Well, no offense guys - and I do understand the desire to get it right - but this is taking a long time for what seems like a fairly simple calculus. Where to believe Vez is scum you would have to somehow be convinced:
(1) that he planned an epic gambit from his first post of the game, including
(2) an epic bus of his own teammate, and
(3) that our mod. is a bit of a bastard (because there's no way my role and Last's role exist in the same town without a bit of bastardy), while also
(4) concluding that Last, with a Cop shot on a Ly/Lo night, chose not to use it, and
(5) when he did use it picked a suboptimal target.
Whereas to believe Last is scum you just have to...think it.
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Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I think you’re right, I just want to do my due diligence as well. And I was not looking at the forum over the weekend at all, so yeah, sorry it’s taking a while.
@Vez: do you remember scum love the king? Do you remember how I figured you out as town? If so, point me to anywhere in this game that would help me in similar fashion.
@Vez: do you remember scum love the king? Do you remember how I figured you out as town? If so, point me to anywhere in this game that would help me in similar fashion.
Mate, that moment was special. It doesn't happen all the time.
Just take whatever decision you think it's best. I can't really come with a better defense than what axelrod did.
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Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Vezok really hasnt done anything analytically clearing, and if his role is real then its just super swingy for mafia, its more likely that his ability if real, the abilities unlock after mafia deaths
could he be a vig somewhere in there, probably, but if he's the vig that unlocked after Azreal's death then why does Tom do all this just to hide his role, especially given the fact that a vig is a dangerous claim
If Tom wanted to come up with another ability to hide his role cop he could've easily done it
Let's go back to Azreal's lynch, and his role, if he was telling the truth, he couldnt use any abilities two day 2, and he obviously hid one based on Axel's points... now lets go back to Chris' point which at the time was insane to me and felt like TMI, claiming that Tom got the ability from Azreal's death
In that world, there comes a lot of benefit to bussing Azreal, and Tom claiming to be a vig there makes more sense
In a sense that was one of the reasons I decided to target Chris anyways, and I also stated more reasons day 3 why I disliked Chris' push on Grape over Killjoy. Now only that but his subtle pushes on killjoy day 4 showed no signs of understanding
The one thing I did forget is that Chris' track would put Tom in an even worse spot, my bad
on the whole not targetting night 4, it was garbage, and if I had all the time to fake claim, why would I do something that makes my claim look worst, TWTBAW????
I am the parity cop, the only hard cop for town, and if you vote me, town loses, and I'm not going to kick and scream like I did in the past, I'm trying to avoid getting emotionally involved in games like I did in Game of Thrones Mafia.
also, explain to me how anything Vez just did is indicative of him being town...
There isn't much reason for him to care since all the pressure is on me
lastly, mafia instead of killing anyone else night 4, they choose to kill Cantrip, pretty much outting Tom instead of just leaving him alive to push
presumably, because the last wolf was in a good spot, as we are seeing right now
I have seen nothing to convince me that Vez is scum for what it is worth.
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2014 - Best Mafia Performance (Individual)(Wu Tang) 2014 - Best Mafia Newcomer 2015 - Best Town Performance (Individual) (Predator) 2015 - Best Town Performance (Group) - Predator Mafia 2015 - Best Mafia Performance (Group) - 2015 Invitational 2015 - Best Town Player 2015 - Best Mafia Player 2015 - Best Overall Player
@tom: the only difference between your role and Az's role as claimed os that he has to announce in thread the tron lands dropping while your daykill is secret.
Vez, talk to me about this, why did you say Toms daykill was secret, when it was (as he made it seem) very public.
@tom: the only difference between your role and Az's role as claimed os that he has to announce in thread the tron lands dropping while your daykill is secret.
Vez, talk to me about this, why did you say Toms daykill was secret, when it was (as he made it seem) very public.
I meant public in the sense that a mod posts about the lands dropping. From what' I've seen the daykill post had nothing about tom doing it. Even if he posted that in thread, it didn't seem as public as az' role.
To be fair, I don't really remember why or when I wrote that post. I don't even know why I called it secret as at that time it seemes like tom had to announce it in thread.
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The post wasn't about the daykill being secret, but about the activation being secret. Az had to announce the lands in thread while at that time I believed tom gained the daykill after night 1.
So yeah, I wasn't channeling my inner oracle to talk about tom's role. I was just having a discussion based on known information
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2014 - Best Mafia Performance (Individual)(Wu Tang) 2014 - Best Mafia Newcomer 2015 - Best Town Performance (Individual) (Predator) 2015 - Best Town Performance (Group) - Predator Mafia 2015 - Best Mafia Performance (Group) - 2015 Invitational 2015 - Best Town Player 2015 - Best Mafia Player 2015 - Best Overall Player
Lastwhisper (3): vezokpiraka, shadowlancerx, Sir Chris
vezokpiraka (1): Lastwhisper
Abstain (0):
You've expertly piloted Hogaak throughout the 14 rounds of this Modern Open, defeating many such inferior strategies in order to get to your current 11-3 record. Sure, there were some decks that proved too difficult for you to overcome - Death's Shadow, Hardened Scales, and Eldrazi Tron managed to get the best of you - but for the most part you've managed to put it together and qualify yourself for a top 8 win-and-in. If you win this last round, you're guaranteed to make Top 8. If you lose, your tournament run is over.
You sit across from a pleasant chap who wins the die roll and goes turn 1 Search for Tomorrow. "Valakut," you think in your head. "Should be pretty easy." You cast a turn 1 Stitcher's Supplier, milling nothing of value. The sinking feeling in your stomach starts to kick in when your opponent goes turn 2 Relic of Progenitus, a decent graveyard hate card that can slow you down. You draw another card. Faithless Looting, now locked by the Chalice. You grimace and attack for 1, then pass.
Their Search resolves then they draw their card. "Well, that's a good one," he exclaims, as he drops a Chalice of the Void, a card that was the main reason why you lost against Eldrazi Tron. With the Chalice on 1 and the Relic, you can't mount any action and he drops a Primeval Titan on turn 4 that ends the game swiftly.
You sideboard in some artifact/enchantment hate for game 2. This helps against their sideboard Leyline of the Void but your meager army gets wiped by an Anger of the Gods on their turn 3. Despite them having a slow start, they manage to stall the game long enough to use Summoner's Pact to find yet another Primeval Titan, and the game ends once again with you taking lethal damage from the volcanic power of Valakut, the Molten Pinnacle.
As you're packing up and congratulating your opponent on the top 8, your opponent breathes a heavy sigh of relief. "Chalice and Leyline were real good versus Izzet Phoenix, too, in the previous round." Looks like they made a meta call and it paid off.
The next Day, the very face of Modern was irrevocably changed.
You slump in your chair as your most favorite Modern deck, Hogaak, was banned. With the Faithless Looting ban, you're out of a playable Modern deck, and it seems like fair decks, like the decks you absolutely demolished yesterday, will get a boost with the unbanning of Stoneforge Mystic. Looks like R&D is committed into changing Modern - for the better.
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
I have no idea how to judge my play this game, I was right about a lot of things and also wrong about a lot of things.
Shadow and Chris tag team whoo.
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Was super fun being mechanically caught and just... trying to make myself not the best lynch for as long as i could.
I tried my best on lasts claim once he softed all his actual scum roles but
Doesnt seem like claims really came into play that much?
Also thats probably the most actual rereading/work ive done as either alignment in awhile so im gonna go ahead and say thats my scum meta now and get lazier as town
Flavor: Bursting onto the Modern scene with Collins Mullen’s undefeated win at SCG Cincinnati last year, you’ve quickly grown to become one of the most powerful and one of the most popular decks in Modern. And it’s easy to see why - people love their tribal decks, and the Human tribe offers strong disruption against combo decks with the one-two punch of Kitesail Freebooter and Meddling Mage, in addition to other disruptive threats such as Reflector Mage and Thalia, Guardian of Thraben. Couple this with a blazing-fast clock headlined by threats such as Champion of the Parish and Mantis Rider, and it’s easy to see why you’re one of the best decks in the format today.
Even though you play with the world’s wonkiest manabase, you win with good old creature combat, so there’s not much about the deck that is unfair. If people just manage to resolve sweepers or point removal at your puny little dudes, then there’s not much you can do to fight back. There are some degenerate decks lying around in this tournament, and you’re here to show them that 37 creatures, 4 copies of Aether Vial, and 19 lands is the way to go.
Abilities: Meddling Mage (three-shot) - Each Night, you may target a player and name a deck from the MTGGoldfish Modern page (https://www.mtggoldfish.com/metagame/modern/full#paper) You will check to see if the player you have targeted has the same name as the deck you named. If you guess correctly, you will be notified of that fact and roleblock that player that Night, preventing them from using any activated abilities. If you guess wrong, you will be notified of that fact as well. You have three shots of this ability.
Win Condition: Expunge the tournament room of these degenerate decks.
Dredge
Alignment:Town
Flavor: Good old Dredge, the mechanic that R&D printed in the OG Ravnica set and has become a scourge in eternal formats ever since.The good old days when Golgari-Grave Troll was unbanned are no longer here, however, and you were relegated to a fringe player in the Modern format until the set Guilds of Ravnica was released. From there, you gained a new friend in the form of the card Creeping Chill, which, over the course of a game, provides a 24-point life swing and gave you not only the speed to close out games that you previously lost against, but the life buffer to protect against something like Burn.
Now you are a new tier 1 player in the Modern metagame and are ready to pounce on any decks that didn’t come with a couple of copies of Rest in Peace or Leyline of the Void in their sideboards. Dredge is just good old-fashioned graveyard solitaire - you're pretty much hoping to do your thing every single turn, and if you care about what your opponent is up to then you are probably going to lose.
Abilities: Bloodghast - When you die, you will come back as a Tree Stump for the next Day phase. This means that you will not have a vote, but you will still be able to talk. You will permanently vanish once the Day phase is over. Use your time wisely!
Win Condition: Expunge the tournament room of these degenerate decks.
