Fatal push is huge for this deck, ive long been an advocate for an innocent blood reprint, but that card is just worse than fatal push in this deck. Will try out 3/2 split between fatal push and terminate to start. The ability to kill a kalitas for 1 black is an amazing effect to finally have in modern
So here's an interesting question: how many fast lands do you play if you have Fatal Push in your deck? For those who haven't realized, you can trigger Revolt by saccing a fetch.
This list wants to go as efficient as possible, which is why I'm going low on cards like Kommand. There's even the possibility of shaving one land if there's only going to be one 3CMC card, but I'm not positive that I want to do that. It doesn't seem unreasonable though.
With 3 Fatal Push, I want as many ways to trigger it as possible. Chumping from Pyromancer and saccing fetches are the easiest way, which is why I'm dropping fast lands in favor of more fetches.
The sideboard would be the grindy elements that aren't in the main deck.
Going Turn 3 "Young Pyromancer->Fatal Push your two drop" is kinda savage
I'm keeping in two Terminate for Delve guys and Eldrazi.
2 terminates and 2 fatal push would be the configuration I'd like to start out with. That gives us 6 "bolts" and four spells that kill goyfs, plus still having 2 spells that can handle random large things like tasigur. And with that configuration I wouldn't feel too overloaded on kill effect for going against combo decks, because I'd only have 4 spells that did nothing but kill creatures.
I wouldn't go below 2 k command initially because in addition to all the people trying out Esper and sultai, I believe that junk just became the best deck in modern, and I really want to grind well in that meta. I'd also like to make sure to run 3 young pyromancers to help fight lilis. Lingering souls is annoying so I like the 2 mana leak 1 remand split. Eldrazi still seems like a tough deck and tron/dredge will have to be fought in sideboards, but I feel like burn, infect, affinity, deaths shadow, and GBX get better enough with 6 "bolts" that I like where the future meta seems to be headed for us.
Oh man... this card is gonna shake modern more than ANY unbans that people have advocated for.
I know I'm running the full playset, no question about that.
Also, I think Young peezy becomes significantly worse if this card is played all around.
I'm definitely running ryan's list, if by that we mean upping our land count, mana leaks while shaving pyros and probes away
I actually think Pyro gets better with it, at least in this deck. He already dies to all the removal anyways, but this way we can go Pyromancer + Fatal Push a creature on turn 3, which is kinda savage. Imagine being against Jund and wrecking a Goyf while putting 2 creatures on the field.
I think this card will significantly slow down modern metagame. I'm definitely running 4 bolts 4 push and 2 terminates. If control sees more play, those terminates might even become dreadbores
I doubt it. In fact I feel like our deck already does much better against Fatal Push than others. Not a lot of other decks have only 14 creatures 4 of which cost 7+ mana.
Had really odd matches last night. Had uneventful win against UW control and loss against Knightfall (my fault on poor SB choices), but I won against both Dredge and TitanShift.
I managed to win game 1 against Dredge by riding the back of a turn 2 Pyromancer + Remanding his draw/discard spells after a slow start on his end. He never managed to really get the engine going. Game 2 was closer than it probably should have been because I chose to mulligan a hand with Extraction, 1 land, and no other relevant spells, into a 6 that was mediocre, but I didn't want to go to 5. His Golgari Charm after my Anger of the Gods sealed that game. Game 3 was a gift as he mulliganed down to 3 on the draw. I had a really explosive start, but it still took several turns to overpower and attack for the win.
Against TitanShift, I was caught completely off guard game 1 by a Scapeshift (she was dead if I got to untap, had no Valakuts on the board, I had Terminate in hand). I have seen dozens of Titan decks but I haven't seen Scapeshift itself in like 6 months. Games 2 and 3 were great. Rode the back of a flipped Delver or a Tasigur while never tapping out with both Terminate and Countersquall in hand. Brought in Blood Moon just in case and ended up never actually needing to cast it (opting to hold up the removal/counter + deploy threat instead. By the time it was relevant to play, I just won the game on damage anyway.). Game 3, I was able to deal exact lethal from 16 between her end step and my combat phase for the win after tapping out for a Titan: Bolt, Snap, Bolt to face (6). Untap, Terminate Titan, Bolt face (3), attack with Snap, Pyro, 3 tokens (had 1 already before end step) (7).
Even in the face of Fatal Push, I probably want to up my Young Pyromancer count to 4 if I continue with this deck. The card is almost always good, even if it dies right away. More copies = more redundant game-winning threats. Plus the tokens perform wonderfully as random blockers.
I don't really get why everyone is worried about Fatal Push. We have 4 creatures that it doesn't hit (3 Tasigur, 1 Angler), 4 creatures that have already provided us with value (4 Snapcaster Mage), and 3 Creatures that can and more often than not will leave value behind after they are killed(3 Young Pyromancer).
Literally the only card it shuts down is Delver of Secrets, and that card is already fragile and dies to everything else, not to mention it's the weakest card in the deck. If the format is filled with Fatal Push we do good, as it's relatively dead against us.
I recently just picked up this deck But I got destroyed by eldrazi and Tron (20-30 games) felt like a pretty hard MU or im playing it wrong. im playing a list from SCG
Would love to get some advice and SB for these 2 MU Thanks!
Creatures (13)
4 Delver of Secrets
1 Gurmag Angler
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Vendilion Clique
I recently just picked up this deck But I got destroyed by eldrazi and Tron (20-30 games) felt like a pretty hard MU or im playing it wrong. im playing a list from SCG
Would love to get some advice and SB for these 2 MU Thanks!
Creatures (13)
4 Delver of Secrets
1 Gurmag Angler
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Vendilion Clique
I personally dislike Murderous Cut a lot in this deck, and Fatal Push is the card that will now push it off a bridge like it deserves.
Now that it's been spoiled, I plan on doing a 2/2 split of Terminate and Fatal Push. I still think Terminate needs to be maindeck (also because of Chalice), but a couple Fatal Push is so good. I feel bad for Infect right now!
The other really nice thing about Fatal Push is that while it might be really good vs Delver and YP, it can't even touch Tasigur or Gurmag Angler. So decks that used to just run a bunch of Terminate now can draw more dead cards vs us.
Fatal push looks really good of course, but the things you dislike about m cut I personally think are really good. It can make tasigur activation's much more potent late game.
This removal spell is better in decks that don't have bolt already. Still great spoiler though.
Its true that in some situations, delving away chaff for Tasigur can be sweet, but I find more often that I want removal AND delve fodder to clog the board with a fatty early game. With how the meta has been lately, I don't prioritize activating Tas's ability as much as having another no-setup 1 mana removal spell early game.
Cut is also not nearly as easy to flash back with Snapcaster, and its Push's interaction with Snappy that I think makes it really shine in our deck.
Cut is the latest removal I'd cut (lol). Being singleton in this deck it already kills every creature for 90% of times. Also helps with Tasigur activations and dodges Inquisition of Kozilek and Eidolon damage.
Push is gamechanger without a doubt, but it doesn't push (lol x2) our deck as, for example, it does to Junk and BGu variants, which had no access to cheap efficient removal earlier. I can see playing it in Grixis as a 1 or 2-offs, but again, it doesn't improve Tron, Eldrazi and Shift matchups at all, and in slower meta those decks will be at the forefront.
It does nothing against Tron, Valakut, Eldrazi, and Dredge though.... It just makes our already-good and 50/50 matchups better.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
UWRjeskai nahiri UWR
UBRgrixis titi UBR
UBRgrixis delverUBR
UR ur kikimite UR
EDH
RUG Riku of Two Reflections RUG
UBR Marchesa, the Black Rose UBR
UBRGYidris, Maelstrom Wielder UBRG
UBRJeleva, Nephalia's ScourgeUBR
This is the build I'm going to be testing:
4 Polluted Delta
4 Scalding Tarn
2 Bloodstained Mire
2 Steam Vents
2 Watery Grave
1 Blood Crypt
2 Island
1 Swamp
1 Mountain
4 Delver of Secrets
4 Snapcaster Mage
3 Young Pyromancer
3 Tasigur, the Golden Fang
1 Gurmag Angler
Spells (26)
4 Serum Visions
4 Thought Scour
3 Gitaxian Probe
2 Spell Snare
2 Mana Leak
1 Remand
4 Lightning Bolt
3 Fatal Push
2 Terminate
1 Kolaghan's Command
Some notes:
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
I wouldn't go below 2 k command initially because in addition to all the people trying out Esper and sultai, I believe that junk just became the best deck in modern, and I really want to grind well in that meta. I'd also like to make sure to run 3 young pyromancers to help fight lilis. Lingering souls is annoying so I like the 2 mana leak 1 remand split. Eldrazi still seems like a tough deck and tron/dredge will have to be fought in sideboards, but I feel like burn, infect, affinity, deaths shadow, and GBX get better enough with 6 "bolts" that I like where the future meta seems to be headed for us.
