Notes
Overall pretty diverse top 10 (2 Affinity). Didnt see a lot of Burn hate in sides. 3rd place was 5 color Shadow with Swiftspear and Nacatl, no discard and heavy assault. It "seems" (not done the factual research yet) like W/R Prison always have a top 10 or 15 finish lately. Affinity held 6 spots in the top 32. Im interested to know what Burn players struggled with......
It does (unless your opponent was above his starting life total when he cast it)
edit: the actual rule:
118.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total
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"What's your plan?" Gideon asked.
"Are you serious?" Chandra replied.
If your life total changes, then you either gained or lost life. Effects that prevent life from being gained would prevent you from setting your life total to a specific number if that number is greater than your current life total.
Skullcrack stops OLM from gaining life. Since it's a "spell or ability that would cause its controller to gain life", Rain of Gore would work as well.
Went 6-3 at the SCG modern classic on Sunday, for 38th place. I didn't place any prizes but it's my first tournament bigger than a 3 round FNM, so I'm happy with it. Lost twice to EldraziTron, both times to Chalice on two, followed by Chalice on one. Only other loss was to scapeshift. I won game one, didn't account for triple obstinate baloths in game two, and a quick scapeshift took game three. Lessons learned: don't forget Eidolon triggers, leave skullcrack in against scapeshift, change two D-revs to shattering spree for Chalice.
Goblin Guide x4
Monastery Swiftspear x4
Eidolon of the Great Revel x4
Grim Lavamancer x1 (was useless the entire day)
Lava Spike x4
Lightning Bolt x4
Boros Charm x4
Lightning Helix x4
Magma Jet x3 (was fantastic)
Searing Blaze x4
Skullcrack x4
Arid Mesa x4
Bloodstained Mire x2
Inspiring Vantage x4
Mountain x3
Sacred Foundry x2
Stomping Ground x1
Wooded Foothills x4
Side Board:
Kor Firewalker x2
Path to Exile x3
Deflecting Palm x2
Destructive Revelry x4
Rest in Peace x2
Ensnaring Bridge x2 (MVP against Death's Shadow)
kk guys thanks i just wasnt sure with that wording
A lot of us were Confused on the wording of Oketra's Last Mercy when it was Announced myself included. I thought the sky was falling before I got clarification on it. When people Question the ruling I just quote them rule 118.5.
Went 6-3 at the SCG modern classic on Sunday, for 38th place. I didn't place any prizes but it's my first tournament bigger than a 3 round FNM, so I'm happy with it. Lost twice to EldraziTron, both times to Chalice on two, followed by Chalice on one. Only other loss was to scapeshift. I won game one, didn't account for triple obstinate baloths in game two, and a quick scapeshift took game three. Lessons learned: don't forget Eidolon triggers, leave skullcrack in against scapeshift, change two D-revs to shattering spree for Chalice.
Goblin Guide x4
Monastery Swiftspear x4
Eidolon of the Great Revel x4
Grim Lavamancer x1 (was useless the entire day)
Lava Spike x4
Lightning Bolt x4
Boros Charm x4
Lightning Helix x4
Magma Jet x3 (was fantastic)
Searing Blaze x4
Skullcrack x4
Arid Mesa x4
Bloodstained Mire x2
Inspiring Vantage x4
Mountain x3
Sacred Foundry x2
Stomping Ground x1
Wooded Foothills x4
Side Board:
Kor Firewalker x2
Path to Exile x3
Deflecting Palm x2
Destructive Revelry x4
Rest in Peace x2
Ensnaring Bridge x2 (MVP against Death's Shadow)
Good run, I like your list. The second Chalice should have been countered by the first one as said before, so now that you know, next time you'll get a W maybe and finish 7-2 for prize contention
What's a good PPTQ sideboard to take the next few weeks? Things I KNOW will be there:
- affinity
- company
- shadow
- jund/junk
- burn
I haven't seen Eldrazi Tron or Titanshift once in my local area but that doesn't mean it won't show up. Based on playing in my area a bit I know the list I posted will show up.
My thinking is some mix of the following:
- 3x Path
- 2x Deflecting Palm
- 3-4x Destructive Revelry
- 2x Ensnaring Bridge
- 2x Relic of Prog OR 2x Rest in Peace (OPINIONS?)
- 2-3x Kor Firewalker
- 2x Stony Silence
My thinking of the final 15 is:
- 3x path
- 2x palm
- 4x Revelry
- 2x Bridge
- 2x Relic
- 2x Stony
What do you guys think about ramunap ruins as 1 of. Is it a good mana sink?
Is grim lavamancer good these days?
Ramunap Ruins is not even remotely close to being good enough. It's also not a "mana sink" as a 1-of. It's a 4-mana Shock that requires you to have at least 5 lands in play. You have to sacrifice a Desert to pay the cost.
Grim Lavamancer is vastly superior, even as a fragile 1CMC 1/1 creature. I used to play 2, and I intend to take 1 to a PPTQ later this month. When it sticks around, it has the potential to run away with the game.
What do you guys think about ramunap ruins as 1 of. Is it a good mana sink?
Is grim lavamancer good these days?
Ramunap Ruins is not even remotely close to being good enough. It's also not a "mana sink" as a 1-of. It's a 4-mana Shock that requires you to have at least 5 lands in play. You have to sacrifice a Desert to pay the cost.
Grim Lavamancer is vastly superior, even as a fragile 1CMC 1/1 creature. I used to play 2, and I intend to take 1 to a PPTQ later this month. When it sticks around, it has the potential to run away with the game.
Lava man is insanely good at times, That's why I like having one copy somewhere in my 75.
There's a lot of affinity in my local meta, as well as Merfolk, Black/White taxes variants, Eldrazi Tron.
If you expect a lot of artifacts to show up, I'm a huge fan of 4 Destructive Revelry and 2 Smash to Smithereens (besides, the FNM promo is SWEET).
4 Revelry and 1-2 Deflecting palm will get you far vs affinity.
Lavamancer is a house vs them. I still run 2 a lot in my local meta, 1 is still ridiculous.
If what you're expecting in terms of decks that require GY hate are Death Shadow and Company, I like Grafdigger's Cage. Company is really hard for us, Multiple main deck Kitchen Finks, the ability to company or cord into them. The ability to get infinite life at instant speed is back breaking. Cage shuts off Cord and Company. It shuts off the Kitchen Finks engine.
It has effect in the DS matchup. They may K command it, but such is life. If it keeps them off snapcaster value for a few turns, you're probably wining the game.
RIP has several of the same benefits, but CoCo decks can search up answers. Costing 2 instead of 1 may make your sequencing awkward in matchups where you really can't afford it.
Relic and RIP have the benefit of shrinking Goyfs, which will you buy additional turns vs Jund/Junk.
4 Destructive Revelry
2 Path to Exile
2 Deflecting Palm
2 Grafdigger's cage
1 Relic of Progenitus
2 Ensnaring Bridge
2 Kor Firewalker
I flounder with him. When I take him out of my 75 I miss him. When I put 1-of him back in is when I top deck him and lose because any other spell would have won the game for me that turn lol.
But yes, as others have stated Grim Lavamancer remains one of those card choices that has varying degrees of power given the situation. As of right now I have one-of him in the mainboard. Who knows when I might remove him again for the 4th searing blaze in the main... As of now he chump blocks shadows, makes my opponent's goyfs smaller, and is a late game mana sink/consistent source of 2 damage that when moving to combat isn't an option.
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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'!"
Question for the community:
(I hope I don't sound lazy here for not putting the reps in myself but I don't get much exposure to these two problematic decks at my LGS)
How are you guys fighting against Grixis Shadow and Vizier Company?
When DS was Jund that was easy. G2 side out all my dudes and just let them do all the work for me and turns 4-5-6 just hemorrhage burn spells for the win. With Grixis thats not the case. They just side out their Death's Shadows, preserve their life totals, play slow control and beat your to death with Tasigurs and "The Fish" beats. Not to mention Stuborn Denial says "no" to our/my game winning bolt to the face most of the time. I can see RIP being good in this match up against snap casters and eating up their delve fuel. All their dudes are outside of bolt range... Makes for an awkward games 2-3.
-With the old Company deck I'd just hold back a PTE for Viscera Seer and bolt their mana dorks in the process. I'm not sure how to break apart the Vizier combo? Just PTE their Dusk Watch Recruiter? Any tips?
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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'!"
-With the old Company deck I'd just hold back a PTE for Viscera Seer and bolt their mana dorks in the process. I'm not sure how to break apart the Vizier combo? Just PTE their Dusk Watch Recruiter? Any tips?
As an former Devoted Company player you have to save your skullcracks for the Finks, and always have 1 removal in hand to disrupt the infinite mana combo. If they resolve a Devoted Druid you can wait to kill it until they cast the Vizier/CoCo, but then you have to kill it in response. Dont bolt the birds/noble's because you need to conserve as much burn as possible to hit the face and disrupt the combo when necessary. If they hit both on the CoCo then kill the Devoted Druid before they untap, or else they can just replace the Vizier with a second one.
Its really not the fastest of decks without the combo so as long as they dont chain kitchen finks's you should be able to outrace them!
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Burn finished 7th and 14th out of 32. Congrats for to those who placed and represented.
Boros splash for Revelry, typical main 60 and 3 Searing Blood in side.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114859
Boros splash for 4x Bump in the Night in main.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114887
Notes
Overall pretty diverse top 10 (2 Affinity). Didnt see a lot of Burn hate in sides. 3rd place was 5 color Shadow with Swiftspear and Nacatl, no discard and heavy assault. It "seems" (not done the factual research yet) like W/R Prison always have a top 10 or 15 finish lately. Affinity held 6 spots in the top 32. Im interested to know what Burn players struggled with......
rain of gore? doubt it
It does (unless your opponent was above his starting life total when he cast it)
edit: the actual rule:
118.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total
"Are you serious?" Chandra replied.
If your life total changes, then you either gained or lost life. Effects that prevent life from being gained would prevent you from setting your life total to a specific number if that number is greater than your current life total.
Skullcrack stops OLM from gaining life. Since it's a "spell or ability that would cause its controller to gain life", Rain of Gore would work as well.
4 Goblin Guide
4 Monestary Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Spells (27)
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
4 Skullcrack
3 Searing Blaze
Lands (19)
4 Inspiring Vantage
4 Sacred Foundry
4 Wooded Foothills
4 Bloodstained Mire
3 Mountain
Sideboard (15)
3 Path to Exile
3 Wear//Tear
2 Shattering Spree
2 Kor Firewalker
2 Declecting Palm
2 Grafdiggers Cage
1 Searing Blaze
I just ordered the cards I need to finish this list. I haven't proxied it, but hope it will run well
BWTokensBW
RWBurnRW
UFaeriesU
Goblin Guide x4
Monastery Swiftspear x4
Eidolon of the Great Revel x4
Grim Lavamancer x1 (was useless the entire day)
Lava Spike x4
Lightning Bolt x4
Boros Charm x4
Lightning Helix x4
Magma Jet x3 (was fantastic)
Searing Blaze x4
Skullcrack x4
Arid Mesa x4
Bloodstained Mire x2
Inspiring Vantage x4
Mountain x3
Sacred Foundry x2
Stomping Ground x1
Wooded Foothills x4
Side Board:
Kor Firewalker x2
Path to Exile x3
Deflecting Palm x2
Destructive Revelry x4
Rest in Peace x2
Ensnaring Bridge x2 (MVP against Death's Shadow)
The chalice on two should counter the chalice on one!
"Are you serious?" Chandra replied.
.... Son of a *****....... I legit did not think of the cmc of a xx spell. Well, live and learn I suppose, won't make that mistake again.
Good run, I like your list. The second Chalice should have been countered by the first one as said before, so now that you know, next time you'll get a W maybe and finish 7-2 for prize contention
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
- affinity
- company
- shadow
- jund/junk
- burn
I haven't seen Eldrazi Tron or Titanshift once in my local area but that doesn't mean it won't show up. Based on playing in my area a bit I know the list I posted will show up.
My thinking is some mix of the following:
- 3x Path
- 2x Deflecting Palm
- 3-4x Destructive Revelry
- 2x Ensnaring Bridge
- 2x Relic of Prog OR 2x Rest in Peace (OPINIONS?)
- 2-3x Kor Firewalker
- 2x Stony Silence
My thinking of the final 15 is:
- 3x path
- 2x palm
- 4x Revelry
- 2x Bridge
- 2x Relic
- 2x Stony
Unfortunately, it means I'll only be playing with a 73/75 foil deck. I like Relic more than RiP because it costs 1 mana and draws a card.
Is grim lavamancer good these days?
Ramunap Ruins is not even remotely close to being good enough. It's also not a "mana sink" as a 1-of. It's a 4-mana Shock that requires you to have at least 5 lands in play. You have to sacrifice a Desert to pay the cost.
Grim Lavamancer is vastly superior, even as a fragile 1CMC 1/1 creature. I used to play 2, and I intend to take 1 to a PPTQ later this month. When it sticks around, it has the potential to run away with the game.
If you expect a lot of artifacts to show up, I'm a huge fan of 4 Destructive Revelry and 2 Smash to Smithereens (besides, the FNM promo is SWEET).
4 Revelry and 1-2 Deflecting palm will get you far vs affinity.
Lavamancer is a house vs them. I still run 2 a lot in my local meta, 1 is still ridiculous.
If what you're expecting in terms of decks that require GY hate are Death Shadow and Company, I like Grafdigger's Cage. Company is really hard for us, Multiple main deck Kitchen Finks, the ability to company or cord into them. The ability to get infinite life at instant speed is back breaking. Cage shuts off Cord and Company. It shuts off the Kitchen Finks engine.
It has effect in the DS matchup. They may K command it, but such is life. If it keeps them off snapcaster value for a few turns, you're probably wining the game.
RIP has several of the same benefits, but CoCo decks can search up answers. Costing 2 instead of 1 may make your sequencing awkward in matchups where you really can't afford it.
Relic and RIP have the benefit of shrinking Goyfs, which will you buy additional turns vs Jund/Junk.
4 Destructive Revelry
2 Path to Exile
2 Deflecting Palm
2 Grafdigger's cage
1 Relic of Progenitus
2 Ensnaring Bridge
2 Kor Firewalker
But yes, as others have stated Grim Lavamancer remains one of those card choices that has varying degrees of power given the situation. As of right now I have one-of him in the mainboard. Who knows when I might remove him again for the 4th searing blaze in the main... As of now he chump blocks shadows, makes my opponent's goyfs smaller, and is a late game mana sink/consistent source of 2 damage that when moving to combat isn't an option.
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'!"
(I hope I don't sound lazy here for not putting the reps in myself but I don't get much exposure to these two problematic decks at my LGS)
How are you guys fighting against Grixis Shadow and Vizier Company?
When DS was Jund that was easy. G2 side out all my dudes and just let them do all the work for me and turns 4-5-6 just hemorrhage burn spells for the win. With Grixis thats not the case. They just side out their Death's Shadows, preserve their life totals, play slow control and beat your to death with Tasigurs and "The Fish" beats. Not to mention Stuborn Denial says "no" to our/my game winning bolt to the face most of the time. I can see RIP being good in this match up against snap casters and eating up their delve fuel. All their dudes are outside of bolt range... Makes for an awkward games 2-3.
-With the old Company deck I'd just hold back a PTE for Viscera Seer and bolt their mana dorks in the process. I'm not sure how to break apart the Vizier combo? Just PTE their Dusk Watch Recruiter? Any tips?
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'!"
As an former Devoted Company player you have to save your skullcracks for the Finks, and always have 1 removal in hand to disrupt the infinite mana combo. If they resolve a Devoted Druid you can wait to kill it until they cast the Vizier/CoCo, but then you have to kill it in response. Dont bolt the birds/noble's because you need to conserve as much burn as possible to hit the face and disrupt the combo when necessary. If they hit both on the CoCo then kill the Devoted Druid before they untap, or else they can just replace the Vizier with a second one.
Its really not the fastest of decks without the combo so as long as they dont chain kitchen finks's you should be able to outrace them!