[Archive] Challenge Set 4
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Re: Challenge Set #4 (Spoilers)
by aww1979 » 28 Dec 2009, 09:47
Enchanted:
Round 1: Turbofog deck with Leyline of the Void.
Round 2: Monored workshop/vise deck with Nether Void.
Round 3: Spawnwrithe deck with Blood Moon.
Round 4: UB Faerie deck with Moat.
Round 5: Vampire Deck with 4x Energy Flux. (got here with affinity... ROFL and beat it! Go Disciple of the Vault!)
Round 6: RG X-damage mana acceleration deck with Mana Flare.
Round 7: BU artifact deck with 5x Karma, one magical hacked to each basic land.
Round 8: Monored direct damage with 5x CoP (one of each colour)
Round 9: Mirror match with all of the above in play: Leyline of the Void, Blood Moon, Moat, 4x Energy Flux, Mana Flare, 5x Karma magical hacked to one of each basic land, 5x CoP.
Also, all AI enchantments (not just those that start in play) seem to be indestructible, though they can still be bounced.
Round 1: Turbofog deck with Leyline of the Void.
Round 2: Monored workshop/vise deck with Nether Void.
Round 3: Spawnwrithe deck with Blood Moon.
Round 4: UB Faerie deck with Moat.
Round 5: Vampire Deck with 4x Energy Flux. (got here with affinity... ROFL and beat it! Go Disciple of the Vault!)
Round 6: RG X-damage mana acceleration deck with Mana Flare.
Round 7: BU artifact deck with 5x Karma, one magical hacked to each basic land.
Round 8: Monored direct damage with 5x CoP (one of each colour)
Round 9: Mirror match with all of the above in play: Leyline of the Void, Blood Moon, Moat, 4x Energy Flux, Mana Flare, 5x Karma magical hacked to one of each basic land, 5x CoP.
Also, all AI enchantments (not just those that start in play) seem to be indestructible, though they can still be bounced.
Last edited by aww1979 on 29 Dec 2009, 22:34, edited 7 times in total.
Re: Challenge Set #4 (Spoilers)
by meesterhans » 28 Dec 2009, 11:37
my lich got disenchanted..... grrr 

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Re: Challenge Set #4 (Spoilers)
by jatill » 28 Dec 2009, 13:24
You need to restart the game in order for the cards to unlock, since locked-ness is checked at startup. I'm guessing that's the problem you're all having.
You're cutting through this set of challenges like a hot knife through butter! I haven't beaten a couple of these yet myself, and I've had a head start
I used 'S' for ABC's also, but went U/B with only 4 Swamp in my deck. I'm curious if anyone else uses a different letter.
You're cutting through this set of challenges like a hot knife through butter! I haven't beaten a couple of these yet myself, and I've had a head start

I used 'S' for ABC's also, but went U/B with only 4 Swamp in my deck. I'm curious if anyone else uses a different letter.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Challenge Set #4 (Spoilers)
by meesterhans » 28 Dec 2009, 22:56
round 5: 4x energy flux...aww1979 wrote:Enchanted:
Round 1: Turbofog deck with Leyline of the Void.
Round 2: Monored workshop/vise deck with Nether Void.
Round 3: Spawnwrithe deck with Blood Moon.
Round 4: UB Faerie deck with Moat.
Round 5: ?
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Re: Challenge Set #4 (Spoilers)
by aww1979 » 29 Dec 2009, 03:17
Worst Topdeck EVER..... 
Alas, killed by a haxxored karma next turn.

Alas, killed by a haxxored karma next turn.
Re: Challenge Set #4 (Spoilers)
by meesterhans » 29 Dec 2009, 22:36
For the first time i find a challenge really unfair...
life's a lich
every red burn deck gets a 1st turn kill...
some white decks, get a first turn kill...
need some help plz...
life's a lich
every red burn deck gets a 1st turn kill...
some white decks, get a first turn kill...
need some help plz...
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Re: Challenge Set #4 (Spoilers)
by jatill » 29 Dec 2009, 23:08
Have you tried Force of Will?meesterhans wrote:For the first time i find a challenge really unfair...
life's a lich
every red burn deck gets a 1st turn kill...
some white decks, get a first turn kill...
need some help plz...
Even without that, there are some tricks. Try beating the other challenges first.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Challenge Set #4 (Spoilers)
by aww1979 » 30 Dec 2009, 00:20
Defeated Enchanted with the following:
.1585 4 Baneslayer Angel
.1453 4 Spectral Procession
.1933 4 Figure of Destiny
.240 4 Swords to Plowshares
.588 4 Path to Exile
.10 1 Balance
.917 4 Emeria Angel
.1236 4 Leonin Skyhunter
.167 1 Mox Pearl
.883 4 Knight of the White Orchid
.230 1 Sol Ring
.632 4 Umezawa's Jitte
.188 18 Plains
.528 1 Strip Mine
.880 2 Emeria, The Sky Ruin
I metagamed fairly heavily here, although it might not appear that way at first.
Round 1: Turbofog with Leyline. This deck wasn't too much trouble; it couldn't keep up with the flood of creatures.
Round 2: Red Vise with Nether Void. Figure of Destiny and Spectral Procession sneak past nether void due to a bug, and the life gain from Jitte and Baneslayers helps a lot. Emeria, The (I can't believe it's not a legend!) Sky Ruin is pure gold, as the games always take awhile, barring an early Vise. StP or PtE your creatures in response to them being burned, since this enemy deck has nothing to use them on.
Round 3: Spawnwrithe with Blood Moon. This was a pushover for white weenie. No special tricks on this one.
Round 4: Faeries with Moat. Everything can fly except the knights and FoD (before 8/8). Jitte on a Leonin or spirit token, and you are good to go. Moat screwed every other creature deck I made, which is why I used the flyers here; the first cards in this decks design were Baneslayer, Spectral Procession, and Leonin Skyhunter.
Round 5: Vampires with 4x Energy Flux. A tough matchup, but the 8x removals helped a ton, especially with Bloodghast, which screwed my red burn deck.
Round 6: X-damage RG deck with Mana Flare. I have never lost against this deck with ANY deck I used. No problems at all here.
Round 7: BU Artifact with 5x hacked Karmas. 8x removal for any early Juzams or whatever. Emeria doesn't count as a plains, plus lifegain from Jitte keeps you going, though the weenies kill fast enough I just ended up pumping them on the last turn without needing extra life.
Round 8: Red burn with 5x sleighted CoP. Get more creatures than they have land, and beat down. Emeria Angel helps with that. Also, the AI tends to do stupid things with Shard Volley and Fireblast, further reducing his mana base.
Round 9: Mirror with all of the above in play. Do everything mentioned above, except that Jitte is useless, and emerias are mountains.
Apparently I am an auramancer now, but what that is I don't know yet. (sounds like something to do with enchantments, obviously) If I can figure it out, I'll post what it does.
.1585 4 Baneslayer Angel
.1453 4 Spectral Procession
.1933 4 Figure of Destiny
.240 4 Swords to Plowshares
.588 4 Path to Exile
.10 1 Balance
.917 4 Emeria Angel
.1236 4 Leonin Skyhunter
.167 1 Mox Pearl
.883 4 Knight of the White Orchid
.230 1 Sol Ring
.632 4 Umezawa's Jitte
.188 18 Plains
.528 1 Strip Mine
.880 2 Emeria, The Sky Ruin
I metagamed fairly heavily here, although it might not appear that way at first.
Round 1: Turbofog with Leyline. This deck wasn't too much trouble; it couldn't keep up with the flood of creatures.
Round 2: Red Vise with Nether Void. Figure of Destiny and Spectral Procession sneak past nether void due to a bug, and the life gain from Jitte and Baneslayers helps a lot. Emeria, The (I can't believe it's not a legend!) Sky Ruin is pure gold, as the games always take awhile, barring an early Vise. StP or PtE your creatures in response to them being burned, since this enemy deck has nothing to use them on.
Round 3: Spawnwrithe with Blood Moon. This was a pushover for white weenie. No special tricks on this one.
Round 4: Faeries with Moat. Everything can fly except the knights and FoD (before 8/8). Jitte on a Leonin or spirit token, and you are good to go. Moat screwed every other creature deck I made, which is why I used the flyers here; the first cards in this decks design were Baneslayer, Spectral Procession, and Leonin Skyhunter.
Round 5: Vampires with 4x Energy Flux. A tough matchup, but the 8x removals helped a ton, especially with Bloodghast, which screwed my red burn deck.
Round 6: X-damage RG deck with Mana Flare. I have never lost against this deck with ANY deck I used. No problems at all here.
Round 7: BU Artifact with 5x hacked Karmas. 8x removal for any early Juzams or whatever. Emeria doesn't count as a plains, plus lifegain from Jitte keeps you going, though the weenies kill fast enough I just ended up pumping them on the last turn without needing extra life.
Round 8: Red burn with 5x sleighted CoP. Get more creatures than they have land, and beat down. Emeria Angel helps with that. Also, the AI tends to do stupid things with Shard Volley and Fireblast, further reducing his mana base.
Round 9: Mirror with all of the above in play. Do everything mentioned above, except that Jitte is useless, and emerias are mountains.
Apparently I am an auramancer now, but what that is I don't know yet. (sounds like something to do with enchantments, obviously) If I can figure it out, I'll post what it does.
