So how does swinging turn 2 primetime for 16 work? I understad T1 amulet, T2 bloom and 3 bounce lands to play primetime. You grab stronghold and garrison, swing, and grab the doublestrike land and another bounce. Where does the other two mana come from for the sunhome?
So how does swinging turn 2 primetime for 16 work? I understad T1 amulet, T2 bloom and 3 bounce lands to play primetime. You grab stronghold and garrison, swing, and grab the doublestrike land and another bounce. Where does the other two mana come from for the sunhome?
You need double Amulet, and you can do 24, not just 16. Correction: damage dealt can be as high as 32; see comment from daviusminimus below! Theoretically it's even possible turn one if you run Simians. Here is the hand required and the sequence for the t2 kill strike:
Hand: untapped land (Gemstone Mine or some such), Bounceland which creates green, double Amulet, Summer Bloom, Titan, one other card. (Yes, this sequence only needs 6/7 cards in starting hand.)
t1: land, Amulet, go. Pray like hell they don't have Thoughtseize!
t2: Amulet, bounceland (bouncing itself). Summer Bloom. Bounceland itself x2 and then have it bounce the Gemstone so you leave the bounceland onboard for paying for Pacts next upkeep if needed. You now have 7GGGGGGG (14 total) mana (1G per bounceland entry off 2x Amulet triggers per, minus 1G spent on Summer Bloom) (representing unknown colored mana from your bounceland as generic). Cast first Titan. (3GGGGG mana remaining, total of eight.)
First Titan fetches Simic Growth Chamber and Tolaria West. Float UUUUGG and bounce T-West. Spend 1UU to transmute. Fetch Pact. (2UUGGGGGGG mana remaining, total of 11.) Pact for Titan. Cast second Titan (GGGGG remaining, total of five.)
Second Titan fetches Boros Garrison (RW bounceland) and Slayers' Stronghold. Untap both, use Garrison to activate Stronghold on each Titan (each becomes 8/6 vig haste until end of turn). Bounce any land EXCEPT Garrison (important!) Cast anything you can with your remaining mana, then swing. Mana pool clears.
Two Titan triggers fetch four lands. There are two paths you can use here:
A.) Fetch Sunhome, Vesuva, and two other lands. Vesuva copies Garrison, generates WWRR, use this to Sunhome one Titan: you now have an 8/6 trample and an 8/6 trample doublestrike on attack, for a total of 24 damage. Opponent can still prevent this fairly easily with a Dismember or Slaughter Pact though. (Dismember doesn't kill a Titan but it can save their life at least.) Note that if you bounced your Garrison earlier you won't be able to Vesuva it to pay for Sunhome, don't make this mistake! Note that if you want, the other two lands can be Kessig + Gruul Turf as seen below, for an extra +3 power to one of your Titans. Sort of win-more though, so it should go on the Titan you don't Sunhome. If you don't have Garrison or don't have a Vesuva to fetch for some reason, you'll need to fetch Sunhome and a couple Gemstone Mines, squeezing WW out of one and RR out of the other.
Alternatively,
B.) Fetch Kessig and Gruul Turf off one Titan resolution, floating RRGG off the Gruul Turf before bouncing some other land (NOT Kessig or Gruul Turf); use all this mana to Kessig one Titan for +2/+0 before resolving the second untap trigger on Kessig. You now have one untapped Kessig and no mana. Resolve second Titan trigger, fetching Vesuva or a second Turf, plus one other bounceland. If Vesuva, use it to copy Turf. Either way, tap these lands to generate 4RRGG (total of eight) and activate Kessig again on the other Titan for +6/+0. Now you have a 10/6 trampling Titan and a 14/6 trampling Titan, again producing a total of 24 damage. This second plan may seem fairly similar to the first but Kessig has the advantage of being more useful in a grindy game than Sunhome IMO, as it can turn any random creature, even Azusa or a Khalni Garden token, into a threat.
It's worth noting that you could Vesuva for a second copy of Kessig instead, saving up an untapped (Vesuva) Kessig and a couple untapped lands in order to pump whichever Titan they don't target with removal. But since you're active player, you have priority, so when they declare blockers you will have to pull the trigger on Kessig and they can Path your Titan in response. If you pass priority they can just pass too and deny you the opportunity to Kessig either Titan, squeaking by on 4 life. I'd say it's probably better, even if they have the mana to represent Path, to just go ahead and Kessig/Sunhome anyway. They might not have it and if so you just win. Or they have it, and if so they were probably going to use it anyway because 8 damage is nothing to laugh at on turn two. So you really lose nothing IMO by going for the kill.
Finally don't get too cocky and remember to leave enough lands unbounced that you can pay for your Pact if they somehow live through your turn. Make sure to factor in at least one potential landkill - Fulminator Mage is a card. That means you need to look at your lands, mentally subtract one green-producing bounceland, and still be able to count to 2GG or you could just lose to "(Removal) your Titan, take eight, untap, kill your land, pass".
Above combo can also be run on turn one. Just replace the Gemstone Mine and empty 7th slot with two Simians and run out both Amulets before playing the first bounceland, proceed the same from there. Just be aware it will be harder to afford Pact so be more careful.
If my math is off someone please correct me!
--
EDIT: as pointed out below by daviusminimus, it is possible (with two Amulets) to activate Sunhome on BOTH Titans by sequencing your lands correctly. Either get Gruul Turf and Selesnya Sanctuary off the first Titan plus Sunhome and another land off the second, so you have eight mana (WWGGGGRR) in pool BEFORE the Sunhome gets untapped by the first amulet; OR, get one of these bouncelands off the first Titan, whatever other land you can scrape together, and the remaining needed color off the second Titan alongside Sunhome (such as first Titan Selesnya Sanctuary plus Gemstone Mine making WWGGRR, second Titan making Sunhome plus Khalni Garden, generating G on the first untap trigger, spending WGGR to activate, then resolving the second untap trigger, getting another G off the Khalni, and spending the remaining WGGR for the second activation). Either way you have two double-striking 8/6's attacking for a total of 32.)
I stand corrected, thanks davius! So apparently our potential t1/2 attack damage is as high as 32. That is on par with Hulk-Flash back when (though much less reliable). Even if they have removal for one Titan they still take 16 from the other one.
Is there any way - short of a truly incredible triple-Amulet hand - to get enough pumps to be able to guarantee lethal assuming the opponent is holding Path and has a white open? Ie., is there a way to guarantee you can squeeze 20 damage out of whichever Titan they *don't* remove?
Secondly, a more specific question: you are taking the play on game one. Your turn one is land, amulet, pass. Their turn one is a Flooded Strand and pass. You play 2nd Amulet, bloom, and make a Titan as above. Now, for your first fetch - do you prefer to just get T-West, transmute for a U-Pact, and pass with protection up? I suppose they can just Path in response to Transmute so you can't actually save the Titan. So is it better to go for the Stronghold and hope they don't have removal? If you manage to haste up, how often and in what board states will you actually pull the trigger on trying to do the double Titan attack?
So how does swinging turn 2 primetime for 16 work? I understad T1 amulet, T2 bloom and 3 bounce lands to play primetime. You grab stronghold and garrison, swing, and grab the doublestrike land and another bounce. Where does the other two mana come from for the sunhome?
You need 2 amulets to do it:
T1 - untapped mana producing land into play Amulet
T2 - play a 2nd amulet, use green mana producing karoo land to play summerbloom into titan, titan fetchs for slayers stronghold and garrison, give titan +4/0 and haste (and viligence) attack, 2nd titan trigger fetchs vesuva and sunhome, give double strike, win game
Hey guys. I've been intrigued by the deck and somehow understand how it really works, although I've yet to get a copy of the list. Anyway, after watching the whole PTFRF games of Justin Cohen's deck, the finals match looked like an auto-concede whenever Blood Moon drops. My question is, if the deck is so afraid of B Moon, why not play a full set of Destructive Revelry or Qasali Pridemage? The deck works even on the later turns, you could just delay the game if you're suspecting a moon, correct?
I certainly think that his sideboard options were not fully prepared against a moon deck. The deck could've been champion if he were to drop his Wurmcoil, Sigarda, and Pyroclasm, which he didn't use at all, for an enchantment/artifact destruction..
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Not sure if this card is gonna get banned sooner or maybe later...
Please don't make crap up. This is such an obvious word vomit it's ridiculous. Something about the internet and people thinking they need to say something to fit in..
wie2323, you are not the first to spot the softness to Blood Moon. It's better to run proactive answers like Seal of Primordium, which you play before the Blood Moon lands. Pridemage is vulnerable to being Bolted and costs mana to use, forcing you to keep a land untapped during the opponent's turn while you try to go off. The one point of exalted is not relevant. So Seal is just better. The question is, will you find a Seal before the oppo finds a Blood Moon?
Will there be any other variants for the deck? Well aside from the SSG vs Serum Visions.. Or does the whole deck list comprise the whole combo that it does not entail any flexible spots?
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Not sure if this card is gonna get banned sooner or maybe later...
Please don't make crap up. This is such an obvious word vomit it's ridiculous. Something about the internet and people thinking they need to say something to fit in..
Ugh. I tried watching that but it was a continuous sequence of him spending about a minute taking his turn and then spending ~5 minutes staring off into space or chatting with some dude. Got bored with all the waiting. Live streams suck, I prefer edited video highlights of the important bits of a match. In many matchups, especially in Modern, there are only a couple truly relevant moments in a game where both players are fully interactive with one another and the game gets decided. The rest is just mulligans and choosing the best line with the hand you got. Those parts IMO aren't really worth recording in full.
Will there be any other variants for the deck? Well aside from the SSG vs Serum Visions.. Or does the whole deck list comprise the whole combo that it does not entail any flexible spots?
I think a bigger variance between lists I've seen recently is number of Azusa. I can't remember a top placing list in recent years that didn't run the full boat of Visions. But some have started dropping back from three Azusa to two, or even one. It's a small difference but TBH it's a crucial one.
Honestly I am more interested in sideboard tech, such as discussions of Dragonlord Dromoka, Sigarda, Melira, and Ruric Thar etc., etc. in sideboards as Pactable silver bullets. Seal of Primordium vs. Nature's Claim and other Blood Moon killers is also an important discussion. Or discussing the merits of whether to include an Inkmoth MD so as to have an infect backup plan, or whether Radiant Fountains or Glimmerposts are a better lifegain plan.
There are a lot of small tweaks that can be made to the deck, and all these small tweaks can have an impact since the deck includes several playsets of tutor effects that can be chained together to search out lands or creatures at will. Modifying the deck extensively can be done with few actual cards changed since you don't have to rely on drawing to find your "answer card" for situations.
Well can Empyrial Archangel be useful? I used it back when I was playing reanimator and it's bonkers against RDW and Weenie aggros, it synergies well with lifegain lands too.
Borborygmos Enraged is currently being used in the Griselbrand reanimator decks as a combo finisher. I think with the him out and with the amount of lands played in a turn, it could serve as Primeval Titan 5-7 with a benefit of flooding the stack with Lightning Bolt triggers by sacrificing lands even before he gets PTE'd. Although I'm not sure if this is a win-more card than a sideboard card.
Please don't make crap up. This is such an obvious word vomit it's ridiculous. Something about the internet and people thinking they need to say something to fit in..
So I have been slowing putting this deck together and hopefully I will be able to start playing it in the next week or so, I was wondering if I could get some sideboard advice. My main questions are about Splinter Twin and Blood Moon.
What is the decks gameplay against splinter twin? Combo faster?
As long as you see blood moon coming, you can often play around it. Either by mulliganing to more aggressive hands, and dedicating sideboard slots to it.
