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Last active Thu, Mar, 22 2018 15:44:17
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Feb 7, 2018The problem I had was that the threats weren't fast enough against storm and with all the discard, I wasn't able to close the game out fast enough before storm rebuilt their hand. This was a horrendous match. I think there needs to be another threat in the deck in this match up so you consistently have something going on. The other problem I had was that the Storm player I played against is a good player and he's been tuning his list for a while now. He knew what to expect and boarded in a lot of answers for what I was doing. I would expect all of my Storm opponents to play as good as he did.Posted in: Midrange
Feb 7, 2018Last night I found out first hand how bad the Storm match is for this deck. This deck cant produce a fast enough threat to close those games out in enough time to make your hand disruption useful. I am probably going to adding Goblin Rabblemaster to the main and adding a second Kambal, Consul of Allocation to the board.Posted in: Midrange
The reason that I am choosing Goblin Rabblemaster is actually for a couple of reasons. I debated using Gurmag Angler in that slot but he doesn't help the deck. It requires cards in the graveyard (which this deck already has problems with) and it sometimes eats the cards we want to save in there. The second reason is that Gurmag doesnt seem to be any faster than Rabblemaster when considering damage over a couple of turns. Rabblemaster is a little weaker with its 2/2 body but if it isn't interacted with, it can close out a game super quick.
Kambal, Consul of Allocation is a card that I wanted a second copy of. It can apply to the Burn match (I thought burn was particularly easy any ways). More importantly, The Storm Match is where we really want this card. It's going to allow us hold them off for a turn or 2 before they kill it and allow us to get our cracks in. I think combined with the rest of the discard and threats I am making to the deck, it will help lock that match up.
With my choices, I could be incredibly wrong and way off but based on the results that I saw last night, Storm felt unwinnable and the rest of the field felt like a normal midrange match up. Every round except for storm, I felt like I was in good position.
Please let me know what you guys think so I can tune the deck a little better for the future events.
Feb 6, 2018Posted in: MidrangeQuote from Algernone25 »I feel like I'm playing this deck entirely wrong. I'm watching Gerry and every time it seems like he goes turn 1 land faithless looting, turn 2 pyro, opponent has no kill spell so he untaps, flashes back lingering souls and holds up R/B for push or bolt. And it feels so natural, like everyone should be doing that every time.
Meanwhile I play and I'm casting turn 1 looting turn 2 looting and finding absolutely nothing, end up pitching 3 lands and a bedlam reveler that I hope to recur with KCommand, play my third land and from there just trying to trade one-for-one with my opponent who's dropping 2 must-answer dudes every turn. When I do find pyromancer, it gets killed as soon as I give up priority and I get at most 1 elemental off him. Playing only 1 terminate, 1 dreadbore and 2 fatal push also seems horribly wrong, because I run into so many things that bolt can't touch and only sometimes die to push. Seems most people are getting great results with this, so I posit to you all the following questions:
-What is the correct order of discarding stuff to faithless looting? I know souls is the best card to pitch, followed by revelers we can recur, then probably extra lands. Pitching removal feels terrible.
-What hands are keeps and what hands are ships? I'm sure I've sent back amazing hands and kept terrible ones, but it's impossible to tell which is which in the heat of the moment.
-How are we expecting to deal with 4/5 goyfs and 8/8 death's shadows and 5/5 reality smashers? There seems to be far too few removal spells but I don't have a good idea of what you'd cut for more.
-Is blood moon actually good coming down on turn 3? It feels way too slow in most matchups - especially humans.
I want to like this deck but it's just doing absolutely nothing.
There is no correct order for discarding. Prioritizing your spells is super important in every different match up. As far as I can tell, you should almost always be prioritizing hand disruption on turn 1 in order to protect your hand/spells and gain information on how you should proceed.
As far as discarding, it all depends on what your opponent is playing. Sometimes discarding removal spells is correct. Sometimes discarding lands is correct. It really is all dependent of the hand you have, what you know about your opponents deck, and what spells are more important in the match up.
