My list is very r/b based. It's green for exactly beast within and violent.
Same here which is why the Blood Moon plan can work. Red mana is basically free in the deck, so having a couple Swamps and a Forest is really all you need.
My list is very r/b based. It's green for exactly beast within and violent.
Same here which is why the Blood Moon plan can work. Red mana is basically free in the deck, so having a couple Swamps and a Forest is really all you need.
I was wondering if you guys could share your current mana base lists? I have currently cut desert cerodon because of situations where I had him and only blooming marsh leaving him stranded. I wish I could run 8x copies of blackcleave cliffs and I tried running 4x copies of bloodstained mire but found myself losing games that I otherwise would have won had it been a painless fast land. So I'm curious as to what lands you guys are using?
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Running a full set of cerodons, horrors, and architects and not playing carabid. So far, the mana isn't significantly clunkier than before and whatever clunk is left is largely balanced out by the sheer improvements to the creature suite. Having the full set of fetches also doesn't significantly impact my matches where life totals are relevant other than burn.
Ya, cutting Monstrous Carabid seems pretty terrible. It's a hybrid cycler that doesn't die to bolt or push. Not having them will almost certainly cause you to lose games where the extra +1/+1 stat would have let you run away with it. Also, you're actively playing a full set of a card you can't actually hardcast. I feel you're doing yourself a disservice by playing architects instead of bugs.
Ya, cutting Monstrous Carabid seems pretty terrible. It's a hybrid cycler that doesn't die to bolt or push. Not having them will almost certainly cause you to lose games where the extra +1/+1 stat would have let you run away with it. Also, you're actively playing a full set of a card you can't actually hardcast. I feel you're doing yourself a disservice by playing architects instead of bugs.
Since AMK came out, I don't there's been a single game where i've lost specifically because my architects weren't carabids. Granted I haven't been grinding nearly as much as when i've started playing the deck but I think I've played enough and have the results to show that the extra point in P/T is rather irrelevant.
Now as for the architect vs carabid debate, I prefer flexibility and while the one mana 4/4 is nice, it is inherently inflexible via the drawback. I've ran it into enough x/5s in my 4 years playing the deck where I would prefer something else. Architects on the other hand has always been a pet card of mine, specifically the ETB when combined with an aggressive LD line of play. I value it highly enough to the point where I don't particularly care if the body gets removed, and if it was bolted (which isn't even a popular card right now), i'm okay with that because it's not going to my face.
The only real issue with architects is that I can't hardcast it which is a fair knock given my manabase but I do tend to prioritize cycling it in my opening turns and if it does show up post LE, I can still use it as a combat trick with Horror or simply sit on it if I think I need to living end again.
My list is very r/b based. It's green for exactly beast within and violent.
Same here which is why the Blood Moon plan can work. Red mana is basically free in the deck, so having a couple Swamps and a Forest is really all you need.
I was wondering if you guys could share your current mana base lists? I have currently cut desert cerodon because of situations where I had him and only blooming marsh leaving him stranded. I wish I could run 8x copies of blackcleave cliffs and I tried running 4x copies of bloodstained mire but found myself losing games that I otherwise would have won had it been a painless fast land. So I'm curious as to what lands you guys are using?
4x Verdant Catacombs
4x Blackcleave Cliffs
2x Grove of the Burnwillows
2x Blooming Marsh
1x Overgrown Tomb
1x Blood Crypt
1x Stomping Ground
2x Swamp
1x Forest
4 Horror
4 Cerodon
4 Architects
4 Street Wraith
2 Pale recluse
I don't think i've ran into many serious issues, like I said before, it's tad bit rougher but i've gotten accustomed to figuring out what lands and cyclers to prioritize to optimize my pre turn 3 sequences.
I'll be bringing this deck to the upcoming playoffs, where the top 4 players face off. One opponent is almost guaranteed to be on Bushwhacker Zoo; another is likely to play monowhite Soul Sisters, though Amulet Titan and Dredge are also possibilities.
...
The main sticking point for me is whether three Leyline of the Void is better here than my three Faeries. Unsure about that call.
Welp.
I ran into Dredge in the semis and got smacked. Lesson very much learned!
I'll be bringing this deck to the upcoming playoffs, where the top 4 players face off. One opponent is almost guaranteed to be on Bushwhacker Zoo; another is likely to play monowhite Soul Sisters, though Amulet Titan and Dredge are also possibilities.
...
The main sticking point for me is whether three Leyline of the Void is better here than my three Faeries. Unsure about that call.
Welp.
I ran into Dredge in the semis and got smacked. Lesson very much learned!
How did you build your sideboard? This tournament structure seems very interesting and more like Worlds than a GP.
In retrospect, it was a little stupid and greedy. I should have shaved a Boar and cut my Faeries for 4x Leyline of the Void.
The league structure was pretty cool, and it seems to me that it was designed predominantly to establish regular weekly attendance at the shop. 9 weeks of league play in which points are accrued based on wins, draws, and attendance, followed by a single-elimination showdown between the top 4 (matches were best of 5).
Hey guys recently just got back from GP Toronto, my record was 3-0-1 at the side event, in the end my price was a Kaladash box so it is pretty great.
My tournament report:
Round 1: Grixis Shadow
I played this matchup many times, I think it is not a easy win, but still very challenging.
Game 1 - He is on the play, thoughtseize out my Outburst, I cycled few times and I got another Outburst. Then during his turn his Deathshadow was already big, next turn I cast another Outburst, he hard countered with Subborn Denial, swing to me with Shadow and Tasigur, put down me to 7. After that which is my turn now, I topdecked the 3rd copy of the Outburst in my deck, then during his turn I Outbursted out the Living End and sac his creature, my life was at 7, I realized that he could Bolt - Snap - Bolt me, ao I didn't cycled the Street Wraith, then his life was way too low and I just swing for the win.
Out - 4 Fulminator Mages , In 2 Richochet Trap 1 Leyline of the Void, 1 Beast Within.
Game 2 - This one is just in a normal phase, except his Death Shadow was very big, I Beast Within his Death Shadow, then next turn I casted Demonic Dread, used my Faerie Macabree to remove his Angler and Tasigur in the yard. Now he can't deal with my big board.
(Beast Within did a lot of work in this matchup, it can kill a big Death Shadow during combat, or bait their counterspell, or if they have Leyline of the Void it can stop it.)
Round 2: Esper Geist Midrange/Control
Kind of a interesting rogue deck, probably simiar to UWR Control except now it is black with discard, removal.
Game 1 - He Inquisition my Demonic Dread away, I cycle, then he played Jace, Vyrn Priodgy turn 2. I keep cycle my dudes but I can't seem to find a cascade card, turn 3 he landed a GoST and killed me very fast, his Jace also flipped.
Game 2 - Now I am on the play, basically he cannot find his Geist and anwsers, I used Fulminator Mages/Blood Moon to force him have a awkward manabase, now he cannot cast Supreme Verdit and stunk on 3 land.
Game 3 - He had a Nihil Spellbomb turn 1, now I need to becareful on which creatures I need to cycle, I cycled the Street Wraith, Architect so I can find my cascade cards or other things to beat him. He didn't drop a turn 3 geist which is the thing I cannot beat, it was pretty grindy and now we are on turn 5. At this point of the game I can hardcast my creatures, the creatures I kept in my hand are the Carabid/Wraith/Cerodon/Horror. He have a Geist but cannot deal with my big creatures. Now I just beat down with my big creatures, even he had 2 Path was still not enough.
Round 3: Merfolk
Game 1 - I just combo out and win.
Out 4 Fulminator Mage, 3 Faeries Macabree , In 3 Ingot Chewer, 2 Shriekmaw, 2 Ricochet Trap.