Re: Challenge Set #4 (Spoilers)
by aww1979 » 30 Dec 2009, 00:22
Try abusing the good parts about being a lich. Ivory Tower shines here, and Healing Salve is an unrestricted Ancestral Recall. I went black (my favourite colour) and used stuff like Dark Confidant and Carnophage that I didn't have to pay for. I also thought it was vastly amusing to sac Sarcomancies when I took damage with Lich in play :pmeesterhans wrote:For the first time i find a challenge really unfair...
life's a lich
every red burn deck gets a 1st turn kill...
some white decks, get a first turn kill...
need some help plz...
Re: Challenge Set #4 (Spoilers)
by Stroggoii » 30 Dec 2009, 01:36
I'm using exactly this same deck piece by piece and the thing gives me an auto-loose.aww1979 wrote:ABCs (S)
.1836 4 Sarcomancy
.1944 4 Shriekmaw
.1759 4 Smallpox
.1478 4 Slith Bloodletter
.613 2 Sorin Markov*
.461 4 Stone-Throwing Devils
.1496 4 Stupor
.230 1 Sol Ring
.1714 4 Skullclamp
.1207 4 Solemn Simulacrum
.1833 1 Sword of Fire and Ice
.529 4 Su-Chi
.239 19 Swamp
.528 1 Strip Mine
This one was fun to design! There were lots of strategies to try, so I am sure there will be a wide variety of decks for this one. I think I made it the second attempt with this one. The original was a B/W deck, similar style to above, but the white mana base was crappy due to only having Sacred Foundry, Scrubland, Savannah, and Secluded Steppe to use, two of which come into play tapped. If it weren't for the land, monowhite S could probably make it, too. I also thought about trying 'B' since there are a lot of good lands in there (badlands, bayou, bloodstained mire, etc) but when I saw all the good spells in S, I had to do it.
edit: wtf? It didn't unlock the card for ABCs, either...
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Re: Challenge Set #4 (Spoilers)
by aww1979 » 30 Dec 2009, 01:50
Try toggling the constructed/limited thing. I had that problem once. I switched from constructed to limited to constructed again and then it worked.
Re: Challenge Set #4 (Spoilers)
by monopoman » 30 Dec 2009, 07:06
Here is the S deck I used to beat the challenge I had a lot of success with it on my 4th try or so at ABC's.
Swamp 23
Strip Mine 1
Sanguine Guard 4
Sengir Vampire 3
Shriekmaw 4
Stronghold Overseer 2
Sarcomancy 4
Sorin Markov 2
Stupor 4
Scepter of Fugue 1
Serrated Arrows 1
Sol Ring 1
Solemn Simulacrum 4
Su-Chi 4
Sword of Fire and Ice 2
Overseer is really good against most decks if you can activate his ability 2+ times on your opponents turn they have to hit you with a 3 power creature to do 1 damage. Obviously if they have a ton of shadow guys its not that cool but if they are running just standard creatures it is.
Swamp 23
Strip Mine 1
Sanguine Guard 4
Sengir Vampire 3
Shriekmaw 4
Stronghold Overseer 2
Sarcomancy 4
Sorin Markov 2
Stupor 4
Scepter of Fugue 1
Serrated Arrows 1
Sol Ring 1
Solemn Simulacrum 4
Su-Chi 4
Sword of Fire and Ice 2
Overseer is really good against most decks if you can activate his ability 2+ times on your opponents turn they have to hit you with a 3 power creature to do 1 damage. Obviously if they have a ton of shadow guys its not that cool but if they are running just standard creatures it is.
Re: Challenge Set #4 (Spoilers)
by aww1979 » 30 Dec 2009, 07:51
Aieee! No skullclamps? :p I *had* to use that one!
So overpowered 
Also, I still have no idea what auramancer does. Maybe it is half of something that I need to unlock Pit Fighting to see the other half? Or maybe I'm just retarded and haven't figured it out yet.


Also, I still have no idea what auramancer does. Maybe it is half of something that I need to unlock Pit Fighting to see the other half? Or maybe I'm just retarded and haven't figured it out yet.
Re: Challenge Set #4 (Spoilers)
by monopoman » 30 Dec 2009, 08:28
Yeah clamp is good but really without a lot of small creatures its a bit mediocre. I guess you could find room for clamp in that deck but I had 0 problems with that deck really as long as I got a halfway decent hand.
Yeah maybe Jatill could clue us in what they actually do.
Yeah maybe Jatill could clue us in what they actually do.
Re: Challenge Set #4 (Spoilers)
by jatill » 30 Dec 2009, 12:59
I'm pretty sure that you'll figure them out as you complete other challenges.monopoman wrote:Yeah maybe Jatill could clue us in what they actually do.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
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