I am not sure what the Deadshot Minotaurs are for. Did you play them because of your manabase, budget or do you really want them? For me this would be the first card to cut completely. I also hate it when the Hollow One player starts with a leyline of the void, I otherwise really like the matchup. I personally play at least 3 Faerie Macabres in my total 75 for Hollow One, Dredgevine and Deatsh's Shadow decks. What was your experience with only two Fulminator Mages in the main? I always played 4 because of the control decks and tron. Maybe cut the strange Soul Spike for a Krosan Grip?
Thank you for the results and story, I would like to exchange opinions/ hear your thoughts.
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
4-0 Saturday
Round 1- Bye
Round 2- Spirts. Hard games all around, won easier in game 3 because they Quellered the Violent Outburst instead of the Living End, I had a followup cascade spell on my turn that I didn't have to use.
Round 3- RW Prison. Explosive turn 2 and 4 Living Ends. They didn't see Chalice game 1 and I had Ingot Chewer in my opening hand game 2.
Round 4- Tron. Game 1 was turn 2 Fulminator into turn 3 Living End. Game 2 was Turn 3/4/5 Fulminators
3-0-1 Today
Round 1- Tron. Easy win.
Round 2- Dredge. I win a long game one thanks to my mainboard Faeries. Game 2 he Leylines from his opening hand and eventually wins with 4 cards in his library off of a Conflagrate for exactly lethal. Time is called before game 3 even starts. Tie.
Round 3- Harden Scales Affinity. Easily sweep game 1 thanks to Faerie Macabre. Game 2 he blocks with enough thopter tokens to go to 1 and cracks back with enough damage that his Walking Ballista at 6 can close the game. Game 3 Early Ingot Chewer plus Faerie Macabre do their jobs.
Round 4- UW Control. Game 1 he casts an EOT Terminus off an Opt with 2 walkers in play, I scoop. Games 2 I keep him under 3 lands the entire game with Fulminator Mage and Avalanche Riders. Game 3 we both have decent games but a surprise 4th attempt at Living End with Goblin Dark-Dwellers did the trick taking him down from 5 lands to 3 in the process.
Card Choices: I tend to playtest more at my LGS instead of going with tried and true.
I'm a big fan of Faeries main and would be hard pressed to change that in this meta. Jund Charm plays out well in several match-ups, old its an old tech, but now serves to kill a Meddling Mage and graveyard hate is relevant these days. Avalanche Riders for the control match-ups, especially Tron, Valakut, and UW
I board in the Ingot Chewer against burn, the lifegain route never seems consistent enough so instead I race them with my cheapest plays.
I will probably add at least 1 Expansion // Explosion to my board.
What I do not like with expansion // explosion is that it is not good against settle the wreckage , spreading seas ans also can get troublesome with Remand because the can eventually cast it again. It cool, because it can hit non blue stuff for RR but I can not really think of any meaningful interaction with that card besides blue decks. (If there is, please tell me)
Im also looking for a good sideboard strategy against Spirits and Merfolk, so far I've tried Ricochet Trap , Anger of the Gods Hollow One and Dead // Gone . And im not particulary happy with either of them, with Dead // Gone responsible for the most stolen wins, but its still clunky.
The hard part against Merfolk are not the creatures in m opinion. They play Spreading Seas, some counter spells and lately a really good Mistcaller I personally play with the following strategy: In my 60 cards after sideboarding I have 2-3 Ricochet Traps for Spreading Seas and the counter spells and also 2 Dead // Gone and 2 Shriekmaw to hit the Mistcaller or other good creatures. I throw out all my Fulminator Mages and my Beast Withins and mostly the Faerie Macabres in favor for Ingot Chewer because I often see Relic of Progenitus as their hate option and even if they don't have it, I can destroy their AEther Vial. But when I know they have Surgical Extraction as their graveyard hate I do like the Fearie Macabre to stay in. I do NOT side in Anger of the Gods, because they are busy keeping you from Living Ending so they will not get a really large board.
Spirits is very hard. I wrote that a while ago. They have all the tools to hurt you and my recommendation there would be to really out pace them, be faster and try living ending turn 2 or when they are tapped out. In this matchup I also cut the fulminator mages and put play 3 Ingot Chewers , 2 Shriekmaws and 2 [Krosan Grip[/card] after side board. I do play 2 Archfiend of Ifnir in my 75 and think this card is really good there. But I am still very lost when I have to play against the deck...
