If Chain Lightning got spoiled in a standard set, it might actually make me cry of happiness.
Everyone but us would cry tears of sadness because they haven't seen the power of the Lord of Light in the flames like we have, and that's why it will never happen.
I highly doubt another good Bolt variant enters Modern. I think we're more likely to see Shock with upside and Lightning Strike with upside as potential cards in Modern Burn. I would love a cantrip Shock, but it's way too good and the closest we've gotten is a restricted ping cantrip in Needle Drop.
Agreed.
I've actually thought something that might be interesting would be a Shock that prevented lifegain for the turn. THAT would thrill me.
to get a bit back on track. Whats your exp with the new Death Shadow Jund? While Death Shadow Aggro always seemed like a good matchup to me im having trouble with their new midrange variant (might also be bad luck missed lethal in 3 of 6 played games so far because i did not manage to find a single burn spell in 3 draw steps - due to that im currently 0-3 against that matchup on mtgo (all lost 0-2) - yeah i know not a large sample size but i did not meet it more often since i do not have so much time to play right now)
The only way I've been able to win against it so far, is by assuming they don't have the combo and just trying to race, even if it meant tapping out. Path/Palm wasn't great since they have so many discard spells. I hope someone has a better strategy... but that's all I've tested so far :S
For my next event, I'll try playing some sort of graveyard hate. By killing their grave we shut down goyf, traverse, kcommand (& possibly renegade rallier) leaving the deck with only 4 Death Shadow. That sounds way more managable
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"What's your plan?" Gideon asked.
"Are you serious?" Chandra replied.
The new iteration of Death's Shadow seems like a more difficult matchup than its previous incarnation. It has piles of discard and removal to blunt Burn's initial assault, and if they are on the Turn 2 4/5-5/6 Tarmogoyf plan (which I've seen in person), the game is basically over. I don't think it's a bad matchup for Burn, but it's probably in that 50-50 range. Palm may be soft to discard, but I'd still bring it in - the potential rewards are enormous.
I playtested against Death's Shadow Jund a bit against someone from my shop (and we also ended up getting paired against each other on Day 2 of GP Vancouver.) The matchup is unfavourable for us, though it's nowhere close to unwinnable. Their discard package makes it hard for us to rush them down in the early game, our creatures get stonewalled or removed quickly, and getting them to a low life total without finishing them off just makes it easier for them to kill us with Shadow. From my testing so far, it's not uncommon for us to be in topdeck mode when they're at around 5-8 life, and they'll usually have significant pressure on the board by then.
I don't like Deflecting Palm here for the same reason I don't bring it in against normal Jund decks. Too many things have to align for you to even cast it in the match, let alone get any decent value from it. Lili, Inquisition, Thoughtseize, and Brutality make it so that either the opponent will know about it ahead of time and play around it or they'll just rip it from your hand before they kill you. Most of the time, for it to work, you'll have to draw it on the turn they attack for lethal without them having any discard effects. We need to side in cards that help advance our own gameplan, not ones that make our opponent's plan better.
It's also worth noting that the Death's Shadow Jund deck is also a very difficult deck to play well. Burn is still very good at punishing mistakes, and Death's Shadow pilots have a lot of opportunities to make them.
From our experience with GP Brisbane, we found that the amount of graveyard hate has gone down way too much such that decks using that mechanic took over quite a bit on the top tables. Similar to the sideboards in the regionals meta we went more aggressive with our sideboards for my burn deck. E.g. I used to have at least 2 rest in peace during the pre-bans not only to deal with dredge but in some cases helped against other decks as well. Yes I'm aware of having 2 out of 15 dealing no damage to creatures/players (heresy) but with hand disruptions I could not guarantee path would remain long so wanted something out of the door fast or at least increase top decking chances of getting a white spell somewhere along the way post disruption.