Game 2 - I made a extremely big misplay, could've won the game, it was he had some creatures and drop me down to 7, during my turn I can cast my Outburst, my graveyard only have 3 creatures and he is at 20, he also used spreading seas on one of my green lands, I used Bloodstained Mire fetch into a swamp (mainly reason is that he only have cursecatcher/silvergill, so I can survive for a turn), the correct play was I need to fetch for Stomping Ground and cast the outburst Immiedietly, instead I dropped the Blooming Marsh tapped. Next turn he top decked a lord and killed me.
Game 3 - He mulliganed to 6, turn 1 he dropped a Relic, but during my turn I used Chewer to stop his Relics. Then he have Cursecatcher, I responded with a Shriekmaw on my turn. He used 3 Spreading Seas to stop my manabase, but however it was too late since I already have too many creature in the yard, he tapped out with 3 lands, cursecatcher/silvergill. I found a fetchland that can get me the black source for Demonic Dread (I also had Simian Spirit Guide in hand) , now he cannot deal with all the creatures on my board.
On 4th Round my opponent and me just split the price.
The changes I want to make is cut 2 Blood Moon and add more hates for other decks, since I found not a lot of Tron players showing up so far. I would still keep the Fulminator Mages since they can slow down greedy manabase decks. Living End takes a lot of practice to play well tho, better not make mistake again.
tough luck on dredge matchup, you cant win this unless you are prepared.
in my experience you should always maindecked at least 2 faerie macabre in an unknown meta because you dont know what deck you will encounter. in the sideboard have a mix of leyline of the void and faerie macabre for proper graveyard hate.
( i currently maindecked 3 faerie macabre and have 3 leyline of the void in the sideboard, a bit excessive but it did wonders in UBR death's shadow, affinity, BGW variants, storm, and other graveyard centric deck ).
blood moon is a menace that we can afford. playing with it is tricky especially if you dont have verdant catacomb (i fall into this category, guess i need to save up to buy 4 copies) but the reward is worth it. i think it has become a mainstay in our core deck to complement our land denial package.
I think the best current mana denial strategy is 4x Fulminator main deck and 2x Blood Moon in the board. This should limit the G1s where Fulminator is basically a Grey Ogre, while virtually guaranteeing disruption against Tron, control, Jund, etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern RBGLiving EndRBG
EDH UFblthpU BRXantchaRB BGVarolzGB URWZedruuWRU
To post a comment, please login or register a new account.
Same here which is why the Blood Moon plan can work. Red mana is basically free in the deck, so having a couple Swamps and a Forest is really all you need.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
I was wondering if you guys could share your current mana base lists? I have currently cut desert cerodon because of situations where I had him and only blooming marsh leaving him stranded. I wish I could run 8x copies of blackcleave cliffs and I tried running 4x copies of bloodstained mire but found myself losing games that I otherwise would have won had it been a painless fast land. So I'm curious as to what lands you guys are using?
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
2 copperline
2 marsh
5 fetches
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
4 blackcleave cliffs
2 blooming marsh
1 copperline gorge
1 stomping grounds
1 blood crypt
1 godless shrine
1 overgrown tomb
1 forest
1 mountain
1 swamp
1 kessig wolf run
Running a full set of cerodons, horrors, and architects and not playing carabid. So far, the mana isn't significantly clunkier than before and whatever clunk is left is largely balanced out by the sheer improvements to the creature suite. Having the full set of fetches also doesn't significantly impact my matches where life totals are relevant other than burn.
And why'd ya cut Carabid??
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
Since AMK came out, I don't there's been a single game where i've lost specifically because my architects weren't carabids. Granted I haven't been grinding nearly as much as when i've started playing the deck but I think I've played enough and have the results to show that the extra point in P/T is rather irrelevant.
Now as for the architect vs carabid debate, I prefer flexibility and while the one mana 4/4 is nice, it is inherently inflexible via the drawback. I've ran it into enough x/5s in my 4 years playing the deck where I would prefer something else. Architects on the other hand has always been a pet card of mine, specifically the ETB when combined with an aggressive LD line of play. I value it highly enough to the point where I don't particularly care if the body gets removed, and if it was bolted (which isn't even a popular card right now), i'm okay with that because it's not going to my face.
