Now that we are playing with 20 lands. Against decks we usually board in Desolate Lighthouse, do we go 21 lands or do we take out a land for Lighthouse and stick with 20 lands?
Now that we are playing with 20 lands. Against decks we usually board in Desolate Lighthouse, do we go 21 lands or do we take out a land for Lighthouse and stick with 20 lands?
I'm at odds with this too. Like 21 seems like too much, but I don't want to run 20 with Lighthouse in the mainboard because it's super awkward in matchups where you need to be aggressive
I've crushed some local events with a 19 land version I believe threads the needle as best we can. I'll give it one more week of testing with a win-a- sol ring next weekend. Deck has been bonkers vs both midrange and linear aggro, and good enough vs combo, though I miss my Monkeys there (and against lingering souls, which monkey scoffs at). The only games I've lost are ones where I got screwed on lands, or got greedy and dropped the shields vs Veil. Detailed report next week, but here's the list for reference..
I've crushed some local events with a 19 land version I believe threads the needle as best we can. I'll give it one more week of testing with a win-a- sol ring next weekend. Deck has been bonkers vs both midrange and linear aggro, and good enough vs combo, though I miss my Monkeys there (and against lingering souls, which monkey scoffs at). The only games I've lost are ones where I got screwed on lands, or got greedy and dropped the shields vs Veil. Detailed report next week, but here's the list for reference..
Counts : 60 main / 15 sideboard
Creatures:13
4 Delver of Secrets
4 Snapcaster Mage
2 Young Pyromancer
3 Tasigur, the Golden Fang
I have a feeling this deck will perform very well in the coming days because Fatal Push does not hit Tasigur, the Golden Fang and Gurmag Angler... About time for Modern to get more love for Grixis Delver!
I've crushed some local events with a 19 land version I believe threads the needle as best we can. I'll give it one more week of testing with a win-a- sol ring next weekend. Deck has been bonkers vs both midrange and linear aggro, and good enough vs combo, though I miss my Monkeys there (and against lingering souls, which monkey scoffs at). The only games I've lost are ones where I got screwed on lands, or got greedy and dropped the shields vs Veil. Detailed report next week, but here's the list for reference..
Counts : 60 main / 15 sideboard
Creatures:13
4 Delver of Secrets
4 Snapcaster Mage
2 Young Pyromancer
3 Tasigur, the Golden Fang
One reason Push is good, is that fitting cut in was dangerous and taxed the yard. While you want a scour early, it's bad as top deck when the game gets going. I think 3 scour is good. Likely it's in your opening hand, yet not overly burning cards. We aren't dredge after all. I've made the 4th scour a telling time.
I have a feeling this deck will perform very well in the coming days because Fatal Push does not hit Tasigur, the Golden Fang and Gurmag Angler... About time for Modern to get more love for Grixis Delver!
Yet it seems Grixis Delver has dwindled from a 3.2% MTGO metashare to a mere 0.3%.
Bought into Grixis Delver in MTGO 2 days ago. It's not like I'm new to the deck since I played it for a while half a year ago. Anyway, played 2 leagues with 9-1 record in total. Here's my list:
2-0 EldraziTron
2-0 Affinity
2-1 RG Land Destruction
1-2 Dredge
2-1 Burn (The game I lost was because a missclick lul)
The manabase is fine, probably won't touch it. I have had 0 problems with it so far. Counter and creature suite is also fine, maybe Vendilion is a bit hit or miss, but I want one in the 75 since many times is MVP. Only spot I'm not currently sold on is the second kolaghan's comand, since I board it out often(not many grindy decks in MTGO it seems), and the collective brutality, since is also hit or miss.
The sideboard is probably a mess, but these are the cards that have won his spot going forward:
Izzet staticaster. 2 would be a lot, but 1 is perfect.
