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Decks (Magic The Gathering) => Standard => Topic started by: Pwnager on February 10, 2012, 02:18:36 AM

Title: Witchcraft
Post by: Pwnager on February 10, 2012, 02:18:36 AM

Witchcraft

65 cards, 0 sideboard


2 {Mountain}
9 {Swamp}
1 {Island}
9 {Plains}
4 {Evolving Wilds}

25 lands


4 {Doomed Traveler}
4 {Bitterheart Witch}
4 {Skirsdag Flayer}
4 {Village Cannibals}
4 {Disciple of Griselbrand}

20 creatures


4 {Gather the Townsfolk}
4 {Curse of Misfortunes}
2 {Curse of Thirst}
1 {Curse of the Pierced Heart}
1 {Curse of Exhaustion}
4 {Go for the Throat}
1 {Curse of Death's Hold}
1 {Curse of Echoes}
2 {Curse of Bloodletting}

20 other spells


Sideboard
Title: Re: Witchcraft
Post by: Pwnager on February 10, 2012, 02:21:51 AM
Lemme know what yall think. A few play tests prove it to hold up quite well against high aggro, which seems to be the problem for a few of the other curse decks ive seen. It uses sacking to pull out Misfortunes, as well as ramp up my defenders or gain life if needed.
Title: Re: Witchcraft
Post by: Pwnager on February 10, 2012, 07:31:09 PM
I tried as best as i could to provide expendable early game blockers to hold off the fast aggro of your average standard deck, ({Gather the Townsfolk}, {Doomed Traveler}, etc.) as well as a decent mid-game blocker ({Village Cannibals}) that would benefit from my witch-sacking engines {(Skirsdag Flayer}, {Griselbrand Disciple}). All of these have the simple goal of keeping me alive untill the curses can kick in around turn five.
Title: Re: Witchcraft
Post by: Thattallguy on February 10, 2012, 08:20:06 PM
Maybe {ancient grudge} in your sideboard. {witchbane orb} will be this decks downfall. Maybe {auramancer} to return enchantments to your hand from the graveyard if they get destroyed and sent to your graveyard.
Title: Re: Witchcraft
Post by: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Title: Re: Witchcraft
Post by: BlackJester on February 10, 2012, 09:08:33 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
I vote yes, provided you don't make anyone cry. 😭
Title: Re: Witchcraft
Post by: Thattallguy on February 10, 2012, 09:34:58 PM
Your forgetting he only has to play one curse and the rest will be free.
Title: Re: Witchcraft
Post by: Pwnager on February 10, 2012, 11:53:36 PM
Quote from: Thattallguy on February 10, 2012, 09:34:58 PM
Your forgetting he only has to play one curse and the rest will be free.
Thank you. Ive tested it about ten times against my goblin tribal deck, it wins 50/50. And my goblin deck is all legacy super fast aggro, so thats fairly impressive for a curse deck. Ill probably sideboard some removal for that Wichbane. Thanks for the tip :)
Title: Re: Witchcraft
Post by: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 12:14:36 AM
Go for it :) On a side note i added in two Divine Offering at the cost of a GFTT and a cannibal. Hopefully that will take care of any pesky Witchbanes
Title: Re: Witchcraft
Post by: theguyofdragon on February 11, 2012, 12:27:12 AM
Curses don't work, like Guru said. They cost wayyyyy too much to be effective. And even if you want to, run more curse of the pierced hearts, that way you can stack quick damage
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 12:41:25 AM
Welcome to another episode of the guru channel everyday! Today we are going over some things about curses!
1. Curses are extremely expensive are are not worth what they cost.
-most curses out there cost somewhere from 3-5 mana, and they are all absolutely horrible! Why? Well one thing is for sure is that they don't have a great ability, nor do they work together as an archetype to make a deck function properly.
-most curses do not win you any games. As you may probably already know, these curses simply allow you to maybe get value out of them once or twice in a game, if at all. These curses posseses no relevant abilities and they do not win you any games. For five mana, I can play a havengul lich and simply win the game. They are simply not good cards when compared to everything else you can possibly use in the entire 1500+ cards in standard. These cards are a waste of mana and a precious card slot in your deck to do something, say; make them lose one life for a few turns.
2. These cards do nothing against anything else.
-not only do they do nothing FOR you, they also do nothing AGAINST your opponents. When determining a value of a card, one would logically look at what things it can possible do for you, or to screw with yor opponent. Curses on the otherhand, do not really help you, nor do they hinder your opponent by any significant amount. No curses with stop your opponent from playing {frost Titan} and crushing your face with it. They won't stop them when they {day of judgment} everything you have off the face of the world. So, it is clear that the curses essentially do nothing.
3. There are better alternatives
-as mentioned before, there are so many things you can do with cards and mana, curses simply do not outweigh at all in importance in any shape or form. They do not help win, or help opponent lose, so it's like playing something and watching it do almost nothing, and stare in profound disappointment. Solution: play something better!

Now curses can be a fun deck, just to troll with others. What I am saying is not to disprove this, but to simply say that when you play this, don't expect to win anything past casual. Curses can be fun, but they are terrible terrible cards overall. If you care at all about winning a game, don't play this archetype.
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 12:47:56 AM
Quote from: Pwnager on February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.
Stuff are inherently bad, Im glad we can agree on this. What I am saying is that stuff doesn't just get better because "we put time into it." the materials, the strategy, they playability of the cards itself isn't going to simply get better because we try to make it be. Cards are (most if not all the time) inherently good/bad. Why does anyone need to play against every single deck in the world to be able to judge them? Logical reasoning tells us whether a deck is good or not base upon our perception on the value and correlation between the functions of the cards themselves. People don't just simply make something "good" because they try to. Things that are inherently bad can get "better" but they will almost never be good.
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 01:02:37 AM
I see a severe lack of examples in your post there sir, here, let me help you with that.

Turn 5: Curse of Misfortunes
Turn 6: Curse of Misfortunes (cast/witch sac) and free Curse of Thirst
Turn 7: Curse of Thirst and Curse of Death's Hold (both free) Cast or sac witch for second Curse of Thirst or a Curse of Bloodletting

All this adds up to weakened opponent creatures for my survivability, all the while ive been getting bonuses for sacing, such as life gain, or counters. Did I mention they are now directly taking about 12 damage per turn with only more to come?

Turn 8: free Curse of Exhaustion and Echoes. 16 damage per turn. Need I go on?

But I dont know... Five whole mana? That seems a bit much for so "little payoff".
Title: Re: Witchcraft
Post by: theguyofdragon on February 11, 2012, 01:07:04 AM
Quote from: Pwnager on February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetype
Really now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.

Well think of it this way. I could play Curse of Misfortunes, and next turn you start pulling stuff out. Or, i could play batterskull, or Jace Memory Adept. Yes, you are right in that you need practice in order to master a deck or new archetype, but the thing is that there are so many better things to play. Like instead of a Curse of the Pierced Heart, play a stormblood berserker with a stromkirk noble. Then you have more damage, more creatures, and it's faster. Also, with this deck there is so much sacrifice that it's hard to maintain creatures on the field.
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 01:13:37 AM
Quote from: Pwnager on February 11, 2012, 01:02:37 AM
I see a severe lack of examples in your post there sir, here, let me help you with that.

Turn 5: Curse of Misfortunes
Turn 6: Curse of Misfortunes (cast/witch sac) and free Curse of Thirst
Turn 7: Curse of Thirst and Curse of Death's Hold (both free) Cast or sac witch for second Curse of Thirst or a Curse of Bloodletting

All this adds up to weakened opponent creatures for my survivability, all the while ive been getting bonuses for sacing, such as life gain, or counters. Did I mention they are now directly taking about 12 damage per turn with only more to come?

