of quite alot of playtesting.
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RichardDWade



Joined: 20 Mar 2006
Posts: 438

PostPosted: Wed May 17, 2006 4:37 am    Post subject: Reply with quote

Im agreeing w/ synch in that this deck can be brutal in the right hands..
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synch987



Joined: 31 Mar 2006
Posts: 256

PostPosted: Wed May 17, 2006 4:46 am    Post subject: Reply with quote

would you say you get through about 20 cards in an average game?

if so you have a 37% chance of never seeing a wildfire.

and i just re-read your other reply, did you say vore loses to heartbeat? Shocked
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Tinefol



Joined: 09 Apr 2006
Posts: 64

PostPosted: Wed May 17, 2006 4:51 am    Post subject: Reply with quote

vs aggro I have a 3rd one in sideboard as if you didn't notice. Anyway, from my play experience I draw wildfire quite often.
Yes you're right about it, games tend to get longer, but they also become more stable.

I merely implied the suggested in subject decklist would have a hard time denying mana acceleration of heartbeat, meaning you know what.
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synch987



Joined: 31 Mar 2006
Posts: 256

PostPosted: Wed May 17, 2006 5:08 am    Post subject: Reply with quote

why be ambiguous? you draw a wildfire 63% of the time if you see one third of your deck in a game.

heartbeat should be a 90-10 match-up with any vore build, here's a hint, without a swamp or a mountain, they can't win

as a vore player you shouldn't be relying on them running out of land, you should be able to win even if they drop a land every turn

"it packs to any of control-a-like decks as well as heartbeat" vore is an anti-control deck you dolt

if anything you've made it weaker vs control because you aren't dedicated to destroying lands early on
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Tinefol



Joined: 09 Apr 2006
Posts: 64

PostPosted: Wed May 17, 2006 5:18 am    Post subject: Reply with quote

yeah, thats probably why I consistently win vs all the control decks around Rolling Eyes

If they go first and drop sakura/counter your ld then kodama's reach, etc, have fun killing their lands with only 8 targeted land destruction in a deck.

Yeah, I'm not dedicated to destroy lands early on. What a TOTAL bullshit. I have just as much bouncers, one whopping less (7) LD cards, one less wildfire BUT quite a few counters for mana accel and general purposes.

Here's a hint for heartbeat players - do not drop swamp&mountain on a first few turns vs magnivore Rolling Eyes

Just try the decklist.
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