i started playing storm after gp richmond, and i have the john finkels list except for the fetches, so i was wondering what mana base would be the most balanced. im running
i started playing storm after gp richmond, and i have the john finkels list except for the fetches, so i was wondering what mana base would be the most balanced. im running
i went 3-1 in a modern fnm with it. i know sulfur falls isnt very good, but i wanted a 9th dual land without the fetches. any thoughts?
I'd go -1 Mountain, +1 Island. An opening hand with just mountains is the worst thing ever and is basically always a mulligan, so you really want to avoid that as much as possible. The main reason for playing the one-of mountain is because it's fetchable, so without any fetches, you want to be playing as few Mountains as possible. One is probably fine, but I would stay away from playing two if at all possible. Having more Islands also works very well if you are running Blood Moon in your sideboard, since it will allow you to still have enough blue mana when the Moon is on the field.
--
Played at my LGS Modern event on Thursday. The deck performed very well and I was really close to being 4-0, expect for a game against 8-rack where I stormed up to around 30 and saw 3/4 of my deck without finding any of my 3 Grapeshots and putting myself to 1 life from digging.
Matchups were:
UWR Control (2-0)
8-Rack (1-2)
BUG Control (2-0)
Esper Gifts (2-1)
I didn't side anything against 8-rack since I don't really have any sideboard cards for that matchup. I guess I could try Empty the Warrens, but he has Bile Blight and Engineered Explosives. He's also running white for Rest in Peace and Silence out of the sideboard, along with Grafdigger's Cage, so this match is really hard no matter what. It's only one deck in my group, so I think the best plan is just to try to dodge it.
Against the three control decks, I just used my standard control matchup sideboard of:
The Blood Moons wrecked people all night, and Empty was good enough to get the wins when I needed it to. I always leave at least one Grapeshot in for the situation that I need to kill the opponent that turn, and having two different win conditions post board gives me a way to beat Runed Halo and similar cards, which would be otherwise very difficult to deal with.
Overall I was very happy with the way the deck performed, and I think it is well positioned in my local metagame, at least for the time being. One UWR player joked about adding 4 Rule of Law to his sideboard, which would obviously just ruin me completely, but I don't think that is a realistic possibility since they can't really afford to dedicate 4 sideboard slots to a card that's only really good against Storm.
--
On a slightly different note, has anyone looked at Andrew Shrout's list from GP Richmond? It's not too different from the PT Valencia list, but he included a Hallowed Fountain in place of the fourth Steam Vents to allow him to cast Wear // Tear out of the sideboard. This is a possibility I had talked about with a friend of mine, but I don't really have the fetches to support it, so I'm interested to see someone else putting it into action.
You should side out Thought Scour against control instead. Scour is 1 for 1; Ravings is 1 for 2 when you factor in flashback. It's slower, true, but then again control decks aren't going to kill you on turn 4 either.
Speaking of that, it's also a good reason for going 3/3 instead of 4/2. If you need to cut 3 cards, a 3/3 split still leaves PA working at full efficiency (0/3), whereas with 4/2 you end up with an awkward 1/2 split if you need to keep in Ravings.
I don't know if you've seen this article by Finkel; he included a SBing guide. For control his plan is:
-4 Thought Scour
-1 Grapeshot
-2 Past in Flames
+3 Blood Moon
+1 Defense Grid
+3 Empty the Warrens
You should side out Thought Scour against control instead. Scour is 1 for 1; Ravings is 1 for 2 when you factor in flashback. It's slower, true, but then again control decks aren't going to kill you on turn 4 either.
Speaking of that, it's also a good reason for going 3/3 instead of 4/2. If you need to cut 3 cards, a 3/3 split still leaves PA working at full efficiency (0/3), whereas with 4/2 you end up with an awkward 1/2 split if you need to keep in Ravings.
I don't know if you've seen this article by Finkel; he included a SBing guide. For control his plan is:
-4 Thought Scour
-1 Grapeshot
-2 Past in Flames
+3 Blood Moon
+1 Defense Grid
+3 Empty the Warrens
I was thinking that Ravings would be a better card to leave in than Thought Scour, but it would have been awkward with the 4 / 2 split to side them out and still have the highest possible chance to turn on Ascension. I guess with the 3 / 3 split I could side out the 3 Scours, 1 PiF, and 1 Grapeshot for the 2 Blood Moons and 3 Empty the Warrens. My sideboard right now is a little different than Finkel's. I cut the one Defense Grid, one Blood Moon, and one Shatterstorm for a second Echoing Truth and a pair of Torpor Orbs since Twin decks are pretty popular in my meta. The Echoing Truth are too great at any one thing, and I like Shrout's idea of switching them to Wear // Tear, but I definitely like having the Torpor Orbs. Has anyone considered running a Breeding Pool and sideboarding Nature's Claim? The 4 life seems pretty irrelevant most of the time, and green seems like the most convenient color to splash to me since we can still cast our Manamorphoses off a Breeding Pool, and Manamorphose can also make green mana if necessary to cast a Nature's Claim. Claim seems awesome since it kills almost every hate card that we would have to worry about for one mana, and it shouldn't be too hard to cast it between the 7 fetches, Pool itself, and 4 Manamorphose.
Maindeck would be unchanged except for +1 Breeding Pool, Sideboard would be something like this:
I've also considered changing the numbers on Lightning Bolt. It's an awesome card in the right matchups, but I have been finding myself not bringing it in very much lately, so I thought maybe we could trim one off to get another slot for something else.
Overall I was very happy with the way the deck performed, and I think it is well positioned in my local metagame, at least for the time being. One UWR player joked about adding 4 Rule of Law to his sideboard, which would obviously just ruin me completely, but I don't think that is a realistic possibility since they can't really afford to dedicate 4 sideboard slots to a card that's only really good against Storm.
It's actually good vs living end, ad nauseum and at times, other control decks (like Scapeshift).
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I would hate to play against Rule of Law. I only have Echoing Truth out of my sideboard to deal with it. Otherwise I would need to win via Electromancer beats
Overall I was very happy with the way the deck performed, and I think it is well positioned in my local metagame, at least for the time being. One UWR player joked about adding 4 Rule of Law to his sideboard, which would obviously just ruin me completely, but I don't think that is a realistic possibility since they can't really afford to dedicate 4 sideboard slots to a card that's only really good against Storm.
It's actually good vs living end, ad nauseum and at times, other control decks (like Scapeshift).
Well there are no commonly seen Living End or Ad Nauseam decks in my metagame, and I can't really see it being that great against other control decks (It shuts off Snapcaster for both sides) so I really doubt it would come to that.
I hope wizards realizes the fetches are the #1 card that needs a reprint right now if they want to actually get new players into modern. I'm actually pretty sure they are right around the corner
I played the deck the other day but didn't have any fetchlands so my mana base crapped out on me. I needed red mana and drew only islands.
Guess I should be maxing out on the shivan reefs and steam vents instead. Or if we could only get the UR fastland that would be perfect
Max out Shivan Reef and Steam Vents but if you can get your hands on the fetchlands, even if it's not Scalding Tarn but maybe the ones that share a single color, it does help. Wizards need a reprint of fetchlands, all of them, including Onslaught fetches.
Sorry I guess I'm just (steam) venting here, I know this is not the thread to talk about reprints and such.
Anyways one of the decks I played against was a Splinter Twin / Valakut hybrid deck. Seems inconsistent, I know, but surprisingly it actually worked
Another land I might try is Izzet Boilerworks. If you keep a 2-lander, you can have a total of 3 mana to work with without ever needing to draw into another land. And without wasteland in the format, its not a death sentence.
I was taking a look at some modern cantrips to use in place os Serum Visions while I couldn't got the set.
Some cards came to my mind like Telling Time and Peer Through Depths . I mean, they're better than Serum but cost one more. But wouldn't they be better with a Goblin in game or even a Pyromancer Ascension activated?
Also, about Desperate Ravings, why is it so much better than Faithless lothing, it just because is an Instant? why is this better if we're comboing on our own turn?
I was taking a look at some modern cantrips to use in place os Serum Visions while I couldn't got the set.
Some cards came to my mind like Telling Time and Peer Through Depths . I mean, they're better than Serum but cost one more. But wouldn't they be better with a Goblin in game or even a Pyromancer Ascension activated?
Also, about Desperate Ravings, why is it so much better than Faithless lothing, it just because is an Instant? why is this better if we're comboing on our own turn?
Please be patient about the noob questions.
Desperate Ravings is better than Faithless Looting because it doesn't provide card disadvantage while Faithless Looting does.
Anything that costs 2 mana is NOT going to replace Visions. Visions is powerful exactly because it costs only 1 mana. You can keep a hand of 1 land, 1 Visions and 5 other spells because of this.