Bant Spirits
Alignment:Town
Flavor: Previously a fringe player in the Modern metagame (championed by players such as Caleb Durward and Kat Light), you received a huge power buff once Core Set 2019 released and the card Supreme Phantom was released. Supreme Phantom gave you another 2-drop and another lord effect, providing 8 lord effects (Supreme Phantom and Drogskol Captain) in addition to any special copying if Phantasmal Image copied one of your lords. With this, Bant Spirits has grown to become a solid contender deck in the Modern metagame, with its ability to race effectively with multiple lord effects + being able to fly over the competition.
In addition, you’re a tribe that has disruptive elements, with Mausoleum Wanderer acting as a walking Force Spike and the powerful Spell Queller letting you interact with cards on the stack. Couple that with the natural resiliency of the Spirits with the card Selfless Spirit and Drogskol Captain (giving your Spirits indestructible and hexproof, respectively) means that you can win many tournaments on a good day.
Abilities: Rattlechains - You can’t be targeted by non-killing abilities. Drogskol Captain - Once per game, at Night, you may target a player. That player will be unable to be targeted by non-killing abilities as long as you are alive. You will make all non-killing abilities that target that player that Night fail as well.
Win Condition: Expunge the tournament room of these degenerate decks.
Jeskai Control
Alignment:Town
Flavor: While you may not be the most popular control deck at the moment (that honor probably goes to UW Control), you still have legs in the format and can out-control any deck on a good day. The keys to your success can be summed up by two factors:
One was the printing of Search for Azcanta in Ixalan. That card, only costing two mana, helps you filter your draws in the early game and allows you to make your land drops/find your relevant spells. In the late game, it transforms into Azcanta, the Sunken Ruin, which draws you a relevant spell each turn, and, being a land, is absurdly difficult to interact with unless you are packing some specialized hate such as Field of Ruin. You are prone to making one-for-one trades in the early game, and Search for Azcanta helps you convert those one-for-one trades into a sea of relevant cards late-game.
The second card is Teferi, Hero of Dominaria. This card essentially costs 3 mana because his +1 ability allows you to untap two lands, and that leaves you with the ability to interact with one-mana cards such as Lightning Bolt and Path to Exile. Teferi is essentially a one-sided Howling Mine that, as a bonus, deals with all sorts of problematic permanents and is a win condition by himself, as well as providing you with extra mana thanks to his +1 ability. Teferi is possibly the most powerful planeswalker of all time, and having him on your side will surely help you get some match wins.
Abilities: Snapcaster Mage - Once per game, at Night, you may target a dead town player. You will learn all abilities that player has. That Night, if they have any activated abilities during the Night, you can activate their abilities as though they were yours. Please PM me if you have specific questions about how this ability interacts with other abilities in the game.
Win Condition: Expunge the tournament room of these degenerate decks.
Jund
Alignment:Town
Flavor: Make Jund Great Again
King of midrange in Modern, Jund is simply a collection of the most powerful black, red, and green cards in Modern and the manabase to support it. Previously Jund was unplayable because there was simply no reason to strain the manabase in your BG midrange deck for some measly Lightning Bolts and Kolaghan’s Command, but Bloodbraid Elf was released from the Banned List on February 12, 2018. She has finally make Jund Great Again, for its ability to apply pressure as well as generate card advantage. Jund has also experienced a resurgence because of the new Modern Horizon card Wrenn and Six, which has allowed Jund to have a very cheap planeswalker that can pick off one-toughness threats and draw lands every turn, ensuring that Jund will always be able to hit its land drops.
The deck is simple - Thoughtseize/Inquisition of Kozilek turn 1 to disrupt your opponent’s gameplan and to figure out exactly what your opponent is cooking with, Dark Confidant on 2 to continuously generate card advantage every turn he sticks on the battlefield, Liliana of the Veil on 3 to provide a valuable edict effect and to reduce the number of resources your opponents have to work with, and finally Bloodbraid Elf on 4 to provide you with a 3/2 haster that gives you extra resources to play around with. Combine that with the best removal spells in Modern - Assassin’s Trophy, Fatal Push, Lightning Bolt - and, as long as your spells line up against your opponent’s, you will beat them into the ground with the most powerful Modern-legal spells Modern has to offer.
Abilities: Tireless Tracker - Every time the town mislynches a player, if that player was town, you will receive a Clue token. Each Night, you may spend a Clue token to target a player. You will track that player, learning who that player targets at Night.
Win Condition: Expunge the tournament room of these degenerate decks.
Burn
Alignment:Town
Flavor: One of the mainstays of the Modern format, Burn is relatively inexpensive, fairly strong, and pretty easy to pick up and play with. Basically, it’s the “fun police” of the Modern format - if you’re trying to do anything that resembles a lot of durdling, Burn can show up and put you in your place with its Goblin Guides, Lava Spikes, and Searing Blazes. Burn is a highly linear deck that basically tries to make 7 of its cards deal 3 damage to you. If it gets there, then you’re dead. If you can kill them faster than they can deal damage to you, then they’re dead.
The most powerful thing about this deck is its consistency and clock. Nearly all of Burn’s spells do the same thing, and with most hands you can assemble turn 4 or turn 5 kills even through interaction. Not to mention that Burn recently got some nice upgrades with the advent of the new set, Ravnica Allegiance. The addition of Skewer the Critics and Light Up the Stage has made Burn even more slim and more consistent than ever before. Skewer the Critics is simply another 3 damage for one mana, while Light Up the Stage has given the deck access to some extremely cheap card advantage. Burn is always a powerful, consistent player in the Modern metagame - sleep on it at your own peril.
Abilities: Lava Spike - Each Night, you can target a player. You will either put a hit counter on that player, or kill that player if they already have a hit counter on them.
Win Condition: Expunge the tournament room of these degenerate decks.
Amulet Titan
Alignment:Town
Flavor: Widely known as one of the most difficult decks in Modern to pilot (and affectionately known as AmuLIT), Amulet Titan used to be one of the most degenerate decks in Modern when the card Summer Bloom was legal. Thankfully, the card has disappeared to the banned list, but that doesn’t change the fact that this deck is still alive and kicking as one of the best big mana decks in Modern.
The card Amulet of Vigor allows all of the deck’s bouncelands to enter play untapped, which means that you can tap them for two mana immediately and generate extra mana. The deck then tries to cast the card Primeval Titan with all of that extra mana, using Primeval Titan to fetch up two lands - Slayer’s Stronghold and Boros Garrison. Boros Garrison can be used to activate Slayer’s Stronghold, giving the Primeval Titan +2/+0. You then attack with Primeval Titan, finding Sunhome, Fortress of the Legion, which allows you to give your Primeval Titan double strike. 16 damage and four free land drops should be enough to kill your opponent, especially if they took damage earlier in the game due to their own fetchlands and shocklands. In addition, the deck has many ways to recover if the first Primeval Titan gets killed - it is extremely consistent due to playing with the cards Tolaria West, Ancient Stirrings, and Summoner’s Pact. Tolaria West can go grab Summoner’s Pact, which can go grab a Primeval Titan. Ancient Stirrings is simply one of the best cards in Modern and can find an Amulet of Vigor or one of your many bouncelands, or a Walking Ballista - which can also be found with Tolaria West. It is a highly complex, difficult to play deck due to the amount of options you have as well as sequencing your lands, but with correct play it has the potential to be one of the strongest decks in Modern. Two copies of the deck met in the finals of SCG Charlotte, so it is definitely experiencing a resurgence in the Modern metagame.
Abilities: Amulet of Vigor - Each Night, you can target a player (including yourself). You will grant that player an extra vote the following Day. Once you have targeted a player, you may not target that player again for the rest of the game. This extra vote does not apply during LyLo.
Win Condition: Expunge the tournament room of these degenerate decks.
UW Control
Alignment:Town
Flavor: A close cousin of Jeskai Control, you’ve been a deck in Modern for years but the tools were never just quite there to find a successful UW Control build in Modern until somewhat recently. The reason why UW Control is now a successful deck in Modern is due to the unbanning of Jace, the Mind Sculptor in Modern. Jace, while not great in Modern, is still completely absurd if you manage to untap with him on an empty battlefield, due to acting as a win condition with his ultimate, card advantage engine with his Brainstorm ability, and a way to affect the battlefield with his bounce ability. While Jace hasn’t had the reign of terror like he has in Standard and Legacy, he works extremely well with your other tool in the toolbox: Terminus.
With so many decks in Modern being creature-heavy these days, a single Terminus off the top can spell disaster for your opponent, as putting all creatures on the bottom of their owner’s libraries is something that gets around hexproof, indestructible, death triggers, and doesn’t put creatures into their owner’s graveyards - it’s the most ultimate form of board-wipe there is. Being able to cast Terminus at instant speed by casting Opt and drawing it for your turn is also completely absurd, as you’ve just blanked you opponent’s combat phase and it gives you a turn to deploy your Planeswalkers on an empty battlefield. Couple this with an extremely consistent manabase, some of the best spells ever printed (Narset, Parter of Veils, Path to Exile, Ancestral Vision) as well as the addition of Field of Ruin to interact with your opponent’s lands, and it’s easy to see why you’re one of the top control decks in Modern right now.
Abilities: Cryptic Command (one-shot) - Once per game at Night, you may choose two of these four abilities:
Choose a player and roleblock them.
Choose a player. They cannot be killed that Night.
Choose a player. You will be able to chat with that player in private for the following Day.
Choose a player. You will watch that player, learning the names of everyone who targets that player.
Win Condition: Expunge the tournament room of these degenerate decks.
Titanshift
Alignment:Town
Flavor: A deck that is relatively easy to play, powerful, and consistent - what’s not to love? Titanshift is a RG ramp deck that utilizes the one-card combo known as Scapeshift to devastate its opponents and win the game. The way the combo works is, with seven lands, you cast the card Scapeshift, sacrificing all of your lands and searching your library for a Valakut, the Molten Pinnacle and six other Mountains. This will trigger Valakut six times, which means that your opponent will be hit with 18 direct damage directly to the face. While that’s not 20, your opponent will have likely taken some incidental damage off of their own manabase, and every Mountain you play after that will deal 3 damage to the opponent, so it is generally enough.