I know I'm running the full playset, no question about that.
Also, I think Young peezy becomes significantly worse if this card is played all around.
I'm definitely running ryan's list, if by that we mean upping our land count, mana leaks while shaving pyros and probes away
URBURB
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
Agree wholeheartedly. I think it still merits a MD slot (I'd start with 2 copies), but it doesn't really solve the biggest problems this deck has.
URBURB
I managed to win game 1 against Dredge by riding the back of a turn 2 Pyromancer + Remanding his draw/discard spells after a slow start on his end. He never managed to really get the engine going. Game 2 was closer than it probably should have been because I chose to mulligan a hand with Extraction, 1 land, and no other relevant spells, into a 6 that was mediocre, but I didn't want to go to 5. His Golgari Charm after my Anger of the Gods sealed that game. Game 3 was a gift as he mulliganed down to 3 on the draw. I had a really explosive start, but it still took several turns to overpower and attack for the win.
Against TitanShift, I was caught completely off guard game 1 by a Scapeshift (she was dead if I got to untap, had no Valakuts on the board, I had Terminate in hand). I have seen dozens of Titan decks but I haven't seen Scapeshift itself in like 6 months. Games 2 and 3 were great. Rode the back of a flipped Delver or a Tasigur while never tapping out with both Terminate and Countersquall in hand. Brought in Blood Moon just in case and ended up never actually needing to cast it (opting to hold up the removal/counter + deploy threat instead. By the time it was relevant to play, I just won the game on damage anyway.). Game 3, I was able to deal exact lethal from 16 between her end step and my combat phase for the win after tapping out for a Titan: Bolt, Snap, Bolt to face (6). Untap, Terminate Titan, Bolt face (3), attack with Snap, Pyro, 3 tokens (had 1 already before end step) (7).
Even in the face of Fatal Push, I probably want to up my Young Pyromancer count to 4 if I continue with this deck. The card is almost always good, even if it dies right away. More copies = more redundant game-winning threats. Plus the tokens perform wonderfully as random blockers.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Literally the only card it shuts down is Delver of Secrets, and that card is already fragile and dies to everything else, not to mention it's the weakest card in the deck. If the format is filled with Fatal Push we do good, as it's relatively dead against us.
URBURB
Would love to get some advice and SB for these 2 MU Thanks!
Creatures (13)
4 Delver of Secrets
1 Gurmag Angler
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Vendilion Clique
Lands (20)
2 Island
1 Mountain
1 Swamp
1 Blood Crypt
2 Bloodstained Mire
1 Darkslick Shores
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
2 Watery Grave
Spells (27)
1 Dismember
1 Kolaghan's Command
4 Lightning Bolt
4 Mana Leak
4 Spell Snare
4 Terminate
4 Thought Scour
1 Collective Brutality
4 Serum Visions
Sideboard
2 Engineered Explosives
3 Countersquall
1 Dispel
1 Go for the Throat
2 Magma Spray
2 Spell Pierce
4 Surgical Extraction
You would get owned if you don't play young pyro against those match up mate
Fatal push looks really good of course, but the things you dislike about m cut I personally think are really good. It can make tasigur activation's much more potent late game.
This removal spell is better in decks that don't have bolt already. Still great spoiler though.
Cut is also not nearly as easy to flash back with Snapcaster, and its Push's interaction with Snappy that I think makes it really shine in our deck.
Push is gamechanger without a doubt, but it doesn't push (lol x2) our deck as, for example, it does to Junk and BGu variants, which had no access to cheap efficient removal earlier. I can see playing it in Grixis as a 1 or 2-offs, but again, it doesn't improve Tron, Eldrazi and Shift matchups at all, and in slower meta those decks will be at the forefront.