Path is not even close to being "the new dismember". For starters 1 mana vs 3 or 1/2 and 2/4 life is a very different thing. It's also significantly harder for an opponent to recur something from exile than it is to get back into their hand or play from a yard.
Fatal Push is good, but it doesn't stop Path from being a premium removal spell. Especially in a taxes list where we have access to Thalia and Arbiters.
Path is not even close to being "the new dismember". For starters 1 mana vs 3 or 1/2 and 2/4 life is a very different thing. It's also significantly harder for an opponent to recur something from exile than it is to get back into their hand or play from a yard.
Fatal Push is good, but it doesn't stop Path from being a premium removal spell. Especially in a taxes list where we have access to Thalia and Arbiters.
Sorry, I didn't mean to compare the two like that. It's more like dismember just received a massive upgrade. What I meant to say is that push becomes the default removal spell over path in just about every deck and case. Dismember used to be the card you put in your sideboard to deal with things like reality smasher and tasigur. Path is now that conditional spell that you don't really need main deck because fatal push is better in most cases.
Of course, path is good enough to maindeck the full playset (unlike dismember), but you would be running the full playset of push before you start adding path. This deck is really the only one where the possibility of 4 path/2 push is even a consideration (which, again, I concede may end up being correct) because of the synergies you list. In any other deck, it is clear to me that 4 push/2 path is the choice (like in B/W tokens, for example).
@x1uo3yd, link to the video is here. I do make a misplay, but still win the game. Wasn't able to play a game 2, unfortunately. It seems like it works out. There's probably some better options and tweaking that the deck could use, but that's the rough draft of what I came up with.
i am running one push in place of dismember in the board, but i don't recommend more than one. path is just better and we don't want to dilute our game plan by running too much spot removal.
Obviously that would be bad but games 2 and 3 you wouldn't have pushes in your deck anyways. Not a lot of cards in our deck that can deal with a resolved Prime Time. My meta is super heavy aggro. Pushes are something I need to fight that. If your meta is control or combo then obviously isn't that great.
It shouldn't. The only advantage that Chord of Calling has over Collected Company is that it allows you to more easily find your pieces. In fact, because you're running Arbiter, it's probably worth considering Eldritch Evolution instead, because you can sacrifice the Arbiter and still search, not to mention that Eldritch Evolution always enables Renegade Rallier.
You're basically playing a worse version of Abzan Company, where you can't easily tutor for your third combo piece (Blasting Station), because it's not a creature. I'm sure you'll get lucky in a few games, but it's more cute than competitive.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
I'm just gonna feel really bad if my opponent casts a prime time and I've got 2 pushes sitting in hand laughing at me :c
But you've never felt bad about giving your opp a land when you are trying to tax them?
Not really, you usually still have some ammount of choice about when they get that land by holding off casting path of a few turns if you think it's too early.
In other news, king of this thread Craig W. Posted about the best splash on tcg player! (I don't have the link...)
In other news, king of this threadso-called aficionado Craig W. Posted about the bestmost underappreciated splash on tcg player! (I don't have the link...)
Here is the link. You'll also notice that I fixed your sentence.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
I'm just tired of Wescoe writing articles simply because he had a deadline coming up. I understand that's a part of his job, but it's annoying to see TCG Player marketing materials masquerading as deckbuilding stategy. Wescoe would never take WR D&T to a relevant tournament, but it doesn't matter because TCG Player has cards to sell.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
I'm just gonna feel really bad if my opponent casts a prime time and I've got 2 pushes sitting in hand laughing at me :c
But you've never felt bad about giving your opp a land when you are trying to tax them?
Not really, you usually still have some ammount of choice about when they get that land by holding off casting path of a few turns if you think it's too early.
Holding the path against a resolved primeval titan? That's just as bad as having a push in hand. Pathing it is not that great either, at that point you're most likely dead or with a crippled/wiped board anyway.
Anyone ever tried a similar list to wescoe's article? It feels very off, but then again he's wescoe and he knows the archetype a lot better.
Private Mod Note
():
Rollback Post to RevisionRollBack
In Lorwyn's brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
Holding the path against a resolved primeval titan? That's just as bad as having a push in hand. Pathing it is not that great either, at that point you're most likely dead or with a crippled/wiped board anyway.
I dont think anyone was suggesting that. The point of my previous comment was that its usually fine to not cast a path in the first 2-4 turns, take one or two hits from the creature you want to path and then use the spell once you either draw an arbiter, or your opponent has dumped their hand/played a bunch of lands, so the bonus basic land won't mater that much. I just wanted to point out that you don't need to go firing off a path on turn 2 to remove your opponents goyf and then feel upset that they have 4 mana on turn 3.
17 players at my LGS last night. I was playing my monowhite build testing copters and thraben inspectors.
First round I played a creature control deck a fairly new player I won in 2
Second round I played affinity a bit of a budget version I won in 2. (No glimmervoids)
Third round I played a friend of mine on Naya Burn I won in 3 after getting lucky in game 2 he didn't top deck a bolt or 3 dmg for 2 or 3 turns.
Fourth Round I won in 3 vs Merfolk. I find this match up can be tough as go wide creature strategies I think are our worst match ups. Game 1 I out valued him with blade splicers and flickerwisps while chipping for dmg in the air with smugglers copter, I would say smuggler copter won me this match as it was constant dmg in the air. A slow hand from my opponent with no lords in his first couple turns helped a lot as well. Game 2 he mulled to 5 I sunlanced a creature away he still destroyed me with 2 lords out and cursecatcher. Game 3 I saw my sideboard cards that mattered putting down a ghostly prison to stall him out and chipped away with a flickerwisp for like 6 turns. He had a massive board state all he needed was island walk to get me. He did spreading seas a land but I flickerwisped it away to save my arse. Flickerwisp the all star in this match by far.
A couple notes does anyone actually like sunlance? Ive been testing it for awhile now and its going out of my 75 the card just sucks as a sorcery I find it slows me down more then it helps. I think I will add possibly apostle blessing,, anyone tested this card out it should help out our grixis match ups which I think are going to get even worse with fatal push floating around.
Well a list I've worked on for over a year gets railroaded by a pro again. Lol at least no one will go anywhere near Lingering Taxes.
RIP Ajani & Taxes...
All kidding aside, I wonder if the videos will give insight to the state of the red build. And is it not just flat out better to be on rw nahiri builds?
So after playing FNM i noticed something in my 4 rounds everyone did the same thing with fatal push. They would crack a fetch to turn on revolt because of this they tended to play in to an leonin arbiter off a vial or aven mindcensor. I don't know if other people have noticed the same thing in there testing.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Fatal Push is good, but it doesn't stop Path from being a premium removal spell. Especially in a taxes list where we have access to Thalia and Arbiters.
Sorry, I didn't mean to compare the two like that. It's more like dismember just received a massive upgrade. What I meant to say is that push becomes the default removal spell over path in just about every deck and case. Dismember used to be the card you put in your sideboard to deal with things like reality smasher and tasigur. Path is now that conditional spell that you don't really need main deck because fatal push is better in most cases.
Of course, path is good enough to maindeck the full playset (unlike dismember), but you would be running the full playset of push before you start adding path. This deck is really the only one where the possibility of 4 path/2 push is even a consideration (which, again, I concede may end up being correct) because of the synergies you list. In any other deck, it is clear to me that 4 push/2 path is the choice (like in B/W tokens, for example).
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
But you've never felt bad about giving your opp a land when you are trying to tax them?
3 Forest
2 Plains
4 Ghost Quarter
4 Razorverge Thicket
2 Horizon Canopy
2 Stirring Wildwood
3 Temple Garden
// Creatures
1 Kitchen Finks
1 Martyr of Sands
4 Leonin Arbiter
2 Loxodon Smiter
4 Noble Hierarch
2 Qasali Pridemage
2 Scavenging Ooze
3 Voice of Resurgence
1 Wilt-Leaf Liege
3 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
1 Saffi Eriksdotter
3 Renegade Rallier
4 Aether Vial
2 Collected Company
4 Path to Exile
1 Blasting Station
1 Grafdigger's Cage
1 Qasali Pridemage
1 Scavenging Ooze
2 Selfless Spirit
1 Wilt-Leaf Liege
3 Rest in Peace
3 Stony Silence
3 Dromoka's Command
So I am taking this list to a tournament tomorrow. We have the potential to blow out a lot of games with an infinite kill combo. Saffi Eriksdotter targets Renegade Rallier then sac Renegade Rallier to Blasting Station repeat. I am set in this list, but I am curious on peoples thoughts if Collected Company should be Chord of Calling?
You're basically playing a worse version of Abzan Company, where you can't easily tutor for your third combo piece (Blasting Station), because it's not a creature. I'm sure you'll get lucky in a few games, but it's more cute than competitive.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
In other news, king of this thread Craig W. Posted about the best splash on tcg player! (I don't have the link...)
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Holding the path against a resolved primeval titan? That's just as bad as having a push in hand. Pathing it is not that great either, at that point you're most likely dead or with a crippled/wiped board anyway.
Anyone ever tried a similar list to wescoe's article? It feels very off, but then again he's wescoe and he knows the archetype a lot better.
I dont think anyone was suggesting that. The point of my previous comment was that its usually fine to not cast a path in the first 2-4 turns, take one or two hits from the creature you want to path and then use the spell once you either draw an arbiter, or your opponent has dumped their hand/played a bunch of lands, so the bonus basic land won't mater that much. I just wanted to point out that you don't need to go firing off a path on turn 2 to remove your opponents goyf and then feel upset that they have 4 mana on turn 3.
It looks pretty similar to the one I was playing 2 years ago but with the planeswalkers in the main deck. It wasn't bad.
First round I played a creature control deck a fairly new player I won in 2
Second round I played affinity a bit of a budget version I won in 2. (No glimmervoids)
Third round I played a friend of mine on Naya Burn I won in 3 after getting lucky in game 2 he didn't top deck a bolt or 3 dmg for 2 or 3 turns.
Fourth Round I won in 3 vs Merfolk. I find this match up can be tough as go wide creature strategies I think are our worst match ups. Game 1 I out valued him with blade splicers and flickerwisps while chipping for dmg in the air with smugglers copter, I would say smuggler copter won me this match as it was constant dmg in the air. A slow hand from my opponent with no lords in his first couple turns helped a lot as well. Game 2 he mulled to 5 I sunlanced a creature away he still destroyed me with 2 lords out and cursecatcher. Game 3 I saw my sideboard cards that mattered putting down a ghostly prison to stall him out and chipped away with a flickerwisp for like 6 turns. He had a massive board state all he needed was island walk to get me. He did spreading seas a land but I flickerwisped it away to save my arse. Flickerwisp the all star in this match by far.
A couple notes does anyone actually like sunlance? Ive been testing it for awhile now and its going out of my 75 the card just sucks as a sorcery I find it slows me down more then it helps. I think I will add possibly apostle blessing,, anyone tested this card out it should help out our grixis match ups which I think are going to get even worse with fatal push floating around.
14 Plains
1 Eiganjo Castle
4 Ghost quarter
4 Tectonic Edge
Creature
4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Selfless Spirit
2 Smuggler's Copter
4 Flickerwisp
2 Restoration Angel
1 Brimaz, King of Orekos
3 Blade Splicer
2 Thalia, Heretic Cathar
4 Aether Vial
Spells
4 Path to Exile
2 Kitchen Finks
2 Ghostly Prison
1 Fracturing Gust
1 Stony Silence
2 Blessed Alliance
2 Rest in Peace
2 Spellskite
2 Apostle Blessing
1 Kataki, War's Mage
RIP Ajani & Taxes...
All kidding aside, I wonder if the videos will give insight to the state of the red build. And is it not just flat out better to be on rw nahiri builds?
Someone inform me!
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube