I actually did find them to be mediocre, especially after removing the Bolts. I guess SCM was just a standard add in, since he's just so versatile. When I think about it, I didn't do anything more than snap serum with him. If I did remove those two, how about adding another Cryptic + another Telling time/Peer?
Game 1, we have a massive advantage because half of their disruption package (creature removal) is totally dead against us, so we can afford to be slower and ride out the pressure. Game 2 we lose this edge because all their dead cards turn into Slaughter Games, Tec Edges and Fulminator Mages, each of which is heavily disruptive to our Plan A.
The BGx players don't have 15 cards to bring in. So they will be leaving in all their non decay non lightning bolt removal. So your titan or batterskull don't consistently win you the game or buy you a lot of turns like a wurmcoil does. The good GBx players leave in removal to kill your baloths.
I take it that boarding out Search for Tomorrow is not the right call against BGx Midrange, then? (Games against them normally take longer, so I thought boarding out raw ramp, which I typically do against control, was correct. I've been having mixed results with that strategy, though.)
I think you can get away with cutting 1-2 lands/ramp if you're playing 26 lands. But I'm not sure you can do that in the 24 land/8 ramp list.
0 tarns, play all mistys instead
-1 ancient grudge +1 creeping corrosion (you'll only side in the second grudge vs affinity, so you might as well play creeping corrosion in that slot. )
I'm thinking of making this deck and I'd like some insight. I've been perusing the last few pages, but I haven't really found an answer to my question; what form of Scapeshift is better against an uncertain field? I have the pieces to create both the cantrip heavy version that seems to be running 24 lands, as well as explores to run the 26 land version. Notable things I'm lacking are the telling Times (which I should be able to get relatively easily), Cliques (maybe at some point in the future, but I'd really want it to go down first) and Threads (uncertain about this because abrupt decay is everywhere, however, decay doesn't usually stay in/come in against this deck I'd imagine). Anyway, my tentative decklist is:
A critique of my sideboard would be much appreciated, as well. I've tried to have a little bit of hate for most decks in there. 'd also like to put one or two Spellskites in there, but I'm not sure what to cut, at the moment.
Would have played Misty if I had rickster_. Only managed to get one. It seems I was really shappy playing this deck again. It's been a while since last time. I did a lot of missplay e.g fetching basic instead of shocks since I'm a scaredy cat. (Big reason why we should run Misty, haha)
Here's a brief summary:
Round 1 vs. Twin splash black for disruption. 0-0-1
Ended in draw. Won game 1, game 2 was really grindy, and I flooded with lands. Topdeck lands didn't help. I think we should be in favor in this matchup
Round 2 vs. Jeskai Ascendancy. 0-1-1
Won game 1 with Scapeshift. Lost both games afterwards, even with counterspells, they just keep having more gas via Treasure Cruise etc. Not unwinnable, but pretty much depends on your draws.
Round 3 vs. Affinity. 1-1-1
Won 2-0, my opponent had a really slow game 1. Scapeshifted for the win both times. Electrolyze + snap being really good here.
Round 4 vs. Jund. 1-2-1
Lost hardly both games. My opponent had 2 thoughtseize both games, so yea, may be the reason, sat with no answers at all.
Round 5 vs. RDW 2-1-1
Both times winning resolving scapeshift while having lethal next turn. Snapcaster and electrolyze was once again really strong.
Honorable cards: Repeal(this cards is SO GOOD), Obstinate Baloth(life is relevant), Vendilion Clique, and Dig Through Time. Having 1 Dig is really good, I think upping to 2 is doable. But it might be clunky. Having one Clique main gives a lot more reach, which I find missing sometime when I play Scapeshift.
Underperformed cards: Temple of Mystery, removing this one. Going to add another forest.
I think Scapeshift is a really strong deck. Having even more reach now with Dig. But I have no idea how people are playing Anger of the Gods, seems so bad One thing is I always tend to empty my hand, sitting with 1-2 cards, somehow. And I feel really uncomfortable having so little cards, the "control" concept of the decks is missing. Maybe just me who's way to used to play Uwr control?
Regarding the SCM issue. I have no idea, my love for him is eternal. He may be weaker in scapeshift than URx decks. But having him just for the versatility is, Id say worth it. I think I will continue to use SCM. It was some time that I had to Electrolyze
@BiNexus, I don't think Thrun is neccessary in our SB. He's only good vs. URx decks, which I find favoring us already. Just a batterskull is enough if you side in alt. wincon. Having played with both Telling time, Peer, only peer, only Time. I can say Telling time is just superior in peformance. I don't think quantity matters that much since we have Dig to go deeper. I also think having more permission than Combust is the way to go. Im going to cut mine.