Yesterday in a remote town's LGS I went 3-1 (top 2 tables, finally paired up with my son who was 3-0 with ad nauseam) but played against delver, dredge, eldrazi taxes. Delver was easy cuz it was not quite well constructed but dredge was very close all 3 games and it reminded me of pre ban days of wishing for a RIP. Reminded me of past days with RIP against jund or anything that oozes for lifegain. And against living end with their gnaw to the bone. Reminded me of exploring rakdos charm and black based burn (mardu/jund)
In short I think overlooking graveyard hate was a struggle for me (what do you guys think?), and is RIP an overkill? I mean, we path for no damage, why not RIP to slow delirium down some? Thanks for any opinion/critism
Hi guys, how do you all fight against dredge? Game 1 is like racing the game with them and pray that their creature doesn't hit the board before turn 3. In game two, I side in my 2 cages and some skullcracks. Before I get draw my cage. They have already put 12 power to the board on turn 2 or 3. Even i cast cage, on next turn they could just burst the cage with natural claim/abrupt decay/ancient grudge. I hereby to ask would it be help a lot if I board in 4 relic instead of cage just like Top 8 in GP Vancouver against this deck?
How do you fight against abzan coco decks? Does naya burn have a higher win rate than boros burn when fighting against abzan coco? TIA
Grafdigger's Cage shuts down the combo, Collected Company, and Chord. Lifegain hate stops incidental lifegain that's not part of the combo (though it will keep them off of infinite life if you do it in response to sacrificing Finks, except that they can do it again during your upkeep). Spot removal can also disrupt them if you use it right.
thanks elconquistador! how many path to exile and/or grafdigger's cage would you side in? and which cards would you normally side out? TIA
I'd bring in all the paths (I play 3) and blaze #4 if it's not main. Then 2 cages if you play them (I don't). I'd side out lava spike since it's not removal and then probably charms on the play or Eidolons on the draw, since they get out of eidolon range with coco.
Hi guys, how do you all fight against dredge? Game 1 is like racing the game with them and pray that their creature doesn't hit the board before turn 3. In game two, I side in my 2 cages and some skullcracks. Before I get draw my cage. They have already put 12 power to the board on turn 2 or 3. Even i cast cage, on next turn they could just burst the cage with natural claim/abrupt decay/ancient grudge. I hereby to ask would it be help a lot if I board in 4 relic instead of cage just like Top 8 in GP Vancouver against this deck?
And seems it also shut down goyfs and Traverse the Ulvenwald, the new Death's Shadow delirium deck which is already unfavoured us.
From my personal testing i found cage not doing enough -> i would either board in RIP or not bother with hate at all
Thanks for reply. I also found that RIP is far more good than both cage or relic against dredge, but It needed to be test. Good that RIP exile away all card in GY under static ability. Relic does it under a trigger ability and dredge still could respond with simultaneous draw/dredge. Another thing need be consider could be we need to be open one extra mana to observe their bllodghast or narc are hit or not and they could save their tool also. To Cage just doesnt exile where it only temporarily shut the grave until they found their tool to destroy it.
Downside is that RIP could only come out on turn 2, where they are start dredging with reunion, insolate neonate given they are on the play.
Is searing blood a good sb card against creature decks?
There are 4 searing blaze in the MB would be good enough. Against creature removal already have 2-3 paths (SB) for tough creatures (eldrazies, rhino, finks) 3-4 helix (MB and SB) for aggro deck (afinity, fish, zoo, elves). I think there is less likely to have slot in SB anymore.
With the reprint of enemy fetches, will their prices significantly drop? I am still lacking mesas and tarns and I am planning to get both sets once MM3 is out.
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Agreed.
I've actually thought something that might be interesting would be a Shock that prevented lifegain for the turn. THAT would thrill me.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
The only way I've been able to win against it so far, is by assuming they don't have the combo and just trying to race, even if it meant tapping out. Path/Palm wasn't great since they have so many discard spells. I hope someone has a better strategy... but that's all I've tested so far :S
For my next event, I'll try playing some sort of graveyard hate. By killing their grave we shut down goyf, traverse, kcommand (& possibly renegade rallier) leaving the deck with only 4 Death Shadow. That sounds way more managable
"Are you serious?" Chandra replied.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
I don't like Deflecting Palm here for the same reason I don't bring it in against normal Jund decks. Too many things have to align for you to even cast it in the match, let alone get any decent value from it. Lili, Inquisition, Thoughtseize, and Brutality make it so that either the opponent will know about it ahead of time and play around it or they'll just rip it from your hand before they kill you. Most of the time, for it to work, you'll have to draw it on the turn they attack for lethal without them having any discard effects. We need to side in cards that help advance our own gameplan, not ones that make our opponent's plan better.
It's also worth noting that the Death's Shadow Jund deck is also a very difficult deck to play well. Burn is still very good at punishing mistakes, and Death's Shadow pilots have a lot of opportunities to make them.
Yesterday in a remote town's LGS I went 3-1 (top 2 tables, finally paired up with my son who was 3-0 with ad nauseam) but played against delver, dredge, eldrazi taxes. Delver was easy cuz it was not quite well constructed but dredge was very close all 3 games and it reminded me of pre ban days of wishing for a RIP. Reminded me of past days with RIP against jund or anything that oozes for lifegain. And against living end with their gnaw to the bone. Reminded me of exploring rakdos charm and black based burn (mardu/jund)
In short I think overlooking graveyard hate was a struggle for me (what do you guys think?), and is RIP an overkill? I mean, we path for no damage, why not RIP to slow delirium down some? Thanks for any opinion/critism
Absan coco is allover scg indy.
They can blow up the cage. But hopefully you've slowed them down enough to get the job done.
Link: http://mtgtop8.com/event?e=14763&d=288877&f=MO
And seems it also shut down goyfs and Traverse the Ulvenwald, the new Death's Shadow delirium deck which is already unfavoured us.
Grafdigger's Cage shuts down the combo, Collected Company, and Chord. Lifegain hate stops incidental lifegain that's not part of the combo (though it will keep them off of infinite life if you do it in response to sacrificing Finks, except that they can do it again during your upkeep). Spot removal can also disrupt them if you use it right.
I'd bring in all the paths (I play 3) and blaze #4 if it's not main. Then 2 cages if you play them (I don't). I'd side out lava spike since it's not removal and then probably charms on the play or Eidolons on the draw, since they get out of eidolon range with coco.
2 Stomping Ground
2 Arid Mesa
2 Scalding Tarn
3 Mountain
3 Sacred Foundry
4 Bloodstained Mire
4 Wooded Foothills
Creatures 12
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
4 Lava Spike
4 Lightning Bolt
4 Atarka's Command
4 Boros Charm
4 Lightning Helix
4 Searing Blaze
4 Rift Bolt
4 Destructive Revelry
4 Path to Exile
3 Kor Firewalker
2 Exquisite Firecraft
2 Ensnaring Bridge
Competitive League Video Report (02/27/17):
G1 Eldrazi Tron vs Naya Burn Modern LE 15
G2 Thopters vs Naya Burn Modern LE 15
G3 Valakut Madcap vs Naya Burn LE 15
G4 Eldrazi Tron vs Naya Burn Modern LE 15
G5 Azban vs Naya Burn Modern LE 15
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Thanks for reply. I also found that RIP is far more good than both cage or relic against dredge, but It needed to be test. Good that RIP exile away all card in GY under static ability. Relic does it under a trigger ability and dredge still could respond with simultaneous draw/dredge. Another thing need be consider could be we need to be open one extra mana to observe their bllodghast or narc are hit or not and they could save their tool also. To Cage just doesnt exile where it only temporarily shut the grave until they found their tool to destroy it.
Downside is that RIP could only come out on turn 2, where they are start dredging with reunion, insolate neonate given they are on the play.
There are 4 searing blaze in the MB would be good enough. Against creature removal already have 2-3 paths (SB) for tough creatures (eldrazies, rhino, finks) 3-4 helix (MB and SB) for aggro deck (afinity, fish, zoo, elves). I think there is less likely to have slot in SB anymore.
I love the new art. Planning on those to finish off foiling my deck.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers: