I'm just finishing building the deck, hoping to try it out at the next local FNM. I'm planning to try 2 maindeck Blood Moons. There are a number of decks in my meta that should be hurt badly by it (Tron, Amulet Bloom, Jund, Abzan). To counteract the Blood Moons, I'll be running additional landcyclers. Can't afford Verdant Catacombs, so Wooded Foothills is the plan for now. If it works, cool. If it doesn't, not the end of the world. I'd certainly appreciate any input into edits I can make. I'm new to the deck, so I'm definitely interested as to what you guys think.
I think both of those Living End lists are very good. Manabases are a little quirky compared to what most of us are used to, but I think all that really does is reinforce the fact that this deck has a very flexible manabase in general.
Both decks' sideboards feature Boil, which I think is very interesting. I know Joe Hemmann was a proponent of such a card a while back - could be worth picking up one or two and keeping them off to the side. (Also, bonus points to Nielsen for using Damping Matrix! That card is awesome.)
So... apparently Bloom decks are a thing now. Looks like SSG and Blood Moon are going to start popping up in more lists.
Ok something that I found to be a problem that everyone should consider when using Gnaw to the Bone against Burn. Skullcrack really is a problem, and as much as I like Gnaw Im going to have to switch over to Leyline of Sanctity. Also I enjoyed using Leyline of the Void but Maelstrom Pulse, or it getting Remanded when hard casting hurts. So Im defiantly hopping on the Faerie Macabre train.
I don't get the blood moons personally. Everyone is already running beast within and fulminators. Bloodmoon hurts your decks mana base and makes it so your fulminators do not work on your opponents stuff.
At that point for 3 mana, wouldn't Molten Rain be better in most match ups where you keep your opponent off ANY mana, not just non basic mana?
I won the FNM at my local card shop last Friday with living end and my first and hardest match was against burn, but after the 3 games I learned some really important ways that my deck beats them. Game 1 and 3 were won off of the back of simian spirit guide no if's and's or but's about it that card was the only reason I was able to beat them. Both games the guide allowed me to fill my graveyard and turn two living end to be able to out race them thanks to street wraith. I've never posted a decklist on these forums before so I need to figure out how to do the hyperlink thingy but after living ending I followed up with fulminator mage and avalanche rider to keep them off of threatening mana and was able to win.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
I don't get the blood moons personally. Everyone is already running beast within and fulminators. Bloodmoon hurts your decks mana base and makes it so your fulminators do not work on your opponents stuff.
At that point for 3 mana, wouldn't Molten Rain be better in most match ups where you keep your opponent off ANY mana, not just non basic mana?
Blood Moon does not give lands the basic supertype; Fulminator Mage can still destroy nonbasic lands from under a Moon.
It's also worth repeating that this is probably the only 3+ color deck in the format that can run Blood Moon and have it be so one-sided. Between Verdant Catacombs and a smattering of choice landcyclers, finding basics is hardly ever a problem.
Round 1: bye (win)
this was really disappointing because the only reason I was running living end was to test it out against other peoples decks and to have fun, and nothing is more boring then a bye
Round 2: burn (win)
this round was the hardest of that night's, I won game one off of using two simian spirit guides to fill the graveyard and wipe his board by turn two letting me out race him. Game two I did something really stupid were my friend group wanted to see if siding out the ends for COP:red would work, and since I was just there to have fun I thought I'd try it, it did not work. Game 3 was really close but again I got to use the simian spirit guides and street wraith into street wraith into monstrous carabid allowing me to swing for lethal on my next turn.
Round 3: Mono Green Stompy (win)
this round was pretty easy, the boardwipe plus the land denial brought about two easy wins
Round 4: U/R Storm (win)
this is a match up I normally do not like because, at least when testing against my friends deck, they can combo off before me more often than not, luckily for me I managed to get a game one win thanks to simian into turn two fulminator and another simian into turn three avalanche rider to keep them off of their lands. Game two I again tried something silly and put in the canonist instead of living ends and managed to shut them down with that plus land denial.
Round 5: Podless Pod (win)
say what you want, podless pod is a decent deck that can get really hard to win against when they can sac all of their crap in response to a living end, coincidentally this is how I lost game 1, game 2 I managed to get 3 avalanche riders out in a row (thanks to simian) starting at turn 3 and proceeded to bring them all back keeping their land count at zero. Game 3 played in a similar way coupled with me actually getting a good living end off.
Overall I love this deck and I love how land denial is a legitament route to take if the living end way looks blocked.
Private Mod Note
():
Rollback Post to RevisionRollBack
Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
Let me rephrase that then. Why let them have any mana when your deck already can start destroying lands turn 2? Molten rain will never be a totally dead card in the list because it will always be a land and 2 damage, but blood moon can quite literally be a dead card in some matches.
There are a few cases where moon is better because it can turn off multiple lands at once, but I feel like those situations are few and far between, and it is only marginally better than a molten rain would be.
Moon from the board makes sense, but moon maindeck seems like a risk that will only make the deck weaker to the lists it is already troubled by, specifically burn.
so does twisted abomination which has regenerate. its worth the investment when building answers for siege rhino. I guess one needs the landcycling option?
Private Mod Note
():
Rollback Post to RevisionRollBack
Collaborative Pub: Ice Cold Thoughts Always On Tap Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
--------------------------------------------------- Vintage will rise again!Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Let me rephrase that then. Why let them have any mana when your deck already can start destroying lands turn 2? Molten rain will never be a totally dead card in the list because it will always be a land and 2 damage, but blood moon can quite literally be a dead card in some matches.
There are a few cases where moon is better because it can turn off multiple lands at once, but I feel like those situations are few and far between, and it is only marginally better than a molten rain would be.
Moon from the board makes sense, but moon maindeck seems like a risk that will only make the deck weaker to the lists it is already troubled by, specifically burn.
Why are you so stuck on Molten Rain? Even if used as supplementary LD beyond the set of Fulminator Mages, I don't really see how they compare favorably to something like Avalanche Riders. Don't get me wrong, I love the card, but I just don't think this is the best deck for it.
Why are you so stuck on Molten Rain? Even if used as supplementary LD beyond the set of Fulminator Mages, I don't really see how they compare favorably to something like Avalanche Riders. Don't get me wrong, I love the card, but I just don't think this is the best deck for it.
Because people are using blood moon main deck. I don't think molten rain belongs in the deck, but given the selection between that and blood moon I can't understand why blood moon is winning, let alone seeing play in main decks in the first place. It does not seem to me to do enough in enough matchup, and I feel like it conflicts with the natural land destruction strategy the list already has in place. If fulminator and beast is not enough destroying their lands, how is turning the lands you just destroyed into mountains better?
I, like proto, do not think the lists with 4 Fulminator and 4 Beast Within need any help in going after someones mana. I am currently testing 2 Riders purely out of curiousity and even then they should probably just be Beast Withins X-D
The only new matchup I could see myself playing Blood Moon against is the "new" Titan Bloom deck (is it not strange that a deck that has been unchanged for years suddenly becomes Tier 1? Gives me hope for us), since here destroying any single land is not as valuable as cutting them off blue and black for the rest of the game.
However, that deck is very hard to play correctly, even for a competent player, so I do not think that we have to worry about it for another 2 weeks or so. Until then, have fun picking apart players throwing away games with the deck left and right
Stanislav Cifka did the same thing with an unchanged deck (Eggs). Then everyone played it and it got its marquee card banned.
Regarding the Titan Bloom deck, I would think that turboing out a Fulminator Mage and hitting a karoo with it would be GG. I don't know how resilient the deck is vs. single-shot LD, so I wouldn't know if Blood Moon is even necessary to beat it.
That bloom deck only needs to have amulet in play and a karoo in hand to go off. Blowing up a simic growth chamber that's already in play is not so bad for them unless they're on the hive mind plan.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
That bloom deck only needs to have amulet in play and a karoo in hand to go off. Blowing up a simic growth chamber that's already in play is not so bad for them unless they're on the hive mind plan.
But if they're not on the Hive Mind plan, they're on the "combat with Primetime" plan. And that can be stopped with all kinds of things.
I would imagine that turn 3 Fulminator/Beast Within may not be quick enough in some cases, that's why I feel better about championing maindeck Spirit Guides again - it's a card some of us run anyway, and it doesn't require any finagling of our own manabase in the way Blood Moon does.
That bloom deck only needs to have amulet in play and a karoo in hand to go off. Blowing up a simic growth chamber that's already in play is not so bad for them unless they're on the hive mind plan.
need an instant kill for the first titan. after that they need to top deck again, unless they have 2 in hand already or used lands to chain into a summoner's pact.
its not much to worry about if you can start using fulminator/molten rain to knee cap them before they try comboing. once you survive the first titan, knee capping there key lands usually flips the game into our favor.
hive mind theres not much defense against this for living end to use. living ending into it is bad, the spell copy undoes what the first living end did. titan is far more common attack plan than hivemind.
Private Mod Note
():
Rollback Post to RevisionRollBack
Collaborative Pub: Ice Cold Thoughts Always On Tap Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
--------------------------------------------------- Vintage will rise again!Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
That bloom deck only needs to have amulet in play and a karoo in hand to go off. Blowing up a simic growth chamber that's already in play is not so bad for them unless they're on the hive mind plan.
need an instant kill for the first titan. after that they need to top deck again, unless they have 2 in hand already or used lands to chain into a summoner's pact.
its not much to worry about if you can start using fulminator/molten rain to knee cap them before they try comboing. once you survive the first titan, knee capping there key lands usually flips the game into our favor.
hive mind theres not much defense against this for living end to use. living ending into it is bad, the spell copy undoes what the first living end did. titan is far more common attack plan than hivemind.
I think the matchup is favorable in that their main plan is to titan, which we can respond to with living end. They'd need a pact of negation to get around that. The downside is if they do pact it, we may have put ourselves into death range cycling street wraiths and cracking fetches. So that matchup relies on them having pact when they need one.
The land destruction games is still the right one through beast within and fulminator/avalanche riders along with ingot chewer for the amulet. If nothing else it slows things way down.
Does Primal Command have any place in living end sideboards in builds with simian spirit guide? I have been testing as a 1 of in my SB and I have never been displeased. Its helped against burn by gaining me life and putting a mountain on top of the opponent's library to gain a turn. It has applicability to many other match ups as well due to its flexibility.
That bloom deck only needs to have amulet in play and a karoo in hand to go off. Blowing up a simic growth chamber that's already in play is not so bad for them unless they're on the hive mind plan.
need an instant kill for the first titan. after that they need to top deck again, unless they have 2 in hand already or used lands to chain into a summoner's pact.
its not much to worry about if you can start using fulminator/molten rain to knee cap them before they try comboing. once you survive the first titan, knee capping there key lands usually flips the game into our favor.
hive mind theres not much defense against this for living end to use. living ending into it is bad, the spell copy undoes what the first living end did. titan is far more common attack plan than hivemind.
For what it's worth, the Bloom primer lists us as an unfavorable matchup. Maybe we're all just being a little paranoid.
fortuantely for Living end and other decks hive mind isn't the norm.
pretty much is, If i get to 6 mana with amulet I've got options and can drop big threats to win with.
the few times i've had living end against me when I was playing titan, the living end player would have beast within in his hand and I'd combo out for titan leaving only 2 green mana up for my pact trigger. the not so bright living end player kindly decided that casting living end on his turn to kill titan was more important than bombing my bounceland, which would have meant i couldn't pay for pact.
i think this has happened 4 times. some people just miss the bigger picture after taking 10 or 16 damage in one swing.
Private Mod Note
():
Rollback Post to RevisionRollBack
Collaborative Pub: Ice Cold Thoughts Always On Tap Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
--------------------------------------------------- Vintage will rise again!Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Blood Moon is almost GG against:
-Junk/Abzan (unless they float BG for Decay)
-Amulet
-Podless Pod/Wilson's Hatebear
-WUR Control (if resolves)
-Scapeshift (if resolves)
-BW Tokens (not that popular)
-Living End (unprepared, or versions with white)
-Bogles
-RG Tron
Does very little against:
-Infect (if they don't have a creature out)
-Affinity (manlands)
Does nothing:
-Burn
-Twin
-Delver
-Storm
-Merfolk
So, improves the good matchups and does nothing against decks that beat Living End... :/
I currently have some Blood Moons maindeck (with SSG), but maybe they are not that necessary after all
Versions with White can play Phyrexian Unlife to improve the Burn matchup.
Regarding Amulet Combo: we have some disruption, LD, a fast clock, and they have very little interaction... I think that LE is favored here.
On Primal Command: it's indeed very flexible, but the tutor mode is not good here unless you are fetching something like Shriekmaw, and the shuffle mode is expensive against the decks I want it. So it's mostly Fallow Earth + Hero's Reunion, I would play Gnaw to the Bone instead... If they Skullcrack it, at least we have the Flashback.
Has Lingering Souls been discussed against Affinity and Infect? (in versions with white, obv)
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
chupame la pija !
To post a comment, please login or register a new account.
3 Simian Spirit Guide
4 Fulminator Mage
3 Street Wraith
3 Monstrous Carabid
4 Deadshot Minotaur
2 Twisted Abomination
2 Valley Rannet
2 Pale Recluse
2 Jungle Weaver
3 Living End
4 Beast Within
3 Demonic Dread
4 Violent Outburst
2 Blood Moon
1 Stomping Grounds
1 Blood Crypt
1 Overgrown Tomb
1 Temple Garden
1 Kessig Wolf Run
1 Dryad Arbor
3 Copperline Gorge
2 Bloodcleave Cliffs
2 Forest
2 Swamp
3 Leyline of the Void
3 Brindle Boar
3 Ricochet Trap
2 Krosan Grip
2 Anger of the Gods
2 Slaughter Games
Both decks' sideboards feature Boil, which I think is very interesting. I know Joe Hemmann was a proponent of such a card a while back - could be worth picking up one or two and keeping them off to the side. (Also, bonus points to Nielsen for using Damping Matrix! That card is awesome.)
So... apparently Bloom decks are a thing now. Looks like SSG and Blood Moon are going to start popping up in more lists.
At that point for 3 mana, wouldn't Molten Rain be better in most match ups where you keep your opponent off ANY mana, not just non basic mana?
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
Blood Moon does not give lands the basic supertype; Fulminator Mage can still destroy nonbasic lands from under a Moon.
It's also worth repeating that this is probably the only 3+ color deck in the format that can run Blood Moon and have it be so one-sided. Between Verdant Catacombs and a smattering of choice landcyclers, finding basics is hardly ever a problem.
Here's the list I won last week with:
non-creatures:
x3 Living End
x4 Violent Outburst
x4 Demonic Dread
x4 Beast Within
creatures:
x4 Avalanche Riders
x1 Fulminator Mage (budget restrictions, I would like more)
x3 Simian Spirit Guide (MVP of the event)
x2 Pale Recluse
x4 Monstrous Carabid
x4 Deadshot Minotaur
x4 Street Wraith
x2 Architects of will
lands:
x4 wooded foothills
x3 bloodstained mire
x1 marsh flats
x2 overgrown tomb
x1 stomping ground
x1 sacred foundry
x2 blood crypt
x1 urborg, tomb of yawgmoth
x1 mountain
x1 forest
x1 swamp
x2 Copperline Gorge
The FNM had 5 rounds:
Round 1: bye (win)
this was really disappointing because the only reason I was running living end was to test it out against other peoples decks and to have fun, and nothing is more boring then a bye
Round 2: burn (win)
this round was the hardest of that night's, I won game one off of using two simian spirit guides to fill the graveyard and wipe his board by turn two letting me out race him. Game two I did something really stupid were my friend group wanted to see if siding out the ends for COP:red would work, and since I was just there to have fun I thought I'd try it, it did not work. Game 3 was really close but again I got to use the simian spirit guides and street wraith into street wraith into monstrous carabid allowing me to swing for lethal on my next turn.
Round 3: Mono Green Stompy (win)
this round was pretty easy, the boardwipe plus the land denial brought about two easy wins
Round 4: U/R Storm (win)
this is a match up I normally do not like because, at least when testing against my friends deck, they can combo off before me more often than not, luckily for me I managed to get a game one win thanks to simian into turn two fulminator and another simian into turn three avalanche rider to keep them off of their lands. Game two I again tried something silly and put in the canonist instead of living ends and managed to shut them down with that plus land denial.
Round 5: Podless Pod (win)
say what you want, podless pod is a decent deck that can get really hard to win against when they can sac all of their crap in response to a living end, coincidentally this is how I lost game 1, game 2 I managed to get 3 avalanche riders out in a row (thanks to simian) starting at turn 3 and proceeded to bring them all back keeping their land count at zero. Game 3 played in a similar way coupled with me actually getting a good living end off.
Overall I love this deck and I love how land denial is a legitament route to take if the living end way looks blocked.