I'm thinking of making this deck and I'd like some insight. I've been perusing the last few pages, but I haven't really found an answer to my question; what form of Scapeshift is better against an uncertain field?
If there's lots of aggro in your meta play bolts. If there's lots of control/midrange play serum visions. If you don't know your meta, play the deck you like the most.
A critique of my sideboard would be much appreciated, as well. I've tried to have a little bit of hate for most decks in there. 'd also like to put one or two Spellskites in there, but I'm not sure what to cut, at the moment.
I also agree with zero thrun, play counter flux or negate. Obviously when you get cliques you should play clique.
But I have no idea how people are playing Anger of the Gods, seems so bad
Probably because you have scalding tarn over misty. You said you fetched wrong numerous times so that probably factored into you not liking anger of the gods. If you're going to play a sweeper, might as well play one that puts the game away against certain decks (pod).
One thing is I always tend to empty my hand, sitting with 1-2 cards, somehow. And I feel really uncomfortable having so little cards, the "control" concept of the decks is missing. Maybe just me who's way to used to play Uwr control?
It's hard to comment on this without seeing you play. But you can hold excess lands/ramp cards in hand to loot them away with izzet charm.
Scapeshift does empty it's hand in the mid/late game, but hopefully you'll find a cantrip to find scapeshift, or just draw scapeshift and win.
Scapeshift does empty it's hand in the mid/late game, but hopefully you'll find a cantrip to find scapeshift, or just draw scapeshift and win.
Right, I'm actually using them to thin out my deck, will have that mindset as well.
By playing Anger, I guess I can free some more space for Relic. Will certainly try out Anger after getting the last Mistys!
@BiNexus, I don't think Thrun is neccessary in our SB. He's only good vs. URx decks, which I find favoring us already. Just a batterskull is enough if you side in alt. wincon. Having played with both Telling time, Peer, only peer, only Time. I can say Telling time is just superior in peformance. I don't think quantity matters that much since we have Dig to go deeper. I also think having more permission than Combust is the way to go. Im going to cut mine.
I'm thinking of making this deck and I'd like some insight. I've been perusing the last few pages, but I haven't really found an answer to my question; what form of Scapeshift is better against an uncertain field?
If there's lots of aggro in your meta play bolts. If there's lots of control/midrange play serum visions. If you don't know your meta, play the deck you like the most.
A critique of my sideboard would be much appreciated, as well. I've tried to have a little bit of hate for most decks in there. 'd also like to put one or two Spellskites in there, but I'm not sure what to cut, at the moment.
I also agree with zero thrun, play counter flux or negate. Obviously when you get cliques you should play clique.
I felt adding Thrun was a bit excessive; I'll try your suggestions.
Another question I have is Halimar Depths vs. Temple of Mystery. In my testing of the deck with proxies, Halimar has enabled me to set up my plays a lot better, especially in conjunction with Serum Visions, so I can ship terrible cards away on my next turn, or dig three for a green source on turn 2. I think it plays better if you're running it with Visions, but I'm sure the guarantee of green on turn two with temple is also good too. What have you guys found, while running the deck?
Also, if you were to have an opener with Valakut and Cascade bluffs + action spells like remand, telling time, etc., would that be a keep? Is playing Valakut that early wrong because you're opening it up to hate? It doesn't come up terribly often, but I've seen people ship a hand like that away.
I haven't tested halimar depths, but I like temple of mystery. You don't have to dig for a green source if temple is your only green land hand.
I try to keep as many hands as possible. So I would probably keep valakut + bluffs + 3x 2 cmc blue spells. I'd keep the hand in the dark. If I knew my opponent was on an aggressive deck, i'd mulligan. Against aggressive decks you want to race them, so you really need ramp, or you want cards that interact with the board, repeal/charm/electrolyze. If i knew my opponent was playing death and taxes with 4 ghost quarters, i'd mulligan that hand. You may or may not need 2 valakuts to kill them, but if you draw the 2nd valakut, you are going to have a hard time winning.
Congratulations on the finish! I was wondering how the one of Gigadrowse worked out. It has always been on my mind, but I have no idea how it does in practice.
Lastly, I've read that Scapeshift should be favored vs. Pod, I playtested with a friend piloting the deck, and I don't understand how one win this matchup. Do we race for combo? Do I play the long game? I talked with another Scapeshift player and he also said that he was struggling vs. Pod.
Do one muligan for some specifies hands? Should we be muligan for ramp spells, permissions spell?
gigadrowse is not timewalk, it's card disadvantage. You're playing 3 cryptic 1 gigadrowse, i'd rather play a 4th cryptic than the 1st gigadrowse
As for pod, they can beat scapeshift, it depends on the build and if they draw pod. The pod builds with thoughtseize main deck are a bit harder. And if they draw pod then can chain into multiple discard hate creatures while putting you on a clock.
But scapeshift is still favored since pod's clock is way too slow, and they have a lot of blanks. Where as scapeshift has zero bad cards main deck.
I've also found Melira Pod to be quite easy. Sin Collector can cause us difficulty, but we usually have enough time and disruption to win. Anger of the Gods in the board usually seals the deal.
That said, I've found Kiki-Pod to be much more difficult.
1) Glen Elendra Archmage and Restoration Angel are really good against us. If they have both, we're in big trouble, but even with just one or the other they can create a difficult situation for us.
2) Because they have a lot of creatures that untap Pod, they can very quickly establish a board presence starting from just a single creature. I've lost games where they've mulled to four.
3) Because they know our plan is to deal all our damage at once, they can use their life total for Pod activations willy-nilly without having to worry, allowing them to play faster than they do against other decks.
I tried a single Dig Through Time in my list at a local tournament. Only saw it twice. First time I didn't need it because I was about to win anyway, the second one got eaten by a counter. I'm going to up it to two and keep trying it.
I still can't test dig since its price has gone to the roof. Gotta wait moar.
not worth paying 12 bucks for a dig spell. not sure why it went up? was it standard or eternal use that drove it up?
its not as good as dig through time, but this is one of the only decks that could use Fathom Trawl. the digging isn't that much different than what dig through time would do.
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I still can't test dig since its price has gone to the roof. Gotta wait moar.
not worth paying 12 bucks for a dig spell. not sure why it went up? was it standard or eternal use that drove it up?
its not as good as dig through time, but this is one of the only decks that could use Fathom Trawl. the digging isn't that much different than what dig through time would do.
...except that it is sorcery speed, gets you 3 random cards and always costs 5. I don't think that the card has a home anywhere yet. And DTT went up because of its use in PTKTK this past weekend.
i wouldn't bash trawls 3 random cards as a negative, sorcery and 5cc are definitely its down sides, but gain 3 nonland cards is still pretty good.
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Hi i been running scapeshift for like 2 years now. i run the titan version. i really enjoy it but as of late i found it has become a little clunky. so i have been trying diffrnt cards so if i can find the right fit. there is like a span of 2-8 cards that i mix around with either the number of them or if they are in at all or if they move to SB.
Bow of Nylea what do you guys think of this in sideboard? Good for Delver/Burn. and maybe twin? I am switching between 2-3 in my sideboard. I like it alot more than Dragons Claw also helpful to get mountains and stuff back from tec edge/getting milled. I think mill is pretty bad in this modern meta, but losing because both your Val, or Mountains got milled is pretty sad. I hate losing the burn, I play it also, and stuff like Obstinate Baloth is easy to Skullcrack or Flames of the Blood Hand. I got the idea for the bow when playing against jund with a burn list. Was impossible to deal with
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I need some opinions. I am mainly a RG Tron player, but after months playing I decided to transit into a RUG Scapeshift deck. I've toyed with the deck from time to time, but nothing serious.
Right now my "big tournament" list looks like this:
MAIN DECK
4 Sakura-Tribe Elder
2 Snapcaster Mage
Creatures [6]
3 Cryptic Command
1 Dig Through Time
2 Electrolyze
3 Izzet Charm
2 Peer Through Depths
4 Remand
2 Repeal
4 Scapeshift
4 Search for Tomorrow
3 Serum Visions
2 Telling Time
Spells [30]
1 Breeding Pool
1 Cascade Bluffs
1 Flooded Grove
3 Forest
3 Island
2 Mountain
4 Steam Vents
4 Stomping Ground
1 Temple of Mystery
2 Valakut, the Molten Pinnacle
2 Wooded Foothills (I have access to Misty Rainforest, but I don't like changing sleeves between decks - plus, theres a question below that might validate this choice over it).
Lands [24]
SIDEBOARD
1-2 Ancient Grudge
2 Anger of the Gods
1 Counterflux
2 Dispel
1 Engineered Explosives
2 Inferno Titan
3 Obstinate Baloth
0-2 Relic of Progenitus
1-2 Vendilion Clique
If you have any opinion about it please do say.
Fast fowarding to the real question: Is it worth running 3 Lightning Bolt over 3 serum visions, or 2 Lightning Bolt over 2 Electrolyze or 2 Peer Through Deeps? I am asking this because the LGS where I play modern every Thursday and Friday, sometimes Saturday. Is really aggro intensive, but Affinity is rarelly seen in there (sometimes there is one, but I mean he shows up 1x every 6 tournaments if not less). We usuall have 12 to 14 players and the metagame is the following.
1-2 Burn
0-2 Small Zoo
1 Orzhov Tokens
2 Melira Pod
1 Gruul Tron
2-3 Selesnya Hatebears (one of them is the version with Liege and bigger creatures)
0-1 Gifts Ungiven
0-1 Merfolks
1 Izzet Twin
0-1 Temur Twin
0-1 Pyromancer Ascension
0-1 BG Rock
1 UWR Midrange (with young pyromancer/delver/Geist)
If you have any other decklist suggestions please do say and explain why would you make that change, sideboard included.
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Lightning Bolt to start. Then Volcanic Fallout, Electrickery, Izzet Staticaster, maybe Baloths...
But yes, mostly Bolt. How can Scapeshift without Bolts be still viable if Delver picks up and Affinity plus Burn stay at the top? A one-mana removal spell is a necessity now more than ever, even at the cost of a bad topdeck. Paradoxally to me the deck really needs Snapcaster despites the presence of DTT to Snap-Bolt threats.
Yeah, I have a feeling this deck will have to dramatically change it's 75 to stay viable if delver and burn take over the format like it looks like it might. Park's list (the core most people seem to base their 75 on) is tuned to beat slow midrangey decks that modern was defined by until KTK came out.
In my testing i'm more worried about burn than delver, though my sample size is small so it's not conclusive.
Bolt maindeck might definitely be a strong consideration now, and I'm thinking about playing some number of spell snare MD as well. Hell we might need to start playing anger/firespout MD. My biggest concern is cutting too many cantrips, they were essential to making the deck run before. We might have to potentially run more snaps to flashback our removal to make up for the loss of the cantrips, and run peer over telling time to dig more (though i know some people have already made this change).
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The BGx players don't have 15 cards to bring in. So they will be leaving in all their non decay non lightning bolt removal. So your titan or batterskull don't consistently win you the game or buy you a lot of turns like a wurmcoil does. The good GBx players leave in removal to kill your baloths.
I think you can get away with cutting 1-2 lands/ramp if you're playing 26 lands. But I'm not sure you can do that in the 24 land/8 ramp list.
0 tarns, play all mistys instead
-1 ancient grudge +1 creeping corrosion (you'll only side in the second grudge vs affinity, so you might as well play creeping corrosion in that slot. )
1 Halimar Depths
1 Flooded Grove
1 Cascade Bluffs
1 Breeding Pool
2 Valakut, the Molten Pinnacle
2 Mountain
3 Island
3 Forest
3 Misty Rainforest
4 Steam Vents
4 Stomping Ground
2 Snapcaster Mage
4 Sakura-Tribe Elder
Non-Creature Spells
2 Peer Through Depths
2 Dig Through Time
2 Electrolyze
2 Telling Time
2 Izzet Charm
3 Cryptic Command
4 Remand
4 Search for Tomorrow
4 Serum Visions
4 Scapeshift
1 Boseiju, Who Shelters All
1 Inferno Titan
1 Batterskull
1 Thrun, The Last Troll
1 Wurmcoil Engine
1 Engineered Explosives
2 Anger of the Gods
2 Obstinate Baloth
2 Combust
1 Swan Song
1 Ancient Grudge
1 Creeping Corrosion
A critique of my sideboard would be much appreciated, as well. I've tried to have a little bit of hate for most decks in there. 'd also like to put one or two Spellskites in there, but I'm not sure what to cut, at the moment.
Here's a brief summary:
Round 1 vs. Twin splash black for disruption. 0-0-1
Ended in draw. Won game 1, game 2 was really grindy, and I flooded with lands. Topdeck lands didn't help. I think we should be in favor in this matchup
Round 2 vs. Jeskai Ascendancy. 0-1-1
Won game 1 with Scapeshift. Lost both games afterwards, even with counterspells, they just keep having more gas via Treasure Cruise etc. Not unwinnable, but pretty much depends on your draws.
