So looking through the spoiler list....how do we feel about "Flame of Keld" first counter locks us for bridge second is card advantage and third accelerates our clock by a lot. Turns our rabbles into monsters.
I think Revenged was championing the scab-clan berserker. I picked up a playset on his recommendation, but I don't know if I want these....berserkers playing in the sandbox with my other childrens. Seems like a very bad influence. Again, what do we even know about this scab-clan, let alone their berserkers!?
There is a logic to running them, just a case of a crowded slot: 3-cmc.
Flame of Keld would be our first 'SAGA' option. I think it's a neat mechanic, and that card could do work Zayl - maybe better for Burn, though? My ability to assess cards is a bit skewed today, as I spent yesterday afternoon building 4 Unstable decks....yeah, Unstable constructed.
That seems fun for some silver bordered constructed. Russ and I spent the evening throwing balls at our opponents faces. And just reread it and realized you sac it and it isn't a continuous effect so I'm a little less happy about the plan now but testing needs to happen !!
Much better now that BloodBraid elf is around. Why is that you ask? because before the elf, ponze used Land Destruction followed by quick planeswalkers, like chandra and Garruk to get the job done. Now, elf has taken the place of those planeswalkers, which is a big win for us. Bridge can't stop a planeswalker, but it can stop a titan, elf, and tireless tracker. So, the move towards elf meant their threats have a much harder time connecting.
Now, post board, we're still on defense. shatterstorm, shattering spree, and ancient grudge are all problems to contend with, but once again, because of elf, they have left Fracturing Gust in the board and usually only side in one shatterstorm, if any. I've played vs this deck several times with Clifford (my new name for the deck!) and it's felt much better than before.
I might be streaming Pyro Prison tonight to see how we do now that the meta has calmed down a bit. Ball Breaker was a ton of fun, but it feels like it's lacking something...probably speed. even if we go turn two 6/1, turn three 6/1 turn four, 6/1, that's only 18 damage with ZERO interaction with out opponent. That's the problem. It's on average slower than burn, with less interaction, and easy to defend against. That being said, last night we EOT Coco, got two Ball lightning, untap, main phase Coco, got two GroundBreakers, and attacked for 24 trample damage! If that's not fun in your eyes, you need to play a different game.
Ponza feels good now a days for all the reasons Russ mentioned. Just if they start running multiple land destruction in a row it can set us back a bit otherwise I think our W% increased with the BBE unbanning but bridge is rather crucial.
And Russ I am officially adopting your name of Ball Breaker. Though the irony of a deck being to slow that exclusively caters to hasty threats does tickle me a bit.
Going to GP Phoenix this weekend and I really want to play Pyro Prison, but I'm really afraid of Jund. I'd be playing the stock list, playing Bogles otherwise. Talked with Fluffy about the meta, and he said if Jund is really on the Abrupt Decay/Maelstrom Pulse/Kolaghan's Command plan it'll be a really tough matchup. If you were (or are) going to GP Phoenix, would you play Pyro Prison? What do you expect the meta to be like?
I would play prison because of all my decks, it gives me the best chance to win. Jund is a problem, but you may not see it, or could see it three times in your first 6 rounds. It's modern . Field is wide open and anything can do well.
If you ask a lot of pros/grinders they will often tell you to go with whatever deck you feel you are the best with/most comfortable with. Reiterating Russ again. Modern is a rather open format and each deck has it's matchups.
Don't forget how many games are won with body language and misdirection. Zayl watched me Jedi mind trick an opponent last night on MTGO and I stole a win from the clutches of defeat! The pros will tell you that this part of the game is not as important as technical play, but I disagree. I think it's just as important and sometimes, more so. Lead on Mutavault, act like your opening hand sucks and get 'em!
Oh, did anyone see the legacy red prison list that made top 4 in Madrid GP? Looks awfully familiar.....now if we could only afford those city of traitors....time to consult the banker and see how much I can get for taking out a 2nd mortgage....
Yeah....I'm 3 citys and a few 3bslls away from the deck and the legacy scene in my area is kicking up. And I do so love playing the same deck in multiple formats.
Welp, Stock list straight 60 from Russ's SCG top list and my own variations on sideboard. We'll see 5-0 Pyro in the next publish, hopefully under my name but at least we will be there
Matches were against: (Not in this order)
Humans
Humans
Merfolk
GDS
8 Rack
So, I'm reading a star city games premium article and this is smack in the middle.....
All-In U/R
Shaun McLaren
0th Place at Test deck on 3/14/2018
Modern
Creatures (6)
2 Magus of the Moon
4 Simian Spirit Guide
Planeswalkers (9)
4 Chandra, Torch of Defiance
4 Jace, the Mind Sculptor
1 Koth of the Hammer
Lands (21)
5 Island
1 Mountain
4 Cascade Bluffs
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Gemstone Caverns
Spells (24)
4 Chalice of the Void
4 Ensnaring Bridge
4 Blood Moon
4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
Sideboard
2 Grafdigger's Cage
3 Relic of Progenitus
2 Magus of the Moon
3 Ricochet Trap
2 Pia and Kiran Nalaar
3 Anger of the Gods
This deck was brewed while I was under the influence of "Jace Madness," which is the strange affliction where you just add Jace, the Mind Sculptor to every deck.
One of the weaknesses of All-In Red is that it doesn't have enough sticky threats to ramp into that both dodge removal, ignore Ensnaring Bridge, and provide a way to run away with the game before your opponent can catch their breath (or even take their first turn, ideally). Chandra, Torch of Defiance is great, but not quite enough to carry the deck by herself.
Splashing for Jace, the Mind Sculptor might seem like a bit of a leap to solve this problem, probably because it is, but it kind of works. Manamorphose and Cascade Bluffs help to make sure you have double blue to cast Jace early on, and the mana works quite well for being so strange. All of Jace's modes work especially well if you're ramping into Jace before your opponent has much of a battlefield. You can bounce an opposing creature, draw cards to find Ensnaring Bridge, or just use Jace's fateseal to lock up a game where you're ahead.
Has anyone thought of adding Jace and the full 12 rituals to this deck?
Oh, I love how he's like...."This deck was brewed while I was under the influence of Jace Madness...." Riiiiiight....making top 8 in two SCG events in as many months had absolutely nothing to do with your "brewing" of this deck....come on SCG writers. Nobody cares about credit until you don't give it. Little life lesson here.
Alright, rant over....continue with your day...
Russ
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There is a logic to running them, just a case of a crowded slot: 3-cmc.
Flame of Keld would be our first 'SAGA' option. I think it's a neat mechanic, and that card could do work Zayl - maybe better for Burn, though? My ability to assess cards is a bit skewed today, as I spent yesterday afternoon building 4 Unstable decks....yeah, Unstable constructed.
It was a ways down the page his account was "oceanman94"
Much better now that BloodBraid elf is around. Why is that you ask? because before the elf, ponze used Land Destruction followed by quick planeswalkers, like chandra and Garruk to get the job done. Now, elf has taken the place of those planeswalkers, which is a big win for us. Bridge can't stop a planeswalker, but it can stop a titan, elf, and tireless tracker. So, the move towards elf meant their threats have a much harder time connecting.
Now, post board, we're still on defense. shatterstorm, shattering spree, and ancient grudge are all problems to contend with, but once again, because of elf, they have left Fracturing Gust in the board and usually only side in one shatterstorm, if any. I've played vs this deck several times with Clifford (my new name for the deck!) and it's felt much better than before.
I might be streaming Pyro Prison tonight to see how we do now that the meta has calmed down a bit. Ball Breaker was a ton of fun, but it feels like it's lacking something...probably speed. even if we go turn two 6/1, turn three 6/1 turn four, 6/1, that's only 18 damage with ZERO interaction with out opponent. That's the problem. It's on average slower than burn, with less interaction, and easy to defend against. That being said, last night we EOT Coco, got two Ball lightning, untap, main phase Coco, got two GroundBreakers, and attacked for 24 trample damage! If that's not fun in your eyes, you need to play a different game.
Russ
And Russ I am officially adopting your name of Ball Breaker. Though the irony of a deck being to slow that exclusively caters to hasty threats does tickle me a bit.
Matches were against: (Not in this order)
Humans
Humans
Merfolk
GDS
8 Rack
Highlight of 5-0: https://www.twitch.tv/videos/238573134
All-In U/R
Shaun McLaren
0th Place at Test deck on 3/14/2018
Modern
Creatures (6)
2 Magus of the Moon
4 Simian Spirit Guide
Planeswalkers (9)
4 Chandra, Torch of Defiance
4 Jace, the Mind Sculptor
1 Koth of the Hammer
Lands (21)
5 Island
1 Mountain
4 Cascade Bluffs
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Gemstone Caverns
Spells (24)
4 Chalice of the Void
4 Ensnaring Bridge
4 Blood Moon
4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
Sideboard
2 Grafdigger's Cage
3 Relic of Progenitus
2 Magus of the Moon
3 Ricochet Trap
2 Pia and Kiran Nalaar
3 Anger of the Gods
This deck was brewed while I was under the influence of "Jace Madness," which is the strange affliction where you just add Jace, the Mind Sculptor to every deck.
One of the weaknesses of All-In Red is that it doesn't have enough sticky threats to ramp into that both dodge removal, ignore Ensnaring Bridge, and provide a way to run away with the game before your opponent can catch their breath (or even take their first turn, ideally). Chandra, Torch of Defiance is great, but not quite enough to carry the deck by herself.
Splashing for Jace, the Mind Sculptor might seem like a bit of a leap to solve this problem, probably because it is, but it kind of works. Manamorphose and Cascade Bluffs help to make sure you have double blue to cast Jace early on, and the mana works quite well for being so strange. All of Jace's modes work especially well if you're ramping into Jace before your opponent has much of a battlefield. You can bounce an opposing creature, draw cards to find Ensnaring Bridge, or just use Jace's fateseal to lock up a game where you're ahead.
Has anyone thought of adding Jace and the full 12 rituals to this deck?
Alright, rant over....continue with your day...
Russ