Am I the only one who sees that this thing can potentially fetch 3 auras and wear them? This thing looks bonkers to me... Or am I just confused by the weird and/or wording?
There's a reddit thread that shows a phone number on the back of the card. 1 425 - 204 - 2672. LINK. When you call it, it reads a list of letters. People have decyphered it to something along the lines of "ork librarian 4
artifact creature construct
draft cogwork librarian face up as you draft a card you tay draft an additional card frot tcat booster pack if you do puft cogwork librarian into tgat boosterpack
I saw the deck that Jared Boettcher played and I really want to see what we can do in terms of making it better. I want to push for no creatures whatsoever and go for a PW control approach. Based on what we've seen, what do you think could make this deck excel?
I've been thinking a bit about Thoughtseize and how much it really affects the opponent. I also remembered that there are some great cards (though not as great as Thoughtseize) that do similarthings. I decided that I wanted to build a distruption control shell that plays these cards. Here's the list that I pounded out pretty quickly.
It's pretty much utility as far as hitting things goes. I think that Lifebane Zombie is probably as narrow as it's going to get, and even then I still get some great knowledge as well as a semi-evasive creature. I can see this becoming pretty insane if a black board wipe is printed.
The caveat to your plan of wrecking their scrys is the fact that to do that your opponent would have to play a scry spell, and then another spell to counter. It's still a decent spell, and probably easier to play than dissolve in a B/u shell.
The biggest thing is that it will be coupled with a shell that will have a lot of synergy with it. Even if it just acts as a Cancel, it's doing it's job. If it manages to hit after a scry, even better.
Post-rotation, with all of the scry, this card feels very powerful. I think I'd be running it in a UB disruption shell with Thoughtseize, Duress, and Lifebane Zombie.
ETB tapped dual don't get used when there are better alternatives. What would you say are the current better alternatives to Scrylands for duals 4-8?
Anyone who thinks these lands won't see play in nearly every single Competitive 2+ color deck (assuming those colors have a Temple) in Standard until either:
1. They rotate, or
2. WotC prints a better dual land (two better duals if it's after Shocks rotate)
is living in a fantasy.
I'm curious, what is your opinion on how they should be played? I know most people say "They're lands" but I've got this feeling that they should be played in relatively low numbers (They're still going to be played, yes). My reasoning is that, unless you desperately need to scry to land your agro creatures, the lands will be more effective the later the game goes as you don't mind missing the mana on that turn.
You are making a mixure of GR Tron and MonoU Tron: you are using Mindslaver + Academy Ruins, but you don't run any island; also, you run Slaughter Games in SB without any black land, trusting only in the "eggs".
GR Tron, actually, is a very closed deck in MB: you can change two or three cards to give your special point (I use a MB All is dust, so crazy), but there are cards that you must have, like the 8 "eggs" and, at least, 2 or 3 Oblivion Stone (Pyroclasm not always is what you need).
Try and experiment, is the better way to learn (many people in my store said that Tron is "autoplay"... lie).
Thanks for this. I was kinda thinking that it was feeling shakey, but it still seemed like it could work. I'm going to mess around with it a bit, but I'm going to try to make plan-b slaver lock work.
I've always enjoyed the idea of the Tron lands (since week 1 when I saw a playset in somebody's binder). I've been considering getting into Modern for a long time, and I decided that I'd want to make a Tron deck. I've been toying around with the idea of WU tron since it has some massively overwhelming removal, countermagic, etc, but my friend convinced me to play G(r). Here's what I recently purchased:
I know that the side is unfinished, but I'm leaving room for the metagame to decide for me. I know that it probably seems relatively all over the place, but I decided I'd mix it up a little. I really like the idea of the slaver lock, so I'm going to be trying it out as a plan-B. I know I'm probably going to be falling back to a more conventional list eventually, but I figured I'd try to put my own spin on things.
As a control player, I Like to scry 1 every turn for free, the devotion is some kind of a "bonus", I don't think its necesary to built arround to make her a creature, I just like to filter my draws, I like the idea of her plus dissolve, scry duals,magma jet...
I'm beginning to think that the scry duals are best in moderation. They're better when you have fewer than a playset. I'm of the opinion that you probably shouldn't run more than 2 of each unless you've got a bunch of basic lands.
so, she's cool for the scry value and steady damage with mutavault but i can't think of any reliable way to for her to be a creature. tidebender and a jace is the best i can think of and that's only good against r/g. i looked at nightveil specter, was reminded that it exiles off the top of the library and remembered why i'd never thought about it until i wanted to like anything with UUU in it's casting cost...
Honestly, you're not going to be playing her as a creature. Once she's ready to become a creature, you should have already won.
I've got a rotation-safe UW/b control deck. After seeing all of the spoilers today, I've decided to start brewing. Regardless of how people might think Steam Augury will do, I'm going to be playing 3 of them (giving them a chance) until I'm proven otherwise. I understand the Vexing Devil argument, but I'm stubborn and I need to see things for myself.
The idea with this list is that, with the amount of scrying I'm going to be doing (Thassa, Magma Jet, Dissolve, Temple of Triumph), I'm going to have a more consistent draw pattern. I'm going to be playing around with the numbers as time goes on, as the amount of scrying I'm doing could potentially allow me to drop the numbers to as low as 2-3 for the cards I need most creating an environment where I can consistently get different answers for different situations. I don't know if this idea is something that could work, but I'm definitely going to be playing around with it.
I've been thinking about the Scry lands and how useful they're really going to be, and I think I've reached a fairly valid conclusion that they're not the best in large numbers. I think I'm going to, at max, run 5 in my deck. I think they should be run in lower numbers as they 1) Come in tapped and could really hurt early on in the game, and 2) are better later in the game when you've got your colors fixed and might be alright with missing the turn's additional mana in favor of Scrying. By that time, I've possibly Scryed/drawn into 1-2 of them, and they could keep the consistency of the deck strong. (On the power of the Scry Lands: I think that people are underestimating the power of manipulating the top card as well as not realizing that Scrying two for free would be absurd. The reason they come in tapped isn't because they're dual lands. It's because, as of right now, Scry 1 = costs 1. The land coming in tapped allows for the virtual payment for the Scry ability.)
I'm honestly not going to really try to make a sideboard at the moment. Realistically, I think I'll be including some anti-agro cards (such as the new red sweeper) and some general utility cards like more hard counters for matchups that tend to last longer than normal. I'd appreciate hearing suggestions for this part.
EDIT:
Some other cards to consider: Chained to the Rocks:
This appears to be a SUPREMELY powerful form of removal and, since I'm going to be running shocks, it will be easily playable. Wear/Tear:
I think the utility here is very good. It hits both enchantments (Burning Earth) and artifacts (although I don't think they're much of an issue at this point).
There's the bad enchantment too. Fate Foretold or something like that. Blue did not see post Snapcaster love.
The issue is that blue is UNBELIEVABLY difficult to balance. I'm a blue player (and I've been since I started) and I'm not whining because I didn't get the overpowered BS that has been dominating the formats for far too long. I like having to think about how I'm going to build my deck with the balanced cards that are available to me. Auto-includes such as Snapcaster only make the formats very boring. Variance is a huge part of the game. When you see a large part of the format dominated by a single deck, it makes people quit (IE, OG Mirrodin). Wizards has been very careful since the printing of JtMS because the card made the game incredibly one-sided. That card was mostly lack of thought on WotC's part, but they're working on not allowing a repeat.
artifact creature construct
draft cogwork librarian face up as you draft a card you tay draft an additional card frot tcat booster pack if you do puft cogwork librarian into tgat boosterpack
3/3 congiracy"
I saw the deck that Jared Boettcher played and I really want to see what we can do in terms of making it better. I want to push for no creatures whatsoever and go for a PW control approach. Based on what we've seen, what do you think could make this deck excel?
Here is his list:
4 Island
4 Godless Shrine
4 Hallowed Fountain
4 Watery Grave
3 Temple of Silence
3 Temple of Deceit
2 Plains
1 Azorius Guildgate
1 Swamp
~21 INSTANTS and SORCERIES~
4 Supreme Verdict
4 Azorius Charm
3 Syncopate
3 Sphinx's Revelation
2 Doom Blade
2 Dissolve
2 Hero's Downfall
1 Far / Away
4 Jace, Architect of Thought
3 Ashiok, Nightmare Weaver
3 Detention Sphere
2 Elspeth, Sun's Champion
1 Blind Obedience
1 Detention Sphere
2 Last Breath
2 Essence Scatter
3 Yoked Ox
3 Glare of Heresy
4 Thoughtseize
8 Island
9 Swamp
3 Temple of Deceit
4 Watery Grave
~Creatures~
4 Lifebane Zombie
4 Nightveil Specter
2 Ætherling
3 Duress
3 Erebos, God of the Dead
4 Far // Away (Far)
4 Psychic Strike
2 Read the Bones
3 Syncopate
3 Thassa, God of the Sea
4 Thoughtseize
It's pretty much utility as far as hitting things goes. I think that Lifebane Zombie is probably as narrow as it's going to get, and even then I still get some great knowledge as well as a semi-evasive creature. I can see this becoming pretty insane if a black board wipe is printed.
The biggest thing is that it will be coupled with a shell that will have a lot of synergy with it. Even if it just acts as a Cancel, it's doing it's job. If it manages to hit after a scry, even better.
Post-rotation, with all of the scry, this card feels very powerful. I think I'd be running it in a UB disruption shell with Thoughtseize, Duress, and Lifebane Zombie.
What are your thoughts?
I'm curious, what is your opinion on how they should be played? I know most people say "They're lands" but I've got this feeling that they should be played in relatively low numbers (They're still going to be played, yes). My reasoning is that, unless you desperately need to scry to land your agro creatures, the lands will be more effective the later the game goes as you don't mind missing the mana on that turn.
Thanks for this. I was kinda thinking that it was feeling shakey, but it still seemed like it could work. I'm going to mess around with it a bit, but I'm going to try to make plan-b slaver lock work.
1 Academy Ruins
1 Eye of Ugin
2 Forest
1 Ghost Quarter
4 Grove of the Burnwillows
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Emrakul, the Aeons Torn
1 Platinum Angel
1 Sundering Titan
3 Wurmcoil Engine
~Spells~
4 Ancient Stirrings
2 Chromatic Sphere
2 Chromatic Star
1 Crucible of Worlds
4 Expedition Map
4 Karn Liberated
2 Mindslaver
1 Oblivion Stone
3 Prophetic Prism
4 Pyroclasm
2 Relic of Progenitus
4 Sylvan Scrying
1 Relic of Progenitus
3 Slaughter Games
3 Spellskite
1 Wurmcoil Engine
I know that the side is unfinished, but I'm leaving room for the metagame to decide for me. I know that it probably seems relatively all over the place, but I decided I'd mix it up a little. I really like the idea of the slaver lock, so I'm going to be trying it out as a plan-B. I know I'm probably going to be falling back to a more conventional list eventually, but I figured I'd try to put my own spin on things.
I'm beginning to think that the scry duals are best in moderation. They're better when you have fewer than a playset. I'm of the opinion that you probably shouldn't run more than 2 of each unless you've got a bunch of basic lands.
Honestly, you're not going to be playing her as a creature. Once she's ready to become a creature, you should have already won.
The idea with this list is that, with the amount of scrying I'm going to be doing (Thassa, Magma Jet, Dissolve, Temple of Triumph), I'm going to have a more consistent draw pattern. I'm going to be playing around with the numbers as time goes on, as the amount of scrying I'm doing could potentially allow me to drop the numbers to as low as 2-3 for the cards I need most creating an environment where I can consistently get different answers for different situations. I don't know if this idea is something that could work, but I'm definitely going to be playing around with it.
3 Aetherling
3 Thassa, God of the Sea
~Planeswalkers~
3 Jace, Architect of Thought
~Other~
4 Supreme Verdict
3 Steam Augury
3 Sphinx's Revelation
3 Magma Jet
3 Syncopate
3 Azorius Charm
2 Detention Sphere
2 Voyage's End
2 Dissolve
5 Island
4 Plains
4 Hallowed Fountain
4 Sacred Foundry
4 Steam Vents
3 Temple of Triumph
2 Mutavault
I've been thinking about the Scry lands and how useful they're really going to be, and I think I've reached a fairly valid conclusion that they're not the best in large numbers. I think I'm going to, at max, run 5 in my deck. I think they should be run in lower numbers as they 1) Come in tapped and could really hurt early on in the game, and 2) are better later in the game when you've got your colors fixed and might be alright with missing the turn's additional mana in favor of Scrying. By that time, I've possibly Scryed/drawn into 1-2 of them, and they could keep the consistency of the deck strong. (On the power of the Scry Lands: I think that people are underestimating the power of manipulating the top card as well as not realizing that Scrying two for free would be absurd. The reason they come in tapped isn't because they're dual lands. It's because, as of right now, Scry 1 = costs 1. The land coming in tapped allows for the virtual payment for the Scry ability.)
I'm honestly not going to really try to make a sideboard at the moment. Realistically, I think I'll be including some anti-agro cards (such as the new red sweeper) and some general utility cards like more hard counters for matchups that tend to last longer than normal. I'd appreciate hearing suggestions for this part.
EDIT:
Some other cards to consider:
Chained to the Rocks:
This appears to be a SUPREMELY powerful form of removal and, since I'm going to be running shocks, it will be easily playable.
Wear/Tear:
I think the utility here is very good. It hits both enchantments (Burning Earth) and artifacts (although I don't think they're much of an issue at this point).
The issue is that blue is UNBELIEVABLY difficult to balance. I'm a blue player (and I've been since I started) and I'm not whining because I didn't get the overpowered BS that has been dominating the formats for far too long. I like having to think about how I'm going to build my deck with the balanced cards that are available to me. Auto-includes such as Snapcaster only make the formats very boring. Variance is a huge part of the game. When you see a large part of the format dominated by a single deck, it makes people quit (IE, OG Mirrodin). Wizards has been very careful since the printing of JtMS because the card made the game incredibly one-sided. That card was mostly lack of thought on WotC's part, but they're working on not allowing a repeat.