Beyond my Local Card Shop and some good friends I did not play very much in the past months. I can post my list, so you can say what you think of it. My last tournament play was a while ago, around the time the KCI showed up. There I went 4-1 with loosing to spirits and winning against Dredge, Hollow One, Death's Shadow and Bogles
I do not like to play more cyclers because if there is a problematic game state, cycling on will mostly not solve them
Faerie Macabre in the Main is a must in my opinion. Against every deck with Snapcaster Mage in it, Hollow One and now Dredge Vine. Also all the Death's Shadow decks that kill their own creatures in response to Living End or if they milled themselves with Thoughtscour / Grim Flayer.
I like the Ingot Chewer because at worst hes a 3/3 for R and can hit main board stuff like AEther Vial, Relic, Ensnaring Bridge, Hollow Ones, Arcbound Ravagers, Chalice of the Void on 0 or nowadays KCI pieces.
The 1 Shriekmaw is good against decks I really struggle against that is Hatebears / Death Taxes, Infect and Humans. It really shines there, but is a problem if the opponent does not play any creatures you can get a 3/2 for 1B but have to kill some of your own creatures eventually, so I only play 1.
I considered cutting the fourth Fulminator Mage to the sideboard but I am not sure what then will go in the Main then.
I play 2 Brindle Boars in the side, but I am not completely happy with them in the burn matchup, but I also like them in Mathups where the opponent only plays Basic Lands so I can at least swap out the fulminator mages. Dead Gone is really nice against humans, spirits, merfolk and burn.
There really needs to be a split card like Wear // Tear but with 1R // G because I always feel like gambling if the opponent has Leyline or Relic. Leyline is much worse
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
Don't you feel like you have not enough black sources and green sources? According to Frank Karsten article, we need 14 sources black and red T1 for cycling and 11 green for T3 Violent Outburst. Your list seems to be 2B and 2G short, does cyclers make up for the colored sources? Haven't tried lower sources configuration and I already hate the basic forest as it is, even if i know thats the necessary evil. In theory Street Wraith probably counts as colour source tho. When do you bring Dark Dwellers in?
Occasionally my colors pick which cyclers I play and the order, but I can't think of an occasion where turn one R or B was a problem, the only thing I've ever run into and rarely is wanting BB on turn 2 and not having it. As for turn 3 I have run into being short a G rarely, but I probably could do with two more fetches and two less fast lands. I always lean into basics in light of Moon, Path, and Stripmine.
Goblin Dark-Dwellers came about because in my matches against counterspell decks it was always about counting how many Living End I had. Effectively adding 2 extra copies of Living End and being able to cast a cascade spell from the yard if necessary. I add him in when I am expecting slower games but no Leyline.
He dies because you cast living end when he enters the battlefield. That trigger goes off, when he is already been cast. (Bloodbraid Elf would live because cascade triggers while cast so BBE is still on the stack.)
Private Mod Note
():
Rollback Post to RevisionRollBack
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
This is my new deck configuration. I am going to try the Dark dwellers but i feel them to clunky. I have 20 lands because as of late i have been getting short of mana. The worst thing you can do is getting mana screw in a deck that only needs 3 lands. More lands is more appreciated and i've even considered to put a kessig wolf run for the punch.
The Faerie macabre is great and you should have a full set on Main, but with that you assure yourself to have a tough matchup against Humans and Spirits. Otherwise it's a great card in all sorts of other matchups. I find it superior to Leyline in every way, since it's clunky and you can win the same amount of matchups with Faeries against graveyard based decks than without. Sideboard wise, i use Jund charms and Anger of the gods (to diversify my hate against Humans) which come great. Jund Charm is outperforming in this meta: Every time i draw it i find a relieve, in many times a game ender if the matchup stalls. If you manage to draw a brindle boar in a Burn matchup the game becomes way tougher to lose, so i think at least some lifegain is good against them.
This LE list that went 5-0 had 4x Sin Prodder in the board. I’ve never seen that tech before; maybe y’all have. What MU’s would you side it in against?
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN: BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG EDH: BRGKARRTHUS, TYRANT OF JUNDGRB
The 20 lands make the whole deck so much better know it's incredible. I get it that we like to cycle, but many times the deck just folds to lack of curve. At least in my case, i want to be casting my fatties by turn 5 consistently. Also my kolaghan's command are due to come next week, so i'll add them to the SB, but for now this is the 75. Anyway here's the matchup recount:
4-0 Tuesday
Round 1:2-0 Green - red devotion
Weird deck but fast, played Strangleroot geist, birds of paradise. It was a heavy creature vanilla deck that got no chance against Living end to be honest, the fact that he didn't knew what living end was made this feel much more nasty. both games i got him easily on turn 5. I was pretty lucky to get this deck on the first round
Round 2: 2-1 Tron
First game my opponent won because he maindecked relics: he just got me locked down and i couldn't replenish my graveyard fast enough to mitigate the relic. Second game he mull to 6 and missed a landrop, while i turn 2 a fulminator and Beast within another land. I also used my ingot chewers against his eggs and maps, he promptly scooped after missing another land drop. Third game was more interactive and close but in the end i living ended 4 fatties with 2 fulminators in hand. It's pretty good to have 20 lands and consistently combo on turn 3
Round 3: 2-0 Sultai midrange
First game i won easily comboing on turn with 4 creatures on bin. he wasn't faster than the clock and his tarmogoyf weren't big enough. Second game he starts with leyline, then Inquisition away my Beast within.. On second turn he drops a Bob and starts having value. On turn 3 he uses Unmoored Ego and exiles my Living end. At this point i'm in a bad spot because on turn 4 he drops a tarmogoyf and starts swinging. The key to my salvation was to cycle my ***** and get enough lands to cast an Archfiend, that sweet sweet cards send down by the gods for us On turn 5 i cast Archfiend of Ifnir and cycle a street wraith and faerie macabre on the same turn to sweep the board. At last i get some relief, and he didn't got much removal because he sided it out for damnations, counterspells, and leylines. I finish the game with a lone Archfiend swinginf for 3 turns at his face while i sweep all his board every time. I ended the game with 1 life lol
Round 4: 2-1 Merfolk
First game he gets me good. He counters my Living end and then swings for lethal with a Master of waves. Second game i use an anger of the gods and a ricochet trap to clear his board when he splurged it all out on the table. Then i was able to cycle freely and then cast an archfiend and then an archfiend. He then proceeded to sweep every other threat on the board. Game 3 i destroy his Aether vial, kill one of his lords with a shriekmaw and blew up a Mutavault. He still had the pressure but i had the interaction. Seeing his mana base destroyed he taped out on turn 5 and i comboed in his turn, ricochet a Spell pierce and then had lethal in my next attack phase.
I`m looking at getting into Living End because the deck just looks awesome to play and I been eyeballing it for years but never got into it.
I got one small question. Why do you play Demonic Dread because as fas as I can see all spells cost more than 3 mana.
Thanks in advance.
Oh wait I got it. You get Living End with it of course. PLease correct me if I`m wrong.
I`m looking at getting into Living End because the deck just looks awesome to play and I been eyeballing it for years but never got into it.
I got one small question. Why do you play Demonic Dread because as fas as I can see all spells cost more than 3 mana.
Thanks in advance.
Oh wait I got it. You get Living End with it of course. PLease correct me if I`m wrong.
Demonic dread is one of our two Living end enablers. There's other ways to cheat Living end but in the jund colors Demonic dread and Violent outburst.
THe deck is very powerful and is and very fun to play because it's very different from what you usually have in modern. Also it's a good investment since it's a deck that has been around for years and hasn't changed much.
I played Modern for about 4 years and when two of my decks got banned I got sick of it sold out of it and started playing Legacy but you know there is always a fire burning and I like to get a new Modern deck again. I Was thinking of something like Storm but for some reason just thinking of playing blue turns me off. Also over here people like to play blue a lot and I like to be differen, stand out a bit and attack them in a different way that they are not used to.
Also GP Yokohama is coming in April and that is about 30 minutes from where I live and I would like to play in the main event.
I play Reanimator in Legacy and I love playing that kind of style that is why Living End speaks to me. I been playing it the last two days online and it is lots of fun.
Also what is the deal with the Bloodbraid list? It looks pretty cool but I feel like without it the combo just works better.
