So from what I have seen I feel like this card is highly underplayed.
I don't really understand why.
It doesn't catch stuff super early but it starts catching stuff pretty early if you have to then if its something you are fine letting through or they dont have anything it lets you find a better answer or something that generates card advantage. For the most part you'd have to have either glimmer or syncopate or both to have the same flexibility.
Can someone tell me why this card seems to not be very well represented in standard.
So this is the list I've been running for a bit, and a few comments on some cards. Sideboard is still a WIP, but I'm pretty happy with the mainboard overall.
Ghitu Lavarunner - He's the real deal. Much better than Delver of Secrets IMO. Turned off he's a 1/2, and turned on he's a 2/2 with haste. A lot more consistent in this deck than trying to flip a delver. Also nice synergies with Thought Scour and my spicy inclusion Curious Obsession.
Grim Lavamancer - A nice 2-of. Does bad in multiples, but can really take over in longer games. Feed him with thought scour and fetches.
Electrolyze - This deck has a lot of burn going face, so we need a way to refill our hand and dump extra mana. Snap-Electrolyze costs 5 and it only comes up in the longest of games. I've been impressed with this card every time I've cast it in this deck.
Opt, Thought Scour, Serum Visions - Cantrips and prowess triggers. I included Thought Scour as a combat trick, and also something to help fuel Lavarunner, Lavamancer, and Snaps.
Curious Obsession - The spicy inclusion. This deck was really lacking ways to draw cards. Throw this on a Stormchaser, he escapes bolt range permanently (and swings as a 3/5 the turn it comes down). Even works well Lavarunner, giving you a hasty 3/3 on the ground that draws a card each hit. I really cannot stress how powerful this card is when left unchecked. Paired with your hasty threats almost guarantees that this will get at least ONE hit in. Also does well on a Soul-Scar giving the opponent a lose-lose situation when deciding how to block.
I've specifically chosen not to include Adeliz, the Cinder Wind. While I think she's a great card in some situations, I can't see the benefit of playing something like Kiln Fiend instead, and not limiting yourself to Wizards. 3 Mana is a lot in a deck which wants to chuck spells and bolts as fast as possible with a super low curve. I can agree that she is a powerhouse if you are allowed to untap with her, or situationally late game when you have a ton of extra mana to drop her and one to three extra spells. The way I see it, if you already have 2/3 other wizards and untap successfully on turn 4, you have probably already won, regardless of Adeliz.
ok if you arent playing anything more than wizards lightning for the tribal aspect you should drop ghitu lava runner and soul scar mage for goblin guide and monastarey swiftspear, and if lightning is good enough like that then play lava spike or lightning strike.
Looking at the metagame it seems like damping sphere main over grafdiggers is easy life it helps even against dredge early since they really like casting multiple spells and don't like playing all their lands to hold onto for conflagration.
And since this is such a strong card in multiple matchups is it possible to be able to tune the mb better against burn and jund? A mb cb and weldingjar? Whir for jar to protect main lock pieces and cb to crush burn.
hey guys,
I am just starting trying the list seems like it has game against everything delver is a different approach than other decks.
One thing I'm curious about. has anyone tried entourage of trest? at least in side? (green monarch) with the ability to always throw down fogs you can prevent them from taking the monarch and also can be a free fog since it blocks 2 creatures which is often all they may have depending on the matchup.
Secondly, how do you deal with burn? like if they get out of their creatures they just can kill you with 10 spells which really isnt much. I won a match against burn and lost 1 but the one i won he just drew like complete crap like all fireblasts and stuck on 1 land while i just threw down 3 erasures and chained out brainstorms. and in the second game he got stuck on 2 lands never saw a damage creature and I drew all my life gain. The matchup seems really unfavorable even with 3 hydroblasts out of the sideboard.
Which I want to say that I find pristine talisman 1 of radiant fountain and 2 simic bounce lands to really make the mana base work well. I've gotten up to 55 life in a game before I even started trying to deck my opponent.
