Can you explain WHY? This deck doesn't have a mana denial focus and having removal with no exclusions on targets is something this deck is missing. The 1cmc is really nice. And as people are starting to play more fat creatures, hard and broad removal like PtE is becoming more and more useful.
I see nothing bad about Path to Exile...
I'm not Throst54, but I do tend to agree with him. It's not that Path to Exile is strictly BAD per se, it's just that the land you are giving them is very relevant, more so than people might realize at first pass.
For starters, we don't have a focus on mana denial, but it is a component of our deck. Before this whole Treasure Cruise craze, we were running up to 6 or 7 LD spells between Tec Edge and Fulminator. That number has dwindled a bit, but it's still part of what we want to be doing. Also, consider that Liliana counts as occasional mana denial, and it starts to become a significant portion of our strategy.
More importantly though, we are still an attrition deck. We are trying to answer everything 1-for-1, while occasionally gaining small advantages on each exchange, or occasionally resolving an actual card advantage spell (Liliana, Rhino, Souls, Courser, Scooze, manlands). Pathing our opponents very often fixes what might have been an awkward draw for them mana-wise, and it gives them a free card, regardless of whether we are on an LD plan or not that game. Fixing their mulligans or awkward mana is a huge deal, as often we are trying to break up their hand via pinpoint discard, leaving them with holes in their mana curve or with uncastable spells when we see they are missing a color. "Here, have a basic land" is in direct opposition with, "You can keep that Cryptic, since you only have two blue sources at the moment and I'm going to kill you with Goyf before you draw another one". Or whatever similar situation might happen.
Point is, we don't really want to be giving people lands. No one does. But UWR decks are set up a little differently, as the rest of their removal is generally burn, and then can close out the game faster despite the extra land. Also, Snapcaster synergizes well with a full set of Paths, as most players will eventually run out of basics to fetch, and you already are getting a 2-for-1 of your own out of Snappy.
Finally, most other white decks do not have access to the following cards:
Abrupt Decay
Slaughter Pact
Dismember (ok, everyone does, but not at the same level of flexible mana cost)
Disfigure
Murderous Cut
Maelstrom Pulse
Liliana
Thoughtseize/IoK
We get all these cards to answer problematic creatures, some of which even get around Hexproof issues. Sure, we will still occasionally draw the wrong spell at the wrong time, or miss out on Wurmcoil with discard and have to deal with it. But most of the time, with proper planning, we can line our answers up with their threats in such a way as to be able to deal with everything without losing any value. With the amount of access we have to removal, it's much easier to avoid the pitfalls of Path to Exile.
Path is obviously still a great card, but it has some serious drawbacks. It might not be obvious, but ramping your opponent can be a huge beating, especially with all the Pod/Delver/Burn and combo decks out there right now. The only deck I truly would want Path against is exactly Tron, and Tron just isn't that popular right now. For the rest of the field, we have better options that don't jump start their late game.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
When siege rhino came out I ran one in the main and one in the board. Then I moved both tonthe main (two total) and ive slowlyngone up to four and I wish I could have more. There is never a time I'm nit hapoy to see it. If youre not running four youbshould be.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy:
combo elves
Modern:
White Rock (41-24-4 in matches. Beginning 10/14/14. Last updated 1/2/15)
List:
@ Mirrislegend, I've always been a fan of 1-of Thrun in the board (at one point I ran 2 when UWR Midrange/Control and Twin were super popular) and he seems pretty decent right now with all the Delver decks, if not perhaps a little slow. I've never been a huge fan of Kitchen Finks in Jund strategies, he is a bit too aggressive and underwhelming sometimes without the sac outlets and synergy that Pod has access to, so I feel like we end up just being a worse Finks deck. I do think Siege Rhino just kind of takes over both of these slots and does it better too. Thrun doesn't do much against opposing 4/5s, and Pyromancer tokens can chump him all day long. Finks is probably better right now since it can be a decent 2-for-1 against Delver and gains precious life vs. Burn, but I wouldn't want too many of them glutting up my 3-drop slot. Up to your really.