The only real issue with architects is that I can't hardcast it which is a fair knock given my manabase but I do tend to prioritize cycling it in my opening turns and if it does show up post LE, I can still use it as a combat trick with Horror or simply sit on it if I think I need to living end again.
Shrine because it's an unintrusive way for me to hardcast pale recluse which comes up occasionally.
As for Carabid, see above.
4x Verdant Catacombs
4x Blackcleave Cliffs
2x Grove of the Burnwillows
2x Blooming Marsh
1x Overgrown Tomb
1x Blood Crypt
1x Stomping Ground
2x Swamp
1x Forest
Sometimes 1x Kessig Wolf Run
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
I don't play minotaurs but I play carabid and architects both, not opposing each other.
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
4 Cerodon
4 Architects
4 Street Wraith
2 Pale recluse
I don't think i've ran into many serious issues, like I said before, it's tad bit rougher but i've gotten accustomed to figuring out what lands and cyclers to prioritize to optimize my pre turn 3 sequences.
Are you playing a ton of utility spells?
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
4 desert cerodon
4 street wraith
4 architects of will
4 fulminator mage
3 simian spirit guide
2 pale recluse
2 Faerie Macabre
4 violent outburst
3 demonic dread
3 living end
1 kari zev's expertise
4 blackcleave cliffs
4 bloodstain mire
2 blooming marsh
1 copperline gorge
1 forest
1 swamp
1 mountain
1 godless shrine
1 stomping grounds
1 blood crypt
1 overgrown tomb
1 kessig wolf run
4x Horror of the Broken Lands
4x Desert Ceradon
4x Monstrous Carabid
4x Street Wraith
4x Fulminator Mage
3x Simian Spirit Guide
2x Archfiend of Ifnir
1x Pale Recluse
1x Twisted Abomination
1x Shriekmaw
Spells - 13
4x Violent Outburst
3x Demonic Dread
3x Living End
2x Beast Within
1x Kolaghan's Command
4x Verdant Catacombs
4x Blackcleave Cliffs
2x Grove of the Burnwillows
2x Blooming Marsh
2x Swamp
1x Forest
1x Overgrown Tomb
1x Stomping Ground
1x Blood Crypt
1x Kessig Wolf Run
4x Leyline of the Void
3x Leyline of Sanctity
3x Ingot Chewer
2x Anger of the Gods
2x Blood Moon
1x Slaughter Games
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
Welp.
I ran into Dredge in the semis and got smacked. Lesson very much learned!
How did you build your sideboard? This tournament structure seems very interesting and more like Worlds than a GP.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
Expecting Zoo, Sisters, and [fill in the blank], I ran with this:
3 Faerie Macabre
3 Ingot Chewer
2 Fulminator Mage
2 Blood Moon
1 Krosan Grip
In retrospect, it was a little stupid and greedy. I should have shaved a Boar and cut my Faeries for 4x Leyline of the Void.
The league structure was pretty cool, and it seems to me that it was designed predominantly to establish regular weekly attendance at the shop. 9 weeks of league play in which points are accrued based on wins, draws, and attendance, followed by a single-elimination showdown between the top 4 (matches were best of 5).
My tournament report:
Round 1: Grixis Shadow
I played this matchup many times, I think it is not a easy win, but still very challenging.
Game 1 - He is on the play, thoughtseize out my Outburst, I cycled few times and I got another Outburst. Then during his turn his Deathshadow was already big, next turn I cast another Outburst, he hard countered with Subborn Denial, swing to me with Shadow and Tasigur, put down me to 7. After that which is my turn now, I topdecked the 3rd copy of the Outburst in my deck, then during his turn I Outbursted out the Living End and sac his creature, my life was at 7, I realized that he could Bolt - Snap - Bolt me, ao I didn't cycled the Street Wraith, then his life was way too low and I just swing for the win.
Out - 4 Fulminator Mages , In 2 Richochet Trap 1 Leyline of the Void, 1 Beast Within.
Game 2 - This one is just in a normal phase, except his Death Shadow was very big, I Beast Within his Death Shadow, then next turn I casted Demonic Dread, used my Faerie Macabree to remove his Angler and Tasigur in the yard. Now he can't deal with my big board.
(Beast Within did a lot of work in this matchup, it can kill a big Death Shadow during combat, or bait their counterspell, or if they have Leyline of the Void it can stop it.)
Round 2: Esper Geist Midrange/Control
Kind of a interesting rogue deck, probably simiar to UWR Control except now it is black with discard, removal.
Game 1 - He Inquisition my Demonic Dread away, I cycle, then he played Jace, Vyrn Priodgy turn 2. I keep cycle my dudes but I can't seem to find a cascade card, turn 3 he landed a GoST and killed me very fast, his Jace also flipped.
Out: 3 Faerie Macabre 1 Fulminator Mage, In - 2 Blood Moon 2 Ricochet Trap
Game 2 - Now I am on the play, basically he cannot find his Geist and anwsers, I used Fulminator Mages/Blood Moon to force him have a awkward manabase, now he cannot cast Supreme Verdit and stunk on 3 land.
Game 3 - He had a Nihil Spellbomb turn 1, now I need to becareful on which creatures I need to cycle, I cycled the Street Wraith, Architect so I can find my cascade cards or other things to beat him. He didn't drop a turn 3 geist which is the thing I cannot beat, it was pretty grindy and now we are on turn 5. At this point of the game I can hardcast my creatures, the creatures I kept in my hand are the Carabid/Wraith/Cerodon/Horror. He have a Geist but cannot deal with my big creatures. Now I just beat down with my big creatures, even he had 2 Path was still not enough.
Round 3: Merfolk
Game 1 - I just combo out and win.
Out 4 Fulminator Mage, 3 Faeries Macabree , In 3 Ingot Chewer, 2 Shriekmaw, 2 Ricochet Trap.
Game 2 - I made a extremely big misplay, could've won the game, it was he had some creatures and drop me down to 7, during my turn I can cast my Outburst, my graveyard only have 3 creatures and he is at 20, he also used spreading seas on one of my green lands, I used Bloodstained Mire fetch into a swamp (mainly reason is that he only have cursecatcher/silvergill, so I can survive for a turn), the correct play was I need to fetch for Stomping Ground and cast the outburst Immiedietly, instead I dropped the Blooming Marsh tapped. Next turn he top decked a lord and killed me.
Game 3 - He mulliganed to 6, turn 1 he dropped a Relic, but during my turn I used Chewer to stop his Relics. Then he have Cursecatcher, I responded with a Shriekmaw on my turn. He used 3 Spreading Seas to stop my manabase, but however it was too late since I already have too many creature in the yard, he tapped out with 3 lands, cursecatcher/silvergill. I found a fetchland that can get me the black source for Demonic Dread (I also had Simian Spirit Guide in hand) , now he cannot deal with all the creatures on my board.
On 4th Round my opponent and me just split the price.
The changes I want to make is cut 2 Blood Moon and add more hates for other decks, since I found not a lot of Tron players showing up so far. I would still keep the Fulminator Mages since they can slow down greedy manabase decks. Living End takes a lot of practice to play well tho, better not make mistake again.
EDH: Xenagos, God of Revels.
in my experience you should always maindecked at least 2 faerie macabre in an unknown meta because you dont know what deck you will encounter. in the sideboard have a mix of leyline of the void and faerie macabre for proper graveyard hate.
( i currently maindecked 3 faerie macabre and have 3 leyline of the void in the sideboard, a bit excessive but it did wonders in UBR
death's shadow, affinity, BGW variants, storm, and other graveyard centric deck ).
blood moon is a menace that we can afford. playing with it is tricky especially if you dont have verdant catacomb (i fall into this category, guess i need to save up to buy 4 copies) but the reward is worth it. i think it has become a mainstay in our core deck to complement our land denial package.
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU