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  • posted a message on [Primer] Assault Loam
    Has Magmatic Insight been considered here at all as a digging spell alongside Looting? This archetype seems particarly good against GDS and Phoenix since they have few ways to interact with your Enchantments. I'm considering building the deck but worried about what problem match ups I might face.

    What about Commune with the Gods to help find the namesake enchantment, Or Molten Vortex, Tarmogoyf, etc
    Posted in: Midrange
  • posted a message on Nissa, Steward of Elements
    (accidental double post)
    Posted in: Modern
  • posted a message on Nissa, Steward of Elements
    Nihil Spellbomb main deck is awesome. It's great in a meta game with lots of dredge. It also helps to give delirium with Grim Flayer. He is especially important since I'm using Stubborn Denial so that way I have 8 creatures that turn it on.

    I don't know how I feel about kitchen Finks in the main deck. Totally dependant on your meta game though. It's not great against humans, spirits or affinity.

    I would recommend trying a blue splash in your deck, trying out Snapcaster and Nissa, Steward of Elements. The LOTV is not a critical part of the deck
    Posted in: Modern
  • posted a message on Nissa, Steward of Elements
    I use her in Sultai Midrange where your threats are low cost so she's likely to get them into the battlefield even at low loyalty. Also where you have Mishra's Bauble and Serum Visions to see if you're good to zero her. In a grindfest match up though, simply having the ability to scry 2 every turn is paramount. He ultimate creature-lands are flying too so its very threatening. My list is something like

    I wish I could run more Nissa in this deck because she really complements everything quite well. Even Grim Flayer can set up a nice Zero for her.
    Posted in: Modern
  • posted a message on Grixis Death's Shadow
    That looks really good. I didn't know about them. How does priority work with Traps? I mean, you normally wouldn't be passed priority after he pitched a card. So when does priority go back to you to cast this instant? let's say he faithless looting into Gut shot...three cards hit the bin, well 4, but at what point is priority mine?

    You wait to cast the trap in response to one of their triggers. For example, they dredge three cards with Life from the Loam, hitting a Creeping chill. With the chill trigger on the stack you cast ravenous and exile the whole graveyard. Now they can't choose to use the chill trigger.

    Similar for Phoenix. You let them looting and play a bunch of other spells. Then when they attempt to move to combat, they place the Phoenix triggers on the stack, you respond with ravenous trap, exiling the whole graveyard including the Phoenix.

    I will add that Ravenous Trap works great with Jace VP also because his ability allows you to cast it for free from your graveyard although not at instant speed which kinda hurts the trap aspect. Snapcaster however does not allow the trap to be cast for 0 as flashback
    Posted in: Midrange
  • posted a message on Modern Horizons Discussion Thread
    I could see Nimble Mongoose brought in to shake things up. I don't know how much play it would see but I'd bet a great reaction from the community just for the past flavor and love of the history of the card.

    I'd like to see a card printed in horizons that gives green blue an edge, not sure what though. I love the blue green threshold decks of old

    EDIT

    An Astral Slide + Drake Haven deck would be awesome! With a reprint of Secluded Steppe and the like. Snapcaster Mage, Restoration Angel... I love it already
    Posted in: Modern
  • posted a message on Death's Shadow Jund
    I'd like to discuss Lava Coil as a Sideboard option against the following decks. I consider this because I currently board in 2x Assassin's Trophy against all of these opponents just to have more removal.
    • Izzet Phoenix - kills Thing, Phoenix (gone!) and Drake
    • Humans - kills most everything, except an unchecked Champion
    • Spirits - kills everything, even X/4 Supreme Phantoms. They can't use the Corpse for Moorland Haunt either
    The unique thing that's got me interested is that it's not useless against dredge like all other removal. I often find myself with more cards to remove from my main deck than I have to bring in against dredge. Obviously spending two mana to exile a single Bloodghast or Amalgam is not the best of plays, but it's more favorable than a fatal Push. And specifically it has applications in other match-ups. I'm thinking of it in an Abrade-esque role. And two mana removal spell that has a unique application in that it single handedly deals with any of the izzet threats.

    The trick with Phoenix is that they attack you on different levels. Graveyard hate alone isn't enough because they just kill you with thing or Drake. Push isn't always live to kill Drake, so we need something more consistent. Trophy gets the job done but ramping them has its risks (more mana = more spells in one turn) and Trophy is a pretty mediocre removal spell when I'm bringing it against Humans, Spirits, Coco decks, etc. Although I guess Sorcery speed is not too be overlooked here either.
    Posted in: Midrange
  • posted a message on Abzan Liege / Wilted Abzan / Liege Rhino
    I don't think you need to forgo Noble in order to run Chalice. You're not always going to cast Chalice on turn 2. And sometimes noble opens up such busted starts. It's important to have the speed potential when you'll be Sideboarding out the chalice, such as against Tron or Humans
    Posted in: Aggro & Tempo
  • posted a message on The Rock
    Any thoughts on this particular list? Seems like the same player has seen success with a jund variant as well. Spawn of Mayhem is certainly interesting
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Ran through two leagues with the latest list, going 3-2 in both.

    Affinity 0-2
    This is usually a good match up for me. I drew poorly in game 2, none of my Sideboard cards.

    Monored Phoenix 1-2
    I think our chances here are better than regular RW burn. Their shenanigans are stoppable and the deck is overall less linear

    GB Rock 2-0
    I've had good luck against GBx in most encounters lately. Post board we pack almost as much interaction as them so it's a fair match up.

    UR Phoenix 2-1
    These games are always nail-biters. Main deck surgical is nuts here

    GDS 2-1
    These are battles of removal. Whoever draws more usually wins. I tried boarding in my stubs here and I would say it paid off because they play so low to the ground on mana. Force Spike was relevant more than once. I didn't bring in Fulminator

    Next league:

    Infect 0-2
    Game one we just threw threats at each other. He got their first. Then I took shapers sanctuary from his g2 opening hand, thinking I could play around the Become Immense. But I should've taken that instead because it killed me.

    Dredge 2-1
    Sideboard cards were Allstars here. Main board surgical is a house. I never needed Scooze because I was able to shut him down with a Jailer game 2 and then surgical +traverse for Faerie in game 3.

    UW Miracles 0-2
    I drew very poorly both games. This a very winnable match up. I board in all stubs and Fulminator mages.

    UR Phoenix 2-1
    Again surgical takes the win. Allows me to t1 Thoughtseize a drake and surgical to get the other drake from his hand. I drew a lot of removal in g3 which helped me take the win. But it should've been a 2-0 because in the first game I accidentally passed over an attack step with my Tarmogoyf on turn 3 which cost me the game

    Whir Prison 2-1
    I can't stress enough my love for the main deck surgical. So helpful in this match up. Even decks that don't care about their graveyard much. To be able to surgical their main out against you (in this case Bridge) is just such a blow out.

    ----

    Main deck Scooze didn't come up much but it's been helpful for me in the past against humans and spirits so I'll continue the same list for now.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Is Yixlid Jailer a reasonable Cage substitute, that has the upside of being Traversable? I've had good luck with Faerie Macabre in the past because it's free and also Traversable. And it can fly for 2 in a pinch. I've actually lost every single match to dredge since I changed my anti-graveyard configuration. I used to run 1 Scooze main, 3 Faerie SB.. But lately I've been on 2 Surgical main, 2 Spellbomb SB. The Spellbomb has been doing my dirty lately by telegraphing my plans (or outs). I think I will go back to Faerie and maybe a single Jailer. I've personally loved Surgical in the main but I will also try adding a Scooze. I'll compare main surgical to your Kcmd, 2ITB. It's nice to have an instant you can fire off at will in the main deck, let alone one that's free and pumps Shadow. As far as I can remember, Surgical main has been relevant almost every single time I've drawn it. I rarely side it out against most opponents.

    I recently played against a Monored Phoenix who used Ground Rift and actually beat me 2-0 thanks to that card specifically.

    The Snapcaster configuration in my previous post is more of a pipe dream, and I'm really on the board with sticking to main deck jund. Stub however has been super clutch out of the board and I'm happy to have it. An update with Scooze back in my main board and the Jailer as psuedo-cage in SB.

    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Can anyone explain to me how Spellskite interacts with a fetch land? I've considered using it before against things like Burn but I can't imagine that you can legally redirect an effect from a land like that, can you??
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Ghor-Clan Rampager has won me countless games. It's a very reasonable threat to cast at times too. You can also double down with a TBR + GCR for insane damage out of nowhere, which I've actually pulled off twice in recent memory. I actually intend to test a singleton MB Snapcaster in that slot once I acquire one on MTGO. But it's like fate knows and is presenting me with these great situations where GCR shines. Casting it as a 4/4 Trample has been relevant in at least three games in recent memory. Once again GDS, once against Phoenix, and once against Dredge. That being said, I've had a strangely difficult time beating dredge in my last three competitive matches.

    What is your SB strategy with the updated list Defish? With so much Anger and also Stub, I'm curious how you're landing ask your colors early enough to matter. Also, I've been shaving Fatal Push after g1 but maybe this is a mistake. And as big of a blowout as I'm nailing sometimes with Spellbomb, it's still usually not enough.

    While useless against humans (I've beat them in my last two most recent matches without any sweepers anyway) could we consider something like Cry of the Carnarium? It doesn't hit Amalgam, Supreme Phantom, and a few others, but it is much easier on the mana base. I feel that I want to fetch conservatively against decks like Dredge and Spirits (and also humans / affinity) that will quickly pressure my life total.

    On the subject of conserving life totals, if I'm on the draw and I need to fetch-shock in order to play a turn 2 Tarmogoyf, is it always a good idea to do so (assuming against hyper-aggro)? My Tarmogoyf is randomly getting blown out by unforeseen cards like Lightning Axe, Dismember, Conflagrate, or even double-bolt (this happened TWICE both games 1 & 2 against a UR Phoenix). But they can't always have it and it feels wrong to not put pressure on the board turn 2 (assuming I don't have more interaction to deploy first).

    ----

    Another route I'm considering is to take a page from GDS and start playing something like 2x Snapcaster main board. Dial back on red, probably only TBR main with something like 2x K-cmd Sideboard. Then for blue I'd run only the 2 Snaps MB, and only 3x Stun in the side. For threats and removal I'd rely solely on B & G so I'm wouldn't worry terribly about fetching an off-color early in any game. The snaps could play well with a 2/2 split on surgical MB/SB effectively just surgicaling someone to death post SB if the match called for it (such against Dredge). This is all just brainstorming for now but I'm speculating something like this:


    Theory crafting Sideboard ideas
    Against midrange or otherwise highly interactive decks
    -2 TBR
    +2 K-cmd
    (probably bring in some number of Fulminator and Atrophy, depending on the opponent)

    Against dredge
    -2 Snapcaster Mage
    -2 Inquisition of Kozilek
    -1 Dismember
    -1 Street Wraith
    +3 Stubborn Denial
    +1 Cry OTC
    +2 Surgical extraction
    (I think I've been wrong to board out Push against dredge so this is a new idea)

    Against Affinity & Scales
    -3 Street Wraith
    -2 Surgical Extraction
    +2 Assassin's Trophy
    +2 K-cmd
    +1 Cry OTC

    Against Tron
    -4 Fatal Push
    -2 Dismember
    -2 Snapcaster Mage
    +3 Fulminator Mage
    +3 Stubborn Denial
    +2 Assassin's Trophy

    Against humans & spirits
    -2 Street Wraith
    -2 Surgical Extraction
    +2 Assassin's Trophy
    +1 Cry OTC
    +1 Collective Brutality
    (this is where I'd really want a stronger sweeper)

    Against UR Phoenix
    -2 Street Wraith
    -1 Traverse
    -1 Snapcaster Mage
    +2 Assassin's Trophy
    +2 Surgical Extraction

    Against Burn & Monored Phoenix
    -4 Street Wraith
    -2 Dismember
    -2 Snapcaster Mage
    +2 Collective Brutality
    +3 Stubborn Denial
    +2 Assassin's Trophy
    +1 Surgical Extraction (leave in SB against traditional burn)

    Against Primeval decks (Scapeshift & Amulet)
    -4 Fatal Push
    -2 Snapcaster Mage
    -2 Traverse the Ulvenwald
    +3 Fulminator Mage
    +3 Stubborn Denial
    +2 Assassin's Trophy

    Against Whir Prison
    -4 Fatal Push
    -2 Dismember
    -1 Snapcaster Mage
    +2 Assassin's trophy
    +3 Stubborn Denial
    +2 K-cmd

    Against Ad Naseum
    -same as above
    +2 Assassin's Trophy
    +3 Stubborn Denial
    +2 Fulminator Mage

    I'm starting to have very different views about Sideboarding. Rather than including generic hate cards I'm trying to build different 60-card decks that work well together, and then figure out which pieces are most situational or highest opportunity cost.

    ----

    Another thing I'm considering but haven't gone back to yet is the re-addition of Manamorphose. It's another way for us to lean heavily on B & G for fetching but still give flexibility when playing 4 colors.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    So I've gone back to the drawing board and started with your recent list, Defish. I've made a couple small tweaks, mostly to the sideboard. But I've had a lot of success in my last few leagues. Last night I actually went 5-0 by all rights but in my last match (against Tron) my game 3 had a dynamite opening hand but I accidentally clicked mulligan and ended up losing that game/match. Opponent durdled so much in that final game and my opener would've had Stub, Tarmogoyf, Fulminator. For reference, here is the list with a few afterthoughts.


    Monored Phoenix 2-0
    Dredge 2-0
    Jeskai Midrange 2-0
    Bant Spirits 2-1
    Tron 1-2

    First anecdote - I absolutely love Surgical in the main. I spent a few days testing the Prowess version and I really liked Mutagenic Growth as an additional way to instant-free pump shadow (besides Wraith) because it allows for more combat tricks. Surgical fills a similar role even against opponents that don't care about their graveyard. Or even have no cards in it! (I once surgical'ed my own Bauble just to get lethal damage)

    Another nod to your list Defish is the 3/2 split on Traverse/Looting. Just enough Traverses to have it turned on every time I drew it with one exception. My opening hand had 2x Traverse and only 1 land so I first cast Lay of the Land which allowed my turn 2 Tarmogoyf, and then being the only sorcery in my graveyard it enabled the second traverse with delirium in later turns. Looting came up just often enough to pitch cards I didn't need. TBH I think I only cast it twice in all 5 matches.

    I understand that Liliana shines most against GDS which the meta is theoretically littered with but I haven't ran into it in any of my last three leagues with this list. The maindeck LOTV cost me game 2 against Spirits (compared to if it was a 1cmc removal) but I ended up winning that match anyway so I'm not sure how important it is. She's irrelevant enough against most of the field so I might demote my singleton to join the other in SB. Against GDS I think I still want 2x just because she's such a blowout. Maybe I can drop to 1x K-cmd in the board since that is also a card I would use against GDS. I just like having the extra artifact removal with rise of Whir prison.

    The only change I'll make is -1 LOTV, +1 Tarfire. I didn't have any issues hitting delirium, even without tarfire, but my Tarmogoyfs were smaller than I'd like. I've become accustomed to a minimum 5/6 goyf over the last few months running minimum 2-3 Tarfires, with goyf usually hitting 6/7 or even higher.
    Then SB I'll likely try -1 Kcmd, +1 LOTV (up to 2x SB)

    ----

    Some serious thoughts about the Prowess version as well. It's a bit too glass-cannon for my taste. It felt like playing GB infect with a transformative-interactive sideboard. I made some tweaks, played another league, made more tweaks - and before I knew it I had this amalgamation:


    My first takeaway from testing the original list is that losing Traverse is just not smart. The card is so good and so easy to enable in this deck. It is THE reason to play Jund over Grixis. Another opinion is that the stock list (if you can call it that..they've had what? 3 recent finishes?) is way too all-in on the combo. I had so many hands with just pumps and no threats. Topdecking two TBRs in a row at times, when all I needed was interaction. 4/3 split on TBR/BI felt ridiculous so I dropped to 2&2 with a GCR for tutoring when needed. My tuned-up version is a list I could really see Surgical MB, but there's just no room to cut anything. Plus I think Surgical main really goes well alongside the full 8x discards.

    I found a lot of the SB came in for a lot of matches because I just wanted that muscly feeling of the midrange version. I will say that I beat UW control 2-0 and 2-1 back to back in a league and it felt great. The extra threat density and increase chances of "oops, I win" were definitely to thank for these wins. Burn still proved to be a difficult match, and I randomly lost to tron once with the deck as well. Really getting annoyed with turn 3 natural trons lately... Or even worse is when I trophy a tron land and they topdeck another of the same piece. Overall I'm not dissatisfied with this version of the deck either. League results with my latest updated Prowess version.

    UW Control 2-0
    UW Control 2-1
    Burn 1-2
    Tron 1-2
    GDS 2-1

    The Grixis match was very close and I feel I won just because I had much better draws. I don't think that it's a favorable match-up for this version by any means.
    Posted in: Midrange
  • posted a message on Tatyova and Gitrog Monster deck

    I really like Commune with the Gods in this kind of deck because it can find Heartless Summoning, Utopia Sprawl, or whatever other Enchantments you want to include. In multiplayer games Pernicious Deed is always a great inclusion. To be fair, this is my attempt at a budget brew. I've suggested non-budget alternatives to improve the deck's performance as you can afford the pieces.
    Posted in: Multiplayer
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