@TrevaFTW, no one was directly suggesting cutting Siege Rhino. And I'm not sure that 4 of them will be necessary for everyone, though it does seem like a playset is standard these days. In any case, thanks for the endorsement and warning for anyone who might cut the card. By now we all know he's the real deal.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
What do people here think about 1-2 Anafenza, the Foremost in this deck? Gerry Thompson recorded some videos with it and it's been showing up sporadically in other decklists. It's a good maindeck Pod hoser, it has a really solid body, and it can get out of control pretty fast if you're even a little ahead on board.
You guys cut Path because you're banking on them having a poor mana draw? What the hell.
Cutting path is more trying to avoid ramping them, not relying on their poor mana draw. The concept of trading resources one for one and using a card that automatically gives them a land don't really play well together. That combined with using tectonic edge to destroy lands and then give them lands? That doesn't make sense either.
Private Mod Note
():
Rollback Post to RevisionRollBack
Find something, Live For it, Fight for it, Die for it. Then it might get passed on the the next generation.
You guys cut Path because you're banking on them having a poor mana draw? What the hell.
Is that really all you got from that entire post or did you just not read it b/c it was too long?
Lets make it more simple.
The two big decks right now are pod and delver.
Against pod we need our removal to kill their t1 mana dork every time. Pathing it is the exact opposite of what we want to do.
Against Delver, which is a tempo deck, we want to go card for card with them. They cast a threat and we kill it, we cast discard to get rid of any cards they can produce a 2 for 1 with. When we path any of their creatures we accelerate their mana past ours.
Giving them the ability to make a threat and have mana to protect it or make multiple threats at once when were still at the mana to only deal with one threat at a time is horrible. IE Giving a tempo deck more tempo will make you lose.
If you dont believe me go over to the delver thread and ask them about how they feel about Path to Exile against their deck.
Or just play the deck, I played it last week, and would have been incredibly happy if any of the removal used against me would have been a path to exile. They only play 18 lands.
Anafenza looks good. I just have a hard time wanting to run it over Kitchen Finks or Courser. I do really like the idea of putting counters on goyf and rhinos though.
EDIT:
Willy Edel did a decktech on his modern deck:
Strangleroot geist is a good 2-1 in that slot. It is more useful early game than mid-late game though. Apart from that, I do not really see any other 2-drops (in black and/or green) which are worthy (but I may have forgotten something).
Depending on how much white you wanna splash, voice of resurgence is nice, especially with the lingering souls.
You should run 4 scavenging ooze. I used to run 3 MB and 1 SB but then I'd side it in every match. It's good against combo, control, aggro, and midrange.
Souls can be a 2 drop when discarded to lily.
If your meta is delver heavy you could run smother, which also takes out manlands. Otherwise Ultimate Price takes out most modern creatures.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
You guys cut Path because you're banking on them having a poor mana draw? What the hell.
That's not it at all. Inquisiton and Abrupt Decay become ineffective when our opponent can play 4 drops. We run tec. Edge MB in part because it can keep our opponent from having 4 lands, so that way abrupt decay and inquisition answer everything.
Say you're playing against UR Delver and they play Delver turn 1 and you use Path on it. Then turn 2 they can play swiftspear and Eidilon. You can't take them both out with Abrupt Decay, but if you played disfigure on the delver turn 1 then you can abrupt decay another creature turn 2 and make then sacrifice a creature with lily turn 3. Allowing them to empty multiple creatures from their hand quicker makes all of Lily's abilities worse.
Against Blue Moon allowing them to play Blood Moon on turn 2 or Cryptic Command on turn 3 can be impossible to recover from.
Against GW hatebears you could use path on voice but then they can lay down Thalia and Leon arbiter turn 3.
People think path is good against Tron because of Wurmcoil Engine, but the last thing you want to do against Tron is give them another land.
In the mirror you might think it's good because you can answer threats, but if you play path on my Goyf turn 2 I can play Seige rhino turn 3, or I can lay down another Goyf while using an abrupt decay on your Goyf.
