Man, I'm getting some pretty rough beats on modo lately. Can't seem to draw a Scapeshift for my life. Used to think 4 Peers and 2 Izzet Charms was sufficient dig but now I'm thinking of finding a couple cards to cut for another dig spell like Telling Time. Too many times I'll peel a Farseek off the top when I already have 12+ lands in play and it's just depressing.
that's why all out combo is not quite reliable unless :
a. you can go off at a very little mana (storm, living end)
b. you have a decent amount of redundancy (storm, living end)
c. you can draw your entire deck (storm, ad nauseam, living end)
d. you can combo resiliently / hard to disrupt (scapeshift, ad nauseam, storm)
e. you can combo while also defending yourself (storm, ad nauseam, twin)
f. you can accelerate your way to combo (storm, scapeshift, living end)
This is a rough list. That why storm is the best all out combo deck in modern, while I think ad nauseam is a close second. Living end should be on par with storm if only it's not (super) too easy to hate out lol.
Btw, that's why an all out scapeshift or twin strategy basically can't win against storm and ad nauseam combo if both of them getting the same level of draw quality.
That's why, RUG Tarmoshift version is better than the all out combo strategy, since it has some edge its older version doesn't have. Just like RUG Tarmotwin, but slightly better (yes, I think that, despite twin is more popular, RUG Tarmoshift is better)
===
Btw, I'm cutting 1 scapeshift instead of steve and resulting in a better results. you guys need to consider it. AND, isn't scooze is better than relic? it can gains us life against aggro, and can beat well. Or at least, 1/1 split (considering you, similar to me, playing 2 relics)
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
I played the heavy RG Titan, no cryptic on Saturday at an event. Started off 3-0 beating uwr control, merfolk, ur twin, then lost to rock (fulminators, tech edge), living end and ad nauseum (he had turn 0 leyline gm 2 + 3)
I don't play much modern, so I don't know my match ups. But I went with the heavy RG deck, splash blue for swan song and izzet charm and it felt very fast and powerful
I played the heavy RG Titan, no cryptic on Saturday at an event. Started off 3-0 beating uwr control, merfolk, ur twin, then lost to rock (fulminators, tech edge), living end and ad nauseum (he had turn 0 leyline gm 2 + 3)
I don't play much modern, so I don't know my match ups. But I went with the heavy RG deck, splash blue for swan song and izzet charm and it felt very fast and powerful
what is the advantage of the Goyf build against this classic Titan build?
Titan requires 4 titan 3 omen 2 valakut (at least your list does)
Tarmoshift seems to be just scapeshift cut 4 cards add goyf (which I guess you could do with Titans as well)
I'm considering toying with solemn simulacrum I'm thinking cut my two farseek as I often have plenty to do on turn 2 anyway. The problem I see is conflicting with cryptic oppinons?
I'm also trying to come up with (probably G/R) a midrange deck that just adds 2 valakut 10 mountains and 2 scapeshift for "I win" moments. I'm not really sure how to start. Titanshift seems to be just more of the same scapeshift rather then midrange deck with scapeshift. Any ideas? would huntmaster of the fells fit? kitchen finks? wurmcoil? knight of reliquary adding 4 more fetches? maybe even thragtusk(which is usually bad in modern I know).
The point being is I just picked up cryptic-scapeshift and love it but often I find myself sitting around at 5-7 mana between turns 4-6 waiting for scapeshift and want to make a secondary deck with a more proactive beatdown plan and scapeshift backup.
I also am currently running the RGu Titan-Omen build. Had some success with it in small 8-man tourneys, but haven't tested it in a large meta, so my experience with it is limited. I haven't back read all the previous posts but the more recent ones and noticed that very few of you guys use this build, is this a meta call, or an overall play style thing? I agree with Tormod above that this build seems very fast and powerful, and has an even matchup against control and tempo, hold its own against fair decks. Is the RUG Cryptic build really superior to this? Also, what is the advantage of the Goyf build against this classic Titan build?