As for hands that you should keep, look for the hands that have plays on turn 1 and 2. You want to be casting spells as often as possible throughout the match. typically the best hands to keep are ones that have disruption on turn 1 and removal + card draw on 2. However, we don't always get to live in Christmas land. I usually look at a hand and try to figure out what my turn 1,2, and 3 plays might be so I can sculpt a game plan. If its hard to look past turn 2, make an informed decision on what you think could happen during your first 2 turns.
Blood moon on turn 3 is dependent on board state. If you can plausibly lock your opponent out on turn 3 while also allowing you to get ahead on board or stay ahead on board for the foreseeable future, it's a fine play. Typically though, I lean towards playing more impactful plays that allow me to get in better board position. Blood moon in this deck appears to be better in the late game. However, I am willing to concede that idea if someone else wants to correct me.
Edit: I also see blood moon as one of the worst cards in this deck and it feels more like a necessary evil rather than a useful implementation. The card does not trigger young pyro and also does not count towards Revelers cost reduction. It feels more like a card that helps out some bad match ups in the early game or shuts out opponents in the late game once you have board control. Just my opinion though.
Feb 6, 2018I wouldn't want Lightning helix. That card was in the original list and it was pretty taxing to have the card in hand and not be able to cast it. Not to mention that Collective Brutality is actually better than helix vs burn. Helix is a 6 point life swing where brutality is somewhere between 7 and 8 points in life that you save yourself. I like Kambal in the board but he may be a little unnecessary. He's good against Burn and Storm but I'm more inclined to play something like EE.Posted in: Midrange
Engineered Explosives probably provides more utility in more matches than Kambal. The meta will probably shift a little more towards decks like this. Meaning your EE gets a little bit stronger and more flexible.
As far as tron is concerned though, I think we forgot to mention that they also bring in annoying cards to keep us behind too. The get cards like Relic that slow us down. We both have a strategy of trying to slow the other deck down but the problem is that they go bigger than us when we slow them down. Along with what FlyingDelver said, they basically just buy themselves enough time to play a big threat. if we are slowing ourselves down to try and slow them down and they are slowing us down too, it advantages them. I like Rabblemaster for this reason. he can close out a game quicker than most of the other threats that we have available. I'm also not opposed to something like Monastery Mentor either but he's simply slower than Rabblemaster and probably not as diverse of a threat.
Jan 22, 2018HAHA yea i missed the bolts apparently. I've tried Boros charms in the past but have been rather unimpressed by them. I have also tried quellers and young peezy and didn't really care for them. The mentor was pretty cool but again, I wasn't super impressed. I like this deck again though. I ended up going 3-0 in my FNM (not many players because they were all traveling for the GP) and never really felt like I was going to lose. I played against 4 color shadow and that was an easy 2-0. The other matches were some mono G concoction that just got run over because I was able to remand all of his spells all the time and round 1 was mono U faeries that someone had built years ago and he just came back to playing magic again after a 4 year hiatus.Posted in: Aggro & Tempo
Jan 22, 2018I think the hype on it is based around the fact that its free to cast against storm. Yes they can remand the grape shot but you will also still be able to hold up counterspells for their grapeshot too because your first spell was "free" to cast.Posted in: Control
Jan 22, 2018Posted in: Deck Creation (Modern)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures:
4 Snapcaster Mage
2 Torrential Gearhulk
2 Search for Azcanta
3 Mystical Teachings
1 Consume the Meek
3 Kolaghan's Command
1 Slaughter Pact
1 Pact of Negation
3 Cryptic Command
4 Lightning Bolt
2 Spell Snare
2 Logic Knot
3 Fatal Push
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Watery Grave
1 Blood Crypt
2 Creeping Tar Pit
1 Sunken Ruins
1 Desolate Lighthouse
2 Darkslick Shores
1 Sulfur Falls
2 Ceremonious Rejection
2 Anger of the Gods
3 Gifted Aetherborn
1 Rakdos Charm
2 Collective Brutality
2 Blood Sun
1 Mindbreak Trap
Updated list. I added 2 Blood Sun to the Sideboard to help fight the Titan Shift matchup. It shuts off our fetch lands, flipped Search for Azcanta, and our Desolate Lighthouse but I still think it's worth having to help the match. I will find out more once I test.