Why is the Elf being played?
Also is there a decklist and/or sideboard that is more of a standard sideboard you can take everywhere and you are prepared for most things. I got a sideboard like that for my Reanimator deck and I love playing like that.
THere's to game plans with this deck: Combo out and swing to take the game, or play a midrange deck with big fatties and good utility cards (Fulminator mage, Kolaghan's command). Bloodbraid Elf makes the second gameplan much much better, but makes the first gameplan weaker. Also it's BBE is not a big body
The sideboard staples are normally Shriekmaw, Ingot chewer, Kolaghan's command, maybe a couple of leylines.
I`m really into just being the best combo deck I can be, specially game 1. After that I don`t mind changing or playing a bit more midrange because games turn out a lot like that.
I play the same style with Reanimator so what kind of list would you suggest if I just want to combo off as fast and cinsistent as possible.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy - Reanimator
Modern - Burn
EDH - Neheb the Eternal
What do you make of this list? 2 beasts within, 3 fulminators, 3 SSGs, full four Carabids in main....looks to me like a little vanilla oldschool decklist But i guess it worked...
I`m really into just being the best combo deck I can be, specially game 1. After that I don`t mind changing or playing a bit more midrange because games turn out a lot like that.
I play the same style with Reanimator so what kind of list would you suggest if I just want to combo off as fast and cinsistent as possible.
OK, here we go:
Living End is a good Deck for game 1 in particular when your opponent tries to fill the boards with many creatures very fast. (Elves / Bogles / 8Wack Goblins)
And it is much better against hand disruption than Ad Nauseam, Vizier Combo or Saheli Cat, because you need 1 Cascade spell as the payoff and thats it. I would agree that it is very easy to achieve the combo so it is in my opinion the most consistent combo deck. I like to play both cascade spells 4x but many play only 3 Demonic Dreads. But the combo does not directly win you the game and the opponent has the option to interact with it. You still need to attack with the creatures and when you Cascade for 4 creatures with Demonic Dread your opponent can play a wrath card or burn you to death. (For example Affinity sacrifices all creature Artifacts to Arcbound Ravager and they can basically keep their board if you don't have the Faerie Macabre) Which brings me to my next point: Imagine you play against a "normal deck" with black Interaction for destroying creatures, attacking the hand and so on. They will interact with you, they will Push / Bolt their own creatures on the board Or will Thoughtseize /Thoughscour themselves for that juicy Gurmag Angler Boy who hols up your 4/4s. If your opponent knows what he is doing and has a game plan against Living End, he will interact with you even in game 1, because he can. You do get some really free Game 1s with T3 Cascade and reanimate a 6/4 , two 4/4s and a 3/4 and your opponent just scoops or does not have an out, but that is not the case against most non super linear decks. On the other hand the games against Hollow One and Grixis Deaths Shadow are among the most interactive matches I ever had and I love it. Thats one reason you see Faerie Macabres and Fulminator Mages in the main board on basically all the lists. You want interaction, because it is often worth it / you need it because the opponent hits harder / is faster. (Storm / GrishoalBrand / BridgeVine)
One of the big upsides of Living End (in my opinion) is that you don't fold to hate automatically. Your main gameplan has already 2 sides: Kill everything on the board AND put everything from your GY back to the field. The opponent has a Rest in Peace and 3 creatures on the board? OK, Cascade into living End, wipe the board and start casting your stuff. Even a small living end can win you the game when you wipe the opponents board. Then you also have the Land-destruction plan which is awesome against Tron and Ux-Control Decks. They don't care about their creatures -> hit the lands.
I feel like Living End is not a usual Reanimator deck at all, at least not to me. It is much more interactive and flexible and plays super interesting cards like faerie Macabre and Ricochet Trap while being in my favorite colors black and red.
Edit: It may also be noticed, that the living end combo disrupts other combos like Saheli, Vizier or Kiki-Angel.
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
To post a comment, please login or register a new account.
Thank you for the results and story, I would like to exchange opinions/ hear your thoughts.