The way the deck works is it utilizes a lot of ramp in the early game (coupled with some interaction in Lightning Bolt and Anger of the Gods to ensure it doesn’t lose early) in order to get to that all-important sixth and seventh land. Once Titanshift reaches six mana, it can cast Primeval Titan, a creature that can fetch Valakut itself and spread damage around the battlefield. Swinging in with the Titan nearly always ends the game from there.
While Titanshift may not be the fastest combo deck, it is consistent, has inevitability in long games, and has a simple gameplan. Good enough for Modern!
Abilities: Scapeshift - Once per game, during the Day, you may PM the mod to reveal your alignment. The mod will publicly confirm you as the role Titanshift and reveal you as confirmed town.
Win Condition: Expunge the tournament room of these degenerate decks.
Hollow One
Alignment:Town
Flavor: A deck best described as "weaponized variance", Hollow One rose to the forefront of the Modern metagame by Ken Yukuhiro's performance in PT Rivals of Ixalan at the beginning of 2018.
In a format as wacky and wild as Modern, Hollow One has to probably take the cake as one of the craziest decks of all. The deck relies on cards that literally have the word "random" on them - Burning Inquiry and Goblin Lore - to put a bunch of recursive creatures into the graveyard and to enable cards such as Hollow One - which becomes cheaper the more cards you discard - and Flameblade Adept, which becomes larger the more cards you discard.
The deck has a lot of inherent randomness associated with it, but it is still remarkably consistent in terms of executing its game plan, which is to play a bunch of 0 mana 4/4s turns 1 and 2. The key with this deck is that the cards Burning Inquiry and Goblin Lore help you because there are often cards that you want to get into your graveyard, while Burning Inquiry could just "randomly" discard all of your opponent's lands from their hand.
In the words of a wise Brennan DeCandio, "Yes, it's better than Ancestral Recall. Yes, it's better than Black Lotus. Yes it's better than Jace, the Mind Sculptor. Because sometimes it's all those cards all at once for only one mana."
Abilities: Burning Inquiry - At the beginning of each Night, if you voted for a town player the previous Day and mislynched them, you will gain a random one-shot ability to use. These abilities include:
Target a player. You will learn who that player targeted tonight. (Track)
Target a player. You will learn what deck that player is. (Namecop)
Target a player. You will learn if any actions were performed on or by a player. (Motion Detector)
Target a player. You will protect that player, preventing them from being killed tonight. (Doctor)
Target a player. If that player would be killed tonight, you will die instead. (Bodyguard)
Win Condition: Expunge the tournament room of these degenerate decks.
Affinity
Alignment:Town
Flavor: You can never keep Affinity down. The deck’s been a constant player in the Modern metagame since the format’s inception, all due to one somewhat innocuous and busted card if you build your deck around it, Mox Opal.
Mox Opal, if you can enable metalcraft, is a legendary Mox that can tap for one mana of any color. Moxen are some of the most powerful cards in the history of Magic, because they allow you to accelerate your mana development without being encumbered with the “one land per turn” equalizer of the game. And Affinity is the perfect deck to take full advantage of Mox Opal. The deck is blistering fast and explosive, often dumping its entire hand onto the table as early as turns 1 and 2. From there, it can begin to bridge its way towards killing the opponent, with a combination of these three cards: Steel Overseer, Cranial Plating, and Arcbound Ravager.
Steel Overseer, if it ever untaps, threatens to snowball the game out of proportion by increasing the size and strength of Affinity’s creatures. Cranial Plating, due to the deck being comprised of nearly all artifacts and lands, can represent a power boost of 5 or more and can threaten large chunks of damage every turn it stays on the field. And the most powerful payoff card of them all, Arcbound Ravager, allows the Affinity player to generate kills out of seemingly innocuous board states, by sacrificing all the artifacts to the Ravager and then sacrificing the Ravager itself, to put all of its +1/+1 counters on another creature.
While you haven’t had the best overall metagame representation share of 2019, your deck is still as blazing fast as always, and you can definitely catch opponents off guard if they didn’t bring enough artifact hate. Never count Affinity out.
Abilities: Signal Pest - Each Night, you may target two players. You will give a communication line to them, allowing those players to talk to each other whenever they want. You may target yourself with this ability.
Win Condition: Expunge the tournament room of these degenerate decks.
Ad Nauseum
Alignment:Town
Flavor: Ad Nauseum is one of the strangest and most unique decks in the entire format, but it does a very good job of preying on specific decks - namely, aggro decks that either try to get your life total down to 0 with limited interaction, or control decks that have a lot of interaction but don’t have a clock. Now, these decks may sound like polar opposites, but Ad Nauseum does a fantastic job of attacking both of those decks.
To examine why, we have to figure out what Ad Nauseum’s gameplan is, in the first place. The goal of the deck is to cast the card Ad Nauseum to draw your entire deck, while having an effect that prevents you from losing the game when you cast Ad Nauseum. These two cards that prevent you from instantly losing the game are Phyrexian Unlife and Angel’s Grace. When you cast Ad Nauseum when either of these two cards are in effect, you will be able to draw your entire deck without any ill repercussions. Once you have your entire deck in your hand, victory is academic.
You can pitch three copies of Simian Spirit Guide to make three red mana and cast the card Lightning Storm, to which you can then discard lands to while the card is on the stack in order to kill your opponent, or you can cast the card Laboratory Maniac, which states that win the game if you try to draw from an empty library, and draw a card.
Now, how does this deck prey on decks that are on complete different ends of the metagame? Against the aggro decks, you can land an early Phyrexian Unlife and take advantage of the card giving you 10+ life in order to stabilize and cast a game-winning Ad Nauseum. And against the control decks, you can take advantage of the fact that the card Angel’s Grace cannot be countered, and the fact that Ad Nauseum is an instant. This means that whenever the control player tries to take an action that would allow them to advance the game - say, by casting a planeswalker - you can respond to that by casting Ad Nauseum, and win the game entirely at instant speed. This means that the control player can never tap out, which forces them to play the game on your terms instead of theirs.
Ad Nauseum can struggle with decks that have a mix of pressure and disruption for its gameplan, but it is a powerful deck nonetheless and demands respect. Look forward to picking up your entire deck of cards and fanning it out in your hand, because you’ll be doing a lot of that when playing this deck.
Abilities: Phyrexian Unlife - You have a one-shot bulletproof vest. The first time you would be killed at Night, instead you aren't. Angel's Grace - Once per game, you may target a player at Night. You will prevent them from being killed that Night.. When you use this ability, your bulletproof vest will be inactive for the Night.
Win Condition: Expunge the tournament room of these degenerate decks.
Mafia
Tron
Alignment:Mafia
Flavor:
WOW.
F***.
TRON.
I mean, what else is there to say about your deck? All your deck is designed to do is to assemble the three Urzatron lands - the Power Plant, Mine, and Tower - and to get out the glorious Karnfather out on turn 3, ready to exile a permanent in play or a card in your opponent’s hand. If that isn’t enough, on turn 4, you can slam down another Tower, producing the full 10 mana, in order to play Ulamog and exile two MORE of your opponent’s permanents, as well as put in a nice and casual 10/10 with indestructible into play on turn 4. That’s right - not turn 10, when you’re supposed to cast Ulamog - TURN FRICKIN* 4.
There’s a lot of Tron hate floating around this tournament and people hate playing against your deck because it feels like they didn’t get to play a real game of Magic, but in the end, only the score-sheet matters, and showing everyone the glory of the Karnfather and the power of the card Ancient Stirrings is what you’re here to do.
Abilities: Assemble Tron - During phases Day 1, Night 1, and Day 2, you will put a Tron land into play (Urza's Mine, Urza's Tower, Urza's Power Plant). The thread will be publicly notified when a Tron land is put into play. Once you have assembled Tron (gotten one of each Urza's Tower, Urza's Mine, and Urza's Power Plant into play), you may activate any of your abilities once per Day/Night phase. (This means that if you activate one of your abilities during the Day, you cannot activate another one of your abilities aside from the factional nightkill that Night).
All of your abilities are one-shot.
Thought-Knot Seer: Might as well take a peek at what’s in their hand, right? Once per game, at Night, you may target a player. You will learn that player's role PM and roleblock them, preventing them from using any activated abilities. Wurmcoil Engine: The lifelink and dying into two more 3/3s makes Wurmcoil Engine a perfect stop to any aggressive deck. Once per game, at Night, you may activate this ability. You gain a one-shot bulletproof vest. (The next time you would be killed during the Night, instead you aren't. This bulletproof vest applies the Night you activate it.) Karn Liberated: Karn’s wrath is supreme. You may target a player during the Day with Karn's -3 by posting “Daykill PLAYERNAME” in the thread and instantly kill them. This kill happens during the Day and therefore is immune to any tracking effects and bulletproof effects.
Ancient Stirrings: When you die, you may pick an unused one-shot ability you have currently remaining and target a player. You will give that ability to that player.
Win Condition: Win the tournament.
(Please PM me or talk with me if you have any questions about your role or do not understand it. It is without a doubt the most complex role in the game, and I want you to fully understand it before you start playing)
Izzet Phoenix
Alignment:Mafia
Flavor: This deck was recently popularized at the end of 2018, when Ross Merriam, noted SCG Tour player, took this to a first-place finish at SCG Baltimore. This deck's power and popularity spread like wildfire soon after that, and now it's easily in the conversation for one of the best decks in the format. The centerpiece of the deck relies on a recently printed card, Arclight Phoenix, which returns itself from the graveyard to the battlefield if you cast three or more instants or sorceries that turn. That gives the deck access to a recursive hasty threat that can end games out of nowhere.
In addition, the deck utilized the power of the card Thing in the Ice extremely well. This card is an 0/4 defender that, when you cast four or more instants or sorceries, transforms into a 7/8 beater that bounces all other non-Horror creatures to hand. The power of Thing in the Ice is the reason why this deck has such an excellent matchup against the other creature decks in the format - they cannot recover from the Evacuation-effect that Thing of the Ice offers.