Round 3 vs. Affinity. 1-1-1
Won 2-0, my opponent had a really slow game 1. Scapeshifted for the win both times. Electrolyze + snap being really good here.
Round 4 vs. Jund. 1-2-1
Lost hardly both games. My opponent had 2 thoughtseize both games, so yea, may be the reason, sat with no answers at all.
Round 5 vs. RDW 2-1-1
Both times winning resolving scapeshift while having lethal next turn. Snapcaster and electrolyze was once again really strong.
Honorable cards: Repeal(this cards is SO GOOD), Obstinate Baloth(life is relevant), Vendilion Clique, and Dig Through Time. Having 1 Dig is really good, I think upping to 2 is doable. But it might be clunky. Having one Clique main gives a lot more reach, which I find missing sometime when I play Scapeshift.
Underperformed cards: Temple of Mystery, removing this one. Going to add another forest.
I think Scapeshift is a really strong deck. Having even more reach now with Dig. But I have no idea how people are playing Anger of the Gods, seems so bad One thing is I always tend to empty my hand, sitting with 1-2 cards, somehow. And I feel really uncomfortable having so little cards, the "control" concept of the decks is missing. Maybe just me who's way to used to play Uwr control?
Regarding the SCM issue. I have no idea, my love for him is eternal. He may be weaker in scapeshift than URx decks. But having him just for the versatility is, Id say worth it. I think I will continue to use SCM. It was some time that I had to Electrolyze
@BiNexus, I don't think Thrun is neccessary in our SB. He's only good vs. URx decks, which I find favoring us already. Just a batterskull is enough if you side in alt. wincon. Having played with both Telling time, Peer, only peer, only Time. I can say Telling time is just superior in peformance. I don't think quantity matters that much since we have Dig to go deeper. I also think having more permission than Combust is the way to go. Im going to cut mine.
Modern
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Legacy
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If there's lots of aggro in your meta play bolts. If there's lots of control/midrange play serum visions. If you don't know your meta, play the deck you like the most.
I also agree with zero thrun, play counter flux or negate. Obviously when you get cliques you should play clique.
Probably because you have scalding tarn over misty. You said you fetched wrong numerous times so that probably factored into you not liking anger of the gods. If you're going to play a sweeper, might as well play one that puts the game away against certain decks (pod).
It's hard to comment on this without seeing you play. But you can hold excess lands/ramp cards in hand to loot them away with izzet charm.
Scapeshift does empty it's hand in the mid/late game, but hopefully you'll find a cantrip to find scapeshift, or just draw scapeshift and win.
Right, I'm actually using them to thin out my deck, will have that mindset as well.
By playing Anger, I guess I can free some more space for Relic. Will certainly try out Anger after getting the last Mistys!
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I felt adding Thrun was a bit excessive; I'll try your suggestions.
Another question I have is Halimar Depths vs. Temple of Mystery. In my testing of the deck with proxies, Halimar has enabled me to set up my plays a lot better, especially in conjunction with Serum Visions, so I can ship terrible cards away on my next turn, or dig three for a green source on turn 2. I think it plays better if you're running it with Visions, but I'm sure the guarantee of green on turn two with temple is also good too. What have you guys found, while running the deck?
Also, if you were to have an opener with Valakut and Cascade bluffs + action spells like remand, telling time, etc., would that be a keep? Is playing Valakut that early wrong because you're opening it up to hate? It doesn't come up terribly often, but I've seen people ship a hand like that away.
I try to keep as many hands as possible. So I would probably keep valakut + bluffs + 3x 2 cmc blue spells. I'd keep the hand in the dark. If I knew my opponent was on an aggressive deck, i'd mulligan. Against aggressive decks you want to race them, so you really need ramp, or you want cards that interact with the board, repeal/charm/electrolyze. If i knew my opponent was playing death and taxes with 4 ghost quarters, i'd mulligan that hand. You may or may not need 2 valakuts to kill them, but if you draw the 2nd valakut, you are going to have a hard time winning.
Lastly, I've read that Scapeshift should be favored vs. Pod, I playtested with a friend piloting the deck, and I don't understand how one win this matchup. Do we race for combo? Do I play the long game? I talked with another Scapeshift player and he also said that he was struggling vs. Pod.
Do one muligan for some specifies hands? Should we be muligan for ramp spells, permissions spell?
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As for pod, they can beat scapeshift, it depends on the build and if they draw pod. The pod builds with thoughtseize main deck are a bit harder. And if they draw pod then can chain into multiple discard hate creatures while putting you on a clock.
But scapeshift is still favored since pod's clock is way too slow, and they have a lot of blanks. Where as scapeshift has zero bad cards main deck.
That said, I've found Kiki-Pod to be much more difficult.
1) Glen Elendra Archmage and Restoration Angel are really good against us. If they have both, we're in big trouble, but even with just one or the other they can create a difficult situation for us.
2) Because they have a lot of creatures that untap Pod, they can very quickly establish a board presence starting from just a single creature. I've lost games where they've mulled to four.
3) Because they know our plan is to deal all our damage at once, they can use their life total for Pod activations willy-nilly without having to worry, allowing them to play faster than they do against other decks.
I tried a single Dig Through Time in my list at a local tournament. Only saw it twice. First time I didn't need it because I was about to win anyway, the second one got eaten by a counter. I'm going to up it to two and keep trying it.
not worth paying 12 bucks for a dig spell. not sure why it went up? was it standard or eternal use that drove it up?
its not as good as dig through time, but this is one of the only decks that could use Fathom Trawl. the digging isn't that much different than what dig through time would do.
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...except that it is sorcery speed, gets you 3 random cards and always costs 5. I don't think that the card has a home anywhere yet. And DTT went up because of its use in PTKTK this past weekend.
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please let me know what you think i will post my deck list soon
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
Right now my "big tournament" list looks like this:
MAIN DECK
4 Sakura-Tribe Elder
2 Snapcaster Mage
Creatures [6]
3 Cryptic Command
1 Dig Through Time
2 Electrolyze
3 Izzet Charm
2 Peer Through Depths
4 Remand
2 Repeal
4 Scapeshift
4 Search for Tomorrow
3 Serum Visions
2 Telling Time
Spells [30]
1 Breeding Pool
1 Cascade Bluffs
1 Flooded Grove
3 Forest
3 Island
2 Mountain
4 Steam Vents
4 Stomping Ground
1 Temple of Mystery
2 Valakut, the Molten Pinnacle
2 Wooded Foothills (I have access to Misty Rainforest, but I don't like changing sleeves between decks - plus, theres a question below that might validate this choice over it).
Lands [24]
SIDEBOARD
1-2 Ancient Grudge
2 Anger of the Gods
1 Counterflux
2 Dispel
1 Engineered Explosives
2 Inferno Titan
3 Obstinate Baloth
0-2 Relic of Progenitus
1-2 Vendilion Clique
If you have any opinion about it please do say.
Fast fowarding to the real question: Is it worth running 3 Lightning Bolt over 3 serum visions, or 2 Lightning Bolt over 2 Electrolyze or 2 Peer Through Deeps? I am asking this because the LGS where I play modern every Thursday and Friday, sometimes Saturday. Is really aggro intensive, but Affinity is rarelly seen in there (sometimes there is one, but I mean he shows up 1x every 6 tournaments if not less). We usuall have 12 to 14 players and the metagame is the following.
1-2 Burn
0-2 Small Zoo
1 Orzhov Tokens
2 Melira Pod
1 Gruul Tron
2-3 Selesnya Hatebears (one of them is the version with Liege and bigger creatures)
0-1 Gifts Ungiven
0-1 Merfolks
1 Izzet Twin
0-1 Temur Twin
0-1 Pyromancer Ascension
0-1 BG Rock
1 UWR Midrange (with young pyromancer/delver/Geist)
If you have any other decklist suggestions please do say and explain why would you make that change, sideboard included.
Legacy:..............................UW UW Stoneblade UW
French Commander:...UW UW Geist of Saint Traft UW
Tiny Leaders:..................UW UW Geist of Saint Traft UW
Yeah, I have a feeling this deck will have to dramatically change it's 75 to stay viable if delver and burn take over the format like it looks like it might. Park's list (the core most people seem to base their 75 on) is tuned to beat slow midrangey decks that modern was defined by until KTK came out.
In my testing i'm more worried about burn than delver, though my sample size is small so it's not conclusive.
Bolt maindeck might definitely be a strong consideration now, and I'm thinking about playing some number of spell snare MD as well. Hell we might need to start playing anger/firespout MD. My biggest concern is cutting too many cantrips, they were essential to making the deck run before. We might have to potentially run more snaps to flashback our removal to make up for the loss of the cantrips, and run peer over telling time to dig more (though i know some people have already made this change).
We'll have to wait and see how the meta shapes up