Currently my list is identical to the one Trevor May ran a few months back, with the only change being the two Anger of the Gods are now Sweltering Suns.
I run a one of Hazoret and I’ve found her to be fantastic. She’s weak to path, which stormbreath is not, but she can block shadows, champions of the parish, eldrazi, and other massive creatures. She can’t be bolted down, terminate, push, maelstrom pulse, oblivion stone, supreme verdict. All removal that can’t touch her. She lets me feel better about running 4 MB Blood moons as I can user her ability to pitch a moon for damage. Yes, she is limited by our handsize, but we are deck of mostly permanents, so it doesn’t hurt us to try to empty our hand onto the board. She is also one mana cheaper than Stormbreath, but I couldn’t fault someone for running for of that beast of a dargan.
I feel like one of the weakest cards in the deck is eternal scourge. I understand his synergy, but I’m just considering replacing the two in my maindeck with two goblin rabllemaster. What do you all think scourge and possible replacements?
I agree that Eternal Scourge often feels lackluster. However, I personally have been reluctant to replace it because it is a rare form of card advantage for our deck. Even though they may not feel like much, it's resiliency to removal and it's synergy with Chandra, Torch of Defiance and Relic of Progenitus cannot be ignored. That said, I have cut down from the three that I originally had to two, and have thought of going down to one.
What to replace it with is a really good question. I agree that Goblin Rabblemaster is a pretty good replacement. However, playing rabblemaster fits a different playstyle than Skred has taken traditionally. If we want to play it to it's full potential I think we would need to tweak the deck and gameplan to skew more towards aggro. On the other hand, Goblin Rabblemaster can be good as a way to gain card advantage. I don't know if the card advantage/resiliency of spitting out little guys is better, worse, or just different than Eternal Scourge's ability.
The other big candidate for replacing Eternal Scourge would be Boros Reckoner in my opinion. He is able to block and kill higher toughness creatures than any other card that we play and often has the advantage of still doing something when he is removed (as long as it's not Liliana of the Veil or Path to Exile), which can be seen as a kind of card advantage. Along with that, he is often a good answer to go-wide strategies and has a cool synergy as a finisher when paired with Skred. However, if you want to play him, it limits the amount of colorless lands that you can use and makes keeping two Snow-Covered Mountains and a Mind Stone in your opening hand feel pretty bad. Along with that, he often has upside, instead of mostly or always, like the other two.
All three of these have their merits as our maindeck three-drop. Personally, I like Eternal Scourge and Boros Reckoner a bit better than Goblin Rabblemaster in the maindeck because I like the more defensive playstyle. If you like being on the offensive, then Goblin Rabblemaster may be the one for you. Like a lot of the choices with our deck, what decks you are playing against and how you like to play factor a lot into what is best to play. Also, this has made me think that maybe we should look at and experiment with some other three drop creatures to see if we can find anything else that could have a home in Skred.
Scourge and Reckoner are the best MD candidates. Rabblemaster is usually SB and occasionally MD. Scab-Clan Berserker is an SB choice.
Scourge is basically impossible for them to permanently remove (hence Eternal), but is too simple and small to make a huge impact except in the few games where he's key to grinding out an opponent over an empty board. Blocking pro-red is a relevant perk, though. Scourge is best in a grindy format.
Reckoner is easier to remove and can even be knocked off permanently by your own removal but usually has some upside (except in the case of Push/Wrath), but has immediate and massive effects on the combat math, and represents a late-game Skred-to-player threat. Reckoner is best when offensive decks abound.
Rabblemaster is an extremely fast clock, often threatening to close out games quickly (cast on turn 3, dealing up to 15 damage by turn 5). SSG can move him into play faster with more impact. However, it is also the most risky, as it has no defensive utility, it easily blocked and destroyed, and can be taken out trivially by most removal at no loss. He is best against decks that can't trivially block him or remove him, and where a fast clock is key (big Tron and some combo decks come to mind).
Berserker is a card that, if it scores one hit, can just sit there and chip away at your opponent's life total for the rest of the game. It's extremely powerful against some combo decks and has utility against others, offering less (but a more consistent) penalty for removal. Berserker is excellent against control decks and storm combo, but not very good in a combat-heavy environment.
I cannot get on the 22 Land plan that Trevor May has in his 75. I prefer the 23 because every game I want to cast Stormbreath Dragon and Monstrous the darn thing.
With 22 lands and 4 mindstones I hit my curve, which tops at out 5, pretty often. I do enjoy being able to monstrous Stormbreath, but unless my hand is full of no play at all I often find myself casting spells with the mana it would take to make the dargan big.
I understand some people feel there is more consistency with 23 lands, but I’ve flooded just as many times as I’ve been short on mana, neither of which has happened often.
Has anyone else been on a one of Ratchet Bomb in the main? Its a card you have to play around because there are permanents of ours it can hit at all counters #1-5, but it has had so much versatility that I’m nearly always happy to see it.
I see a lot of people only run 3 Blood Moon in the main. I know it’s a terrible card to draw in multiples, but I feel as if it’s a card I always want to see witching the first 4 turns as it just slows our opoenets down so damn much, and in some cases just outright wins the game. How was everyone felt with just 3?
Scourge and Reckoner are the best MD candidates. Rabblemaster is usually SB and occasionally MD. Scab-Clan Berserker is an SB choice.
Scourge is basically impossible for them to permanently remove (hence Eternal), but is too simple and small to make a huge impact except in the few games where he's key to grinding out an opponent over an empty board. Blocking pro-red is a relevant perk, though. Scourge is best in a grindy format.
Reckoner is easier to remove and can even be knocked off permanently by your own removal but usually has some upside (except in the case of Push/Wrath), but has immediate and massive effects on the combat math, and represents a late-game Skred-to-player threat. Reckoner is best when offensive decks abound.
Rabblemaster is an extremely fast clock, often threatening to close out games quickly (cast on turn 3, dealing up to 15 damage by turn 5). SSG can move him into play faster with more impact. However, it is also the most risky, as it has no defensive utility, it easily blocked and destroyed, and can be taken out trivially by most removal at no loss. He is best against decks that can't trivially block him or remove him, and where a fast clock is key (big Tron and some combo decks come to mind).
Berserker is a card that, if it scores one hit, can just sit there and chip away at your opponent's life total for the rest of the game. It's extremely powerful against some combo decks and has utility against others, offering less (but a more consistent) penalty for removal. Berserker is excellent against control decks and storm combo, but not very good in a combat-heavy environment.
Looking at your decklist for Skred I noticed you are on 4 Dragons and 4 Reckoners. Could you explain your list and the meta that experience? I think it’s a neat list and you updated it this year. I am really interested in your techs and reasons for Volcanic Fallout and 22 lands. Thanks for any information in advance
It's actually last year's list that I just imported to the deck builder. I hadn't really done any thinking about modernizing it. Stormbreath needs no explanation. Volcanic Fallout plays great with Reckoner, is instant speed, and can also zap a few points of planeswalkers. I expected a lot of Jund and GDS at that time, and Reckoner can really do a number on them.
These days, I'd probably switch to MD Anger, Scourge, and chuck some Rabblemasters in the SB. Humans makes you really want that extra point of damage, Dredge's popular, and so is control. Also, at the end of April, we lose any shot to damage planeswalkers directly off Fallout.
Has anyone been playing Glorybringer over Stormbreath?
I’ve thought about trying out Glorybringer, as there are certain matchups, like jund, where that 4 damage is better than pro white, but then I think about lingering souls, celestial colonnade, path, lil Gideon, detention sphere, and all of the white creatures that exist, and so I haven’t yet brought myself to try out Glorybringer.
Is it worth it to even try, or is Stormbreath just the better dragon in this format?
Stormbreath is better overall, though Glorybringer isn't bad. I can imagine some metas where the latter is better. Generally though, I prefer the former--I'd play at least two Stormbreath before considering Glorybringer.
Sorry for the formatting here. I’m still a bit new to the site and don’t know how to create tags for cards.
Any feedback/questions on the list is/are greatly welcome.
In the main I’m still not sold on Eternal Scourge, of all the cards I can draw in the deck I’m always least happy to see him, but I still have what to figure out what to replace him with.