I've sometimes played an engineered explosives proactively on 3, which is really good against twin (yes, it is slow, but it's an option)
I also yesterday at a GPT, used a simian spirit guide and green mana and played out Seal of Primordium on turn 1, preparing for blood moon (this was against affinity though, that card is always good there). Sure enough, he played his blood moon on turn 2 (!!) and the seal won me the game. (or prevented the loss I guess)
I've vesuva'ed basics, and countered Blood moons using pact of negation, even won against game 1 Blood moons.
It's for sure a bad card for us, but it's possible to play around. And you should always expect it against burn, twin and sometimes affinity.
Enchantment/artifact hate also have other targets against those decks, which is nice.
We can afford a couple of dead cards in our deck, if it means we don't lose the game.
I know some people try to avoid having sideboard slots for it and hope to dodge it, but you'll use those same slots for affinity anyway, so they're not wasted.
Also tried a 1-of Reclamation Sage which I like, but still unsure if I have space for.
I agree with previous posters, let's discuss some good silver bullets for the sideboard!
I found Empyrial Archangel interesting. Might be good against control and Jund etc as well? Not to mention insane against burn if it resolves. Although 8 mana is a lot.
So I have been slowing putting this deck together and hopefully I will be able to start playing it in the next week or so, I was wondering if I could get some sideboard advice. My main questions are about Splinter Twin and Blood Moon.
What is the decks gameplay against splinter twin? Combo faster?
What decks do you expect to see blood moon from?
There are two train of thoughts on Blood Moon. One is to run 3 Seal of Primodium, 2 Nature's Claim and 1 Engineered Explosives, as well as some fetchlands and hope you can have one of those in hand or on the board before they land the Moon. The other (and the 1 I am currently favouring) is to say that a resolved Blood Moon is unbeatable and hope to dodge it, while playing a Seal or Claim (or 1 of both) in the sideboard on the small chance you can beat it, while both those cards are useful for other match ups.
Personally, after trying really hard to make a sideboard to beat Blood Moon, i just dont think it is going to happen. But to each their own.
I find that if I can get a creature on the table (usually Prime Titan but Sigarda is good as they can not tap her and she stops so many of their creatures) I am usually in a good spot. Spellskite is prolly a good option, as it lets you keep them off the combo and prevents them from tapping any other creatures you land.
Overall, Twin is unfun but most likely even match up. Don't hesitate to blow a Tolaria West transmute on a Cavern of Souls.
Just wondering, but I think I know the answer to this question. How is this deck's delver match up? It seems like the disruption/discard package with a clock is bad for this deck.
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Standard: Mono Red #GetSwol
Elsewhere: Random Brews All Day, Erreday
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SSG is not only a ramp card. Your opp always counting whether you will have 6 mana next turn for their game plan (5 mana for thragtusk in burn matchup for skullcrack). What SSG did is not only ramp but mess up opp game plan by surprisingly reach the critical mana 1 turn earlier to prevent opponent playing around you (such as holding path to exile or skullcrack) You usually got the game when you successfully cheat the mana by SSG to disrupt their plan.
I still play 2 Baloth in sideboard (instead of Thragtusk). They've been doing miracles for me so far. A free Baloth on Liliana on turn 3 that can kill that same Liliana right after is awesome. Even if it is a rare situation, I've already pacted for a Baloth in response to a Thoughtseize (with no other non-land card in hand of course). And 4 mana instead of 5 mana really makes a difference in some matchups (mainly Burn). A power of 4 sucks against Tasigur and big Tarmos, yes, but we're not going to win with a 5/3 that dies to Bolt anyway. Since we're only buying time until we can cast a Titan, I still think Baloth is a (slightly) better option.
I would love to try 1 Mystic Snake but I really wouldn't know what to cut, especially in the mainboard. And the 3 colored mana cost can be a problem in early game.
(I just saw our dear bouncelands will get reprinted in MM2, cool)
Played against affinity when he went all in on infect, sacrificed his board to my 1 untapped mana.. I slaughter pacted. He was prepared and spell pierced. I exiled a simian spirit guide from hand and paid.. He was salty, it was hilarious:)
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You need double Amulet,
and you can do 24, not just 16. Correction: damage dealt can be as high as 32; see comment from daviusminimus below! Theoretically it's even possible turn one if you run Simians. Here is the hand required and the sequence for the t2 kill strike:Hand: untapped land (Gemstone Mine or some such), Bounceland which creates green, double Amulet, Summer Bloom, Titan, one other card. (Yes, this sequence only needs 6/7 cards in starting hand.)
t1: land, Amulet, go. Pray like hell they don't have Thoughtseize!
t2: Amulet, bounceland (bouncing itself). Summer Bloom. Bounceland itself x2 and then have it bounce the Gemstone so you leave the bounceland onboard for paying for Pacts next upkeep if needed. You now have 7GGGGGGG (14 total) mana (1G per bounceland entry off 2x Amulet triggers per, minus 1G spent on Summer Bloom) (representing unknown colored mana from your bounceland as generic). Cast first Titan. (3GGGGG mana remaining, total of eight.)
First Titan fetches Simic Growth Chamber and Tolaria West. Float UUUUGG and bounce T-West. Spend 1UU to transmute. Fetch Pact. (2UUGGGGGGG mana remaining, total of 11.) Pact for Titan. Cast second Titan (GGGGG remaining, total of five.)
Second Titan fetches Boros Garrison (RW bounceland) and Slayers' Stronghold. Untap both, use Garrison to activate Stronghold on each Titan (each becomes 8/6 vig haste until end of turn). Bounce any land EXCEPT Garrison (important!) Cast anything you can with your remaining mana, then swing. Mana pool clears.
Two Titan triggers fetch four lands. There are two paths you can use here:
A.) Fetch Sunhome, Vesuva, and two other lands. Vesuva copies Garrison, generates WWRR, use this to Sunhome one Titan: you now have an 8/6 trample and an 8/6 trample doublestrike on attack, for a total of 24 damage. Opponent can still prevent this fairly easily with a Dismember or Slaughter Pact though. (Dismember doesn't kill a Titan but it can save their life at least.) Note that if you bounced your Garrison earlier you won't be able to Vesuva it to pay for Sunhome, don't make this mistake! Note that if you want, the other two lands can be Kessig + Gruul Turf as seen below, for an extra +3 power to one of your Titans. Sort of win-more though, so it should go on the Titan you don't Sunhome. If you don't have Garrison or don't have a Vesuva to fetch for some reason, you'll need to fetch Sunhome and a couple Gemstone Mines, squeezing WW out of one and RR out of the other.
Alternatively,
B.) Fetch Kessig and Gruul Turf off one Titan resolution, floating RRGG off the Gruul Turf before bouncing some other land (NOT Kessig or Gruul Turf); use all this mana to Kessig one Titan for +2/+0 before resolving the second untap trigger on Kessig. You now have one untapped Kessig and no mana. Resolve second Titan trigger, fetching Vesuva or a second Turf, plus one other bounceland. If Vesuva, use it to copy Turf. Either way, tap these lands to generate 4RRGG (total of eight) and activate Kessig again on the other Titan for +6/+0. Now you have a 10/6 trampling Titan and a 14/6 trampling Titan, again producing a total of 24 damage. This second plan may seem fairly similar to the first but Kessig has the advantage of being more useful in a grindy game than Sunhome IMO, as it can turn any random creature, even Azusa or a Khalni Garden token, into a threat.
It's worth noting that you could Vesuva for a second copy of Kessig instead, saving up an untapped (Vesuva) Kessig and a couple untapped lands in order to pump whichever Titan they don't target with removal. But since you're active player, you have priority, so when they declare blockers you will have to pull the trigger on Kessig and they can Path your Titan in response. If you pass priority they can just pass too and deny you the opportunity to Kessig either Titan, squeaking by on 4 life. I'd say it's probably better, even if they have the mana to represent Path, to just go ahead and Kessig/Sunhome anyway. They might not have it and if so you just win. Or they have it, and if so they were probably going to use it anyway because 8 damage is nothing to laugh at on turn two. So you really lose nothing IMO by going for the kill.
Finally don't get too cocky and remember to leave enough lands unbounced that you can pay for your Pact if they somehow live through your turn. Make sure to factor in at least one potential landkill - Fulminator Mage is a card. That means you need to look at your lands, mentally subtract one green-producing bounceland, and still be able to count to 2GG or you could just lose to "(Removal) your Titan, take eight, untap, kill your land, pass".
Above combo can also be run on turn one. Just replace the Gemstone Mine and empty 7th slot with two Simians and run out both Amulets before playing the first bounceland, proceed the same from there. Just be aware it will be harder to afford Pact so be more careful.
If my math is off someone please correct me!
--
EDIT: as pointed out below by daviusminimus, it is possible (with two Amulets) to activate Sunhome on BOTH Titans by sequencing your lands correctly. Either get Gruul Turf and Selesnya Sanctuary off the first Titan plus Sunhome and another land off the second, so you have eight mana (WWGGGGRR) in pool BEFORE the Sunhome gets untapped by the first amulet; OR, get one of these bouncelands off the first Titan, whatever other land you can scrape together, and the remaining needed color off the second Titan alongside Sunhome (such as first Titan Selesnya Sanctuary plus Gemstone Mine making WWGGRR, second Titan making Sunhome plus Khalni Garden, generating G on the first untap trigger, spending WGGR to activate, then resolving the second untap trigger, getting another G off the Khalni, and spending the remaining WGGR for the second activation). Either way you have two double-striking 8/6's attacking for a total of 32.)
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Is there any way - short of a truly incredible triple-Amulet hand - to get enough pumps to be able to guarantee lethal assuming the opponent is holding Path and has a white open? Ie., is there a way to guarantee you can squeeze 20 damage out of whichever Titan they *don't* remove?
Secondly, a more specific question: you are taking the play on game one. Your turn one is land, amulet, pass. Their turn one is a Flooded Strand and pass. You play 2nd Amulet, bloom, and make a Titan as above. Now, for your first fetch - do you prefer to just get T-West, transmute for a U-Pact, and pass with protection up? I suppose they can just Path in response to Transmute so you can't actually save the Titan. So is it better to go for the Stronghold and hope they don't have removal? If you manage to haste up, how often and in what board states will you actually pull the trigger on trying to do the double Titan attack?
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
You need 2 amulets to do it:
T1 - untapped mana producing land into play Amulet
T2 - play a 2nd amulet, use green mana producing karoo land to play summerbloom into titan, titan fetchs for slayers stronghold and garrison, give titan +4/0 and haste (and viligence) attack, 2nd titan trigger fetchs vesuva and sunhome, give double strike, win game
I certainly think that his sideboard options were not fully prepared against a moon deck. The deck could've been champion if he were to drop his Wurmcoil, Sigarda, and Pyroclasm, which he didn't use at all, for an enchantment/artifact destruction..
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
| Ad Nauseam
| Infect
Big Johnny.
Ugh. I tried watching that but it was a continuous sequence of him spending about a minute taking his turn and then spending ~5 minutes staring off into space or chatting with some dude. Got bored with all the waiting. Live streams suck, I prefer edited video highlights of the important bits of a match. In many matchups, especially in Modern, there are only a couple truly relevant moments in a game where both players are fully interactive with one another and the game gets decided. The rest is just mulligans and choosing the best line with the hand you got. Those parts IMO aren't really worth recording in full.
Thanks for linking though.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Honestly I am more interested in sideboard tech, such as discussions of Dragonlord Dromoka, Sigarda, Melira, and Ruric Thar etc., etc. in sideboards as Pactable silver bullets. Seal of Primordium vs. Nature's Claim and other Blood Moon killers is also an important discussion. Or discussing the merits of whether to include an Inkmoth MD so as to have an infect backup plan, or whether Radiant Fountains or Glimmerposts are a better lifegain plan.
There are a lot of small tweaks that can be made to the deck, and all these small tweaks can have an impact since the deck includes several playsets of tutor effects that can be chained together to search out lands or creatures at will. Modifying the deck extensively can be done with few actual cards changed since you don't have to rely on drawing to find your "answer card" for situations.
--Kurt Vonnegut, Jr., who is up in Heaven now. EDH WUBRG Child of Alara WUBRG BGW Karador, Ghost Chieftain BGW RGW Mayael the Anima RGW WUB Sharuum the Hegemon WUB RWU Zedruu the Greathearted RWU
WB Ghost Council of Orzhova WB RG Ulasht, the Hate Seed RG B Korlash, Heir to Blackblade B G Molimo, Maro-Sorcerer G *click the general's name to see my list!*
Borborygmos Enraged is currently being used in the Griselbrand reanimator decks as a combo finisher. I think with the him out and with the amount of lands played in a turn, it could serve as Primeval Titan 5-7 with a benefit of flooding the stack with Lightning Bolt triggers by sacrificing lands even before he gets PTE'd. Although I'm not sure if this is a win-more card than a sideboard card.
Loxodon Smiter or Obstinate Baloth, I'm not sure about these but they are useful against some deck and even Abzan.
What is the decks gameplay against splinter twin? Combo faster?
What decks do you expect to see blood moon from?
I've sometimes played an engineered explosives proactively on 3, which is really good against twin (yes, it is slow, but it's an option)
I also yesterday at a GPT, used a simian spirit guide and green mana and played out Seal of Primordium on turn 1, preparing for blood moon (this was against affinity though, that card is always good there). Sure enough, he played his blood moon on turn 2 (!!) and the seal won me the game. (or prevented the loss I guess)
I've vesuva'ed basics, and countered Blood moons using pact of negation, even won against game 1 Blood moons.
It's for sure a bad card for us, but it's possible to play around. And you should always expect it against burn, twin and sometimes affinity.
Enchantment/artifact hate also have other targets against those decks, which is nice.
We can afford a couple of dead cards in our deck, if it means we don't lose the game.
I know some people try to avoid having sideboard slots for it and hope to dodge it, but you'll use those same slots for affinity anyway, so they're not wasted.
Also tried a 1-of Reclamation Sage which I like, but still unsure if I have space for.
I agree with previous posters, let's discuss some good silver bullets for the sideboard!
I found Empyrial Archangel interesting. Might be good against control and Jund etc as well? Not to mention insane against burn if it resolves. Although 8 mana is a lot.
Also, Thragtusk vs Obstinate Baloth?
There are two train of thoughts on Blood Moon. One is to run 3 Seal of Primodium, 2 Nature's Claim and 1 Engineered Explosives, as well as some fetchlands and hope you can have one of those in hand or on the board before they land the Moon. The other (and the 1 I am currently favouring) is to say that a resolved Blood Moon is unbeatable and hope to dodge it, while playing a Seal or Claim (or 1 of both) in the sideboard on the small chance you can beat it, while both those cards are useful for other match ups.
Personally, after trying really hard to make a sideboard to beat Blood Moon, i just dont think it is going to happen. But to each their own.
As to Twin, I think the most important thing is Cavern of Souls .
I find that if I can get a creature on the table (usually Prime Titan but Sigarda is good as they can not tap her and she stops so many of their creatures) I am usually in a good spot. Spellskite is prolly a good option, as it lets you keep them off the combo and prevents them from tapping any other creatures you land.
Overall, Twin is unfun but most likely even match up. Don't hesitate to blow a Tolaria West transmute on a Cavern of Souls.
Standard: Mono Red #GetSwol
Elsewhere: Random Brews All Day, Erreday
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I would love to try 1 Mystic Snake but I really wouldn't know what to cut, especially in the mainboard. And the 3 colored mana cost can be a problem in early game.
(I just saw our dear bouncelands will get reprinted in MM2, cool)