Path is fantastic in GW hatebears when they prevent their opponent from getting the land. It's fantastic in legacy where everything has to be answered and decks don't rely on having a lot of lands in play. It's good in UWR control where they can counter spells played with the extra land or 2-for-1 spells, but UWR control isn't doing that well right now.
Like I said earlier, if you want to MB path, then MB Mindcensor also. I wouldn't recommend it, but at least that way you're not giving your opponent a 2-for-1. It'd be good if your meta has a lot of scape shift, Tron, and Pod.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
What do people here think about 1-2 Anafenza, the Foremost in this deck? Gerry Thompson recorded some videos with it and it's been showing up sporadically in other decklists. It's a good maindeck Pod hoser, it has a really solid body, and it can get out of control pretty fast if you're even a little ahead on board.
I can see the argument, but sometimes I think loxodon smiter has much more relevant abilities. There's a lot of delver running around so having something be uncounterable is nice.
I like this deck like a son, I've all the necesary cards but tarmos.
So, can I play it whitout tarmos with good results? What can I play in their spot? Maybe loxodon smiter?
Thx in advance.
I'm in the same boat as you and no, you cannot. I tried a lot of different things, most notably Pack Rat and Jotun Grunt. In short Rat eats up to many resources and takes to long to make it a real threat for THIS deck. Jotun Grunt is solid, but it is really hard to get more than 2 attack phases before you have to sacrifice it which really hurts. I luckily had enough cards I wasn't using on MTGO to trade in for 3 Tarmogoyfs online, and it is EXACTLY the right threat for this deck. That's all I can say. I am holding off on paper goyfs in hopes they announce an MM2 reprint w/goyf at the Worlds tomorrow, though I doubt it will happen. I will get my 4th goyf online next month at latest, and paper I'll slowly pickup until I have some major paper tourney...until then I won't even compete in anything Modern related...it makes that much of a difference in THIS deck.
So I'm relatively knew to this deck. New to modern in general, but really new to this deck. For perspective, I am trying to get an understanding of this deck's matchup strengths and weaknesses pre and post Treasure Cruise.
Before Treasure Cruise came out what were this decks matchups? Below are mostly just assumptions on my part.
GREAT: Splinter Twin
GOOD: GW Auras, Scapeshift
EVEN: RG Tron, Zoo, Stompy, Storm
BAD: Pod, Burn, Merfolk
UGLY: Affinity
So I'm relatively knew to this deck. New to modern in general, but really new to this deck. For perspective, I am trying to get an understanding of this deck's matchup strengths and weaknesses pre and post Treasure Cruise.
Before Treasure Cruise came out what were this decks matchups? Below are mostly just assumptions on my part.
GREAT: Splinter Twin
GOOD: GW Auras, Scapeshift
EVEN: RG Tron, Zoo, Stompy, Storm
BAD: Pod, Burn, Merfolk
UGLY: Affinity
Since Treasure Cruise came out same question...
Thanks for the feedback.
It's not quite as simple as lining your matchups up like that. For example preboard we can decimate boggles because of hand disruption and Liliana. Post board if they find a T0 leyline we are the underdog.
Based on your list I disagree with your placement of storm, tron, affinity and merfolk. With tron we are always the dog, period. I don't care how many fulminators you draw or how many stony silences you slam down on t2, we suck in this match up. Regarding storm we probably have the best setup to interfere with them (for both glitter and ur storm at least I haven't played vs the fate stitcher variant) given our abrupt decays and hand disruption. Merfolk I think is pretty even depending on either players draw. Affinity is similar but if get a t2 stony silence they just fall over pretty well. I admit G1 is pretty bad.
Private Mod Note
():
Rollback Post to RevisionRollBack
Find something, Live For it, Fight for it, Die for it. Then it might get passed on the the next generation.
Eh, this deck is set up to be competitive against all decks, but you should be able to tweak the mainboard and the sideboard to do well at your meta.
Affinity and Tron are bad matchups game 1, but stony silence and fulminator Mage are good against both of them, Aven Mindcensor can really hurt Tron, and golgari charm, zealous persecution, and drown in sorrow win games against affinity.