Turn 8: free Curse of Exhaustion and Echoes. 16 damage per turn. Need I go on?

But I dont know... Five whole mana? That seems a bit much for so "little payoff".
Oh boy, you can perhaps do something by turn 10, as if any other deck isn't gonna do anything about that. How about I play stromkirk noble and kill you singlehandedly by turn 7? Or play a Titan (any Titan) and exterminate you by turn 9? Or I could simply pull a tiny mana leak out and screw your entire deck over for many many many turns to come. This archetype simply ISN'T GOOD, and simply trying isn't gonna make the cards any better.
Title: Re: Witchcraft
Post by: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 01:40:12 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
+1
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 01:42:40 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
What I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
{stromkirk noble} kills your opponent very very quickly, and becomes a huge threat. So yes, it doesn't do stuff for you, but it harm the opponent since it kinda just wins games.
Title: Re: Witchcraft
Post by: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 02:03:59 AM
Quote from: Appleguru56 on February 11, 2012, 01:42:40 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
What I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
{stromkirk noble} kills your opponent very very quickly, and becomes a huge threat. So yes, it doesn't do stuff for you, but it harm the opponent since it kinda just wins games.
First off, your argument that it cant do anything until turm 10 was completely incorrect. I clearly posted a win by turn 8. Then you argued that things could be faster such as a titan winning by turn nine. Just what? Turn 9 < turn 8? And a Stormkirk Noble = auto win? since when?! Maybe against humans, but what about ANY other type? Then its just a 1/1. I know im not going to convince you that curses are good, youve clearly made up your mind that they arent. But you dont have to keep ripping on them because of personal preference.
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Ok, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 02:16:37 AM
Quote from: Pwnager on February 11, 2012, 02:03:59 AM
Quote from: Appleguru56 on February 11, 2012, 01:42:40 AM
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AM
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't  be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
What I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
{stromkirk noble} kills your opponent very very quickly, and becomes a huge threat. So yes, it doesn't do stuff for you, but it harm the opponent since it kinda just wins games.
First off, your argument that it cant do anything until turm 10 was completely incorrect. I clearly posted a win by turn 8. Then you argued that things could be faster such as a titan winning by turn nine. Just what? Turn 9 < turn 8? And a Stormkirk Noble = auto win? since when?! Maybe against humans, but what about ANY other type? Then its just a 1/1. I know im not going to convince you that curses are good, youve clearly made up your mind that they arent. But you dont have to keep ripping on them because of personal preference.
Ok maybe you are fully understanding my points. What I am saying and it's ALL I'm saying is that people have better ways to win! Those cards are examples of efficient ways to win! They do not need to wait for a turn, pull another curse, wait another turn, pull another curse, deal some damage and hope none of that goes bad. One simple mana leak, negate, dissipate, stoic rebuttal, cancel, oblivion ring, ratchet bomb, natralize, ray of revelation, and even disenchant is enough to completely screw over this deck. What I am saying and ALL IM SAYING is that there are better things to do with your deck!
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 02:16:53 AM
Quote from: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Ok, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
tempered steel wins on turn 3? Please for the love of god explain that to me. Go ahead. Gimme a turn 3 win combo. Be sure to link the cards specifically. Standard only please.
Title: Re: Witchcraft
Post by: Appleguru56 on February 11, 2012, 02:24:22 AM
Quote from: Pwnager on February 11, 2012, 02:16:53 AM
Quote from: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Ok, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
tempered steel wins on turn 3? Please for the love of god explain that to me. Go ahead. Gimme a turn 3 win combo. Be sure to link the cards specifically. Standard only please.
Wonderful! Glad I can enhance the educational value of this.
T1: mox opal, 2 memnites, land, 2 signal pest.
T2: land, tempered steel, swing for 16
T3: win
Title: Re: Witchcraft
Post by: theguyofdragon on February 11, 2012, 02:24:23 AM
Quote from: Pwnager on February 11, 2012, 02:16:53 AM
Quote from: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
Ok, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
tempered steel wins on turn 3? Please for the love of god explain that to me. Go ahead. Gimme a turn 3 win combo. Be sure to link the cards specifically. Standard only please.

Memnite memnite mox opal, land, signal pest. Next turn land with tempered steel, swing for 10. Next turn swing for 10
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 02:24:43 AM
I'm going to try and take some middle ground here and try to pick from big sides. First, there are cards that, in a vacuum, have greater game winning potential than others. A single {Mana Leak} will never win a game all by itself. But good players should look beyond each card in a vacuum and look at how the cards interact with everything around it. You know players that have tried Frankensteining a bunch of ðŸ'° cards into a deck and getting beat. Magic just isn't that easy and I know you know it.

Individually, curses don't win too many games. Enchantments rarely do. But many of the curses have functionallity. Doubling damage, nerfing their creatures. Dealing damage to turn on your bloodthirsty guys.  I also think the meta is light on enchantment hate so I don't think many players are going to have answers once they hit the table. O-rings will get you though.
However, unlike other archetypes like Humans and Vampires, the curses don't have enough synergy in their effects and are expensive for what you get.  They are slow too. To this day, creatures are the most effective and reliable way to kill people, and R&D try to keep it that way because creature battles are more fun than the old days of "enchantment duels".

Tl;dr this jester thinks you can use some curses in your decks, but a straight out curse deck will have a hard time being competitive in an aggro environment. And I even like the curses!  Too bad they stink in multiplayer. ðŸ˜"
Title: Re: Witchcraft
Post by: theguyofdragon on February 11, 2012, 02:26:14 AM
Curse have potential, they are simply outweighed by other things. Such as turn three with tempered steel. Wolf run titan ramp. Solar Flare turn four titan. Burning vengance cancel/destroy. Stuff like that. These curses are too slow to fight effectively enough
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 02:30:32 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads

Apple's Core [5]

Criticize a archetype, T: Win the game
I don't want us to start throwing rocks at each other, and I'm sorry but this literally made me laugh out loud. ðŸ˜,,
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 02:35:46 AM
I would seriously play this deck casual.  But I don't mind losing. 😃
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 02:35:55 AM
I run 2 {Curse of Stalked Prey} in my Vampire deck, it's a pretty sick card, although it can be a dead draw sometimes. I love the T1 {Stromkirk Noble}, T2 {Curse of Stalked Prey} combo though, a 3/3 Noble is no joke, and following up with a {Rakish Heir} on T3 and assuming there is successful connection means a T3 6/6 Noble, pretty beast if I say so myself.
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 03:00:00 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
For the record, I was promoting the decency of {Curse of the Stalked Prey}.
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 03:24:37 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
I think that the current meta game is consistently pretty fast and if decks want to stand a chance they need to be prepared for that kind of speed. There are decks out there that will easily mow down unprepared players regularly by turn five.

I'm not taking anyone's side here. I am on the side of trying to help. Apple's Ramesy-esque style could use some softening. Members are asking "how can we make this better?" and being told "this is broken and can't be fixed!".
Now I have seen comments of a curse-based deck with other elements in some builds and if I can I'll dig it up. But I think that there is a reason we don't see curse decks tearing up the pro tours.

As always, I my humble non-competitive opinion.
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 03:24:47 AM
Quote from: InfinitiveDivinity on February 11, 2012, 03:00:00 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
For the record, I was promoting the decency of {Curse of the Stalked Prey}.
wasnt aiming at you :) just the people with negative comments
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 03:37:12 AM
Quote from: BlackJester on February 11, 2012, 03:24:37 AM
Quote from: Pwnager on February 11, 2012, 02:44:16 AM
Ok, im done. How bout you all shut up with decks that "win faster" if you get lucky draws and give some actual constructive critisism like adults. Simply because things can get better doesnt make them bad. Ill be posting no further comments because many of you clearly only care about your own opinion and not actually playing the game. Grow up kids.
I think that the current meta game is consistently pretty fast and if decks want to stand a chance they need to be prepared for that kind of speed. There are decks out there that will easily mow down unprepared players regularly by turn five.

I'm not taking anyone's side here. I am on the side of trying to help. Apple's Ramesy-esque style could use some softening. Members are asking "how can we make this better?" and being told "this is broken and can't be fixed!".
Now I have seen comments of a curse-based deck with other elements in some builds and if I can I'll dig it up. But I think that there is a reason we don't see curse decks tearing up the pro tours.

As always, I my humble non-competitive opinion.
oh my god, thank you. Were finally getting some actual non-hate comments going now. Is everyone good and calm now? Maybe we can figure out a way to make a sick curse deck and prove that they can work well. Based on a few tests against my own aggro deck, this curse deck holds its own pretty well. Its not perfect, buts its a good start. If anyone has some suggestions on how to make it even better, please do. This time, lets try doing it without saying "it just sucks start over". Please and thank you :D
Title: Re: Witchcraft
Post by: Pwnager on February 11, 2012, 03:46:32 AM
I tried as best as i could to provide expendable early game blockers to hold off the fast aggro of your average standard deck, ({Gather the Townsfolk}, {Doomed Traveler}, etc.) as well as a decent mid-game blocker ({Village Cannibals}) that would benefit from my witch-sacking engines ({Skirsdag Flayer}, {Griselbrand Disciple}). All of these have the simple goal of keeping me alive untill the curses can kick in around turn five. From there, the curses work pretty quickly. If theres some way I can get those curses out faster, or maybe a few better defenders, it would help this deck a ton.
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 10:29:10 AM
http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/900

FWIW

I think you might want to bring it down to two colors. If it were me, I'd go RB and focus on control elements.
Title: Re: Witchcraft
Post by: Sin.jecht on February 11, 2012, 11:20:19 AM
K, I agree with everything that has been said about curse decks, but if you were going to make this deck better than you should run 4 of the curse of the thirst, seeing how it is your most significant win condition. Take out the echo, and exhaustion  and add 2 thirst. Just hope someone doesn't  extract it. Well a good note, nobody will have much of a sideboard  for against it, not that they will need to. Now sideboad if it was me playing this I would just change the deck to straight up aggro post side, that way whatever they think they know about your deck, isn't so. Good luck with that.
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 03:59:00 PM
I agree, take out the {Island} and the {Curse of Echoes} to remove blue entirely for more consistency. And with that your at 63 cards, what you want to reach is 60, mainly because if you have it at the bare minimum of legal card count, your chances of aquiring the cards that you need are that much higher, and of course, it improves consistency.
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 04:03:50 PM
{Nevermore} seems like a good Sideboard card for you. You can bring it in for Curse protection, it will stop {Revoke Existence} and {Ray of Revelations}, and {Witchbane Orb}, easily the best card to shut this deck down.
Title: Re: Witchcraft
Post by: BlackJester on February 11, 2012, 05:07:34 PM
I'd put more direct threats and answers in rather than answers-to-answers.  You don't want to waste draws on anti-anti-missile-missile-missiles, especially when youre not likely to see anti-missile-missiles the first place. 🚀
Just pack more missiles. ðŸ˜,,
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 05:21:04 PM
Quote from: BlackJester on February 11, 2012, 05:07:34 PM
...anti-anti-missile-missile-missiles...
î'î'î'

î,,î,,       îŒ´î,,"
Title: Re: Witchcraft
Post by: InfinitiveDivinity on February 11, 2012, 05:23:46 PM
Quote from: InfinitiveDivinity on February 11, 2012, 05:21:04 PM
Quote from: BlackJester on February 11, 2012, 05:07:34 PM
...anti-anti-missile-missile-missiles...
î'î'î'

î,,î,,       îŒ´î,,"
Well, when you put it that way, they do seem useless.