BRG Living End BRG
G Hardened Scales Affinity G
3x Archfiend of Ifnir
4x Desert Cerodon
3x Faerie Macabre
4x Fulminator Mage
4x Horror of the Broken Lands
4x Monstrous Carabid
1x Shriekmaw
3x Simian Spirit Guide
4x Street Wraith
Instant & Sorcery (11)
1x Beast Within
3x Demonic Dread
3x Living End
4x Violent Outburst
3x Blackcleave Cliffs
2x Blood Crypt
3x Copperline Gorge
2x Forest
1x Mountain
1x Overgrown Tomb
1x Stomping Ground
4x Swamp
1x Verdant Catacombs
1x Wooded Foothills
1x Archfiend of Ifnir
3x Avalanche Riders
1x Anger of the Gods
1x Faerie Macabre
2x Goblin Dark-Dwellers
4x Ingot Chewer
3x Jund Charm
4-0 Saturday
Round 1- Bye
Round 2- Spirts. Hard games all around, won easier in game 3 because they Quellered the Violent Outburst instead of the Living End, I had a followup cascade spell on my turn that I didn't have to use.
Round 3- RW Prison. Explosive turn 2 and 4 Living Ends. They didn't see Chalice game 1 and I had Ingot Chewer in my opening hand game 2.
Round 4- Tron. Game 1 was turn 2 Fulminator into turn 3 Living End. Game 2 was Turn 3/4/5 Fulminators
3-0-1 Today
Round 1- Tron. Easy win.
Round 2- Dredge. I win a long game one thanks to my mainboard Faeries. Game 2 he Leylines from his opening hand and eventually wins with 4 cards in his library off of a Conflagrate for exactly lethal. Time is called before game 3 even starts. Tie.
Round 3- Harden Scales Affinity. Easily sweep game 1 thanks to Faerie Macabre. Game 2 he blocks with enough thopter tokens to go to 1 and cracks back with enough damage that his Walking Ballista at 6 can close the game. Game 3 Early Ingot Chewer plus Faerie Macabre do their jobs.
Round 4- UW Control. Game 1 he casts an EOT Terminus off an Opt with 2 walkers in play, I scoop. Games 2 I keep him under 3 lands the entire game with Fulminator Mage and Avalanche Riders. Game 3 we both have decent games but a surprise 4th attempt at Living End with Goblin Dark-Dwellers did the trick taking him down from 5 lands to 3 in the process.
Card Choices: I tend to playtest more at my LGS instead of going with tried and true.
I'm a big fan of Faeries main and would be hard pressed to change that in this meta.
Jund Charm plays out well in several match-ups, old its an old tech, but now serves to kill a Meddling Mage and graveyard hate is relevant these days.
Avalanche Riders for the control match-ups, especially Tron, Valakut, and UW
I board in the Ingot Chewer against burn, the lifegain route never seems consistent enough so instead I race them with my cheapest plays.
I will probably add at least 1 Expansion // Explosion to my board.
The hard part against Merfolk are not the creatures in m opinion. They play Spreading Seas, some counter spells and lately a really good Mistcaller I personally play with the following strategy: In my 60 cards after sideboarding I have 2-3 Ricochet Traps for Spreading Seas and the counter spells and also 2 Dead // Gone and 2 Shriekmaw to hit the Mistcaller or other good creatures. I throw out all my Fulminator Mages and my Beast Withins and mostly the Faerie Macabres in favor for Ingot Chewer because I often see Relic of Progenitus as their hate option and even if they don't have it, I can destroy their AEther Vial. But when I know they have Surgical Extraction as their graveyard hate I do like the Fearie Macabre to stay in. I do NOT side in Anger of the Gods, because they are busy keeping you from Living Ending so they will not get a really large board.
Spirits is very hard. I wrote that a while ago. They have all the tools to hurt you and my recommendation there would be to really out pace them, be faster and try living ending turn 2 or when they are tapped out. In this matchup I also cut the fulminator mages and put play 3 Ingot Chewers , 2 Shriekmaws and 2 [Krosan Grip[/card] after side board. I do play 2 Archfiend of Ifnir in my 75 and think this card is really good there. But I am still very lost when I have to play against the deck...
Beyond my Local Card Shop and some good friends I did not play very much in the past months. I can post my list, so you can say what you think of it. My last tournament play was a while ago, around the time the KCI showed up. There I went 4-1 with loosing to spirits and winning against Dredge, Hollow One, Death's Shadow and Bogles
3 Simian Spirit Guide
3 Faerie Macabre
3 Fulminator Mage
4 Street Wraith
1 Ingot Chewer
2 Shriekmaw
2 Monstrous Carabid
4 Horror of the Broken Lands
2 Archfiend of Ifnir
4 Desert Cerodon
Land
1 Forest
1 Mountain
1 Swamp
1 Swamp
4 Blackcleave Cliffs
2 Copperline Gorge
1 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
2 Bloodstained Mire
2 Blooming Marsh
2 Verdant Catacombs
4 Violent Outburst
2 Beast Within
Sorcery
3 Living End
4 Demonic Dread
1 Simian Spirit Guide
2 Brindle Boar
1 Faerie Macabre
1 Fulminator Mage
1 Ingot Chewer
1 Shriekmaw
1 Dead // Gone
3 Ricochet Trap
2 Krosan Grip
2 Anger of the Gods
I do not like to play more cyclers because if there is a problematic game state, cycling on will mostly not solve them
Faerie Macabre in the Main is a must in my opinion. Against every deck with Snapcaster Mage in it, Hollow One and now Dredge Vine. Also all the Death's Shadow decks that kill their own creatures in response to Living End or if they milled themselves with Thoughtscour / Grim Flayer.
I like the Ingot Chewer because at worst hes a 3/3 for R and can hit main board stuff like AEther Vial, Relic, Ensnaring Bridge, Hollow Ones, Arcbound Ravagers, Chalice of the Void on 0 or nowadays KCI pieces.
The 1 Shriekmaw is good against decks I really struggle against that is Hatebears / Death Taxes, Infect and Humans. It really shines there, but is a problem if the opponent does not play any creatures you can get a 3/2 for 1B but have to kill some of your own creatures eventually, so I only play 1.
I considered cutting the fourth Fulminator Mage to the sideboard but I am not sure what then will go in the Main then.
I play 2 Brindle Boars in the side, but I am not completely happy with them in the burn matchup, but I also like them in Mathups where the opponent only plays Basic Lands so I can at least swap out the fulminator mages. Dead Gone is really nice against humans, spirits, merfolk and burn.
There really needs to be a split card like Wear // Tear but with 1R // G because I always feel like gambling if the opponent has Leyline or Relic. Leyline is much worse
BRG Living End BRG
G Hardened Scales Affinity G
Occasionally my colors pick which cyclers I play and the order, but I can't think of an occasion where turn one R or B was a problem, the only thing I've ever run into and rarely is wanting BB on turn 2 and not having it. As for turn 3 I have run into being short a G rarely, but I probably could do with two more fetches and two less fast lands. I always lean into basics in light of Moon, Path, and Stripmine.
Goblin Dark-Dwellers came about because in my matches against counterspell decks it was always about counting how many Living End I had. Effectively adding 2 extra copies of Living End and being able to cast a cascade spell from the yard if necessary. I add him in when I am expecting slower games but no Leyline.
BRG Living End BRG
G Hardened Scales Affinity G
Creatures 28
4 Horror of the Broken Lands
2 Simian Spirit Guide
4 Street Wraith
4 Desert Cerodon
4 Faerie Macabre
4 Archfiend of Ifnir
4 Fulminator Mage
2 Monstrous Carabid
Instant and Sorceries
3 Demonic Dread
3 Living End
4 Violent Outburst
2 Beast Within
4 Blackcleave Cliffs
1 Blood Crypt
2 Forest
3 Grove of the Burnwillows
1 Overgrown Tomb
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
1 Blooming Marsh
1 Copperline Gorge
2 Brindle Boar
3 Shriekmaw
3 Ingot Chewer
2 Kolaghan's Command
2 Ricochet Trap
2 Jund Charm
1 Anger of the Gods
This is my new deck configuration. I am going to try the Dark dwellers but i feel them to clunky. I have 20 lands because as of late i have been getting short of mana. The worst thing you can do is getting mana screw in a deck that only needs 3 lands. More lands is more appreciated and i've even considered to put a kessig wolf run for the punch.
The Faerie macabre is great and you should have a full set on Main, but with that you assure yourself to have a tough matchup against Humans and Spirits. Otherwise it's a great card in all sorts of other matchups. I find it superior to Leyline in every way, since it's clunky and you can win the same amount of matchups with Faeries against graveyard based decks than without. Sideboard wise, i use Jund charms and Anger of the gods (to diversify my hate against Humans) which come great. Jund Charm is outperforming in this meta: Every time i draw it i find a relieve, in many times a game ender if the matchup stalls. If you manage to draw a brindle boar in a Burn matchup the game becomes way tougher to lose, so i think at least some lifegain is good against them.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
Creatures 28
4 Horror of the Broken Lands
2 Simian Spirit Guide
4 Street Wraith
4 Desert Cerodon
4 Faerie Macabre
4 Archfiend of Ifnir
4 Fulminator Mage
2 Monstrous Carabid
Instant and Sorceries
3 Demonic Dread
3 Living End
4 Violent Outburst
2 Beast Within
4 Blackcleave Cliffs
1 Blood Crypt
2 Forest
3 Grove of the Burnwillows
1 Overgrown Tomb
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
1 Blooming Marsh
1 Copperline Gorge
2 Brindle Boar
3 Shriekmaw
3 Ingot Chewer
1 Avalanche riders
2 Ricochet Trap
1 Jund Charm
2 Anger of the Gods
1 Lost Legacy
The 20 lands make the whole deck so much better know it's incredible. I get it that we like to cycle, but many times the deck just folds to lack of curve. At least in my case, i want to be casting my fatties by turn 5 consistently. Also my kolaghan's command are due to come next week, so i'll add them to the SB, but for now this is the 75. Anyway here's the matchup recount:
4-0 Tuesday
Round 1:2-0 Green - red devotion
Weird deck but fast, played Strangleroot geist, birds of paradise. It was a heavy creature vanilla deck that got no chance against Living end to be honest, the fact that he didn't knew what living end was made this feel much more nasty. both games i got him easily on turn 5. I was pretty lucky to get this deck on the first round
Round 2: 2-1 Tron
First game my opponent won because he maindecked relics: he just got me locked down and i couldn't replenish my graveyard fast enough to mitigate the relic. Second game he mull to 6 and missed a landrop, while i turn 2 a fulminator and Beast within another land. I also used my ingot chewers against his eggs and maps, he promptly scooped after missing another land drop. Third game was more interactive and close but in the end i living ended 4 fatties with 2 fulminators in hand. It's pretty good to have 20 lands and consistently combo on turn 3
Round 3: 2-0 Sultai midrange
First game i won easily comboing on turn with 4 creatures on bin. he wasn't faster than the clock and his tarmogoyf weren't big enough. Second game he starts with leyline, then Inquisition away my Beast within.. On second turn he drops a Bob and starts having value. On turn 3 he uses Unmoored Ego and exiles my Living end. At this point i'm in a bad spot because on turn 4 he drops a tarmogoyf and starts swinging. The key to my salvation was to cycle my ***** and get enough lands to cast an Archfiend, that sweet sweet cards send down by the gods for us On turn 5 i cast Archfiend of Ifnir and cycle a street wraith and faerie macabre on the same turn to sweep the board. At last i get some relief, and he didn't got much removal because he sided it out for damnations, counterspells, and leylines. I finish the game with a lone Archfiend swinginf for 3 turns at his face while i sweep all his board every time. I ended the game with 1 life lol
Round 4: 2-1 Merfolk
First game he gets me good. He counters my Living end and then swings for lethal with a Master of waves. Second game i use an anger of the gods and a ricochet trap to clear his board when he splurged it all out on the table. Then i was able to cycle freely and then cast an archfiend and then an archfiend. He then proceeded to sweep every other threat on the board. Game 3 i destroy his Aether vial, kill one of his lords with a shriekmaw and blew up a Mutavault. He still had the pressure but i had the interaction. Seeing his mana base destroyed he taped out on turn 5 and i comboed in his turn, ricochet a Spell pierce and then had lethal in my next attack phase.
I`m looking at getting into Living End because the deck just looks awesome to play and I been eyeballing it for years but never got into it.
I got one small question. Why do you play Demonic Dread because as fas as I can see all spells cost more than 3 mana.
Thanks in advance.
Oh wait I got it. You get Living End with it of course. PLease correct me if I`m wrong.
Modern - Burn
EDH - Neheb the Eternal
Demonic dread is one of our two Living end enablers. There's other ways to cheat Living end but in the jund colors Demonic dread and Violent outburst.
THe deck is very powerful and is and very fun to play because it's very different from what you usually have in modern. Also it's a good investment since it's a deck that has been around for years and hasn't changed much.
I played Modern for about 4 years and when two of my decks got banned I got sick of it sold out of it and started playing Legacy but you know there is always a fire burning and I like to get a new Modern deck again. I Was thinking of something like Storm but for some reason just thinking of playing blue turns me off. Also over here people like to play blue a lot and I like to be differen, stand out a bit and attack them in a different way that they are not used to.
Also GP Yokohama is coming in April and that is about 30 minutes from where I live and I would like to play in the main event.
I play Reanimator in Legacy and I love playing that kind of style that is why Living End speaks to me. I been playing it the last two days online and it is lots of fun.
Also what is the deal with the Bloodbraid list? It looks pretty cool but I feel like without it the combo just works better.
Why is the Elf being played?
Also is there a decklist and/or sideboard that is more of a standard sideboard you can take everywhere and you are prepared for most things. I got a sideboard like that for my Reanimator deck and I love playing like that.
Thanks.
Modern - Burn
EDH - Neheb the Eternal
The sideboard staples are normally Shriekmaw, Ingot chewer, Kolaghan's command, maybe a couple of leylines.
I play the same style with Reanimator so what kind of list would you suggest if I just want to combo off as fast and cinsistent as possible.
Modern - Burn
EDH - Neheb the Eternal
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
https://magic.wizards.com/en/events/coverage/gpoak19/9th-16th-decklists-2019-01-06
What do you make of this list? 2 beasts within, 3 fulminators, 3 SSGs, full four Carabids in main....looks to me like a little vanilla oldschool decklist But i guess it worked...
OK, here we go:
Living End is a good Deck for game 1 in particular when your opponent tries to fill the boards with many creatures very fast. (Elves / Bogles / 8Wack Goblins)
And it is much better against hand disruption than Ad Nauseam, Vizier Combo or Saheli Cat, because you need 1 Cascade spell as the payoff and thats it. I would agree that it is very easy to achieve the combo so it is in my opinion the most consistent combo deck. I like to play both cascade spells 4x but many play only 3 Demonic Dreads. But the combo does not directly win you the game and the opponent has the option to interact with it. You still need to attack with the creatures and when you Cascade for 4 creatures with Demonic Dread your opponent can play a wrath card or burn you to death. (For example Affinity sacrifices all creature Artifacts to Arcbound Ravager and they can basically keep their board if you don't have the Faerie Macabre) Which brings me to my next point: Imagine you play against a "normal deck" with black Interaction for destroying creatures, attacking the hand and so on. They will interact with you, they will Push / Bolt their own creatures on the board Or will Thoughtseize /Thoughscour themselves for that juicy Gurmag Angler Boy who hols up your 4/4s. If your opponent knows what he is doing and has a game plan against Living End, he will interact with you even in game 1, because he can. You do get some really free Game 1s with T3 Cascade and reanimate a 6/4 , two 4/4s and a 3/4 and your opponent just scoops or does not have an out, but that is not the case against most non super linear decks. On the other hand the games against Hollow One and Grixis Deaths Shadow are among the most interactive matches I ever had and I love it. Thats one reason you see Faerie Macabres and Fulminator Mages in the main board on basically all the lists. You want interaction, because it is often worth it / you need it because the opponent hits harder / is faster. (Storm / GrishoalBrand / BridgeVine)
One of the big upsides of Living End (in my opinion) is that you don't fold to hate automatically. Your main gameplan has already 2 sides: Kill everything on the board AND put everything from your GY back to the field. The opponent has a Rest in Peace and 3 creatures on the board? OK, Cascade into living End, wipe the board and start casting your stuff. Even a small living end can win you the game when you wipe the opponents board. Then you also have the Land-destruction plan which is awesome against Tron and Ux-Control Decks. They don't care about their creatures -> hit the lands.
I feel like Living End is not a usual Reanimator deck at all, at least not to me. It is much more interactive and flexible and plays super interesting cards like faerie Macabre and Ricochet Trap while being in my favorite colors black and red.
Edit: It may also be noticed, that the living end combo disrupts other combos like Saheli, Vizier or Kiki-Angel.
BRG Living End BRG
G Hardened Scales Affinity G