Thanks.
I think it's more a play style thing. The advantage is the ability to play counterspell, and have an efficient and flash-y threats (6cmc titan is not efficient for me).
This is a personal opinion, but, if I am able to play blue in an archetype, I'm gonna try it. Since playing blue usually (if not always) give you some advantage over your opponent.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
I'm also trying to come up with (probably G/R) a midrange deck that just adds 2 valakut 10 mountains and 2 scapeshift for "I win" moments. I'm not really sure how to start. Titanshift seems to be just more of the same scapeshift rather then midrange deck with scapeshift. Any ideas? would huntmaster of the fells fit? kitchen finks? wurmcoil? knight of reliquary adding 4 more fetches? maybe even thragtusk(which is usually bad in modern I know).
The point being is I just picked up cryptic-scapeshift and love it but often I find myself sitting around at 5-7 mana between turns 4-6 waiting for scapeshift and want to make a secondary deck with a more proactive beatdown plan and scapeshift backup.
I'm also trying to come up with (probably G/R) a midrange deck that just adds 2 valakut 10 mountains and 2 scapeshift for "I win" moments. I'm not really sure how to start. Titanshift seems to be just more of the same scapeshift rather then midrange deck with scapeshift. Any ideas? would huntmaster of the fells fit? kitchen finks? wurmcoil? knight of reliquary adding 4 more fetches? maybe even thragtusk(which is usually bad in modern I know).
The point being is I just picked up cryptic-scapeshift and love it but often I find myself sitting around at 5-7 mana between turns 4-6 waiting for scapeshift and want to make a secondary deck with a more proactive beatdown plan and scapeshift backup.
for tarmoshift players : what do you think of that dude in tarmoshift version? and what to cut? (seems interesting but the space already tight enough) maybe for the "budget version goyf"?
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
i've tweaked it a little, finding some numbers needed to be changed, based on what the deck wanted:
- gone up to the full 4x snapcaster mage. my friend suggested this after we played a series of close games, and his observation was that basically at any point in the game after turn 3, a topdecked snapcaster mage would probably be better than any single spell in the deck. he also noted that my deck's main path to victory was disrupting early plays (remand, etc.) and then being able to kick up a gear in the midgame by using those same disruptive spells to protect my win conditions. without snappy in hand, this becomes a bit haphazard.
oh, and he also beats for 2 damage.
- haven't needed to run any serum visions at all. i built the deck with them originally in, but didn't feel like they actually resulted in more wins. i dropped them for bolts (a straight swap) and have been feel happy about the swap ever since.
- gone down to 3x scapeshift. i found that my hand tended to include too many multiples of this card when i ran four. usually this decreased my chances of winning by quite some margin, so i made the slight reduction and have been loving it so far. i still win about 70% of my games with a scapeshift (usually with counter backup) but it's not my only path to victory, as it would be in the all-in version of the deck. it's just an "oops i win" button, which i absolutely love.
- gone down to 2x valakut. this seems obvious but i really don't know why i was running 3 before. the deck simply doesn't need more than two, and drawing them is mostly bad.
- dropped the 1x explore and put in a single 1x khalni heart expedition, which i think is probably better.
- took out sakura tribe elder completely. he seems more like an all-in card for rushing towards an active scapeshift, and i found more success in using those 4 cards towards something more powerful, to maximise my card quality for midgame topdecking.
- running 3 vendilion clique. found the card to be superb in almost every game. yesterday i won a game by bouncing something with a cryptic and sticking it on the bottom of my opponent's library with clique.
- running 4x lightning bolt. you'd be mad not to. secretly the most awesome card in modern and everyone loves it.
how do you feel about running simic sky swallower in this deck as an alternative win?
only thing i see killing it is sacrifice effects once such a beater is landed.
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Works fine for me, works exactly as you would think it would. Definitely better than Explore in that slot. You wouldn't want more than 2 I would say, it is extremely important you draw it early as mid-late game they're just dead draws. Gives you six lands as early as T3, although technically usable only on T4, so there's that. Adds explosiveness but not that reliable as on paper.
i've tweaked it a little, finding some numbers needed to be changed, based on what the deck wanted:
- gone up to the full 4x snapcaster mage. my friend suggested this after we played a series of close games, and his observation was that basically at any point in the game after turn 3, a topdecked snapcaster mage would probably be better than any single spell in the deck. he also noted that my deck's main path to victory was disrupting early plays (remand, etc.) and then being able to kick up a gear in the midgame by using those same disruptive spells to protect my win conditions. without snappy in hand, this becomes a bit haphazard.
oh, and he also beats for 2 damage.
- haven't needed to run any serum visions at all. i built the deck with them originally in, but didn't feel like they actually resulted in more wins. i dropped them for bolts (a straight swap) and have been feel happy about the swap ever since.
- gone down to 3x scapeshift. i found that my hand tended to include too many multiples of this card when i ran four. usually this decreased my chances of winning by quite some margin, so i made the slight reduction and have been loving it so far. i still win about 70% of my games with a scapeshift (usually with counter backup) but it's not my only path to victory, as it would be in the all-in version of the deck. it's just an "oops i win" button, which i absolutely love.
- gone down to 2x valakut. this seems obvious but i really don't know why i was running 3 before. the deck simply doesn't need more than two, and drawing them is mostly bad.
- dropped the 1x explore and put in a single 1x khalni heart expedition, which i think is probably better.
- took out sakura tribe elder completely. he seems more like an all-in card for rushing towards an active scapeshift, and i found more success in using those 4 cards towards something more powerful, to maximise my card quality for midgame topdecking.
- running 3 vendilion clique. found the card to be superb in almost every game. yesterday i won a game by bouncing something with a cryptic and sticking it on the bottom of my opponent's library with clique.
- running 4x lightning bolt. you'd be mad not to. secretly the most awesome card in modern and everyone loves it.
-isnt it a dead card? even uwr plays 3, and our spell count is lower than them, i mean, the efficient snappable spells.
-really? don't you need visions to improve your draw and dig?
-i also playing 3 scapeshifts currently.
-(none)
-khalni, probably sightly better since it feeds goyf. idk.
-you can block profitably with steve. idk if cutting it is a right decision. btw, depends. i like to win with scapeshift, with other strategy backup. but u, play the opposite. idk.
-(none)
-yes, playing less than 4, then you're a madman. hahaha. (not always)
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
how do you feel about running simic sky swallower in this deck as an alternative win?
only thing i see killing it is sacrifice effects once such a beater is landed.
I tried Aetherling as an alt win con (costs virtually 7 mana, evasive, even dodges Edicts and Wraths). I kept wishing it were Wurmcoil Engine because I desperately needed the life and I mainly boarded it in against Slaughter Games decks (which have a tough time exiling).
I really don't like the choice of Explore and Anger in the pure Cryptic Shift list. I don't like Explore as a card in general since I'd rather have the guaranteed ramp of Farseek if you want more than 8 ramp spells, but if you're gonna go the more explosive route and play Explore, it seems insane not to include some amount of Serum Visions and/or Halimar Depths to help manipulate the top of your library so can draw into another land to play. Anger seems bad because of the double red, since this deck is usually searching up basic lands to leave mountains in the deck for Scapeshift, and the biggest priority is hitting triple blue and double green.
I really don't like the choice of Explore and Anger in the pure Cryptic Shift list. I don't like Explore as a card in general since I'd rather have the guaranteed ramp of Farseek if you want more than 8 ramp spells, but if you're gonna go the more explosive route and play Explore, it seems insane not to include some amount of Serum Visions and/or Halimar Depths to help manipulate the top of your library so can draw into another land to play. Anger seems bad because of the double red, since this deck is usually searching up basic lands to leave mountains in the deck for Scapeshift, and the biggest priority is hitting triple blue and double green.
The trouble is that Anger of the Gods is such a blowout compared to Firespout (Pod can sometimes be troublesome, more likely to knock Bogles down a peg, smacks Kitchen Finks and Experiment One around). I've often seen it as a one-of (often split with Firespout), even with unadjusted mana bases.
Well, I've been reading this thread for some weeks and it's cool that some different kind of lists have been posted here. So, here's mine:
Carlos Ballester's deck http://www.tcdecks.net/deck.php?id=12963&iddeck=95108
I've been trying this list for some weeks and it's awesome!! This is from a friend who won some local tournaments with it, and I love the Gifts idea. That's why I'm runnning x1 eternal witness and x1 firespout x1 anger of the gods. With snapcasters, cryptics and so, this deck has very cool tricks. I think this list has potential, although sometimes it's hard to survive against very aggressive decks if you're on the draw.
I think gifts is a very good card for this deck, but what do you think about it? Sometimes I miss Izzet Charm, that extra "Bolt" or counter is really great. Any suggestions?
1. Use a deck tag, if you don't wanna get scolded by some mod.
2. I think, with gifts, it should be 2 scape + 4 gifts. not vice versa. idk tho.
3. The idea itself intriguing.
==================
Okay, I'm gonna stir up some discussion here :
Hate when you got a ton of lands, and your opponent's just sit there, countering each of your spell and burn you to death? While you looking your opponent's low life? I present to you :
Uncounterable and can't be prevented. Doesn't make you think hard. Just go for enough x=5+ and cast it.
Pros : Can't be found with Peer Through Depths, Uncounterable, Unpreventable
Cons : Need a ton of mana, Sorcery Speed
Thoughts??
P.S. Epic play with banefire (my last cockatrice game)
I'm at 2 life, with sakura tribe elder on my board + misty rainforest and mountain + banefire (+1 other irrelevant card) in hand. already got 6 mountains on the board + 1 valakut.
Opponent's at 19 life, 2 colonnade 1 GoST, 1 relic of progenitus ready for lethal next turn.
...think hard for a moment, sigh-ing after looking at lightning bolt on my topdeck at my last serum visions.
...then...
I fetch mountain with ste => OPP : 19 -> 16
I fetch red shocks with misty => OPP : 16 -> 13 || ME : 1
I put mountain into play => OPP : 13->10
ME : Tapout (exactly 11 land) => BANEFIRE FOR 10.
OPP : Respond Activate Relic => Drew Lightning Bolt => cast it (what a topdeck....)
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
moz, you say you're only running 3 scapeshifts at the moment. I'd add the 4th before adding something weird like Banefire
the point is to have a sure-kill factor (uncounterable). 4 scapeshift doesn't change the fact if you, in some cases fail to shift (drawing 5 mountains for example) then banefire is there to back up.
idk if this is good enough, since, I'm also not too sure about it.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
I think the direction you're heading down is an important consideration for the deck. I'm just not sure banefire is actually the solution. Most of the time if you draw it early you'll be tempted to use it as a fireball on their creature, and the rest of the time it probably won't represent lethal damage (which means it doesn't really help you win).
I'd consider running an extra mountain before i included banefire
Hmm.. I'm trying to think of alternatives and they are pretty sparse. I think i would rather run a single copy of gifts ungiven.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
I don't think this deck wants Banefire. It's an ok topdeck when you are flooded but then again, scapeshift just finishes the game right away in that situation. I can imagine way more situations where you topdeck banefire with 7-8 lands in play and wished it was something else because 6-7 dmg is usually just not even close to enough to finish the opponent off.
Have people been looking at the lists topping MTGO dailies on mtggoldfish.com? Some of the lists have really spicy additions like quicken in the main deck, repealor 1x prismatic omen. One really strange list even had an Ulamog in the sideboard which I have been trying to figure out. Maybe it's for the mill matchup which is basically an autoloss for us otherwise. Seems kinda strange though since I don't think that many people play the mill deck. The strangest SB tech i've seen on there has to be thorn of amethyst... I'm really not sure why a deck with 6-10 creatures max wants to play that in the SB...
Have people been looking at the lists topping MTGO dailies on mtggoldfish.com? Some of the lists have really spicy additions like quicken in the main deck, repealor 1x prismatic omen. One really strange list even had an Ulamog in the sideboard which I have been trying to figure out. Maybe it's for the mill matchup which is basically an autoloss for us otherwise. Seems kinda strange though since I don't think that many people play the mill deck. The strangest SB tech i've seen on there has to be thorn of amethyst... I'm really not sure why a deck with 6-10 creatures max wants to play that in the SB...
I haven't seen it, but I think lists play ulamog also play izzet charm right? If yes, it's played against tec edge or if you failed to shift, you can shuffle them back into the GY. But ulamog also castable, so it's not that useless, unlike, say, elixir of immortality.
Thorn of amethyst can kill storm, which us also, basically doesn't care about +1 land count. our ramp spell also doesn't affected by it assuming search (suspended) and StE.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
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that's why all out combo is not quite reliable unless :
a. you can go off at a very little mana (storm, living end)
b. you have a decent amount of redundancy (storm, living end)
c. you can draw your entire deck (storm, ad nauseam, living end)
d. you can combo resiliently / hard to disrupt (scapeshift, ad nauseam, storm)
e. you can combo while also defending yourself (storm, ad nauseam, twin)
f. you can accelerate your way to combo (storm, scapeshift, living end)
This is a rough list. That why storm is the best all out combo deck in modern, while I think ad nauseam is a close second. Living end should be on par with storm if only it's not (super) too easy to hate out lol.
Btw, that's why an all out scapeshift or twin strategy basically can't win against storm and ad nauseam combo if both of them getting the same level of draw quality.
That's why, RUG Tarmoshift version is better than the all out combo strategy, since it has some edge its older version doesn't have. Just like RUG Tarmotwin, but slightly better (yes, I think that, despite twin is more popular, RUG Tarmoshift is better)
===
Btw, I'm cutting 1 scapeshift instead of steve and resulting in a better results. you guys need to consider it. AND, isn't scooze is better than relic? it can gains us life against aggro, and can beat well. Or at least, 1/1 split (considering you, similar to me, playing 2 relics)
My 180 Modern Bordered Only Cube
Gisela: http://forums.mtgsalvation.com/showthread.php?t=530741
I don't play much modern, so I don't know my match ups. But I went with the heavy RG deck, splash blue for swan song and izzet charm and it felt very fast and powerful
list?
Titan requires 4 titan 3 omen 2 valakut (at least your list does)
Tarmoshift seems to be just scapeshift cut 4 cards add goyf (which I guess you could do with Titans as well)
I'm considering toying with solemn simulacrum I'm thinking cut my two farseek as I often have plenty to do on turn 2 anyway. The problem I see is conflicting with cryptic oppinons?
I'm also trying to come up with (probably G/R) a midrange deck that just adds 2 valakut 10 mountains and 2 scapeshift for "I win" moments. I'm not really sure how to start. Titanshift seems to be just more of the same scapeshift rather then midrange deck with scapeshift. Any ideas? would huntmaster of the fells fit? kitchen finks? wurmcoil? knight of reliquary adding 4 more fetches? maybe even thragtusk(which is usually bad in modern I know).
The point being is I just picked up cryptic-scapeshift and love it but often I find myself sitting around at 5-7 mana between turns 4-6 waiting for scapeshift and want to make a secondary deck with a more proactive beatdown plan and scapeshift backup.
I think it's more a play style thing. The advantage is the ability to play counterspell, and have an efficient and flash-y threats (6cmc titan is not efficient for me).
This is a personal opinion, but, if I am able to play blue in an archetype, I'm gonna try it. Since playing blue usually (if not always) give you some advantage over your opponent.
My 180 Modern Bordered Only Cube
You might want to start with this list.
1 Olivia Voldaren
1 Thrun, the Last Troll
2 Huntmaster of the Fells
3 Dimir House Guard
3 Fulminator Mage
3 Scavenging Ooze
4 Sakura-Tribe Elder
4 Tarmogoyf
3 Abrupt Decay
4 Lightning Bolt
Sorceries [8]
4 Scapeshift
4 Search for Tomorrow
Lands [24]
1 Overgrown Tomb
1 Twilight Mire
2 Mountain
2 Raging Ravine
2 Valakut, the Molten Pinnacle
2 Verdant Catacombs
3 Forest
3 Swamp
4 Blood Crypt
4 Stomping Ground
hoo, huntmaster i see.
for tarmoshift players : what do you think of that dude in tarmoshift version? and what to cut? (seems interesting but the space already tight enough) maybe for the "budget version goyf"?
My 180 Modern Bordered Only Cube
i've tweaked it a little, finding some numbers needed to be changed, based on what the deck wanted:
- gone up to the full 4x snapcaster mage. my friend suggested this after we played a series of close games, and his observation was that basically at any point in the game after turn 3, a topdecked snapcaster mage would probably be better than any single spell in the deck. he also noted that my deck's main path to victory was disrupting early plays (remand, etc.) and then being able to kick up a gear in the midgame by using those same disruptive spells to protect my win conditions. without snappy in hand, this becomes a bit haphazard.
oh, and he also beats for 2 damage.
- haven't needed to run any serum visions at all. i built the deck with them originally in, but didn't feel like they actually resulted in more wins. i dropped them for bolts (a straight swap) and have been feel happy about the swap ever since.
- gone down to 3x scapeshift. i found that my hand tended to include too many multiples of this card when i ran four. usually this decreased my chances of winning by quite some margin, so i made the slight reduction and have been loving it so far. i still win about 70% of my games with a scapeshift (usually with counter backup) but it's not my only path to victory, as it would be in the all-in version of the deck. it's just an "oops i win" button, which i absolutely love.
- gone down to 2x valakut. this seems obvious but i really don't know why i was running 3 before. the deck simply doesn't need more than two, and drawing them is mostly bad.
- dropped the 1x explore and put in a single 1x khalni heart expedition, which i think is probably better.
- took out sakura tribe elder completely. he seems more like an all-in card for rushing towards an active scapeshift, and i found more success in using those 4 cards towards something more powerful, to maximise my card quality for midgame topdecking.
- running 3 vendilion clique. found the card to be superb in almost every game. yesterday i won a game by bouncing something with a cryptic and sticking it on the bottom of my opponent's library with clique.
- running 4x lightning bolt. you'd be mad not to. secretly the most awesome card in modern and everyone loves it.
only thing i see killing it is sacrifice effects once such a beater is landed.
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Decks: "Name one! I probably got it built In one of these boxes."
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Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Works fine for me, works exactly as you would think it would. Definitely better than Explore in that slot. You wouldn't want more than 2 I would say, it is extremely important you draw it early as mid-late game they're just dead draws. Gives you six lands as early as T3, although technically usable only on T4, so there's that. Adds explosiveness but not that reliable as on paper.
-isnt it a dead card? even uwr plays 3, and our spell count is lower than them, i mean, the efficient snappable spells.
-really? don't you need visions to improve your draw and dig?
-i also playing 3 scapeshifts currently.
-(none)
-khalni, probably sightly better since it feeds goyf. idk.
-you can block profitably with steve. idk if cutting it is a right decision. btw, depends. i like to win with scapeshift, with other strategy backup. but u, play the opposite. idk.
-(none)
-yes, playing less than 4, then you're a madman. hahaha. (not always)
and a wrath, which is, i know, rare in modern. not saying the card is bad though. it maybe viable.
if any, i prefer something with lifelink or similar. batterskull or such.
edit : ah! wurmcoil engine
My 180 Modern Bordered Only Cube
I tried Aetherling as an alt win con (costs virtually 7 mana, evasive, even dodges Edicts and Wraths). I kept wishing it were Wurmcoil Engine because I desperately needed the life and I mainly boarded it in against Slaughter Games decks (which have a tough time exiling).
The trouble is that Anger of the Gods is such a blowout compared to Firespout (Pod can sometimes be troublesome, more likely to knock Bogles down a peg, smacks Kitchen Finks and Experiment One around). I've often seen it as a one-of (often split with Firespout), even with unadjusted mana bases.
1. Use a deck tag, if you don't wanna get scolded by some mod.
2. I think, with gifts, it should be 2 scape + 4 gifts. not vice versa. idk tho.
3. The idea itself intriguing.
==================
Okay, I'm gonna stir up some discussion here :
Hate when you got a ton of lands, and your opponent's just sit there, countering each of your spell and burn you to death? While you looking your opponent's low life? I present to you :
BANEFIRE (image attached)
Uncounterable and can't be prevented. Doesn't make you think hard. Just go for enough x=5+ and cast it.
Pros : Can't be found with Peer Through Depths, Uncounterable, Unpreventable
Cons : Need a ton of mana, Sorcery Speed
Thoughts??
P.S. Epic play with banefire (my last cockatrice game)
I'm at 2 life, with sakura tribe elder on my board + misty rainforest and mountain + banefire (+1 other irrelevant card) in hand. already got 6 mountains on the board + 1 valakut.
Opponent's at 19 life, 2 colonnade 1 GoST, 1 relic of progenitus ready for lethal next turn.
...think hard for a moment, sigh-ing after looking at lightning bolt on my topdeck at my last serum visions.
...then...
I fetch mountain with ste => OPP : 19 -> 16
I fetch red shocks with misty => OPP : 16 -> 13 || ME : 1
I put mountain into play => OPP : 13->10
ME : Tapout (exactly 11 land) => BANEFIRE FOR 10.
OPP : Respond Activate Relic => Drew Lightning Bolt => cast it (what a topdeck....)
HAHA.
My 180 Modern Bordered Only Cube
the point is to have a sure-kill factor (uncounterable). 4 scapeshift doesn't change the fact if you, in some cases fail to shift (drawing 5 mountains for example) then banefire is there to back up.
idk if this is good enough, since, I'm also not too sure about it.
My 180 Modern Bordered Only Cube
I'd consider running an extra mountain before i included banefire
Hmm.. I'm trying to think of alternatives and they are pretty sparse. I think i would rather run a single copy of gifts ungiven.
Have people been looking at the lists topping MTGO dailies on mtggoldfish.com? Some of the lists have really spicy additions like quicken in the main deck, repealor 1x prismatic omen. One really strange list even had an Ulamog in the sideboard which I have been trying to figure out. Maybe it's for the mill matchup which is basically an autoloss for us otherwise. Seems kinda strange though since I don't think that many people play the mill deck. The strangest SB tech i've seen on there has to be thorn of amethyst... I'm really not sure why a deck with 6-10 creatures max wants to play that in the SB...
I haven't seen it, but I think lists play ulamog also play izzet charm right? If yes, it's played against tec edge or if you failed to shift, you can shuffle them back into the GY. But ulamog also castable, so it's not that useless, unlike, say, elixir of immortality.
Thorn of amethyst can kill storm, which us also, basically doesn't care about +1 land count. our ramp spell also doesn't affected by it assuming search (suspended) and StE.
...I guess?
My 180 Modern Bordered Only Cube