I like my side quite a bit, though I’ve yet to actually play against Tron and so I’m considering going down on the Molten Rain.
Your list looks fine (other than the duplicate Blood Moon line under lands).
I've always had that feeling about E.Scourge. It's never been exciting to see. At the same time, when grinding out a game (which is why you have it), sometimes "exciting" is less important than "reliable."
Molten Rain has other uses besides against Urza-Tron. Significantly, it can destroy man-lands, specialty lands, and critical multi-color land in the absence of Blood Moon. But if you're not worried about U-Tron, you can always look at more specialized options (like Boil).
On Eternal Scourge and the creature package: One more point for Eternal Scourge in a suite of Pia and Kiran and Stormbreath is that Lightning Bolt, Path to Exile, and Fatal Push are bad against all these creatures. Fatal Push can kill an animated Mountain and Bolt can finish off a Planeswalker, but these cards are also not great against Koth and Chandra so I like weakening these three common removal spells.
This is what I have been running with my play test group. (Just 1 card different from the stock list on pg.1) What I love about this list is the simplicity. It doesn't try anything cute, it just stays simple and gets a few free wins. I don't run into double Blood Moon as often shaving down to 3 from 4 and the 1 Hazoret has produced some interesting results. The first few nights that I tested Hazoret, she was only cast once in ten games. Last night while testing she was cast three times and she is a staggering threat, especially in this deck's game plan. I found that if the deck is creature based, greedy mana, or grindy I feel pretty good about my strategy. I have not done well against Combo decks which I expected. I haven't drawn well against them either. I think a lot of that has to do with me not being experienced in two categories with this deck. I am not sure how I want to attack these decks from the MB much less the SB and I haven't figured out which SB hands to keep or mull. Overall, I love this deck. It does exactly what I want it to do and so far about 2-3 games out of 10 Blood Moon just causes a scoop. Love it!
I found that Eternal Scourge is the most unsexy card in this deck. However, I have seen him just block for days along Hazoret and Mom & Dad allowing for a Planeswalker Ult. I think he is perfect for this deck. I couldn’t see running more than two though. I like the way this deck curves out and turn 3 is already cluttered if you Mind Stone
Sup boys. Recently started playing MtG again. Been playing mostly burn, but the meta is starting to seem sort of bad for it, so I'm considering coming back into the Skred fold.
Can anyone give me a rundown on Hazoret? I was still playing MtG when it got printed, but I never really saw any potential for it in Skred at the time. Now I see a lot of lists running it, so I was curious as to what makes it so good in this deck.
Sup boys. Recently started playing MtG again. Been playing mostly burn, but the meta is starting to seem sort of bad for it, so I'm considering coming back into the Skred fold.
Can anyone give me a rundown on Hazoret? I was still playing MtG when it got printed, but I never really saw any potential for it in Skred at the time. Now I see a lot of lists running it, so I was curious as to what makes it so good in this deck.
After experiencing Hazoret's power in a few games during my third playtest night, she really impressed me with her staying and closing power. She did two things everytime. Pulled the Path ramping me into Stormbreath or won the game. She swings or blocks every turn after t5/6 and empties your hand for damage. She is similar to a 4th P&KN with her resilience and closing power. I was playing against Bant Coco and he could not get through KotR due to Hazoret/EScourge/Blood Moon/Relic. If you get those pieces online you can grind your opponent to dust.
Going to a 4 round FNM tonight. Ya boy just picked up an invocation Hazoret, and I cannot tell y’all how excited I am to slam that biddy down on the table.
Match 1 vs Esper Control- My opponent had all of the goodies. Jace, discard suite, removal, souls, snappy. Game 1 I’m on the olay, drop relic turn 1, he plays a serum visions, I dropna mind stone, he drops a search, I resolve a Koth on an open board and beat for 4. He drops land and inquisitions me and takes my Skred. I cast a stormy and beat for 8. He never gets there and dies the next turn. Game 2 was similar. I resolve a turn 3 Chandra and turn 4 p&k. He grabs a Koth Ot of my hand and pushes p&k. I draw into a stormy and Koth and ult Chandra before he can draw a crytpic to bounce. 2-0
Game 2 vs Eldrazi and taxes- Game one my opponent is on the play. It’s a back and forth but he has taken many threats with tidehollow sculler and tks. Starts blinking tks, and the biggest misplay was me not knowing that when it blinks I draw a card. As the game comes to an end he apologizes as he says he’s only been playing magic for 6 months and that the trigger was on him to remind me to draw a card off of tks. I tell him no biggie, as I felt stupid for not paying attention to all of the interactions happening closely enough. Game 2 I got stuck on 3 lands and drew nothing but heavy threats. I lost 0-2, but this has typically been a 50/50 matchup so I chalk it off to human error and variance.
Game 3 vs boggles- Game 1 he opens with leyline and I have a Skred and bolt in hand. Feels bad man. He casts a boggle and passes. By turn 3 his boggle is a 4/2 and he has me for 7. I drop a Sweltering Suns on my turn 3. He doesn’t draw another threat and I take over the game with Koth, p&k, and stormy. Game 2 I side out all of my Skreds and bolts. Bring in my anger of the gods, kozi’s return, rabble masters, and molten rain. I get him to 1 life but he gets there before I do. Game 3 he mulls to 6 and keeps it. Opens with 2 leyline and I’m on the play. Drop a land and pass. He plays a boggle, drop a mindstone and pass. He gets his boggle up to a 4/4 and swings. Turn 3 I drop a blood moon. He is sitting on two razorverge thicket. He drops a temple garden and hits me again. I drop a stormy and leave up for blocks. He plays a land and passes. I draw, play a land, cast p&k and pass. He plays a land and passes. I draw Haz, play a land, cast her, Skred her and bolt her, and then swing her and stormy in. He scoops. 2-1. Thank ******* god for blood moon, also our side really sucks here. Wish I would have drawn into the ratchet bomb in my main. This game seems favored for them without blood moon. Being able to create massive threats that fly and have protection from creatures feel bad mane.
Game 4 va red green eldrazi- Game 1 I play a turn 3 Koth, turn 4 dragon. He hits no temples and cast bb elf bolting and killing Koth. I play p&k and just get there with the dragon. The next two games are a grind. We go to time, but I lose both those games. Game 2 he got the nuts and he s turn 2 tks and turn 3 reality smasher I roast the smasher and dismember the tks. He draws into another smasher and I die real hard. Game 3 I get him under a blood moon, but I never get past 4 mana and have two dragons in hand, I’m slinging some removal but can’t get past smasher. These matchups feel depended on whoever deploys a heavy hitter first and can start racing, as most of our removal can’t take down tks and smasher until turns 4-5. Lost 1-2
This isn’t a heavily detailed report. Some thoughts:
- I didn’t get to see Hazoret as much as I would have liked, but she does work, and would have loved to have her handle those smashers in the last game, though I know dismember is a card.
Most of the games felt good. Never felt completely blown out. Boggles was definitely the most terrifying.
Eternal Scourge is a card I absolutely hate. It’s a 3 for a 3/3. In this current modern meta that just feels so bad. Yes, you can (potentially) re-cast him and grind, but in my experiences if you have to do that you’re on the back peddle, and he almost never turns the corner and rarely buys you any significant time to stabailize. Half of the time he doesn’t get re-cast because on turns 4-5 you have better spells to deploy, and if you don’t, you’re probably a bit boned. He has some nifty interactions with relic and Chandra, but they all just seem cute at best. I’m considering trying out reckoner in his spot, or direfleet daredevil. Being able to drop daredevil on 3 and cast a serum visons, bolt, stirrings, discard seems so much better. Sure, maybe there is no target for him on turn 3, or maybe you’ve already cleared the yards with relic, but at least there is potential. Scoure will always be vanilla, and without a relic up he becomes the most basic of 3/3s in combat.
Please forgive my grammar and spelling. I’m typing this on my phone while I’m visiting the fam.
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I run a one of Hazoret and I’ve found her to be fantastic. She’s weak to path, which stormbreath is not, but she can block shadows, champions of the parish, eldrazi, and other massive creatures. She can’t be bolted down, terminate, push, maelstrom pulse, oblivion stone, supreme verdict. All removal that can’t touch her. She lets me feel better about running 4 MB Blood moons as I can user her ability to pitch a moon for damage. Yes, she is limited by our handsize, but we are deck of mostly permanents, so it doesn’t hurt us to try to empty our hand onto the board. She is also one mana cheaper than Stormbreath, but I couldn’t fault someone for running for of that beast of a dargan.
I feel like one of the weakest cards in the deck is eternal scourge. I understand his synergy, but I’m just considering replacing the two in my maindeck with two goblin rabllemaster. What do you all think scourge and possible replacements?
What to replace it with is a really good question. I agree that Goblin Rabblemaster is a pretty good replacement. However, playing rabblemaster fits a different playstyle than Skred has taken traditionally. If we want to play it to it's full potential I think we would need to tweak the deck and gameplan to skew more towards aggro. On the other hand, Goblin Rabblemaster can be good as a way to gain card advantage. I don't know if the card advantage/resiliency of spitting out little guys is better, worse, or just different than Eternal Scourge's ability.
The other big candidate for replacing Eternal Scourge would be Boros Reckoner in my opinion. He is able to block and kill higher toughness creatures than any other card that we play and often has the advantage of still doing something when he is removed (as long as it's not Liliana of the Veil or Path to Exile), which can be seen as a kind of card advantage. Along with that, he is often a good answer to go-wide strategies and has a cool synergy as a finisher when paired with Skred. However, if you want to play him, it limits the amount of colorless lands that you can use and makes keeping two Snow-Covered Mountains and a Mind Stone in your opening hand feel pretty bad. Along with that, he often has upside, instead of mostly or always, like the other two.
All three of these have their merits as our maindeck three-drop. Personally, I like Eternal Scourge and Boros Reckoner a bit better than Goblin Rabblemaster in the maindeck because I like the more defensive playstyle. If you like being on the offensive, then Goblin Rabblemaster may be the one for you. Like a lot of the choices with our deck, what decks you are playing against and how you like to play factor a lot into what is best to play. Also, this has made me think that maybe we should look at and experiment with some other three drop creatures to see if we can find anything else that could have a home in Skred.
Scourge is basically impossible for them to permanently remove (hence Eternal), but is too simple and small to make a huge impact except in the few games where he's key to grinding out an opponent over an empty board. Blocking pro-red is a relevant perk, though. Scourge is best in a grindy format.
Reckoner is easier to remove and can even be knocked off permanently by your own removal but usually has some upside (except in the case of Push/Wrath), but has immediate and massive effects on the combat math, and represents a late-game Skred-to-player threat. Reckoner is best when offensive decks abound.
Rabblemaster is an extremely fast clock, often threatening to close out games quickly (cast on turn 3, dealing up to 15 damage by turn 5). SSG can move him into play faster with more impact. However, it is also the most risky, as it has no defensive utility, it easily blocked and destroyed, and can be taken out trivially by most removal at no loss. He is best against decks that can't trivially block him or remove him, and where a fast clock is key (big Tron and some combo decks come to mind).
Berserker is a card that, if it scores one hit, can just sit there and chip away at your opponent's life total for the rest of the game. It's extremely powerful against some combo decks and has utility against others, offering less (but a more consistent) penalty for removal. Berserker is excellent against control decks and storm combo, but not very good in a combat-heavy environment.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
I understand some people feel there is more consistency with 23 lands, but I’ve flooded just as many times as I’ve been short on mana, neither of which has happened often.
Has anyone else been on a one of Ratchet Bomb in the main? Its a card you have to play around because there are permanents of ours it can hit at all counters #1-5, but it has had so much versatility that I’m nearly always happy to see it.
I see a lot of people only run 3 Blood Moon in the main. I know it’s a terrible card to draw in multiples, but I feel as if it’s a card I always want to see witching the first 4 turns as it just slows our opoenets down so damn much, and in some cases just outright wins the game. How was everyone felt with just 3?
Looking at your decklist for Skred I noticed you are on 4 Dragons and 4 Reckoners. Could you explain your list and the meta that experience? I think it’s a neat list and you updated it this year. I am really interested in your techs and reasons for Volcanic Fallout and 22 lands. Thanks for any information in advance
These days, I'd probably switch to MD Anger, Scourge, and chuck some Rabblemasters in the SB. Humans makes you really want that extra point of damage, Dredge's popular, and so is control. Also, at the end of April, we lose any shot to damage planeswalkers directly off Fallout.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
I’ve thought about trying out Glorybringer, as there are certain matchups, like jund, where that 4 damage is better than pro white, but then I think about lingering souls, celestial colonnade, path, lil Gideon, detention sphere, and all of the white creatures that exist, and so I haven’t yet brought myself to try out Glorybringer.
Is it worth it to even try, or is Stormbreath just the better dragon in this format?
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Creatures:9
1 Hazoret the Fervent
2 Eternal Scourge
3 Pia and Kiran Nalaar
3 Stormbreath Dragon
Sorcery:2
2 Sweltering Suns
Instants:8
4 Skred
4 Lightning Bolt
Planeswalkers:6
4 Koth of the Hammer
2 Chandra, Torch of Defiance
Artifacts:9
1 Ratchet Bomb
4 Relic of Progenitus
4 Mind Stone
Enchantments:4
4 Blood Moon
Lands:22
2 Scrying Sheets
1 Mouth of Ronom
4 Blood Moon
19 Snow-Covered Mountain
Sideboard
1 Kozilek's Return
1 Roast
1 Dismember
1 Ricochet Trap
2 Shattering Spree
3 Dragon's Claw
4 Molten Rain
2 Goblin Rabblemaster
Sorry for the formatting here. I’m still a bit new to the site and don’t know how to create tags for cards.
Any feedback/questions on the list is/are greatly welcome.
In the main I’m still not sold on Eternal Scourge, of all the cards I can draw in the deck I’m always least happy to see him, but I still have what to figure out what to replace him with.
I like my side quite a bit, though I’ve yet to actually play against Tron and so I’m considering going down on the Molten Rain.
Your list looks fine (other than the duplicate Blood Moon line under lands).
I've always had that feeling about E.Scourge. It's never been exciting to see. At the same time, when grinding out a game (which is why you have it), sometimes "exciting" is less important than "reliable."
Molten Rain has other uses besides against Urza-Tron. Significantly, it can destroy man-lands, specialty lands, and critical multi-color land in the absence of Blood Moon. But if you're not worried about U-Tron, you can always look at more specialized options (like Boil).
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
1 Hazoret the Fervent
2 Eternal Scourge
3 Pia and Kiran Nalaar
3 Stormbreath Dragon
Sorcery:(3)
3 Anger of the Gods
Instants:(8)
4 Skred
4 Lightning Bolt
4 Koth of the Hammer
2 Chandra, Torch of Defiance
Artifacts:(8)
4 Relic of Progenitus
4 Mind Stone
Enchantments:(3)
3 Blood Moon
Lands:(23)
3 Scrying Sheets
20 Snow-Covered Mountain
2 Shattering Spree
2 Dismember
4 Dragon's Claw
4 Molten Rain
3 Goblin Rabblemaster
Can anyone give me a rundown on Hazoret? I was still playing MtG when it got printed, but I never really saw any potential for it in Skred at the time. Now I see a lot of lists running it, so I was curious as to what makes it so good in this deck.
haz is pretty much inverse Stormbreath. She just tears apart decks without Path, and can wall things like death shadow forever
After experiencing Hazoret's power in a few games during my third playtest night, she really impressed me with her staying and closing power. She did two things everytime. Pulled the Path ramping me into Stormbreath or won the game. She swings or blocks every turn after t5/6 and empties your hand for damage. She is similar to a 4th P&KN with her resilience and closing power. I was playing against Bant Coco and he could not get through KotR due to Hazoret/EScourge/Blood Moon/Relic. If you get those pieces online you can grind your opponent to dust.
I’ll write up a tourney report after.
Match 1 vs Esper Control- My opponent had all of the goodies. Jace, discard suite, removal, souls, snappy. Game 1 I’m on the olay, drop relic turn 1, he plays a serum visions, I dropna mind stone, he drops a search, I resolve a Koth on an open board and beat for 4. He drops land and inquisitions me and takes my Skred. I cast a stormy and beat for 8. He never gets there and dies the next turn. Game 2 was similar. I resolve a turn 3 Chandra and turn 4 p&k. He grabs a Koth Ot of my hand and pushes p&k. I draw into a stormy and Koth and ult Chandra before he can draw a crytpic to bounce. 2-0
Game 2 vs Eldrazi and taxes- Game one my opponent is on the play. It’s a back and forth but he has taken many threats with tidehollow sculler and tks. Starts blinking tks, and the biggest misplay was me not knowing that when it blinks I draw a card. As the game comes to an end he apologizes as he says he’s only been playing magic for 6 months and that the trigger was on him to remind me to draw a card off of tks. I tell him no biggie, as I felt stupid for not paying attention to all of the interactions happening closely enough. Game 2 I got stuck on 3 lands and drew nothing but heavy threats. I lost 0-2, but this has typically been a 50/50 matchup so I chalk it off to human error and variance.
Game 3 vs boggles- Game 1 he opens with leyline and I have a Skred and bolt in hand. Feels bad man. He casts a boggle and passes. By turn 3 his boggle is a 4/2 and he has me for 7. I drop a Sweltering Suns on my turn 3. He doesn’t draw another threat and I take over the game with Koth, p&k, and stormy. Game 2 I side out all of my Skreds and bolts. Bring in my anger of the gods, kozi’s return, rabble masters, and molten rain. I get him to 1 life but he gets there before I do. Game 3 he mulls to 6 and keeps it. Opens with 2 leyline and I’m on the play. Drop a land and pass. He plays a boggle, drop a mindstone and pass. He gets his boggle up to a 4/4 and swings. Turn 3 I drop a blood moon. He is sitting on two razorverge thicket. He drops a temple garden and hits me again. I drop a stormy and leave up for blocks. He plays a land and passes. I draw, play a land, cast p&k and pass. He plays a land and passes. I draw Haz, play a land, cast her, Skred her and bolt her, and then swing her and stormy in. He scoops. 2-1. Thank ******* god for blood moon, also our side really sucks here. Wish I would have drawn into the ratchet bomb in my main. This game seems favored for them without blood moon. Being able to create massive threats that fly and have protection from creatures feel bad mane.
Game 4 va red green eldrazi- Game 1 I play a turn 3 Koth, turn 4 dragon. He hits no temples and cast bb elf bolting and killing Koth. I play p&k and just get there with the dragon. The next two games are a grind. We go to time, but I lose both those games. Game 2 he got the nuts and he s turn 2 tks and turn 3 reality smasher I roast the smasher and dismember the tks. He draws into another smasher and I die real hard. Game 3 I get him under a blood moon, but I never get past 4 mana and have two dragons in hand, I’m slinging some removal but can’t get past smasher. These matchups feel depended on whoever deploys a heavy hitter first and can start racing, as most of our removal can’t take down tks and smasher until turns 4-5. Lost 1-2
This isn’t a heavily detailed report. Some thoughts:
- I didn’t get to see Hazoret as much as I would have liked, but she does work, and would have loved to have her handle those smashers in the last game, though I know dismember is a card.
Most of the games felt good. Never felt completely blown out. Boggles was definitely the most terrifying.
Eternal Scourge is a card I absolutely hate. It’s a 3 for a 3/3. In this current modern meta that just feels so bad. Yes, you can (potentially) re-cast him and grind, but in my experiences if you have to do that you’re on the back peddle, and he almost never turns the corner and rarely buys you any significant time to stabailize. Half of the time he doesn’t get re-cast because on turns 4-5 you have better spells to deploy, and if you don’t, you’re probably a bit boned. He has some nifty interactions with relic and Chandra, but they all just seem cute at best. I’m considering trying out reckoner in his spot, or direfleet daredevil. Being able to drop daredevil on 3 and cast a serum visons, bolt, stirrings, discard seems so much better. Sure, maybe there is no target for him on turn 3, or maybe you’ve already cleared the yards with relic, but at least there is potential. Scoure will always be vanilla, and without a relic up he becomes the most basic of 3/3s in combat.
Please forgive my grammar and spelling. I’m typing this on my phone while I’m visiting the fam.