The final threat that defines Izzet Phoenix is Crackling Drake. In this deck, Crackling Drake is a 11 or 12 power flyer for 4 mana that cantrips when it enters the battlefield and threatens to end the game in one or two hits. In Ross's words, it's "suspend 1: win the game". The suite of threats that Izzet Phoenix presents makes it impossible to fight against all of them on any one axis. Relying on spot removal? Here are recursive Phoenixes. Relying on graveyard hate? Here are some Crackling Drakes which ignore graveyard hate. Couple this in a deck that runs mostly cantrips and you have yourself a deck that is extremely consistent at what it does and does unfair things - a good place to be in the Modern format.
Abilities: Arclight Phoenix - You can't keep a good Phoenix down. You can continue to advise your mafia teammates even after you die in the game. Surgical Extraction (one-shot) - Once per game, at Night, you may target a dead player and a living player. You will learn if those two players share the same alignment. Aria of Flame - As long as you are alive, the mafia team has daychat.
Win Condition: Win the tournament.
Lantern Control
Alignment:Mafia
Flavor: This deck actually originated on these very boards - a user named zerodown posted in 2012 about a deck called “Top Control” which ran multiple removal spells along with the full package of mill rocks, including Codex Shredder and Ghoulcaller’s Bell. As time went on, the deck strayed away from these removal spells and more towards the card Ensnaring Bridge, because a single Bridge was able to invalidate countless swathes of creatures by making them unable to be attacked. This deck was then worked on more by Zac Elsik, a noted SCG Tour grinder and pro player, until he got 15th at GP Charlotte. He then refined and tuned the decklist even more, by adding more targeted discard in the form of Inquisition of Kozilek and Thoughtseize, as well as adding four copies of one of Modern’s most busted cards, Mox Opal. From there, Zac Elsik made a name for himself by winning GP Oklahoma City in September 2015, thereby placing this deck on the map.
From there, this deck continued to be a small - but well known - quantity in the format, with people not often picking it up because of the deck’s tendency to make people ragequit (struggling against a Lantern Control player who has all of their lock pieces in play is one of the more unfun things to do in Magic) and due to the fact that the deck is difficult to play - you need to have a good understanding of how every other deck in the metagame operates in order to pilot this deck proficiently. It all came to a head when Luis Salvatto, the 2018 Player of the Year, won Pro Tour Rivals of Ixalan with Lantern Control. From there, people called for this deck to be banned due to the unfun nature of the deck, but as quickly as the deck shot up to the top of the metagame, it began to disappear because the Modern metagame shifted and became faster and more linear than ever before.
However, the deck’s inherent power level cannot be disputed - as with many other broken decks, it runs the full playset of Mox Opal and Ancient Stirrings, and it’s difficult to interact with due to the nature of the deck and the speed at which it is possible to assemble the lock. For example, you can have sideboard cards dedicated to the matchup.. but you can watch the Lantern player assemble the lock and mill all of your sideboard hate away. You can bring in artifact destruction but watch the Lantern player deploy Welding Jars. If the Lantern player can control the contents of your hand with Thoughtseize, control the contents of the battlefield with Ensnaring Bridge, and control the contents of what you draw with Lantern of Insight + any combination of mill rocks, then the deck can absolutely take down a tournament.
Abilities: Lantern of Insight - Each Night, you may target a player twice. (You can pick the same player twice or choose different players). The first time you target a player, put an insight counter on that player. You will learn what that player’s deck is. When you target a player with an insight counter on them, you will learn that player’s role PM.
Win Condition: Win the tournament.
Gifts Storm
Alignment:Mafia
Flavor: One of the more degenerate combo decks of the format, Gifts Storm is one of the fastest and most consistent combo decks in Modern. While it hasn’t been the most popular deck recently, it still manages to put up results here and there and take down a major tournament. Wizards of the Coast has always stated the Storm mechanic was a mistake. They’ve banned two major Storm enablers in the form of Seething Song and Rite of Flame. And yet, the deck still survives in this current incarnation.
Essentially, how the deck works is you play a creature that makes your spells cheaper (Goblin Electromancer or Baral, Chief of Compliance) and hope your opponent can’t interact with it. Once you untap with either one of these creatures on the battlefield, then things really start to go off. You can start chaining rituals and cantrips together, in order to generate lots of extra mana with each ritual you cast, and then you can cast Gifts Ungiven, with Past in Flames picked as one of the cards. This allows you to cast Past in Flames regardless of where it ends up - either in the hand or the graveyard - and recast spells from your graveyard until your Storm count hits 20. From there, you can find Grapeshot and instantly kill your opponent. The deck may be weaker now because of the rampant graveyard hate in the metagame, but you’re a fast, consistent combo deck that can prey on specific metagames because you also have access to interaction maindeck and sideboard (Lightning Bolt, Remand, and Repeal).
Abilities: Past in Flames - Twice per game, you may activate this ability and reveal the entirety of all role PMs of players who are dead. You may activate this ability at any time. Remand - Each Night, you may target a player. You will delay that player's ability, making it activate on the next Night.
Cantripmancer - does not use an action
Killjoy - does not use an action
Vaimes - targets lastwhisper, puts a hit counter on him
Rhand - target Grapefruit. GF will gain an extra vote
Fuwa - does not use an action
KittyCupCake - target Vaimes and Cantripmancer. They both will gain a permanent neighbor chat.
beeboy - protects Vaimes (gets delayed)
Wisp - kills Rhand (succeeds)
tomsloger - rolecops dkings twice (succeeds, learns that dkings is Jeskai Control, Town Backup)
Grapefruit - delays beeboy (succeeds)
Azrael - gifts tom daykill (succeeds)
Cantripmancer - targets Tom naming Infect (succeeds, learns Tom is not Infect)
Killjoy -
Vaimes - targets KCC (succeeds, puts a hit counter on KCC)
osieorb18 - watches vezokpiraka, docs Vaimes (succeeds)
KittyCupCake - target KCC and Axelrod. They both will gain a permanent neighbor chat.
Megiddo - protects Vaimes (will succeed, but will die to protecting Vaimes)
Wisp - kills Megiddo (succeeds)
tomsloger - rolecops Vaimes twice (succeeds, learns that Vaimes is Burn, Town Slow Vig)
Vaimes kills KCC
Sir Chris tracks KCC
Cantripmancer targets tomsloger naming Infect (fails)
vezokpiraka GAINS a doctor ability and docs Axelrod
KCC targets tomsloger and KCC
Killjoy asceticizes Cantripmancer (succeeds)
tomsloger kills Vaimes, succeeds
Lastwhisper targets tomsloger and grapefruit (succeeds, learns that tom IS aligned with grapefruit)
Sir Chris tracks shadowlancerx (succeeds, learns that shadow targeted nobody)
Cantripmancer declares no action
vezokpiraka motion detectors Tom (succeeds, learns that tom has had an action performed by him or on him)
tomsloger kills Cantrip (succeeds)
Lastwhisper does nothing
Oh man, that was harder than it should have been....
But still fun! Feel like I actually had a good game for a change, as opposed to just maybe being adequate.
Mad props to Tom for surviving as long as he did. to Cantrip for doubting your own results.
Last, you were very solid too, imo, and mainly got POE'd at the end (and needed a better claim, yeah)
Lot's of really strong Town people too. A few questionable choices, maybe, but, that happens. So, overall, really good game.
Thank you Proph!
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Rollback Post to RevisionRollBack
Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I am attacking this from a couple of different angles and if we assume Tom is not stupid, and I don't think he is, it just doesn't make sense for him to be scum here. Like if he is scum then... scum was just so sucky.
I've already read today and my super solid town read on tom has not budged.
Someone redirecting cantrip to town makes so much more sense then tom faking his flavour for *****s and giggles.
Although now that I see KJ's wagon analysis I kinda doubt you can actually be scun. How about we work together and find the scum instead of going after tom?
Even a 1-shot secret redirector bothers me. Like, a host doesn't say "You have guessed wrong" with a redirect unless it's questionable hosting.
This isn't an issue that bothers me, if I was running a game with a redirect, I'd be unlikely to tell them that in most situations, and I definitely wouldn't answer questions about that to anyone but the redirector.
And I'd guess this is something proph agrees with me on. I don't think this speculation is of any value.
For real guys? Suggesting that it would be b*stard modding to have a redirect that isn’t explicit is stupid; could be a busdrive or virtually anything impacting here, and by role and behavior Tom is not really in the more likely to be scum category.
Osie hear me out. How about you help us lynch KJ today and people will use actions at night to check on tom? Does that sound good for you? This whole page of you rambling about how tom is scum is not convincing anyone.
@Osie: when was the last time you went this hard in on a scum read?
Also, regardless of that read, saying Tom is “outed scum” is ridiculous. Yeah, sure, maybe he lied about his role, but that’s not absolutely true, stop acting like it is.
This Tom wagon seemed to drain the energy from the thread, and I’m not sure why.
Two scum left, if Tom is scum, only one buddy able to try and direct a counterwagon or energy elsewhere, meaning if the town is content then that’s could explain it.
If Tom is town, scum could either be vocal about the lynch, or trying not to draw attention to themselves so as to make this day turn sour for them.
In either scenario, there’s not a lot of town conversing happening, which is annoying.
I still don’t think it’s Tom, and I think the most compelling stuff against him is the interactions that Axel posted. Behaviorally, I’ve liked him, I think his process for the daykill makes a lot of sense from town Tom; it would have been a very good fake job on the part of scum Tom. I think there are some decent reasons to look at a few people for possible deepwolf status, but not today; I think today we need to cut the PoE down some more.
As such, I will only be voting for Osie/last or KJ if not one of those.
I have yet to see compelling “not in the PoE” arguments for any of those three, despite there being some points in their favor.
He can't cause he is lying. This is just bullhit to fill the posts.
Tom's post sums it up perfectly. The only real push KJ has ever even tried this game is on me. He has played a textbook scummy game with bad interactions with all dead scum and nonsensical stances.
People voting tom: Tom's game make sense as town. Everything he did, while questionable, can come from town tom. What KJ did has no chance of coming from town KJ.
... I told you so.
While parts of this game left a bad taste in my mouth, it was nice playing with some of the people here again. Sir Chris, Axelrod, Cantripmancer and Vaimes in particular are refreshing people with which to play. I'll probably continue to just poke my head in occasionally here rather than playing a lot; at this point I much prefer the community on Mafia Colosseum (shameless plug). Maybe I'll see some of you around here, there, or elsewhere.