If you play control, you should understand why instant speed is better than sorcery speed.
But is it better than giving them a land?
Plus That deck you referred to plays burn and snapcasters, and is actually a highend Tempo deck that runs burn so the 3 life matters more. It doens't even run finishers. That deck just eeks advantage until it can't be overcome, it doesn't say NO then drop a Win in a single card.
Also path to exile is pretty much a pointless card against DRS and any other dork where oust is absolutley insane if they have no shuffle effects, and very good even if they do.
I understand that instant is very good and a huge upside that is not in debate, however, ramping/fixing your opponent is a much much much bigger downside than 3 life/them getting it in 3 turns. The question is if instant makes up for the downside. In this meta where control has very few cheap answers, being behind on land is a very big deal, not to mention control doesn't normally like to 2-for-1 itself.
I would say 15 times that path is a better card in aggro/midrange/tempo decks but I do not believe it is in a control deck.
TL;DR Yes path is better in UWR tempo(resto angels and snaps are definatley tempo cards not straight control cards) or any non control deck mostly, but is instant speed enough to make up for it in a CONTROL deck.
I hope that someday we will get some nerfed, non-bannable Sensei's Divining Top.
I would be ok with it costing 1 more mana to play, or even to have it tapped to look at the top 3 cards.
I think it would make more decks viable and maybe revive just a bit Counterbalance.
They banned Top due to long play issues not due to it being OP.
a playable non bannable Top in Modern won't happen.
Time Capsule - U
Enchantment
Whenever you draw a card, put a counter onto ~.
Remove 5 counters from ~, sacrifice it: draw 3 cards
"My delivery from amazon finally arrived!"
So it's Ancestral Visions, but it can be answered with enchantment hate. On the plus side, if you have any sort of card draw, you can make it work faster.
Insta banned in legacy. Drop this turn one, Turn 2 it has a counter and brainstorm now it has 4 counters, just need any other draw card or turn 3 draw 3
also seems WAY stronger than Visions in modern and that was banned.
Could be up to 7 counters and I would still play the poop out of this card.
while i dont necessarily disagree with you, is instant better than a land?
I have issues believing so. Yes everytime you lose due to it being sorcery you know why. However, an extra land is often times inocuous but the difference between lose and win.
I'm looking for the best deck to play suppression field. It seems really well positioned right now against a lot of the top decks. It is also one of my favorite cards, as I love watching people sit there unable to do anything with their 400$ manabases.
Some relevant targets:
Jund: Deathrite shaman, Lilliana, Ajani, Scooze
Pod: Their combo, Pod itself
Twin: Their Combo...
Tron: Expedition Map, OStone, Karn (slows him down by a turn)
Nearly Everyone: Fetches
However, it is also very weak in a lot of matches, especially the aggressive ones. It is nearly dead against affinity and does nothing against Burn.
What is the best home for it? What list do I make that starts with
4x suppression field
it seems like a good place to start the enchantment hate/tax deck
Well, in oust´s defense, every modern deck plays fetchlands, so that tarmogoyf may not come back for a few turns.
But as bigesyes said, if oust were an instant then we would be talking.
if 'twere an instant i would argue its ability to outclass stp in certain decks
seriously, in any control deck both (more oust than sunlance due to ability to hit tarm) seem like very good alternatives to path especially since many control decks want to play mana leak/runesnag for counters and path directly works against them.
Why in the broad wide world is WotC dead-set on making the schedule for daily events as confusing as possible? Is there another location other than Wizards website to gather the schedule information?
most of these decks play unearth, trinket mage (packaged with necrogen spellbomb, executioniers capsule, a few artifact lands and a lifestaff) and still play 4 of the 2 drop discard rats and as always chittering rats is the best card in these decks play 4x.
That was both helpful and relevant. Thank you for all the hard work you put into that, and I am glad it made you laugh out loud and did not make you laugh inside.
Nameste.
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I really dont know if it is worth playing retort.
Like when is it better than leak, or remand, or logic knot? and when is it worse?
I don't really understand why.
It doesn't catch stuff super early but it starts catching stuff pretty early if you have to then if its something you are fine letting through or they dont have anything it lets you find a better answer or something that generates card advantage. For the most part you'd have to have either glimmer or syncopate or both to have the same flexibility.
Can someone tell me why this card seems to not be very well represented in standard.
ok if you arent playing anything more than wizards lightning for the tribal aspect you should drop ghitu lava runner and soul scar mage for goblin guide and monastarey swiftspear, and if lightning is good enough like that then play lava spike or lightning strike.
And since this is such a strong card in multiple matchups is it possible to be able to tune the mb better against burn and jund? A mb cb and weldingjar? Whir for jar to protect main lock pieces and cb to crush burn.
I am just starting trying the list seems like it has game against everything delver is a different approach than other decks.
One thing I'm curious about. has anyone tried entourage of trest? at least in side? (green monarch) with the ability to always throw down fogs you can prevent them from taking the monarch and also can be a free fog since it blocks 2 creatures which is often all they may have depending on the matchup.
Secondly, how do you deal with burn? like if they get out of their creatures they just can kill you with 10 spells which really isnt much. I won a match against burn and lost 1 but the one i won he just drew like complete crap like all fireblasts and stuck on 1 land while i just threw down 3 erasures and chained out brainstorms. and in the second game he got stuck on 2 lands never saw a damage creature and I drew all my life gain. The matchup seems really unfavorable even with 3 hydroblasts out of the sideboard.
Which I want to say that I find pristine talisman 1 of radiant fountain and 2 simic bounce lands to really make the mana base work well. I've gotten up to 55 life in a game before I even started trying to deck my opponent.
does exactly what command witness does without letting the return part be counterable and is super cheap and without vial can get online for 5 mana.
But is it better than giving them a land?
Plus That deck you referred to plays burn and snapcasters, and is actually a highend Tempo deck that runs burn so the 3 life matters more. It doens't even run finishers. That deck just eeks advantage until it can't be overcome, it doesn't say NO then drop a Win in a single card.
Also path to exile is pretty much a pointless card against DRS and any other dork where oust is absolutley insane if they have no shuffle effects, and very good even if they do.
I understand that instant is very good and a huge upside that is not in debate, however, ramping/fixing your opponent is a much much much bigger downside than 3 life/them getting it in 3 turns. The question is if instant makes up for the downside. In this meta where control has very few cheap answers, being behind on land is a very big deal, not to mention control doesn't normally like to 2-for-1 itself.
I would say 15 times that path is a better card in aggro/midrange/tempo decks but I do not believe it is in a control deck.
TL;DR Yes path is better in UWR tempo(resto angels and snaps are definatley tempo cards not straight control cards) or any non control deck mostly, but is instant speed enough to make up for it in a CONTROL deck.
They banned Top due to long play issues not due to it being OP.
a playable non bannable Top in Modern won't happen.
Insta banned in legacy. Drop this turn one, Turn 2 it has a counter and brainstorm now it has 4 counters, just need any other draw card or turn 3 draw 3
also seems WAY stronger than Visions in modern and that was banned.
Could be up to 7 counters and I would still play the poop out of this card.
while i dont necessarily disagree with you, is instant better than a land?
I have issues believing so. Yes everytime you lose due to it being sorcery you know why. However, an extra land is often times inocuous but the difference between lose and win.
So why does it HAVE to be instant.
it seems like a good place to start the enchantment hate/tax deck
if 'twere an instant i would argue its ability to outclass stp in certain decks
most of these decks play unearth, trinket mage (packaged with necrogen spellbomb, executioniers capsule, a few artifact lands and a lifestaff) and still play 4 of the 2 drop discard rats and as always chittering rats is the best card in these decks play 4x.
That was both helpful and relevant. Thank you for all the hard work you put into that, and I am glad it made you laugh out loud and did not make you laugh inside.
Nameste.