2 Dispels. Good vs any blue deck that's not merfolk, and also vs burn and some combo decks I suppose.
2 Magma Spray. Sometimes terminate is very slow, so you want these. Also the exile clause is often relevant vs kitchen finks and dredge. Fatal push could take the spot tho.
Some form of land destruction. Molten rains were awkward with the mana at times. Never did caster-> molten. I don't know if fulminator is better, I just took molten rain because it's cheaper. But I will probably test Crumble to dust to see how it fares.
2 Countersquall. Honestly it's not a great card imo but I think it's necessary. For the meta I have seen I won't need more than 2.
The other cards I'm not sure about yet. If dredge loses meta share, I will probabl replace surgicals. Painful truths seems good but I only had 1 pairing where I bring them in (RG Land Destruction), and I think it won me a game. P&K is the same story as painful truths. Some people like it against infect and affinity, I think our deck has better cards against those pairings so for me it's only good against grindy decks.
That's all, I will continue reporting as I play more leagues.
Edit: I forgot to say that Fatal Push would be absolutely crucial to our deck, I will probably start with replacing a terminate with a fatal push and add 2-3 fatal pushes in the sideboard.
Do I have to do that for every card individually?
Also, yes Snare is critical, hitting combo elements all the big threats in gbx and most in affinity (as well as more and more decks [burn, RG Breach, snapcaster, etc. Etc.] as the efficiency of modern increases), and allows us to be"on the play" when we aren't. So I started with RO's recent list because I wanted to be able to grind when I was against midrange, and Jones's list doesn't do that as well. If I wanted to play an all in tempo list I would play monkey grow. In response to the posts earlier, midrange and tempo are subcategories of aggro-control which either disrupt (midrange) or commit a threat (tempo) first. And both utilize tempo as a mechanic to close the game.
The snares, and leaks insure that if we have to sit on our heels we can protect ourselves while we make lands, since we almost can't lose to midrange once we hit snap-Kommand manna as long as they didn't stick LOTV. since I cut angler, and am less concerned with rushing tasigur out, I wanted less "air" in my deck, to improve top decks, and izzet charm is a fantastic flex spot. It's the 4th scour, fifth counter to tag LOTV, and kills GG all while ditching bad cards for re-draws late game.
The electrolyze is a way to mop up souls while helping the lands flow, and Staticaster/EE come in for souls. And citing the land was the only way I could fit the pyromancers without giving up terminates, and keeping the I/S count high. Push has been great as extra bolt against dudes early, but you also want to just be confident you can kill anything amd move on. So my MD compared to OT's latest is:
-1 scour
-1 Angler
-1 land
-1 brutality
-1 Terminate
+2 Pyro (closes quickly, fine against any deck in the late game, great against midrange and acts as another threat to go nuts against combo)
+1 Izzet Charm (all star flex card)
+1 Electrolyze (mops up souls,helps hit fourth land, eats Bob and pressures LOTV)
+1 Fatal Push (more efficient terminate, helps us quickly interact with two spells, kills most things, and is easier to cast. Can cast on imperfect manna and help keep from getting run over before we stabilize)
I've crushed some local events with a 19 land version I believe threads the needle as best we can. I'll give it one more week of testing with a win-a- sol ring next weekend. Deck has been bonkers vs both midrange and linear aggro, and good enough vs combo, though I miss my Monkeys there (and against lingering souls, which monkey scoffs at). The only games I've lost are ones where I got screwed on lands, or got greedy and dropped the shields vs Veil. Detailed report next week, but here's the list for reference..
One can also "Quote" and see things in the edit window. But the icons above the edit window do all these things quite easily except for the deck name; that one must type or it will default to the poster. That's fine if one is posting his own deck but when quoting someone else.
Bought into Grixis Delver in MTGO 2 days ago. It's not like I'm new to the deck since I played it for a while half a year ago. Anyway, played 2 leagues with 9-1 record in total. Here's my list:
2-0 EldraziTron
2-0 Affinity
2-1 RG Land Destruction
1-2 Dredge
2-1 Burn (The game I lost was because a missclick lul)
The manabase is fine, probably won't touch it. I have had 0 problems with it so far. Counter and creature suite is also fine, maybe Vendilion is a bit hit or miss, but I want one in the 75 since many times is MVP. Only spot I'm not currently sold on is the second kolaghan's comand, since I board it out often(not many grindy decks in MTGO it seems), and the collective brutality, since is also hit or miss.
The sideboard is probably a mess, but these are the cards that have won his spot going forward:
Izzet staticaster. 2 would be a lot, but 1 is perfect.
2 Dispels. Good vs any blue deck that's not merfolk, and also vs burn and some combo decks I suppose.
2 Magma Spray. Sometimes terminate is very slow, so you want these. Also the exile clause is often relevant vs kitchen finks and dredge. Fatal push could take the spot tho.
Some form of land destruction. Molten rains were awkward with the mana at times. Never did caster-> molten. I don't know if fulminator is better, I just took molten rain because it's cheaper. But I will probably test Crumble to dust to see how it fares.
2 Countersquall. Honestly it's not a great card imo but I think it's necessary. For the meta I have seen I won't need more than 2.
The other cards I'm not sure about yet. If dredge loses meta share, I will probabl replace surgicals. Painful truths seems good but I only had 1 pairing where I bring them in (RG Land Destruction), and I think it won me a game. P&K is the same story as painful truths. Some people like it against infect and affinity, I think our deck has better cards against those pairings so for me it's only good against grindy decks.
That's all, I will continue reporting as I play more leagues.
Edit: I forgot to say that Fatal Push would be absolutely crucial to our deck, I will probably start with replacing a terminate with a fatal push and add 2-3 fatal pushes in the sideboard.
Since we're discussing Ancestral Vision, I figured I'd share my experience with it.
Card is insane in our shell. Absolutely insane.
Now, that said, it's heavily mathcup dependent. I started testing 3-4 sideboard because my meta is big on attrition- and value-based midrange decks (some with a combo thrown in, like Kiki-Chord). AV pulls so much weight in those matchups that I haven't looked back. The low mana investment is critical (so we can keep committing threats or answers while suspending), and drawing multiples and/or suspending them late is never something I'm unhappy about in the matchups where I bring it in. Compare that to Painful Truths, which is a powerful card-draw engine, but gets prohibitive when you draw multiples.
The shell I'm testing in your usual 2-Pyro, 1-Angler build, with land #20 being Desolate Lighthouse (which, again, is super in my meta). No Cryptics in the 75; I have my Grixis Control list for that. Pyro has been good, but Lighthouse and AV have been the real winners in my - admittedly very limited - testing.
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Playing UX Mana Denial until Modern gets the answers it needs.
WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
Your list looks good and streamlined. How did you liked your split between 1x Peezy and 1x Clique? I'm running 2x Peezys currently but I'm considering the split too.
I personally would cut 2x Terminates for 2x Fatal Push. I think hardremoval is better in the sideboard than Push.
I still don't get why peaple are running Painful Truths. You have 3 sideboard slots for grinding in 1x Pia & Kiran and 2x Truths.
Why don't you run 3x Ancestral Vision? You don't need a playset of them because the games where you side them in go long and topdecked AVs are not that bad.
I wouldn't run a playset because I don't want to draw multiples but 3 or even 2 is perfectly fine.
The life- and tempoloss of truths is also relevant because you want to be the control against GBx.
What are your thoughts?
As I said, I didn't like Pyromancer a lot the last time I played with him in the deck(more than 1 year ago). I just was wondering between some options for the last slot(snare,pyromancer and electrolyze) and tried pyromancer. I think 1 copy is not bad but it's not a very good card in my opinion, totally replaceable. Vendilion seems better to me, overall. I think push is good in the sideboard because vs a lot of decks in modern you need cheap removal(affinity, merfolk, burn, infect come to mind)
About AV, I played them in paper, and they were good. But since the format has speeded up and there aren't a lot of grindy decks any more, it seems bad having to lose 3-4 slots to AV (It doesn't seem to me that I would wan't 2, since I want to draw one early). But yeah they are also good, I'm looking forward to see Ryan Overturf updates on the deck since he liked AV as well. Truths is better as 1-of tho.
Anyway, the sideboard is far from perfect and I agree that the grindy package has to be optimized, also the deck really needs some way to mess with the opponents manabases. I don't think Molten Rain is the way to go before testing it. I want to test Crumble and then ghost quarter. Ghost quarter seems very good if you also pack some numbers of Surgical extraction to extract tron lands or valakuts.
This afternoon I went 2-3 in another league. Lots of missplays from me tho, the deck is still running hot. I lost vs jund, bant and RG breach. Won vs dredge and U tron. I'm uninpressed with brutality, at least in my build is very awkward to cast it a lot of times since I need to hold those 2 mana for counters / instant speed removal. I will probably cut it from maindeck and replace it with an electrolyze(I don't really like this card in this deck a lot, but I can't think of a better fit).
4 Fatal Push and 2 MD counters - Mana Leak is a pretty aggressive suite in favor of removal. No Countersquall is interesting too, maybe black is taxed too much.
Regarding the questions about AV: I like it better than Truths because it's a lower manna investment, it doesn't tax our life, always draws three, and allows us to keep shields up more efficiently. I agree with the statement of Johnny that most long games are won with Snap-Kommand, but I have found the AV's to be crucial to just gassing back up after spending the first half of the game trading at parity. And we also have almost no pressure to stick a threat with AV suspended so we make their removal dead until we are ready to interact with it.
Regarding the questions about AV: I like it better than Truths because it's a lower manna investment, it doesn't tax our life, always draws three, and allows us to keep shields up more efficiently. I agree with the statement of Johnny that most long games are won with Snap-Kommand, but I have found the AV's to be crucial to just gassing back up after spending the first half of the game trading at parity. And we also have almost no pressure to stick a threat with AV suspended so we make their removal dead until we are ready to interact with it.
Long time legacy player here, giving modern a try. I ended with a 4-2 record last weekend in a GPT playing with the no yp list.
quick tourney report
1 Mardu burn: 2-1 (quite surprised to win this one)
2 RG Valakut: 2-1
3 RG Tron : 1-2 (can't do anything about god damned Ulamog here)
4 Eldrazi Tron:0-2 (WTF is this thing. Got smashed hard game 1, got Ulamoged on game 2)
5 Grixis Delver: 2-0
6 Naya burn: 2-0
I might stick with this deck when playing modern but I need some advise on the Tron matchup. I know the matchup is winnable but difficult. Do you guys think adding 2 or 3 thoughtseize will help in this matchup? I am already playing 3 crumble to dust in the sideboard. I was able to crumble to dust my RG tron opponent but he was still able to land Ulamog after I ran out of steam. Thoughtseize looks like a good answer for Ulamog, tho he can always topdeck him. Any criticism/help is appreciated. Thanks in advance.
I googled summary dismissal, have you tried the card before? It looks like a good card vs Ulamog, but isn't it too specific and too mana hungry? I might go for thoughtseizes or even a 2nd clique.
Long time legacy player here, giving modern a try. I ended with a 4-2 record last weekend in a GPT playing with the no yp list.
quick tourney report
1 Mardu burn: 2-1 (quite surprised to win this one)
2 RG Valakut: 2-1
3 RG Tron : 1-2 (can't do anything about god damned Ulamog here)
4 Eldrazi Tron:0-2 (WTF is this thing. Got smashed hard game 1, got Ulamoged on game 2)
5 Grixis Delver: 2-0
6 Naya burn: 2-0
I might stick with this deck when playing modern but I need some advise on the Tron matchup. I know the matchup is winnable but difficult. Do you guys think adding 2 or 3 thoughtseize will help in this matchup? I am already playing 3 crumble to dust in the sideboard. I was able to crumble to dust my RG tron opponent but he was still able to land Ulamog after I ran out of steam. Thoughtseize looks like a good answer for Ulamog, tho he can always topdeck him. Any criticism/help is appreciated. Thanks in advance.