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
There are a few cases where moon is better because it can turn off multiple lands at once, but I feel like those situations are few and far between, and it is only marginally better than a molten rain would be.
Moon from the board makes sense, but moon maindeck seems like a risk that will only make the deck weaker to the lists it is already troubled by, specifically burn.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
so does twisted abomination which has regenerate. its worth the investment when building answers for siege rhino. I guess one needs the landcycling option?
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Why are you so stuck on Molten Rain? Even if used as supplementary LD beyond the set of Fulminator Mages, I don't really see how they compare favorably to something like Avalanche Riders. Don't get me wrong, I love the card, but I just don't think this is the best deck for it.
Because people are using blood moon main deck. I don't think molten rain belongs in the deck, but given the selection between that and blood moon I can't understand why blood moon is winning, let alone seeing play in main decks in the first place. It does not seem to me to do enough in enough matchup, and I feel like it conflicts with the natural land destruction strategy the list already has in place. If fulminator and beast is not enough destroying their lands, how is turning the lands you just destroyed into mountains better?
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Stanislav Cifka did the same thing with an unchanged deck (Eggs). Then everyone played it and it got its marquee card banned.
Regarding the Titan Bloom deck, I would think that turboing out a Fulminator Mage and hitting a karoo with it would be GG. I don't know how resilient the deck is vs. single-shot LD, so I wouldn't know if Blood Moon is even necessary to beat it.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
But if they're not on the Hive Mind plan, they're on the "combat with Primetime" plan. And that can be stopped with all kinds of things.
I would imagine that turn 3 Fulminator/Beast Within may not be quick enough in some cases, that's why I feel better about championing maindeck Spirit Guides again - it's a card some of us run anyway, and it doesn't require any finagling of our own manabase in the way Blood Moon does.
need an instant kill for the first titan. after that they need to top deck again, unless they have 2 in hand already or used lands to chain into a summoner's pact.
its not much to worry about if you can start using fulminator/molten rain to knee cap them before they try comboing. once you survive the first titan, knee capping there key lands usually flips the game into our favor.
hive mind theres not much defense against this for living end to use. living ending into it is bad, the spell copy undoes what the first living end did. titan is far more common attack plan than hivemind.
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Yeah, Hive Mind is pretty much GG.
For what it's worth, the Bloom primer lists us as an unfavorable matchup. Maybe we're all just being a little paranoid.
The land destruction games is still the right one through beast within and fulminator/avalanche riders along with ingot chewer for the amulet. If nothing else it slows things way down.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
fortuantely for Living end and other decks hive mind isn't the norm.
pretty much is, If i get to 6 mana with amulet I've got options and can drop big threats to win with.
the few times i've had living end against me when I was playing titan, the living end player would have beast within in his hand and I'd combo out for titan leaving only 2 green mana up for my pact trigger. the not so bright living end player kindly decided that casting living end on his turn to kill titan was more important than bombing my bounceland, which would have meant i couldn't pay for pact.
i think this has happened 4 times. some people just miss the bigger picture after taking 10 or 16 damage in one swing.
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
-Junk/Abzan (unless they float BG for Decay)
-Amulet
-Podless Pod/Wilson's Hatebear
-WUR Control (if resolves)
-Scapeshift (if resolves)
-BW Tokens (not that popular)
-Living End (unprepared, or versions with white)
-Bogles
-RG Tron
Does very little against:
-Infect (if they don't have a creature out)
-Affinity (manlands)
Does nothing:
-Burn
-Twin
-Delver
-Storm
-Merfolk
So, improves the good matchups and does nothing against decks that beat Living End... :/
I currently have some Blood Moons maindeck (with SSG), but maybe they are not that necessary after all
Versions with White can play Phyrexian Unlife to improve the Burn matchup.
Regarding Amulet Combo: we have some disruption, LD, a fast clock, and they have very little interaction... I think that LE is favored here.
On Primal Command: it's indeed very flexible, but the tutor mode is not good here unless you are fetching something like Shriekmaw, and the shuffle mode is expensive against the decks I want it. So it's mostly Fallow Earth + Hero's Reunion, I would play Gnaw to the Bone instead... If they Skullcrack it, at least we have the Flashback.
Has Lingering Souls been discussed against Affinity and Infect? (in versions with white, obv)