I've also cut Teferi, Mage of Zhalfir from the deck completely as I didn't find him very useful in most match ups. He was a big help against control but having access to the Collective Brutalitys in the board makes that match up a little bit better anyways.
Jan 18, 2018Ok I am finally going to jump back into the first Modern deck that I played. I am making some changes and hopefully some upgrades to the deck.Posted in: Aggro & Tempo
Here is what the new list is going to look like for the first week:
Cards that I am not sure about:
1. Spell Pierce - On the surface this card seems great but when I am running (4) Path to Exile the card gets pretty unimpressive or irrelevant pretty quickly. Not sure if I want to play that to try and protect Delvers or if going to Logic Knot is just better.
2. Monastery Mentor - Again, the card is cool but I don't think this is the right shell for it. I want to at least try it though. The last time I picked the deck up, This card didn't even exist.
The Sideboard probably needs some work too but I won't know until I can tune the rest of the deck.
Jan 17, 2018I’m waiting to get my Ancient Tomb but it will be in there soon enough. I have most of the deck foiled and I’m waiting for one to pop up at my LGS.Posted in: Multiplayer Commander Decklists
Arcanis the Omnipotent is also another bounce and replay effect as well. I completely forgot about that until I did it to someone the other day.
The deck is amazingly fun to play. It’s gotten to the point where people usually try to kill me first every game because I consistently can get a win on turns 5 through 7. While everyone else is durdling around, I can usually sneak out some sort of lock. There are more combos in the deck than I had originally planned for. I was actually surprised by how good the deck could be in 1v1 and multiplayer.
Being able to bounce Venser, Shaper Savant with Riptide Laboratory or Conjurer's Closet and bounce a land cans keep someone in a lock in 1v1 and it’s something that can be set up pretty quickly.
I could go on and on about all the fun things I’ve been finding out with the deck but I’ll spare the details. It’s been a blast and it has ruined all the other commander decks I’ve been trying to brew up or all my old commander decks. This is my favorite one. Hands down.
Jan 11, 2018Posted in: Multiplayer Commander Decklists
The cards that I want to cut are the Planeswalkers and the Desertion. I'm also probably cutting the Tectonic Edge for a Field of Ruin
Jan 10, 2018Ok I guys. I have to admit something. I'm a fraud now:(. I no longer use Memnarch as my Commander. He is just a lowly peon on my deck as an alternative win con. I moved into using Aboshan, Cephalid Emperor as my commander-in-chief. He was better for me as I moved more and more into a combo deck. Now my deck has 1 win con..... Combo out in almost every/any way. Aboshan felt less threatening to other players and actually did a better job of not losing me the game.Posted in: Multiplayer Commander Decklists
So with all that being said, I am going to be removing my Planeswalkers from the deck in order to fit in The Immortal Sun. I currently have Jace, The Mind Sculptor, Tezzeret the Seeker, and Teferi, Temporal Archmage. All of these cards are great in the deck but I feel like I want to move away from them. I've also added a Batterskull to my deck as another Palinchron effect so I wont just instantly lose if one of them gets exiled. As for the other 2 open spots after I remove Planeswalkers, I'm still undecided as to what will take their spots. Maybe a couple of more Wizards to help fill out the underlining Wizard theme of the deck.
Jan 8, 2018Trying out another version of the deck soon. I figured it was time to try Search for Azcanta so I added 2 of them and added a Desolate Lighthouse for just a little bit more card selectionPosted in: Deck Creation (Modern)
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