Thoughtseize in the board can be nice. Negates, a spell piere (hits both expedition and karn), a v clique also help.
3 crumbles is probably one too much as the card is expensive. Blood moon, molten rain, and ceremonious rejection are other options for specific tron hate, but no one can agree on whats the best right now.
Tron is overall just a strange matchup. Having a threat is imperative, so the point where it's often correct to play a turn 2 snapcaster just to start a clock. And remember, tron will grind past every piece of hate eventually. They will draw enough lands to hardcast everything eventually, so I believe that mulligan to threat is usually correct. Maximize your chance of a turn 2 tasigur, and realize that you can play it through a relic if you're fast enough. Gurmaug is tougher to do this with so occasionally it's okay to shave a Gurmaug in sideboarding, if you're looking to cut a card that doesn't flip Delver (but again remember that threats are absolutely essential, so it's only worth cutting if you have enough threats in deck). Also note that I like peezer in this matchup. He's not the fastest clock but he is still a clock and doesn't need a graveyard to get scary. Slam on turn 2.
Terminates and k commands are not that great in this matchup, but remember that you can use them to stop a wurmcoil from getting lifegain, which can be the difference between winning and losing. Obviously try to counter their big things, but of course that's not always possible. Remember that cliquing them on their draw gives them a chance to draw into a threat and slam it or slam the second threat in hand, so you've got to ballance "do I need a threat now and just have to hope?" Vs "can I hold up a counterspell this turn and clique on end step if they've got nothing?" Also, if they don't have a threat you cant answer in hand, don't give them another shot another drawing one.
Finally, this is a winnable matchup, but remember to increase your luck stat next time you level up. Otherwise your delvers will never flip, your cliques will always give them more karns, and they'll always have natural turn 3 tron. Work hard and give them a fight every time, but just accept that sometimes you'll roll low in your luck roll and there's nothing else to do.
Edit: oh, and about Ulamog. Uhh, get yourself in a position so that if they cast Ulamog, you can counter him and still have enough pressure to win the next turn. There really isn't a way to deal with him otherwise, but tron isn't a matchup where you'll be able to deal with everything anyway. Go aggro.
Now that we have push helping out with removing some of the spell snare targets out there, what are you guys' thoughts on running a main board dispel in place of a spell snare? It hits pretty much all the removal people commonly play and does seem dead against any decks that aren't Tron.
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I'm at odds with this too. Like 21 seems like too much, but I don't want to run 20 with Lighthouse in the mainboard because it's super awkward in matchups where you need to be aggressive
URBURB
Counts : 60 main / 15 sideboard
4 Delver of Secrets
4 Snapcaster Mage
2 Young Pyromancer
3 Tasigur, the Golden Fang
Spells:28
2 Fatal Push
4 Lightning Bolt
4 Serum Visions
4 Spell Snare
3 Thought Scour
1 Izzet Charm
4 Mana Leak
3 Terminate
1 Electrolyze
2 Kolaghan's Command
1 Blood Crypt
2 Bloodstained Mire
2 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Swamp
2 Watery Grave
1 Izzet Staticaster
4 Ancestral Vision
1 Engineered Explosives
1 Dispel
2 Magma Spray
2 Spell Pierce
1 Collective Brutality
3 Countersquall
P.S. sorry I don't know how to make it fancy looking.
P.P.S thanks again on the link for tagging.
You use a deck frame, the same way you would link a card or anything else. [ <<<these things>>> /]
Do you really think 4 Spell Snare is good in a Fatal Push metagame? Also, what's up with just 3 Thought Scour? How are you boarding against Lingering Souls decks?
One reason Push is good, is that fitting cut in was dangerous and taxed the yard. While you want a scour early, it's bad as top deck when the game gets going. I think 3 scour is good. Likely it's in your opening hand, yet not overly burning cards. We aren't dredge after all. I've made the 4th scour a telling time.
Modern
URB Grixis Delver
GWB Abzan Company
RWB Mardu Burn
WB Martyr Proc
Yet it seems Grixis Delver has dwindled from a 3.2% MTGO metashare to a mere 0.3%.
Merfolk Wizards AKA "Wizards of the Coast"
The matchups were as follow:
2-1 Storm
2-0 Affinity
2-1 UW Control
2-1 Merfolk
2-1 EldraziTron
2-0 EldraziTron
2-0 Affinity
2-1 RG Land Destruction
1-2 Dredge
2-1 Burn (The game I lost was because a missclick lul)
The manabase is fine, probably won't touch it. I have had 0 problems with it so far. Counter and creature suite is also fine, maybe Vendilion is a bit hit or miss, but I want one in the 75 since many times is MVP. Only spot I'm not currently sold on is the second kolaghan's comand, since I board it out often(not many grindy decks in MTGO it seems), and the collective brutality, since is also hit or miss.
The sideboard is probably a mess, but these are the cards that have won his spot going forward:
Izzet staticaster. 2 would be a lot, but 1 is perfect.
2 Dispels. Good vs any blue deck that's not merfolk, and also vs burn and some combo decks I suppose.
2 Magma Spray. Sometimes terminate is very slow, so you want these. Also the exile clause is often relevant vs kitchen finks and dredge. Fatal push could take the spot tho.
Some form of land destruction. Molten rains were awkward with the mana at times. Never did caster-> molten. I don't know if fulminator is better, I just took molten rain because it's cheaper. But I will probably test Crumble to dust to see how it fares.
2 Countersquall. Honestly it's not a great card imo but I think it's necessary. For the meta I have seen I won't need more than 2.
The other cards I'm not sure about yet. If dredge loses meta share, I will probabl replace surgicals. Painful truths seems good but I only had 1 pairing where I bring them in (RG Land Destruction), and I think it won me a game. P&K is the same story as painful truths. Some people like it against infect and affinity, I think our deck has better cards against those pairings so for me it's only good against grindy decks.
That's all, I will continue reporting as I play more leagues.
Edit: I forgot to say that Fatal Push would be absolutely crucial to our deck, I will probably start with replacing a terminate with a fatal push and add 2-3 fatal pushes in the sideboard.
RBGW Suicide Zoo
Legacy
RUG Canadian Threshold
Do I have to do that for every card individually?
Also, yes Snare is critical, hitting combo elements all the big threats in gbx and most in affinity (as well as more and more decks [burn, RG Breach, snapcaster, etc. Etc.] as the efficiency of modern increases), and allows us to be"on the play" when we aren't. So I started with RO's recent list because I wanted to be able to grind when I was against midrange, and Jones's list doesn't do that as well. If I wanted to play an all in tempo list I would play monkey grow. In response to the posts earlier, midrange and tempo are subcategories of aggro-control which either disrupt (midrange) or commit a threat (tempo) first. And both utilize tempo as a mechanic to close the game.
The snares, and leaks insure that if we have to sit on our heels we can protect ourselves while we make lands, since we almost can't lose to midrange once we hit snap-Kommand manna as long as they didn't stick LOTV. since I cut angler, and am less concerned with rushing tasigur out, I wanted less "air" in my deck, to improve top decks, and izzet charm is a fantastic flex spot. It's the 4th scour, fifth counter to tag LOTV, and kills GG all while ditching bad cards for re-draws late game.
The electrolyze is a way to mop up souls while helping the lands flow, and Staticaster/EE come in for souls. And citing the land was the only way I could fit the pyromancers without giving up terminates, and keeping the I/S count high. Push has been great as extra bolt against dudes early, but you also want to just be confident you can kill anything amd move on. So my MD compared to OT's latest is:
-1 scour
-1 Angler
-1 land
-1 brutality
-1 Terminate
+2 Pyro (closes quickly, fine against any deck in the late game, great against midrange and acts as another threat to go nuts against combo)
+1 Izzet Charm (all star flex card)
+1 Electrolyze (mops up souls,helps hit fourth land, eats Bob and pressures LOTV)
+1 Fatal Push (more efficient terminate, helps us quickly interact with two spells, kills most things, and is easier to cast. Can cast on imperfect manna and help keep from getting run over before we stabilize)
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-archives/111351-card-and-deck-tag-explanation
One can also "Quote" and see things in the edit window. But the icons above the edit window do all these things quite easily except for the deck name; that one must type or it will default to the poster. That's fine if one is posting his own deck but when quoting someone else.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Hmmm do you still need EE?
Card is insane in our shell. Absolutely insane.
Now, that said, it's heavily mathcup dependent. I started testing 3-4 sideboard because my meta is big on attrition- and value-based midrange decks (some with a combo thrown in, like Kiki-Chord). AV pulls so much weight in those matchups that I haven't looked back. The low mana investment is critical (so we can keep committing threats or answers while suspending), and drawing multiples and/or suspending them late is never something I'm unhappy about in the matchups where I bring it in. Compare that to Painful Truths, which is a powerful card-draw engine, but gets prohibitive when you draw multiples.
The shell I'm testing in your usual 2-Pyro, 1-Angler build, with land #20 being Desolate Lighthouse (which, again, is super in my meta). No Cryptics in the 75; I have my Grixis Control list for that. Pyro has been good, but Lighthouse and AV have been the real winners in my - admittedly very limited - testing.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
As I said, I didn't like Pyromancer a lot the last time I played with him in the deck(more than 1 year ago). I just was wondering between some options for the last slot(snare,pyromancer and electrolyze) and tried pyromancer. I think 1 copy is not bad but it's not a very good card in my opinion, totally replaceable. Vendilion seems better to me, overall. I think push is good in the sideboard because vs a lot of decks in modern you need cheap removal(affinity, merfolk, burn, infect come to mind)
About AV, I played them in paper, and they were good. But since the format has speeded up and there aren't a lot of grindy decks any more, it seems bad having to lose 3-4 slots to AV (It doesn't seem to me that I would wan't 2, since I want to draw one early). But yeah they are also good, I'm looking forward to see Ryan Overturf updates on the deck since he liked AV as well. Truths is better as 1-of tho.
Anyway, the sideboard is far from perfect and I agree that the grindy package has to be optimized, also the deck really needs some way to mess with the opponents manabases. I don't think Molten Rain is the way to go before testing it. I want to test Crumble and then ghost quarter. Ghost quarter seems very good if you also pack some numbers of Surgical extraction to extract tron lands or valakuts.
This afternoon I went 2-3 in another league. Lots of missplays from me tho, the deck is still running hot. I lost vs jund, bant and RG breach. Won vs dredge and U tron. I'm uninpressed with brutality, at least in my build is very awkward to cast it a lot of times since I need to hold those 2 mana for counters / instant speed removal. I will probably cut it from maindeck and replace it with an electrolyze(I don't really like this card in this deck a lot, but I can't think of a better fit).
I would probably test it If I had it since it's good vs tokens and stuff, but I'm not spending 40 tix for it for now.
RBGW Suicide Zoo
Legacy
RUG Canadian Threshold
4 Fatal Push and 2 MD counters - Mana Leak is a pretty aggressive suite in favor of removal. No Countersquall is interesting too, maybe black is taxed too much.
4 Delver of Secrets
1 Gurmag Angler
4 Snapcaster Mage
2 Young Pyromancer
3 Tasigur, the Golden Fang
Lands
2 Island
1 Mountain
1 Swamp
1 Blood Crypt
4 Polluted Delta
4 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents
1 Watery Grave
1 Electrolyze
4 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt
2 Mana Leak
1 Terminate
4 Thought Scour
1 Collective Brutality
4 Serum Visions
2 Engineered Explosives
1 Izzet Staticaster
1 Dispel
1 Murderous Cut
2 Negate
3 Surgical Extraction
1 Pia and Kiran Nalaar
1 Anger of the Gods
1 Painful Truths
1 Thoughtseize
1 Ghost Quarter
Long time legacy player here, giving modern a try. I ended with a 4-2 record last weekend in a GPT playing with the no yp list.
quick tourney report
1 Mardu burn: 2-1 (quite surprised to win this one)
2 RG Valakut: 2-1
3 RG Tron : 1-2 (can't do anything about god damned Ulamog here)
4 Eldrazi Tron:0-2 (WTF is this thing. Got smashed hard game 1, got Ulamoged on game 2)
5 Grixis Delver: 2-0
6 Naya burn: 2-0
I might stick with this deck when playing modern but I need some advise on the Tron matchup. I know the matchup is winnable but difficult. Do you guys think adding 2 or 3 thoughtseize will help in this matchup? I am already playing 3 crumble to dust in the sideboard. I was able to crumble to dust my RG tron opponent but he was still able to land Ulamog after I ran out of steam. Thoughtseize looks like a good answer for Ulamog, tho he can always topdeck him. Any criticism/help is appreciated. Thanks in advance.
I googled summary dismissal, have you tried the card before? It looks like a good card vs Ulamog, but isn't it too specific and too mana hungry? I might go for thoughtseizes or even a 2nd clique.
Thoughtseize in the board can be nice. Negates, a spell piere (hits both expedition and karn), a v clique also help.
3 crumbles is probably one too much as the card is expensive. Blood moon, molten rain, and ceremonious rejection are other options for specific tron hate, but no one can agree on whats the best right now.
Tron is overall just a strange matchup. Having a threat is imperative, so the point where it's often correct to play a turn 2 snapcaster just to start a clock. And remember, tron will grind past every piece of hate eventually. They will draw enough lands to hardcast everything eventually, so I believe that mulligan to threat is usually correct. Maximize your chance of a turn 2 tasigur, and realize that you can play it through a relic if you're fast enough. Gurmaug is tougher to do this with so occasionally it's okay to shave a Gurmaug in sideboarding, if you're looking to cut a card that doesn't flip Delver (but again remember that threats are absolutely essential, so it's only worth cutting if you have enough threats in deck). Also note that I like peezer in this matchup. He's not the fastest clock but he is still a clock and doesn't need a graveyard to get scary. Slam on turn 2.
Terminates and k commands are not that great in this matchup, but remember that you can use them to stop a wurmcoil from getting lifegain, which can be the difference between winning and losing. Obviously try to counter their big things, but of course that's not always possible. Remember that cliquing them on their draw gives them a chance to draw into a threat and slam it or slam the second threat in hand, so you've got to ballance "do I need a threat now and just have to hope?" Vs "can I hold up a counterspell this turn and clique on end step if they've got nothing?" Also, if they don't have a threat you cant answer in hand, don't give them another shot another drawing one.
Finally, this is a winnable matchup, but remember to increase your luck stat next time you level up. Otherwise your delvers will never flip, your cliques will always give them more karns, and they'll always have natural turn 3 tron. Work hard and give them a fight every time, but just accept that sometimes you'll roll low in your luck roll and there's nothing else to do.
Edit: oh, and about Ulamog. Uhh, get yourself in a position so that if they cast Ulamog, you can counter him and still have enough pressure to win the next turn. There really isn't a way to deal with him otherwise, but tron isn't a matchup where you'll be able to deal with everything anyway. Go aggro.