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 Post subject: Vorosh, the Hunter
AgePosted: 2009-Jun-28 9:57 pm 

Joined: 2009-Jun-28 9:50 pm
Age: Egg
General: Vorosh, the Hunter


// Lands
1 [RAV] Dimir Aqueduct
1 [FUT] Tolaria West
1 [ON] Tranquil Thicket
1 [ON] Lonely Sandbar
1 [SH] Volrath's Stronghold
1 [DIS] Simic Growth Chamber
1 [RAV] Golgari Rot Farm
1 [ON] Flooded Strand
1 [SHA] Sunken Ruins
1 [EVE] Flooded Grove
1 [EVE] Twilight Mire
1 [PLC] Urborg, Tomb of Yawgmoth
3 [P3] Island (1)
2 [US] Swamp (3)
4 [A] Forest (2)
1 [U] Tropical Island
1 [U] Underground Sea
1 [A] Bayou
1 [DIS] Breeding Pool
1 [RAV] Watery Grave
1 [RAV] Overgrown Tomb
1 [4E] Strip Mine
1 [ON] Windswept Heath
1 [US] Phyrexian Tower
1 [MM] High Market
1 [SC] Temple of the False God
1 [TE] Reflecting Pool
1 [ON] Polluted Delta
1 [ON] Bloodstained Mire
1 [ON] Wooded Foothills

// Creatures
1 [GP] Skeletal Vampire
1 [DIS] Indrik Stomphowler
1 [EX] Wood Elves
1 [CHK] Sakura-Tribe Elder
1 [JU] Genesis
1 [ON] Krosan Tusker
1 [FD] Eternal Witness
1 [AP] Mystic Snake
1 [FD] Trinket Mage
1 [EVE] Glen Elendra Archamge
1 [LRW] Jace Beleren
1 [LRW] Mulldrifter
1 [MR] Solemn Simulacrum
1 [MR] Duplicant
1 [DIS] Coiling Oracle
1 [CHK] Nezumi Graverobber--Nighteyes the Desecrator
1 [DIS] Loaming Shaman
1 [PLC] Deadwood Treefolk
1 [PLC] Aeon Chronicler

// Spells
1 [U] Demonic Tutor
1 [OD] Tainted Pact
1 [SC] Decree of Pain
1 [TE] Corpse Dance
1 [VI] Vampiric Tutor
1 [PLC] Damnation
1 [US] Yawgmoth's Will
1 [FUT] Pact of Negation
1 [OD] Concentrate
1 [LG] Mana Drain
1 [R] Counterspell
1 [TSP] Mystical Teachings
1 [CS] Grim Harvest
1 [RAV] Chord of Calling
1 [U] Regrowth
1 [IN] Restock
1 [PLC] Harmonize
1 [IA] Nature's Lore
1 [CHK] Kodama's Reach
1 [5E] Sylvan Library
1 [EVE] Spitting Image
1 [SH] Mox Diamond
1 [CHK] Sensei's Divining Top
1 [MR] Chrome Mox
1 [U] Sol Ring
1 [DIS] Bound/Determined
1 [RAV] Putrefy
1 [AP] Pernicious Deed
1 [UL] Opportunity
1 [TO] Deep Analysis
1 [TSP] Careful Consideration
1 [AL] Force of Will
1 [5E] Brainstorm
1 [LRW] Ponder
1 [RAV] Remand
1 [MM] Misdirection
1 [LRW] Cryptic Command
1 [US] Stroke of Genius
1 [IN] Fact or Fiction
1 [8E] Merchant Scroll
1 [CHK] Hinder
1 [ARB] Maelstrom Pulse
1 [FUT] Take Possession
1 [FUT] Spin into Myth


A few notes: I need some kind of Combo in the deck to wrap games up once I take control of the game. Any ideas?


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 Post subject:
AgePosted: 2009-Jun-28 11:57 pm 
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Joined: 2009-Feb-14 11:25 pm
Age: Elder Dragon
Location: Winfield, KS
woodfall primus combo.

puppeteer clique combo.

let me know what you think.

_________________
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check out the Mighty Emergence combo.
Thraximundar, "lets paint the town red"
Teysa, Orzhov Scion (retired)
Sasaya (in the making)
Isamaru (in the making)


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 Post subject:
AgePosted: 2009-Jun-29 11:42 am 

Joined: 2008-Dec-12 11:31 am
Age: Hatchling
Location: Gainesville, FL
This list is really similar to one I'm running [in fact, I think about 80% of the lists are the same], I'm currently running e. witness/genesis with time stretch to take multiple turns once I establish board control. As long as you use counter magic judiciously with regards to graveyard hate, you should be fine [the deck relies pretty heavily on graveyard tricks].

I know some people are down on "infinite turns" and all, but whatever... for 16 mana, I should be able to do as I please! ;)

_________________
Currently Playing:
Duels: Vendilion Clique, Azami, Lady of Scrolls, Erayo, Soratami Ascendant
Multi-Player: Sharuum the Hegemon, Vorosh, the Hunter


Last edited by d.shivley on 2009-Jul-03 6:19 pm, edited 1 time in total.

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 Post subject:
AgePosted: 2009-Jun-29 2:32 pm 

Joined: 2009-Jun-09 10:34 pm
Age: Wyvern
add palinchron.

palinchron with 12 lands or less with bounce lands is infinite mana, where you can just stroke them out.


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 Post subject:
AgePosted: 2009-Jun-29 3:25 pm 

Joined: 2009-Jun-07 5:40 am
Age: Wyvern
My friend runs Palinchron too but his kill condition is high tide + palinchron + stroke or other target draw... it does other stuff too but thas just a combo I know of. In my MWS Azami deck I run extraplanar lens, high tide, gauntlet of power + palinchron so I have 3 diff ways of getting double+ mana.


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 Post subject:
AgePosted: 2009-Jun-29 4:08 pm 

Joined: 2008-Dec-12 11:31 am
Age: Hatchling
Location: Gainesville, FL
The problem with palinchron is that it is only good with lands which produce 2+ mana per activation. This leads to diluting the deck in order to fit in things like bubbling muck/high tide/extraplanar lens/gauntlet of power in a deck which doesn't really have another way of abusing them aside from netting +1/+2 mana from them.

This is why I suggested a time-walk effect. You already have the tools available to abuse it. Palinchron requires producing 12 mana off of seven lands which means that 5 of those lands need to produce 2 mana. So, assuming you have all three karoo lands in play, you also need two more lands which tap for 2 mana [Yes, I'm aware high tide works with duals... that still requires you to fetch all 4 blue-based duals plus atleast one basic island or some other configuration of duals/basic islands].

With time walk recursion, at worst, it costs 11 mana to take an extra turn and recur your time walk [assuming you do it on the same turn]. With time stretch it takes 16 mana, but it can be spread over the course of multiple turns.

So, not only does recurring Time {Warp,Stretch}/Capture of Jingzhou require less mana [ten for stretch + 6 on the following turn, or 11 on the same turn for warp/capture], they also require only one additional deck slot.

_________________
Currently Playing:
Duels: Vendilion Clique, Azami, Lady of Scrolls, Erayo, Soratami Ascendant
Multi-Player: Sharuum the Hegemon, Vorosh, the Hunter


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