I think Pod is a bad matchup though. They're very good against 1 for 1 removal, especially against Lily.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
@TGCRequiem: IMO, the rank is (with the list I play and based on my experience with the deck):
After Cruise
GREAT: Spliter Twin (Agreed)
GOOD: Ad Nauseam, Infect, Jeskai, Jund.
EVEN: UWR Control, Scape, Affinity, UR Delver, Zoo, GW Auras, Storm, U Tron, Martyr Proc, Faeries, Merfolk.
BAD: Burn, RUG Delver, Pod.
UGLY (almost unwinnable): Living End (worst pairing), Eldrazi Green.
Thank you. Assuming Eldrazi Green is the RG Tron?
@NZB2323 - Also thank you.
@Nightangel1321 - I mostly was thinking Game 1, however, having 3-4 cards in the sideboard against Affinity that can HOSE it entirely is great, but if you don't draw them it's still a terrible matchup.
I'm basically trying to figure out what Dark Confidant was good against since I'm still playing w/it right now b/c I'm new to the deck and spent $300 on the playset. If TC doesn't get banned then I'll consider dropping it to go w/the more common 4 Siege Rhino build. I'm fine losing to Delver or whatever in the mean time, I just want to have a better idea of what the deck is supposed to be doing...and who it's supposed to be doing it against.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm not Throst54, but I do tend to agree with him. It's not that Path to Exile is strictly BAD per se, it's just that the land you are giving them is very relevant, more so than people might realize at first pass.
For starters, we don't have a focus on mana denial, but it is a component of our deck. Before this whole Treasure Cruise craze, we were running up to 6 or 7 LD spells between Tec Edge and Fulminator. That number has dwindled a bit, but it's still part of what we want to be doing. Also, consider that Liliana counts as occasional mana denial, and it starts to become a significant portion of our strategy.
More importantly though, we are still an attrition deck. We are trying to answer everything 1-for-1, while occasionally gaining small advantages on each exchange, or occasionally resolving an actual card advantage spell (Liliana, Rhino, Souls, Courser, Scooze, manlands). Pathing our opponents very often fixes what might have been an awkward draw for them mana-wise, and it gives them a free card, regardless of whether we are on an LD plan or not that game. Fixing their mulligans or awkward mana is a huge deal, as often we are trying to break up their hand via pinpoint discard, leaving them with holes in their mana curve or with uncastable spells when we see they are missing a color. "Here, have a basic land" is in direct opposition with, "You can keep that Cryptic, since you only have two blue sources at the moment and I'm going to kill you with Goyf before you draw another one". Or whatever similar situation might happen.
Point is, we don't really want to be giving people lands. No one does. But UWR decks are set up a little differently, as the rest of their removal is generally burn, and then can close out the game faster despite the extra land. Also, Snapcaster synergizes well with a full set of Paths, as most players will eventually run out of basics to fetch, and you already are getting a 2-for-1 of your own out of Snappy.
Finally, most other white decks do not have access to the following cards:
Abrupt Decay
Slaughter Pact
Dismember (ok, everyone does, but not at the same level of flexible mana cost)
Disfigure
Murderous Cut
Maelstrom Pulse
Liliana
Thoughtseize/IoK
We get all these cards to answer problematic creatures, some of which even get around Hexproof issues. Sure, we will still occasionally draw the wrong spell at the wrong time, or miss out on Wurmcoil with discard and have to deal with it. But most of the time, with proper planning, we can line our answers up with their threats in such a way as to be able to deal with everything without losing any value. With the amount of access we have to removal, it's much easier to avoid the pitfalls of Path to Exile.
Path is obviously still a great card, but it has some serious drawbacks. It might not be obvious, but ramping your opponent can be a huge beating, especially with all the Pod/Delver/Burn and combo decks out there right now. The only deck I truly would want Path against is exactly Tron, and Tron just isn't that popular right now. For the rest of the field, we have better options that don't jump start their late game.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
Given your explanation, I wonder if Thrun or Kitchen Finks are overdue for a re-include in this deck.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
When siege rhino came out I ran one in the main and one in the board. Then I moved both tonthe main (two total) and ive slowlyngone up to four and I wish I could have more. There is never a time I'm nit hapoy to see it. If youre not running four youbshould be.
Legacy:
combo elves
Modern:
White Rock (41-24-4 in matches. Beginning 10/14/14. Last updated 1/2/15)
List:
4 Dark Confidant
3 Siege Rhino
1 Thrun, The Last Troll
Spells - 20
4 Inquisition of Kozilek
3 Thoughtseize
4 abrupt decay
2 maelstrom pulse
1 slaughter pact
1 path to exile
1 Disfigure
1 damnation
3 lingering souls
NCP - 4
3 Liliana of the Veil
1 Bow of Nylea
4 verdant Catacombs
2 marsh flats
2 windswept heath
2 Swamp
1 Forest
1 Plains
2 Urborg, Tomb of Yawgmoth
3 overgrown tomb
1 godless shrine
1 temple garden
1 Treetop Village
2 stirring wildwood
2 Tectonic Edge
4 Leyline of Sanctity
1 Thrun, the last troll
2 Duress
1 Creeping Corrosion
2 Stony Silence
2 Nihil Spellbomb
1 Back to nature
1 Utter End
1 Golgari Charm
@TrevaFTW, no one was directly suggesting cutting Siege Rhino. And I'm not sure that 4 of them will be necessary for everyone, though it does seem like a playset is standard these days. In any case, thanks for the endorsement and warning for anyone who might cut the card. By now we all know he's the real deal.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
-MTG Salvation.
Cutting path is more trying to avoid ramping them, not relying on their poor mana draw. The concept of trading resources one for one and using a card that automatically gives them a land don't really play well together. That combined with using tectonic edge to destroy lands and then give them lands? That doesn't make sense either.
Is that really all you got from that entire post or did you just not read it b/c it was too long?
Lets make it more simple.
The two big decks right now are pod and delver.
Against pod we need our removal to kill their t1 mana dork every time. Pathing it is the exact opposite of what we want to do.
Against Delver, which is a tempo deck, we want to go card for card with them. They cast a threat and we kill it, we cast discard to get rid of any cards they can produce a 2 for 1 with. When we path any of their creatures we accelerate their mana past ours.
Giving them the ability to make a threat and have mana to protect it or make multiple threats at once when were still at the mana to only deal with one threat at a time is horrible. IE Giving a tempo deck more tempo will make you lose.
If you dont believe me go over to the delver thread and ask them about how they feel about Path to Exile against their deck.
Or just play the deck, I played it last week, and would have been incredibly happy if any of the removal used against me would have been a path to exile. They only play 18 lands.
Anafenza looks good. I just have a hard time wanting to run it over Kitchen Finks or Courser. I do really like the idea of putting counters on goyf and rhinos though.
EDIT:
Willy Edel did a decktech on his modern deck:
https://www.youtube.com/watch?v=EdFb7H1g2J8
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
Depending on how much white you wanna splash, voice of resurgence is nice, especially with the lingering souls.
Souls can be a 2 drop when discarded to lily.
If your meta is delver heavy you could run smother, which also takes out manlands. Otherwise Ultimate Price takes out most modern creatures.
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
That's not it at all. Inquisiton and Abrupt Decay become ineffective when our opponent can play 4 drops. We run tec. Edge MB in part because it can keep our opponent from having 4 lands, so that way abrupt decay and inquisition answer everything.
Say you're playing against UR Delver and they play Delver turn 1 and you use Path on it. Then turn 2 they can play swiftspear and Eidilon. You can't take them both out with Abrupt Decay, but if you played disfigure on the delver turn 1 then you can abrupt decay another creature turn 2 and make then sacrifice a creature with lily turn 3. Allowing them to empty multiple creatures from their hand quicker makes all of Lily's abilities worse.
Against Blue Moon allowing them to play Blood Moon on turn 2 or Cryptic Command on turn 3 can be impossible to recover from.
Against GW hatebears you could use path on voice but then they can lay down Thalia and Leon arbiter turn 3.
People think path is good against Tron because of Wurmcoil Engine, but the last thing you want to do against Tron is give them another land.
In the mirror you might think it's good because you can answer threats, but if you play path on my Goyf turn 2 I can play Seige rhino turn 3, or I can lay down another Goyf while using an abrupt decay on your Goyf.
Path is fantastic in GW hatebears when they prevent their opponent from getting the land. It's fantastic in legacy where everything has to be answered and decks don't rely on having a lot of lands in play. It's good in UWR control where they can counter spells played with the extra land or 2-for-1 spells, but UWR control isn't doing that well right now.
Like I said earlier, if you want to MB path, then MB Mindcensor also. I wouldn't recommend it, but at least that way you're not giving your opponent a 2-for-1. It'd be good if your meta has a lot of scape shift, Tron, and Pod.
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
I can see the argument, but sometimes I think loxodon smiter has much more relevant abilities. There's a lot of delver running around so having something be uncounterable is nice.
Modern Junk Primer
Legacy ANT Primer
L1 Judge
I'm in the same boat as you and no, you cannot. I tried a lot of different things, most notably Pack Rat and Jotun Grunt. In short Rat eats up to many resources and takes to long to make it a real threat for THIS deck. Jotun Grunt is solid, but it is really hard to get more than 2 attack phases before you have to sacrifice it which really hurts. I luckily had enough cards I wasn't using on MTGO to trade in for 3 Tarmogoyfs online, and it is EXACTLY the right threat for this deck. That's all I can say. I am holding off on paper goyfs in hopes they announce an MM2 reprint w/goyf at the Worlds tomorrow, though I doubt it will happen. I will get my 4th goyf online next month at latest, and paper I'll slowly pickup until I have some major paper tourney...until then I won't even compete in anything Modern related...it makes that much of a difference in THIS deck.
Before Treasure Cruise came out what were this decks matchups? Below are mostly just assumptions on my part.
GREAT: Splinter Twin
GOOD: GW Auras, Scapeshift
EVEN: RG Tron, Zoo, Stompy, Storm
BAD: Pod, Burn, Merfolk
UGLY: Affinity
Since Treasure Cruise came out same question...
Thanks for the feedback.
It's not quite as simple as lining your matchups up like that. For example preboard we can decimate boggles because of hand disruption and Liliana. Post board if they find a T0 leyline we are the underdog.
Based on your list I disagree with your placement of storm, tron, affinity and merfolk. With tron we are always the dog, period. I don't care how many fulminators you draw or how many stony silences you slam down on t2, we suck in this match up. Regarding storm we probably have the best setup to interfere with them (for both glitter and ur storm at least I haven't played vs the fate stitcher variant) given our abrupt decays and hand disruption. Merfolk I think is pretty even depending on either players draw. Affinity is similar but if get a t2 stony silence they just fall over pretty well. I admit G1 is pretty bad.
Affinity and Tron are bad matchups game 1, but stony silence and fulminator Mage are good against both of them, Aven Mindcensor can really hurt Tron, and golgari charm, zealous persecution, and drown in sorrow win games against affinity.
I think Pod is a bad matchup though. They're very good against 1 for 1 removal, especially against Lily.
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
Thank you. Assuming Eldrazi Green is the RG Tron?
@NZB2323 - Also thank you.
@Nightangel1321 - I mostly was thinking Game 1, however, having 3-4 cards in the sideboard against Affinity that can HOSE it entirely is great, but if you don't draw them it's still a terrible matchup.
I'm basically trying to figure out what Dark Confidant was good against since I'm still playing w/it right now b/c I'm new to the deck and spent $300 on the playset. If TC doesn't get banned then I'll consider dropping it to go w/the more common 4 Siege Rhino build. I'm fine losing to Delver or whatever in the mean time, I just want to have a better idea of what the deck is supposed to be doing...and who it's supposed to be doing it against.