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FLIP 8: FLIP HATE


Tronta

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1 mojo

1 sangan

2 needle worm

2 giant rat

3 volcanic shell

2 library

11

 

3 shallow grave

3 eclipse

3 moon

3 taiyou

3 upstart

2 hand dest

1 card dest

1 foolish

2 mse

1 poa

1 trunade

3 void

2 guard penalty

28

 

2 desert sunlight

2

 

deck 41

 

 

 

so this is in its own little topic because i felt it was a different version. also because this is probably going to be the new model. i still need to test it more, but yea.

 

basically i tried to include some standard otk elements in it, like library and void. i'm not sure how that will play out, but as a tradeoff i dumped all the wabokus and stalls. i might even drop a rat for that acid back. i think i might need it.

 

the deck title this time is Flip Hate. because people tend to hate flips. and because it sounds cool.

 

 

thoughts?

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<3 this topic already

 

 

library is a controlled draw. if i'm getting too close to the end, i dont have to use it. plus i feel like it will only be good for another +2 per game, given the frequency of eclipses going off.


i've only actually tested this in two games, but it won both times. against inferinities and blackwings. i'm loving void and library!

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This looks so inconsistent. You don't prefer Straight Trolling to OTKing? I guess I'll test and come back with results.

 

EDIT:

 

Opening Hand:

 

Magical Stone Excavation, Magical Stone Excavation, Pot of Avarice, Thunder Dragon, Night Assailant, Desert Sunlight -> Book of Taiyou -> Book of Moon -> Hand Destruction { The Shallow Grave, Book of Eclipse }

 

I lost to Beastsworn.

 

 

Opening Hand:

 

Morphing Jar, Thunder Dragon, Book of Moon, Sangan, Book of Eclipse, Hand Destruction { Giant Rat, Book of Eclipse } -> Hand Destruction.

 

Turn 2 Flipped Morphing Jar, got hit with Chariot.

 

I lost to Gladiator Beasts

 

I much prefer consistency over this jank. No motivation for further testing.

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i dont run thunder dragons. i dont quite see what youre doing.

 

it is inconsistent, but mill decks suck balls unless they kill within a turn. giving them a partial mill of 10-20 cards is like giving them the game in this meta. you have to swing for the game right off the bat.

 

in your first game you got a crappy hand. odds of drawing both mse's at the start are terrible. and honestly any deck has bad draws. using two test hands, especially one where you got chariot'd, is hardly a valid test.

 

i like consistency, but i dont find any progress to be had in a slow mill. if you have ideas for making the otk more consistent, that would be lovely.

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i was thinking of readding the wabokus to pump to 42. i havent killed myself yet, but i've been cutting it rather close.

 

 

maxing hand dests in previous tests and been found too minusy.

theres no room for dwd if i'm not maxing hand dest.

rock bombardment is too slow.

spear cretin is simply problematic.

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the problem with blasting the ruins is that i'd have to run all 3. which means i'd have to hang on to every one i get. i can run explosion with it... but i just see many situations happenw here i'm funked.

 

plus then i'm not taking full advantage of the shallows.

 

if i run 3 hand dest, what do i drop?

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i havent tested it much, but i feel as though its a definite two-of. otherwise i could see it being deaddrawy. the one game i ran it in, it turned a morphing jar activation into a draw 7.

seriously, library with jar on the field, guard-taiyou-moon. draw 5, draw 1, draw 1. +0's are sexy.

 

this does get best tech award, right above acid trap hole.

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