You were right osie. Sorry I act like a hothead most of the time.
But mafia is a team game and when half the people think tom isn't scum yet you keep pushing it as hard as possible you are going to ruffle some feathers.
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this game wouldve been a lot different if me and grape didnt full claim for no reason
im so sad lol
Man, if Grape doesn't claim "Delayer" I have no idea what happens then. That's easily 90% of my case against him.
On the other hand, if Osie doesn't miss that Meg had already claimed and used his shot properly (and if Fuwa hadn't misled about the role initially)... And if Vaimes had shot Last instead of KCC...
There were mistakes to go around, I think.
Amusing to me that the initial spec that Tom acquired his Dayvig as a reault of Az dying was actually correct, just not in the way we were thinking, leading to some very incorrect assumptions later when he died "Not Dayvig." Though I don't see how we ever could have figured out that he actually had the dayvig after that flip. My best alternate spec was that it was some kind of group collective ability.
Private Mod Note
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Rollback Post to RevisionRollBack
Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Tom has some kind of Teflon coating he needs to get a patent on stat.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
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(1) that he planned an epic gambit from his first post of the game, including
(2) an epic bus of his own teammate, and
(3) that our mod. is a bit of a bastard (because there's no way my role and Last's role exist in the same town without a bit of bastardy), while also
(4) concluding that Last, with a Cop shot on a Ly/Lo night, chose not to use it, and
(5) when he did use it picked a suboptimal target.
Whereas to believe Last is scum you just have to...think it.
I kinda like games ending more than I like sitting around waiting for them to end.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
Vote Count 6.3
vezokpiraka (1): Lastwhisper
Lastwhisper (1): vezokpiraka
Abstain (2): shadowlancerx, Sir Chris
With 4 alive, it takes 3 votes to lynch.
Day 6 will end at 11:59PM EST October 3rd Thursday.
Mate, that moment was special. It doesn't happen all the time.
Just take whatever decision you think it's best. I can't really come with a better defense than what axelrod did.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
@Last: I’m planning to vote you. Can I get a Hail Mary if you’re town? Show me why.
but Town!Wisp also does not have the wim for this game anymore
the shot was not suboptimal from my position
double rolls are not really bastard
so ya, no hail marry, sorry town
k
could he be a vig somewhere in there, probably, but if he's the vig that unlocked after Azreal's death then why does Tom do all this just to hide his role, especially given the fact that a vig is a dangerous claim
If Tom wanted to come up with another ability to hide his role cop he could've easily done it
Let's go back to Azreal's lynch, and his role, if he was telling the truth, he couldnt use any abilities two day 2, and he obviously hid one based on Axel's points... now lets go back to Chris' point which at the time was insane to me and felt like TMI, claiming that Tom got the ability from Azreal's death
In that world, there comes a lot of benefit to bussing Azreal, and Tom claiming to be a vig there makes more sense
In a sense that was one of the reasons I decided to target Chris anyways, and I also stated more reasons day 3 why I disliked Chris' push on Grape over Killjoy. Now only that but his subtle pushes on killjoy day 4 showed no signs of understanding
The one thing I did forget is that Chris' track would put Tom in an even worse spot, my bad
on the whole not targetting night 4, it was garbage, and if I had all the time to fake claim, why would I do something that makes my claim look worst, TWTBAW????
I am the parity cop, the only hard cop for town, and if you vote me, town loses, and I'm not going to kick and scream like I did in the past, I'm trying to avoid getting emotionally involved in games like I did in Game of Thrones Mafia.
also, explain to me how anything Vez just did is indicative of him being town...
There isn't much reason for him to care since all the pressure is on me
lastly, mafia instead of killing anyone else night 4, they choose to kill Cantrip, pretty much outting Tom instead of just leaving him alive to push
presumably, because the last wolf was in a good spot, as we are seeing right now
will probably be my last post for a little
2014 - Best Mafia Performance (Individual)(Wu Tang)
2014 - Best Mafia Newcomer
2015 - Best Town Performance (Individual) (Predator)
2015 - Best Town Performance (Group) - Predator Mafia
2015 - Best Mafia Performance (Group) - 2015 Invitational
2015 - Best Town Player
2015 - Best Mafia Player
2015 - Best Overall Player
2014 - Best Mafia Performance (Individual)(Wu Tang)
2014 - Best Mafia Newcomer
2015 - Best Town Performance (Individual) (Predator)
2015 - Best Town Performance (Group) - Predator Mafia
2015 - Best Mafia Performance (Group) - 2015 Invitational
2015 - Best Town Player
2015 - Best Mafia Player
2015 - Best Overall Player
I meant public in the sense that a mod posts about the lands dropping. From what' I've seen the daykill post had nothing about tom doing it. Even if he posted that in thread, it didn't seem as public as az' role.
To be fair, I don't really remember why or when I wrote that post. I don't even know why I called it secret as at that time it seemes like tom had to announce it in thread.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
The post wasn't about the daykill being secret, but about the activation being secret. Az had to announce the lands in thread while at that time I believed tom gained the daykill after night 1.
So yeah, I wasn't channeling my inner oracle to talk about tom's role. I was just having a discussion based on known information
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
Vote Count 6.3
vezokpiraka (1): Lastwhisper
Lastwhisper (1): vezokpiraka
Abstain (2): shadowlancerx, Sir Chris
With 4 alive, it takes 3 votes to lynch.
Day 6 will end at 11:59PM EST October 3rd Thursday.
Timer: https://itsalmo.st/modern-mafia-night-6-vwsf
Vez, if you’re scum, then well done.
Vote Last
Vote Count 6.4
Lastwhisper (2): vezokpiraka, shadowlancerx
vezokpiraka (1): Lastwhisper
Abstain (1): Sir Chris
With 4 alive, it takes 3 votes to lynch.
Day 6 will end at 11:59PM EST October 3rd Thursday (today).
Timer: https://itsalmo.st/modern-mafia-night-6-vwsf
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
vote: Last
2014 - Best Mafia Performance (Individual)(Wu Tang)
2014 - Best Mafia Newcomer
2015 - Best Town Performance (Individual) (Predator)
2015 - Best Town Performance (Group) - Predator Mafia
2015 - Best Mafia Performance (Group) - 2015 Invitational
2015 - Best Town Player
2015 - Best Mafia Player
2015 - Best Overall Player
Lastwhisper (3): vezokpiraka, shadowlancerx, Sir Chris
vezokpiraka (1): Lastwhisper
Abstain (0):
With 4 alive, it takes 3 votes to lynch.
That is a lynch! Stay tuned for lynch scene.
Lastwhisper (3): vezokpiraka, shadowlancerx, Sir Chris
vezokpiraka (1): Lastwhisper
Abstain (0):
You've expertly piloted Hogaak throughout the 14 rounds of this Modern Open, defeating many such inferior strategies in order to get to your current 11-3 record. Sure, there were some decks that proved too difficult for you to overcome - Death's Shadow, Hardened Scales, and Eldrazi Tron managed to get the best of you - but for the most part you've managed to put it together and qualify yourself for a top 8 win-and-in. If you win this last round, you're guaranteed to make Top 8. If you lose, your tournament run is over.
You sit across from a pleasant chap who wins the die roll and goes turn 1 Search for Tomorrow. "Valakut," you think in your head. "Should be pretty easy." You cast a turn 1 Stitcher's Supplier, milling nothing of value. The sinking feeling in your stomach starts to kick in when your opponent goes turn 2 Relic of Progenitus, a decent graveyard hate card that can slow you down. You draw another card. Faithless Looting, now locked by the Chalice. You grimace and attack for 1, then pass.
Their Search resolves then they draw their card. "Well, that's a good one," he exclaims, as he drops a Chalice of the Void, a card that was the main reason why you lost against Eldrazi Tron. With the Chalice on 1 and the Relic, you can't mount any action and he drops a Primeval Titan on turn 4 that ends the game swiftly.
You sideboard in some artifact/enchantment hate for game 2. This helps against their sideboard Leyline of the Void but your meager army gets wiped by an Anger of the Gods on their turn 3. Despite them having a slow start, they manage to stall the game long enough to use Summoner's Pact to find yet another Primeval Titan, and the game ends once again with you taking lethal damage from the volcanic power of Valakut, the Molten Pinnacle.
As you're packing up and congratulating your opponent on the top 8, your opponent breathes a heavy sigh of relief. "Chalice and Leyline were real good versus Izzet Phoenix, too, in the previous round." Looks like they made a meta call and it paid off.
The next Day, the very face of Modern was irrevocably changed.
You slump in your chair as your most favorite Modern deck, Hogaak, was banned. With the Faithless Looting ban, you're out of a playable Modern deck, and it seems like fair decks, like the decks you absolutely demolished yesterday, will get a boost with the unbanning of Stoneforge Mystic. Looks like R&D is committed into changing Modern - for the better.
Lastwhisper has been lynched.
KCC/Axelrod Chat
Vaimes/Cantripmancer Chat
Mafia Chat
Thanks to everyone for playing, and special thanks to Lastwhisper, Megiddo, and osieorb18 for replacing in!
Thoughts to come.
I felt that I didn't really have to do anything cause I would've just muddied the waters instead of looking more like town so I stayed back.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
tom/last you guys did a hell of a job the last couple of Days, but POE got you in the end I think.
Man that’s was fun.
Good thing the scumteam was easy to PoE.
Shadow and Chris tag team whoo.
2014 - Best Mafia Performance (Individual)(Wu Tang)
2014 - Best Mafia Newcomer
2015 - Best Town Performance (Individual) (Predator)
2015 - Best Town Performance (Group) - Predator Mafia
2015 - Best Mafia Performance (Group) - 2015 Invitational
2015 - Best Town Player
2015 - Best Mafia Player
2015 - Best Overall Player
Was super fun being mechanically caught and just... trying to make myself not the best lynch for as long as i could.
I tried my best on lasts claim once he softed all his actual scum roles but
Doesnt seem like claims really came into play that much?
Also thats probably the most actual rereading/work ive done as either alignment in awhile so im gonna go ahead and say thats my scum meta now and get lazier as town
Humans
Alignment: Town
Flavor: Bursting onto the Modern scene with Collins Mullen’s undefeated win at SCG Cincinnati last year, you’ve quickly grown to become one of the most powerful and one of the most popular decks in Modern. And it’s easy to see why - people love their tribal decks, and the Human tribe offers strong disruption against combo decks with the one-two punch of Kitesail Freebooter and Meddling Mage, in addition to other disruptive threats such as Reflector Mage and Thalia, Guardian of Thraben. Couple this with a blazing-fast clock headlined by threats such as Champion of the Parish and Mantis Rider, and it’s easy to see why you’re one of the best decks in the format today.
Even though you play with the world’s wonkiest manabase, you win with good old creature combat, so there’s not much about the deck that is unfair. If people just manage to resolve sweepers or point removal at your puny little dudes, then there’s not much you can do to fight back. There are some degenerate decks lying around in this tournament, and you’re here to show them that 37 creatures, 4 copies of Aether Vial, and 19 lands is the way to go.
Abilities: Meddling Mage (three-shot) - Each Night, you may target a player and name a deck from the MTGGoldfish Modern page (https://www.mtggoldfish.com/metagame/modern/full#paper) You will check to see if the player you have targeted has the same name as the deck you named. If you guess correctly, you will be notified of that fact and roleblock that player that Night, preventing them from using any activated abilities. If you guess wrong, you will be notified of that fact as well. You have three shots of this ability.
Win Condition: Expunge the tournament room of these degenerate decks.
Dredge
Alignment: Town
Flavor: Good old Dredge, the mechanic that R&D printed in the OG Ravnica set and has become a scourge in eternal formats ever since.The good old days when Golgari-Grave Troll was unbanned are no longer here, however, and you were relegated to a fringe player in the Modern format until the set Guilds of Ravnica was released. From there, you gained a new friend in the form of the card Creeping Chill, which, over the course of a game, provides a 24-point life swing and gave you not only the speed to close out games that you previously lost against, but the life buffer to protect against something like Burn.
Now you are a new tier 1 player in the Modern metagame and are ready to pounce on any decks that didn’t come with a couple of copies of Rest in Peace or Leyline of the Void in their sideboards. Dredge is just good old-fashioned graveyard solitaire - you're pretty much hoping to do your thing every single turn, and if you care about what your opponent is up to then you are probably going to lose.
Abilities: Bloodghast - When you die, you will come back as a Tree Stump for the next Day phase. This means that you will not have a vote, but you will still be able to talk. You will permanently vanish once the Day phase is over. Use your time wisely!
Win Condition: Expunge the tournament room of these degenerate decks.
Bant Spirits
Alignment: Town
Flavor: Previously a fringe player in the Modern metagame (championed by players such as Caleb Durward and Kat Light), you received a huge power buff once Core Set 2019 released and the card Supreme Phantom was released. Supreme Phantom gave you another 2-drop and another lord effect, providing 8 lord effects (Supreme Phantom and Drogskol Captain) in addition to any special copying if Phantasmal Image copied one of your lords. With this, Bant Spirits has grown to become a solid contender deck in the Modern metagame, with its ability to race effectively with multiple lord effects + being able to fly over the competition.
In addition, you’re a tribe that has disruptive elements, with Mausoleum Wanderer acting as a walking Force Spike and the powerful Spell Queller letting you interact with cards on the stack. Couple that with the natural resiliency of the Spirits with the card Selfless Spirit and Drogskol Captain (giving your Spirits indestructible and hexproof, respectively) means that you can win many tournaments on a good day.
Abilities:
Rattlechains - You can’t be targeted by non-killing abilities.
Drogskol Captain - Once per game, at Night, you may target a player. That player will be unable to be targeted by non-killing abilities as long as you are alive. You will make all non-killing abilities that target that player that Night fail as well.
Win Condition: Expunge the tournament room of these degenerate decks.
Jeskai Control
Alignment: Town
Flavor: While you may not be the most popular control deck at the moment (that honor probably goes to UW Control), you still have legs in the format and can out-control any deck on a good day. The keys to your success can be summed up by two factors:
One was the printing of Search for Azcanta in Ixalan. That card, only costing two mana, helps you filter your draws in the early game and allows you to make your land drops/find your relevant spells. In the late game, it transforms into Azcanta, the Sunken Ruin, which draws you a relevant spell each turn, and, being a land, is absurdly difficult to interact with unless you are packing some specialized hate such as Field of Ruin. You are prone to making one-for-one trades in the early game, and Search for Azcanta helps you convert those one-for-one trades into a sea of relevant cards late-game.
The second card is Teferi, Hero of Dominaria. This card essentially costs 3 mana because his +1 ability allows you to untap two lands, and that leaves you with the ability to interact with one-mana cards such as Lightning Bolt and Path to Exile. Teferi is essentially a one-sided Howling Mine that, as a bonus, deals with all sorts of problematic permanents and is a win condition by himself, as well as providing you with extra mana thanks to his +1 ability. Teferi is possibly the most powerful planeswalker of all time, and having him on your side will surely help you get some match wins.
Abilities: Snapcaster Mage - Once per game, at Night, you may target a dead town player. You will learn all abilities that player has. That Night, if they have any activated abilities during the Night, you can activate their abilities as though they were yours. Please PM me if you have specific questions about how this ability interacts with other abilities in the game.
Win Condition: Expunge the tournament room of these degenerate decks.
Jund
Alignment: Town
Flavor: Make Jund Great Again
King of midrange in Modern, Jund is simply a collection of the most powerful black, red, and green cards in Modern and the manabase to support it. Previously Jund was unplayable because there was simply no reason to strain the manabase in your BG midrange deck for some measly Lightning Bolts and Kolaghan’s Command, but Bloodbraid Elf was released from the Banned List on February 12, 2018. She has finally make Jund Great Again, for its ability to apply pressure as well as generate card advantage. Jund has also experienced a resurgence because of the new Modern Horizon card Wrenn and Six, which has allowed Jund to have a very cheap planeswalker that can pick off one-toughness threats and draw lands every turn, ensuring that Jund will always be able to hit its land drops.
The deck is simple - Thoughtseize/Inquisition of Kozilek turn 1 to disrupt your opponent’s gameplan and to figure out exactly what your opponent is cooking with, Dark Confidant on 2 to continuously generate card advantage every turn he sticks on the battlefield, Liliana of the Veil on 3 to provide a valuable edict effect and to reduce the number of resources your opponents have to work with, and finally Bloodbraid Elf on 4 to provide you with a 3/2 haster that gives you extra resources to play around with. Combine that with the best removal spells in Modern - Assassin’s Trophy, Fatal Push, Lightning Bolt - and, as long as your spells line up against your opponent’s, you will beat them into the ground with the most powerful Modern-legal spells Modern has to offer.
Abilities: Tireless Tracker - Every time the town mislynches a player, if that player was town, you will receive a Clue token. Each Night, you may spend a Clue token to target a player. You will track that player, learning who that player targets at Night.
Win Condition: Expunge the tournament room of these degenerate decks.
Burn
Alignment: Town
Flavor: One of the mainstays of the Modern format, Burn is relatively inexpensive, fairly strong, and pretty easy to pick up and play with. Basically, it’s the “fun police” of the Modern format - if you’re trying to do anything that resembles a lot of durdling, Burn can show up and put you in your place with its Goblin Guides, Lava Spikes, and Searing Blazes. Burn is a highly linear deck that basically tries to make 7 of its cards deal 3 damage to you. If it gets there, then you’re dead. If you can kill them faster than they can deal damage to you, then they’re dead.
The most powerful thing about this deck is its consistency and clock. Nearly all of Burn’s spells do the same thing, and with most hands you can assemble turn 4 or turn 5 kills even through interaction. Not to mention that Burn recently got some nice upgrades with the advent of the new set, Ravnica Allegiance. The addition of Skewer the Critics and Light Up the Stage has made Burn even more slim and more consistent than ever before. Skewer the Critics is simply another 3 damage for one mana, while Light Up the Stage has given the deck access to some extremely cheap card advantage. Burn is always a powerful, consistent player in the Modern metagame - sleep on it at your own peril.
Abilities: Lava Spike - Each Night, you can target a player. You will either put a hit counter on that player, or kill that player if they already have a hit counter on them.
Win Condition: Expunge the tournament room of these degenerate decks.
Amulet Titan
Alignment: Town
Flavor: Widely known as one of the most difficult decks in Modern to pilot (and affectionately known as AmuLIT), Amulet Titan used to be one of the most degenerate decks in Modern when the card Summer Bloom was legal. Thankfully, the card has disappeared to the banned list, but that doesn’t change the fact that this deck is still alive and kicking as one of the best big mana decks in Modern.
The card Amulet of Vigor allows all of the deck’s bouncelands to enter play untapped, which means that you can tap them for two mana immediately and generate extra mana. The deck then tries to cast the card Primeval Titan with all of that extra mana, using Primeval Titan to fetch up two lands - Slayer’s Stronghold and Boros Garrison. Boros Garrison can be used to activate Slayer’s Stronghold, giving the Primeval Titan +2/+0. You then attack with Primeval Titan, finding Sunhome, Fortress of the Legion, which allows you to give your Primeval Titan double strike. 16 damage and four free land drops should be enough to kill your opponent, especially if they took damage earlier in the game due to their own fetchlands and shocklands. In addition, the deck has many ways to recover if the first Primeval Titan gets killed - it is extremely consistent due to playing with the cards Tolaria West, Ancient Stirrings, and Summoner’s Pact. Tolaria West can go grab Summoner’s Pact, which can go grab a Primeval Titan. Ancient Stirrings is simply one of the best cards in Modern and can find an Amulet of Vigor or one of your many bouncelands, or a Walking Ballista - which can also be found with Tolaria West. It is a highly complex, difficult to play deck due to the amount of options you have as well as sequencing your lands, but with correct play it has the potential to be one of the strongest decks in Modern. Two copies of the deck met in the finals of SCG Charlotte, so it is definitely experiencing a resurgence in the Modern metagame.
Abilities: Amulet of Vigor - Each Night, you can target a player (including yourself). You will grant that player an extra vote the following Day. Once you have targeted a player, you may not target that player again for the rest of the game. This extra vote does not apply during LyLo.
Win Condition: Expunge the tournament room of these degenerate decks.
UW Control
Alignment: Town
Flavor: A close cousin of Jeskai Control, you’ve been a deck in Modern for years but the tools were never just quite there to find a successful UW Control build in Modern until somewhat recently. The reason why UW Control is now a successful deck in Modern is due to the unbanning of Jace, the Mind Sculptor in Modern. Jace, while not great in Modern, is still completely absurd if you manage to untap with him on an empty battlefield, due to acting as a win condition with his ultimate, card advantage engine with his Brainstorm ability, and a way to affect the battlefield with his bounce ability. While Jace hasn’t had the reign of terror like he has in Standard and Legacy, he works extremely well with your other tool in the toolbox: Terminus.
With so many decks in Modern being creature-heavy these days, a single Terminus off the top can spell disaster for your opponent, as putting all creatures on the bottom of their owner’s libraries is something that gets around hexproof, indestructible, death triggers, and doesn’t put creatures into their owner’s graveyards - it’s the most ultimate form of board-wipe there is. Being able to cast Terminus at instant speed by casting Opt and drawing it for your turn is also completely absurd, as you’ve just blanked you opponent’s combat phase and it gives you a turn to deploy your Planeswalkers on an empty battlefield. Couple this with an extremely consistent manabase, some of the best spells ever printed (Narset, Parter of Veils, Path to Exile, Ancestral Vision) as well as the addition of Field of Ruin to interact with your opponent’s lands, and it’s easy to see why you’re one of the top control decks in Modern right now.
Abilities: Cryptic Command (one-shot) - Once per game at Night, you may choose two of these four abilities:
Choose a player and roleblock them.
Choose a player. They cannot be killed that Night.
Choose a player. You will be able to chat with that player in private for the following Day.
Choose a player. You will watch that player, learning the names of everyone who targets that player.
Win Condition: Expunge the tournament room of these degenerate decks.
Titanshift
Alignment: Town
Flavor: A deck that is relatively easy to play, powerful, and consistent - what’s not to love? Titanshift is a RG ramp deck that utilizes the one-card combo known as Scapeshift to devastate its opponents and win the game. The way the combo works is, with seven lands, you cast the card Scapeshift, sacrificing all of your lands and searching your library for a Valakut, the Molten Pinnacle and six other Mountains. This will trigger Valakut six times, which means that your opponent will be hit with 18 direct damage directly to the face. While that’s not 20, your opponent will have likely taken some incidental damage off of their own manabase, and every Mountain you play after that will deal 3 damage to the opponent, so it is generally enough.
The way the deck works is it utilizes a lot of ramp in the early game (coupled with some interaction in Lightning Bolt and Anger of the Gods to ensure it doesn’t lose early) in order to get to that all-important sixth and seventh land. Once Titanshift reaches six mana, it can cast Primeval Titan, a creature that can fetch Valakut itself and spread damage around the battlefield. Swinging in with the Titan nearly always ends the game from there.
While Titanshift may not be the fastest combo deck, it is consistent, has inevitability in long games, and has a simple gameplan. Good enough for Modern!
Abilities: Scapeshift - Once per game, during the Day, you may PM the mod to reveal your alignment. The mod will publicly confirm you as the role Titanshift and reveal you as confirmed town.
Win Condition: Expunge the tournament room of these degenerate decks.
Hollow One
Alignment: Town
Flavor: A deck best described as "weaponized variance", Hollow One rose to the forefront of the Modern metagame by Ken Yukuhiro's performance in PT Rivals of Ixalan at the beginning of 2018.
In a format as wacky and wild as Modern, Hollow One has to probably take the cake as one of the craziest decks of all. The deck relies on cards that literally have the word "random" on them - Burning Inquiry and Goblin Lore - to put a bunch of recursive creatures into the graveyard and to enable cards such as Hollow One - which becomes cheaper the more cards you discard - and Flameblade Adept, which becomes larger the more cards you discard.
The deck has a lot of inherent randomness associated with it, but it is still remarkably consistent in terms of executing its game plan, which is to play a bunch of 0 mana 4/4s turns 1 and 2. The key with this deck is that the cards Burning Inquiry and Goblin Lore help you because there are often cards that you want to get into your graveyard, while Burning Inquiry could just "randomly" discard all of your opponent's lands from their hand.
In the words of a wise Brennan DeCandio, "Yes, it's better than Ancestral Recall. Yes, it's better than Black Lotus. Yes it's better than Jace, the Mind Sculptor. Because sometimes it's all those cards all at once for only one mana."
https://www.youtube.com/watch?v=uzffGO4H1sk&feature=youtu.be
Abilities: Burning Inquiry - At the beginning of each Night, if you voted for a town player the previous Day and mislynched them, you will gain a random one-shot ability to use. These abilities include:
Target a player. You will learn who that player targeted tonight. (Track)
Target a player. You will learn what deck that player is. (Namecop)
Target a player. You will learn if any actions were performed on or by a player. (Motion Detector)
Target a player. You will protect that player, preventing them from being killed tonight. (Doctor)
Target a player. If that player would be killed tonight, you will die instead. (Bodyguard)
Win Condition: Expunge the tournament room of these degenerate decks.
Affinity
Alignment: Town
Flavor: You can never keep Affinity down. The deck’s been a constant player in the Modern metagame since the format’s inception, all due to one somewhat innocuous and busted card if you build your deck around it, Mox Opal.
Mox Opal, if you can enable metalcraft, is a legendary Mox that can tap for one mana of any color. Moxen are some of the most powerful cards in the history of Magic, because they allow you to accelerate your mana development without being encumbered with the “one land per turn” equalizer of the game. And Affinity is the perfect deck to take full advantage of Mox Opal. The deck is blistering fast and explosive, often dumping its entire hand onto the table as early as turns 1 and 2. From there, it can begin to bridge its way towards killing the opponent, with a combination of these three cards: Steel Overseer, Cranial Plating, and Arcbound Ravager.
Steel Overseer, if it ever untaps, threatens to snowball the game out of proportion by increasing the size and strength of Affinity’s creatures. Cranial Plating, due to the deck being comprised of nearly all artifacts and lands, can represent a power boost of 5 or more and can threaten large chunks of damage every turn it stays on the field. And the most powerful payoff card of them all, Arcbound Ravager, allows the Affinity player to generate kills out of seemingly innocuous board states, by sacrificing all the artifacts to the Ravager and then sacrificing the Ravager itself, to put all of its +1/+1 counters on another creature.
While you haven’t had the best overall metagame representation share of 2019, your deck is still as blazing fast as always, and you can definitely catch opponents off guard if they didn’t bring enough artifact hate. Never count Affinity out.
Abilities: Signal Pest - Each Night, you may target two players. You will give a communication line to them, allowing those players to talk to each other whenever they want. You may target yourself with this ability.
Win Condition: Expunge the tournament room of these degenerate decks.
Ad Nauseum
Alignment: Town
Flavor: Ad Nauseum is one of the strangest and most unique decks in the entire format, but it does a very good job of preying on specific decks - namely, aggro decks that either try to get your life total down to 0 with limited interaction, or control decks that have a lot of interaction but don’t have a clock. Now, these decks may sound like polar opposites, but Ad Nauseum does a fantastic job of attacking both of those decks.
To examine why, we have to figure out what Ad Nauseum’s gameplan is, in the first place. The goal of the deck is to cast the card Ad Nauseum to draw your entire deck, while having an effect that prevents you from losing the game when you cast Ad Nauseum. These two cards that prevent you from instantly losing the game are Phyrexian Unlife and Angel’s Grace. When you cast Ad Nauseum when either of these two cards are in effect, you will be able to draw your entire deck without any ill repercussions. Once you have your entire deck in your hand, victory is academic.
You can pitch three copies of Simian Spirit Guide to make three red mana and cast the card Lightning Storm, to which you can then discard lands to while the card is on the stack in order to kill your opponent, or you can cast the card Laboratory Maniac, which states that win the game if you try to draw from an empty library, and draw a card.
Now, how does this deck prey on decks that are on complete different ends of the metagame? Against the aggro decks, you can land an early Phyrexian Unlife and take advantage of the card giving you 10+ life in order to stabilize and cast a game-winning Ad Nauseum. And against the control decks, you can take advantage of the fact that the card Angel’s Grace cannot be countered, and the fact that Ad Nauseum is an instant. This means that whenever the control player tries to take an action that would allow them to advance the game - say, by casting a planeswalker - you can respond to that by casting Ad Nauseum, and win the game entirely at instant speed. This means that the control player can never tap out, which forces them to play the game on your terms instead of theirs.
Ad Nauseum can struggle with decks that have a mix of pressure and disruption for its gameplan, but it is a powerful deck nonetheless and demands respect. Look forward to picking up your entire deck of cards and fanning it out in your hand, because you’ll be doing a lot of that when playing this deck.
Abilities:
Phyrexian Unlife - You have a one-shot bulletproof vest. The first time you would be killed at Night, instead you aren't.
Angel's Grace - Once per game, you may target a player at Night. You will prevent them from being killed that Night.. When you use this ability, your bulletproof vest will be inactive for the Night.
Win Condition: Expunge the tournament room of these degenerate decks.
Mafia
Tron
Alignment: Mafia
Flavor:
WOW.
F***.
TRON.
I mean, what else is there to say about your deck? All your deck is designed to do is to assemble the three Urzatron lands - the Power Plant, Mine, and Tower - and to get out the glorious Karnfather out on turn 3, ready to exile a permanent in play or a card in your opponent’s hand. If that isn’t enough, on turn 4, you can slam down another Tower, producing the full 10 mana, in order to play Ulamog and exile two MORE of your opponent’s permanents, as well as put in a nice and casual 10/10 with indestructible into play on turn 4. That’s right - not turn 10, when you’re supposed to cast Ulamog - TURN FRICKIN* 4.
There’s a lot of Tron hate floating around this tournament and people hate playing against your deck because it feels like they didn’t get to play a real game of Magic, but in the end, only the score-sheet matters, and showing everyone the glory of the Karnfather and the power of the card Ancient Stirrings is what you’re here to do.
Abilities: Assemble Tron - During phases Day 1, Night 1, and Day 2, you will put a Tron land into play (Urza's Mine, Urza's Tower, Urza's Power Plant). The thread will be publicly notified when a Tron land is put into play. Once you have assembled Tron (gotten one of each Urza's Tower, Urza's Mine, and Urza's Power Plant into play), you may activate any of your abilities once per Day/Night phase. (This means that if you activate one of your abilities during the Day, you cannot activate another one of your abilities aside from the factional nightkill that Night).
All of your abilities are one-shot.
Ancient Stirrings: When you die, you may pick an unused one-shot ability you have currently remaining and target a player. You will give that ability to that player.
Win Condition: Win the tournament.
(Please PM me or talk with me if you have any questions about your role or do not understand it. It is without a doubt the most complex role in the game, and I want you to fully understand it before you start playing)
Izzet Phoenix
Alignment: Mafia
Flavor: This deck was recently popularized at the end of 2018, when Ross Merriam, noted SCG Tour player, took this to a first-place finish at SCG Baltimore. This deck's power and popularity spread like wildfire soon after that, and now it's easily in the conversation for one of the best decks in the format. The centerpiece of the deck relies on a recently printed card, Arclight Phoenix, which returns itself from the graveyard to the battlefield if you cast three or more instants or sorceries that turn. That gives the deck access to a recursive hasty threat that can end games out of nowhere.
In addition, the deck utilized the power of the card Thing in the Ice extremely well. This card is an 0/4 defender that, when you cast four or more instants or sorceries, transforms into a 7/8 beater that bounces all other non-Horror creatures to hand. The power of Thing in the Ice is the reason why this deck has such an excellent matchup against the other creature decks in the format - they cannot recover from the Evacuation-effect that Thing of the Ice offers.
The final threat that defines Izzet Phoenix is Crackling Drake. In this deck, Crackling Drake is a 11 or 12 power flyer for 4 mana that cantrips when it enters the battlefield and threatens to end the game in one or two hits. In Ross's words, it's "suspend 1: win the game". The suite of threats that Izzet Phoenix presents makes it impossible to fight against all of them on any one axis. Relying on spot removal? Here are recursive Phoenixes. Relying on graveyard hate? Here are some Crackling Drakes which ignore graveyard hate. Couple this in a deck that runs mostly cantrips and you have yourself a deck that is extremely consistent at what it does and does unfair things - a good place to be in the Modern format.
Abilities:
Arclight Phoenix - You can't keep a good Phoenix down. You can continue to advise your mafia teammates even after you die in the game.
Surgical Extraction (one-shot) - Once per game, at Night, you may target a dead player and a living player. You will learn if those two players share the same alignment.
Aria of Flame - As long as you are alive, the mafia team has daychat.
Win Condition: Win the tournament.
Lantern Control
Alignment: Mafia
Flavor: This deck actually originated on these very boards - a user named zerodown posted in 2012 about a deck called “Top Control” which ran multiple removal spells along with the full package of mill rocks, including Codex Shredder and Ghoulcaller’s Bell. As time went on, the deck strayed away from these removal spells and more towards the card Ensnaring Bridge, because a single Bridge was able to invalidate countless swathes of creatures by making them unable to be attacked. This deck was then worked on more by Zac Elsik, a noted SCG Tour grinder and pro player, until he got 15th at GP Charlotte. He then refined and tuned the decklist even more, by adding more targeted discard in the form of Inquisition of Kozilek and Thoughtseize, as well as adding four copies of one of Modern’s most busted cards, Mox Opal. From there, Zac Elsik made a name for himself by winning GP Oklahoma City in September 2015, thereby placing this deck on the map.
From there, this deck continued to be a small - but well known - quantity in the format, with people not often picking it up because of the deck’s tendency to make people ragequit (struggling against a Lantern Control player who has all of their lock pieces in play is one of the more unfun things to do in Magic) and due to the fact that the deck is difficult to play - you need to have a good understanding of how every other deck in the metagame operates in order to pilot this deck proficiently. It all came to a head when Luis Salvatto, the 2018 Player of the Year, won Pro Tour Rivals of Ixalan with Lantern Control. From there, people called for this deck to be banned due to the unfun nature of the deck, but as quickly as the deck shot up to the top of the metagame, it began to disappear because the Modern metagame shifted and became faster and more linear than ever before.
However, the deck’s inherent power level cannot be disputed - as with many other broken decks, it runs the full playset of Mox Opal and Ancient Stirrings, and it’s difficult to interact with due to the nature of the deck and the speed at which it is possible to assemble the lock. For example, you can have sideboard cards dedicated to the matchup.. but you can watch the Lantern player assemble the lock and mill all of your sideboard hate away. You can bring in artifact destruction but watch the Lantern player deploy Welding Jars. If the Lantern player can control the contents of your hand with Thoughtseize, control the contents of the battlefield with Ensnaring Bridge, and control the contents of what you draw with Lantern of Insight + any combination of mill rocks, then the deck can absolutely take down a tournament.
Abilities:
Lantern of Insight - Each Night, you may target a player twice. (You can pick the same player twice or choose different players). The first time you target a player, put an insight counter on that player. You will learn what that player’s deck is. When you target a player with an insight counter on them, you will learn that player’s role PM.
Win Condition: Win the tournament.
Gifts Storm
Alignment: Mafia
Flavor: One of the more degenerate combo decks of the format, Gifts Storm is one of the fastest and most consistent combo decks in Modern. While it hasn’t been the most popular deck recently, it still manages to put up results here and there and take down a major tournament. Wizards of the Coast has always stated the Storm mechanic was a mistake. They’ve banned two major Storm enablers in the form of Seething Song and Rite of Flame. And yet, the deck still survives in this current incarnation.
Essentially, how the deck works is you play a creature that makes your spells cheaper (Goblin Electromancer or Baral, Chief of Compliance) and hope your opponent can’t interact with it. Once you untap with either one of these creatures on the battlefield, then things really start to go off. You can start chaining rituals and cantrips together, in order to generate lots of extra mana with each ritual you cast, and then you can cast Gifts Ungiven, with Past in Flames picked as one of the cards. This allows you to cast Past in Flames regardless of where it ends up - either in the hand or the graveyard - and recast spells from your graveyard until your Storm count hits 20. From there, you can find Grapeshot and instantly kill your opponent. The deck may be weaker now because of the rampant graveyard hate in the metagame, but you’re a fast, consistent combo deck that can prey on specific metagames because you also have access to interaction maindeck and sideboard (Lightning Bolt, Remand, and Repeal).
Abilities:
Past in Flames - Twice per game, you may activate this ability and reveal the entirety of all role PMs of players who are dead. You may activate this ability at any time.
Remand - Each Night, you may target a player. You will delay that player's ability, making it activate on the next Night.
Win Condition: Win the tournament.
Killjoy - does not use an action
Vaimes - targets lastwhisper, puts a hit counter on him
Rhand - target Grapefruit. GF will gain an extra vote
Fuwa - does not use an action
KittyCupCake - target Vaimes and Cantripmancer. They both will gain a permanent neighbor chat.
beeboy - protects Vaimes (gets delayed)
Wisp - kills Rhand (succeeds)
tomsloger - rolecops dkings twice (succeeds, learns that dkings is Jeskai Control, Town Backup)
Grapefruit - delays beeboy (succeeds)
Azrael - gifts tom daykill (succeeds)
Killjoy -
Vaimes - targets KCC (succeeds, puts a hit counter on KCC)
osieorb18 - watches vezokpiraka, docs Vaimes (succeeds)
KittyCupCake - target KCC and Axelrod. They both will gain a permanent neighbor chat.
Megiddo - protects Vaimes (will succeed, but will die to protecting Vaimes)
Wisp - kills Megiddo (succeeds)
tomsloger - rolecops Vaimes twice (succeeds, learns that Vaimes is Burn, Town Slow Vig)
Sir Chris tracks KCC
Cantripmancer targets tomsloger naming Infect (fails)
vezokpiraka GAINS a doctor ability and docs Axelrod
KCC targets tomsloger and KCC
Killjoy asceticizes Cantripmancer (succeeds)
tomsloger kills Vaimes, succeeds
Lastwhisper targets tomsloger and grapefruit (succeeds, learns that tom IS aligned with grapefruit)
Cantripmancer declares no action
vezokpiraka motion detectors Tom (succeeds, learns that tom has had an action performed by him or on him)
tomsloger kills Cantrip (succeeds)
Lastwhisper does nothing
But still fun! Feel like I actually had a good game for a change, as opposed to just maybe being adequate.
Mad props to Tom for surviving as long as he did. to Cantrip for doubting your own results.
Last, you were very solid too, imo, and mainly got POE'd at the end (and needed a better claim, yeah)
Lot's of really strong Town people too. A few questionable choices, maybe, but, that happens. So, overall, really good game.
Thank you Proph!
u were so scary... lol
im so sad lol
also @Vaimes ur town game is pretty damn solid
... I told you so.
While parts of this game left a bad taste in my mouth, it was nice playing with some of the people here again. Sir Chris, Axelrod, Cantripmancer and Vaimes in particular are refreshing people with which to play. I'll probably continue to just poke my head in occasionally here rather than playing a lot; at this point I much prefer the community on Mafia Colosseum (shameless plug). Maybe I'll see some of you around here, there, or elsewhere.
Would’ve been more solid if I actually shot you. >_>
But mafia is a team game and when half the people think tom isn't scum yet you keep pushing it as hard as possible you are going to ruffle some feathers.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
On the other hand, if Osie doesn't miss that Meg had already claimed and used his shot properly (and if Fuwa hadn't misled about the role initially)... And if Vaimes had shot Last instead of KCC...
There were mistakes to go around, I think.
Amusing to me that the initial spec that Tom acquired his Dayvig as a reault of Az dying was actually correct, just not in the way we were thinking, leading to some very incorrect assumptions later when he died "Not Dayvig." Though I don't see how we ever could have figured out that he actually had the dayvig after that flip. My best alternate spec was that it was some kind of group collective ability.