Desperate Ravings is better because it provides net card advantage. Vs slower decks like UWR Control you can sit there and slowly draw cards with Ravings until you have enough to go off through disruption. Looting is absolutely horrendous when you just spent your whole hand to power up Ascension - with 0 cards in hand, all it does is mill yourself. In the same situation, Ravings will leave you with 2 cards in hand. Much better than 0.
Anything that costs 2 mana is NOT going to replace Visions. Visions is powerful exactly because it costs only 1 mana. You can keep a hand of 1 land, 1 Visions and 5 other spells because of this.
Desperate Ravings is better because it provides net card advantage. Vs slower decks like UWR Control you can sit there and slowly draw cards with Ravings until you have enough to go off through disruption. Looting is absolutely horrendous when you just spent your whole hand to power up Ascension - with 0 cards in hand, all it does is mill yourself. In the same situation, Ravings will leave you with 2 cards in hand. Much better than 0.
Quicken as a cantrip substitute sounds hilarious as it potentially lets you go off on your opponent's turn.
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4 shivan reefs
4 steam vents
1 sulfur falls
5 islands
2 mountains
i went 3-1 in a modern fnm with it. i know sulfur falls isnt very good, but i wanted a 9th dual land without the fetches. any thoughts?
I'd go -1 Mountain, +1 Island. An opening hand with just mountains is the worst thing ever and is basically always a mulligan, so you really want to avoid that as much as possible. The main reason for playing the one-of mountain is because it's fetchable, so without any fetches, you want to be playing as few Mountains as possible. One is probably fine, but I would stay away from playing two if at all possible. Having more Islands also works very well if you are running Blood Moon in your sideboard, since it will allow you to still have enough blue mana when the Moon is on the field.
--
Played at my LGS Modern event on Thursday. The deck performed very well and I was really close to being 4-0, expect for a game against 8-rack where I stormed up to around 30 and saw 3/4 of my deck without finding any of my 3 Grapeshots and putting myself to 1 life from digging.
Matchups were:
UWR Control (2-0)
8-Rack (1-2)
BUG Control (2-0)
Esper Gifts (2-1)
I didn't side anything against 8-rack since I don't really have any sideboard cards for that matchup. I guess I could try Empty the Warrens, but he has Bile Blight and Engineered Explosives. He's also running white for Rest in Peace and Silence out of the sideboard, along with Grafdigger's Cage, so this match is really hard no matter what. It's only one deck in my group, so I think the best plan is just to try to dodge it.
Against the three control decks, I just used my standard control matchup sideboard of:
-2 Desperate Ravings
-2 Grapeshot
-1 Past in Flames
+3 Empty the Warrens
+2 Blood Moon
The Blood Moons wrecked people all night, and Empty was good enough to get the wins when I needed it to. I always leave at least one Grapeshot in for the situation that I need to kill the opponent that turn, and having two different win conditions post board gives me a way to beat Runed Halo and similar cards, which would be otherwise very difficult to deal with.
Overall I was very happy with the way the deck performed, and I think it is well positioned in my local metagame, at least for the time being. One UWR player joked about adding 4 Rule of Law to his sideboard, which would obviously just ruin me completely, but I don't think that is a realistic possibility since they can't really afford to dedicate 4 sideboard slots to a card that's only really good against Storm.
--
On a slightly different note, has anyone looked at Andrew Shrout's list from GP Richmond? It's not too different from the PT Valencia list, but he included a Hallowed Fountain in place of the fourth Steam Vents to allow him to cast Wear // Tear out of the sideboard. This is a possibility I had talked about with a friend of mine, but I don't really have the fetches to support it, so I'm interested to see someone else putting it into action.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Speaking of that, it's also a good reason for going 3/3 instead of 4/2. If you need to cut 3 cards, a 3/3 split still leaves PA working at full efficiency (0/3), whereas with 4/2 you end up with an awkward 1/2 split if you need to keep in Ravings.
I don't know if you've seen this article by Finkel; he included a SBing guide. For control his plan is:
-4 Thought Scour
-1 Grapeshot
-2 Past in Flames
+3 Blood Moon
+1 Defense Grid
+3 Empty the Warrens
| Ad Nauseam
| Infect
Big Johnny.
I was thinking that Ravings would be a better card to leave in than Thought Scour, but it would have been awkward with the 4 / 2 split to side them out and still have the highest possible chance to turn on Ascension. I guess with the 3 / 3 split I could side out the 3 Scours, 1 PiF, and 1 Grapeshot for the 2 Blood Moons and 3 Empty the Warrens. My sideboard right now is a little different than Finkel's. I cut the one Defense Grid, one Blood Moon, and one Shatterstorm for a second Echoing Truth and a pair of Torpor Orbs since Twin decks are pretty popular in my meta. The Echoing Truth are too great at any one thing, and I like Shrout's idea of switching them to Wear // Tear, but I definitely like having the Torpor Orbs. Has anyone considered running a Breeding Pool and sideboarding Nature's Claim? The 4 life seems pretty irrelevant most of the time, and green seems like the most convenient color to splash to me since we can still cast our Manamorphoses off a Breeding Pool, and Manamorphose can also make green mana if necessary to cast a Nature's Claim. Claim seems awesome since it kills almost every hate card that we would have to worry about for one mana, and it shouldn't be too hard to cast it between the 7 fetches, Pool itself, and 4 Manamorphose.
Maindeck would be unchanged except for +1 Breeding Pool, Sideboard would be something like this:
3 Empty the Warrens
4 Lightning Bolt
2 Nature's Claim
2 Torpor Orb
2 Shatterstorm
I've also considered changing the numbers on Lightning Bolt. It's an awesome card in the right matchups, but I have been finding myself not bringing it in very much lately, so I thought maybe we could trim one off to get another slot for something else.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
And how is Merfolks in proven and this deck not?
It's actually good vs living end, ad nauseum and at times, other control decks (like Scapeshift).
I dropped Peer Through Depths, don't get me wrong it's a great card but doesn't allow me to grab anything other than an instant or sorcery. I'm currently running a mix of Desperate Ravings, Thought Scour, and Faithless Looting.
Well there are no commonly seen Living End or Ad Nauseam decks in my metagame, and I can't really see it being that great against other control decks (It shuts off Snapcaster for both sides) so I really doubt it would come to that.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Guess I should be maxing out on the shivan reefs and steam vents instead. Or if we could only get the UR fastland that would be perfect
im in the same situation and i run 4 of both. i also run 1 sulfur falls, there's 11 lands that let it come in untapped.
I hope wizards realizes the fetches are the #1 card that needs a reprint right now if they want to actually get new players into modern. I'm actually pretty sure they are right around the corner
Max out Shivan Reef and Steam Vents but if you can get your hands on the fetchlands, even if it's not Scalding Tarn but maybe the ones that share a single color, it does help. Wizards need a reprint of fetchlands, all of them, including Onslaught fetches.
Anyways one of the decks I played against was a Splinter Twin / Valakut hybrid deck. Seems inconsistent, I know, but surprisingly it actually worked
Another land I might try is Izzet Boilerworks. If you keep a 2-lander, you can have a total of 3 mana to work with without ever needing to draw into another land. And without wasteland in the format, its not a death sentence.
I was taking a look at some modern cantrips to use in place os Serum Visions while I couldn't got the set.
Some cards came to my mind like Telling Time and Peer Through Depths . I mean, they're better than Serum but cost one more. But wouldn't they be better with a Goblin in game or even a Pyromancer Ascension activated?
Also, about Desperate Ravings, why is it so much better than Faithless lothing, it just because is an Instant? why is this better if we're comboing on our own turn?
Please be patient about the noob questions.
Desperate Ravings is better than Faithless Looting because it doesn't provide card disadvantage while Faithless Looting does.
Storm Crow is strictly worse than Seacoast Drake.
Anything that costs 2 mana is NOT going to replace Visions. Visions is powerful exactly because it costs only 1 mana. You can keep a hand of 1 land, 1 Visions and 5 other spells because of this.
Desperate Ravings is better because it provides net card advantage. Vs slower decks like UWR Control you can sit there and slowly draw cards with Ravings until you have enough to go off through disruption. Looting is absolutely horrendous when you just spent your whole hand to power up Ascension - with 0 cards in hand, all it does is mill yourself. In the same situation, Ravings will leave you with 2 cards in hand. Much better than 0.
| Ad Nauseam
| Infect
Big Johnny.
Storm Crow is strictly worse than Seacoast Drake.
Quicken as a cantrip substitute sounds hilarious as it potentially lets you go off on your opponent's turn.