Nice! Blue is looking way more aggressive this standard / limited run than the old blue. I know when I built my steam roll deck it was a lot of early bounce and high toughness creatures, but now we got way more stuff in line with innistrad spirits in terms of disruption. They really went into the Jack Sparrow direction this time around.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Are you sure you want to run Ruin Raider? If you attack you can't opt out of the draw effect so it will always hurt you. Deadeye Tracker isn't as aggressive, but it does help filter the top of the deck. Alternatively, there's also Siren's Ruse, Chart a Course, and GaleStrike. If a lot of your creatures are flying, you can also anthem using Favorable Winds.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I like Paulo's build but I'm not a fan of Walk the Plank. I would rather have a bigger catch all like Vraska's Contempt or Never // Return. I like Paulo's land base. I hate the Submerged Boneyards in Saffon's list. Overall, I like both. I think a deck is there. I will post more decks if I come across them.
I like Paulo's build but I'm not a fan of Walk the Plank. I would rather have a bigger catch all like Vraska's Contempt or Never // Return. I like Paulo's land base. I hate the Submerged Boneyards in Saffon's list. Overall, I like both. I think a deck is there. I will post more decks if I come across them.
I really like Paulo's list too, with my only change being to maybe find room for a 3rd Daring Saboteur. That card is all kinds of nuts.
However I think Walk the Plank is the best removal spell the deck has access too. I don't know why you would want to replace it with something that costs 4 or 3 mana. That just seems like bad practice
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I know what I'm splashing red for. Go fiery cannonade and lightning rig Runner. They don't have an avacyn for idestructable, but the scarab god does a good impression. Really liking the way this deck is shaping up.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I know what I'm splashing red for. Go fiery cannonade and lightning rig Runner. They don't have an avacyn for idestructable, but the scarab god does a good impression. Really liking the way this deck is shaping up.
Both of those seem like completely horrible wastes of deck slots and mana
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I like Paulo's build but I'm not a fan of Walk the Plank. I would rather have a bigger catch all like Vraska's Contempt or Never // Return. I like Paulo's land base. I hate the Submerged Boneyards in Saffon's list. Overall, I like both. I think a deck is there. I will post more decks if I come across them.
I really like Paulo's list too, with my only change being to maybe find room for a 3rd Daring Saboteur. That card is all kinds of nuts.
However I think Walk the Plank is the best removal spell the deck has access too. I don't know why you would want to replace it with something that costs 4 or 3 mana. That just seems like bad practice
really liking Paulo's build too. my change would be deadeye tormentor instead of ruin raider. it plays in hand disruption plan, plus i'm scared of the damage coming from the raider. i reckon it's more suited for an aggressive RB list that wants to end the game asap.
Submerged boneyard is horrible, but i"d take out 4 islands from Paulo's list and replace them with 4 Unclaimed territory.
also, since we play the scarab god, wouldn't it be better to play harsh scrutiny over duress?
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
really liking Paulo's build too. my change would be deadeye tormentor instead of ruin raider. it plays in hand disruption plan, plus i'm scared of the damage coming from the raider. i reckon it's more suited for an aggressive RB list that wants to end the game asap.
Submerged boneyard is horrible, but i"d take out 4 islands from Paulo's list and replace them with 4 Unclaimed territory.
also, since we play the scarab god, wouldn't it be better to play harsh scrutiny over duress?
A tempo decks wants to have as much card as it can manage. Between Daring Saboteur and Ruin Raider the deck has plenty. Downgrading Raider to [card}Deadeye Tormentor[/card] is an unnecessary downgrade. I've done testing with the deck and I haven't even minded the few times I've flipped The Scarab God off of Raider. You know why? The extra card access I get from Raider offsets the life loss.
And why would you replace 4 Islands with Unclaimed Terrotiry? The mana isn't exactly restrictive for mana costs in this deck (it's not like we're trying to cast a Geralf's Messenger or something) and Territory just makes it harder to cast your coloured spells. Good luck casting a Walk the Plank in a hand with an Unclaimed Territory. Worst case, you put in some [card]Evolving Wilds[/cards] as those will fix your mana just as much, but still let you cast spells effectively.
Finally, Duress is to hit removal like Fumigate that your opponent has. You don't care about their creatures, that's what you removal is for. Your biggest issues are non-creature cards that can put a huge bump in your plans. Duress is amazing. Harsh Scrutiny is honestly a horrible card.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I know what I'm splashing red for. Go fiery cannonade and lightning rig Runner. They don't have an avacyn for idestructable, but the scarab god does a good impression. Really liking the way this deck is shaping up.
Both of those seem like completely horrible wastes of deck slots and mana
Oh, it's when you cast a pirate. Nevermind on the Lightning-Rig Crew, that's a complete fail on design. I was thinking if it was based on coming into play it would be free damage when bouncing things around and also block well. I'm still perplexed by people using Ruin Raider. It does two things that I wouldn't want to happen when playing tempo:
1) It reveals the card to the opponent, which is why I'm a little leery on Deadeye Tracker.
2) It's literally punching me in the face each turn I attack, and it probably will do 2-3 damage each time, maybe even 4 damage, and it's not even a "may" clause.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I know what I'm splashing red for. Go fiery cannonade and lightning rig Runner. They don't have an avacyn for idestructable, but the scarab god does a good impression. Really liking the way this deck is shaping up.
Both of those seem like completely horrible wastes of deck slots and mana
Oh, it's when you cast a pirate. Nevermind on the Lightning-Rig Crew, that's a complete fail on design. I was thinking if it was based on coming into play it would be free damage when bouncing things around and also block well. I'm still perplexed by people using Ruin Raider. It does two things that I wouldn't want to happen when playing tempo:
1) It reveals the card to the opponent, which is why I'm a little leery on Deadeye Tracker.
2) It's literally punching me in the face each turn I attack, and it probably will do 2-3 damage each time, maybe even 4 damage, and it's not even a "may" clause.
Based on this reasoning, do you also think Dark Confidant is bad? Also it would be figuratively punching you in the face, not literally
I know what I'm splashing red for. Go fiery cannonade and lightning rig Runner. They don't have an avacyn for idestructable, but the scarab god does a good impression. Really liking the way this deck is shaping up.
Both of those seem like completely horrible wastes of deck slots and mana
Oh, it's when you cast a pirate. Nevermind on the Lightning-Rig Crew, that's a complete fail on design. I was thinking if it was based on coming into play it would be free damage when bouncing things around and also block well. I'm still perplexed by people using Ruin Raider. It does two things that I wouldn't want to happen when playing tempo:
1) It reveals the card to the opponent, which is why I'm a little leery on Deadeye Tracker.
2) It's literally punching me in the face each turn I attack, and it probably will do 2-3 damage each time, maybe even 4 damage, and it's not even a "may" clause.
Based on this reasoning, do you also think Dark Confidant is bad?
Oh no, Dark Confidant is good. What people are missing is that if you are playing tempo, you aren't playing aggro. The uncontrollable life loss from attacking is going to backfire in a tempo list because you're often picking away at the opponents life while putting them behind. Also, modern is by it's very nature faster than standard is most of the time. The life loss from Dark Confidant doesn't matter as much when the game could be over by turn 4 pretty consistently.
I'd play Ruin Raider in the more set supported form of pirates, which looks to be an aggressive list. I'm not sure I'd be running Kitesail freebooter in the same list that I'd run Ruin Raider.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
That's exactly my point. Not saying the raider is a bad card neither, god forbid, bob. but in this particular build it seems "dangerous".
as i said, in an aggressive BR list that wants to close the game asap and doesn't care about losing life, sure.
in a grind tempo UB build...not so much
unclaimed territory is going to help me casting walk the plank just as much as island...
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Now if we are going to trigger Ruin Raider, what is the average amount of damage we'll take on a trigger? To figure this out we need to see how many cards we have at what CMCs
Overall our average damage from a Ruin Raider trigger is equal to:
((24 x 0) + (9 x 1) + (13 x 2) + (8 x 3) + (4 x 4) + (2 x 5)) / 60 = 1.42 damage
So let's assume we get 3 Raid triggers off of Ruin Raider. On average, we'll take 3 x 1.42 = 4 (4.26) damage, which is nothing. Sure there are some times where you will flip over The Scarab God and take 5, or you'll flip over 3 lands and take 0. But that's how the randomness of Magic works. Do you also think that Sacred Foundry is a bad card because you have to pay life for it to come into play?
Remember in Magic the only life point that actually matters, is your last one. If you take 5 damage from your Ruin Raider by revealing The Scarab God, but that draw allows you to actually have it to play turn 5 (say by the card underneath on your next draw being your fifth land draw) then that 5 damage was 100% worth it.
I am not saying run 4 Ruin Raider, because that is probably wrong. But running 0, is also wrong by a large margin.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
That's a very good analysis, thanks for that! I have to say you convinced me 2 is probably the right amount.
As for your example, I do not think that shocklands are bad, but I believe that there are decks who are happy to play them untapped, and others that prefer to play them tapped.
anyway really excited about this deck, just not looking forward handing out the cash for the scarab god :S
as a side note, what is our plan against carnage tyrant?
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
That's a very good analysis, thanks for that! I have to say you convinced me 2 is probably the right amount.
As for your example, I do not think that shocklands are bad, but I believe that there are decks who are happy to play them untapped, and others that prefer to play them tapped.
anyway really excited about this deck, just not looking forward handing out the cash for the scarab god :S
as a side note, what is our plan against carnage tyrant?
The problem with Tyrant is it is a hard card to plan around.
On one hand, if Ramunap Red is still one of the best decks in Standard, it may be able to just push Tyrant decks out of the format. In that case we don't really have to worry too much about Tyrant. On the other hand, if Tyrant is a massive part of the format there are few ways to deal with it. We have Bontu's Last Reckoning as a sweeper for the deck, as well as Doomfall. One problem with Doomfall however, is that the Dino Ramp decks will have a lot of small ramp creatures to exile instead of Tyrant.
So basically the plan for Tyrant is to slow down the ramp deck as much as physically possible, and hope we can get them low enough while slowing them down we can just win by going over them with our fliers and kill them when they want to be playing Tyrant.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I like Paulo's build but I'm not a fan of Walk the Plank. I would rather have a bigger catch all like Vraska's Contempt or Never // Return. I like Paulo's land base. I hate the Submerged Boneyards in Saffon's list. Overall, I like both. I think a deck is there. I will post more decks if I come across them.
I really like Paulo's list too, with my only change being to maybe find room for a 3rd Daring Saboteur. That card is all kinds of nuts.
However I think Walk the Plank is the best removal spell the deck has access too. I don't know why you would want to replace it with something that costs 4 or 3 mana. That just seems like bad practice
Because the deck is aggro tempo, I think the deck should be able to enable the revolt trigger reliably to where Fatal Push will be a good catch all for the first 1 - 5/6 turns. It depends on how the meta shakes out but Never // Return gives you the flexibility to hit Planeswalkers as well as hit key cards in the the opponents graveyard (if that turns out to be a thing) and Vraska's Contempt allows you to exile creatures (great against any deck that uses gods) & planeswalkers at instant speed. Walk the Plank is a good card but it is double black, at sorcery speed, and just not as flexible as the other cards. If you know the meta and you don't have to worry about Planeswalkers and/or gods, then Walk the Plank is the way to go. If you do, then adjust accordingly.
Deadeye Tracker: I am expecting God-Pharaoh's Gift to still be a deck. It is also true that control with Torrential Gearhulk will most likely still be a thing. Tracker is one of the best graveyard hate cards for the deck to run since it gives us card advantage while hating the opponent's graveyard. It being a Pirate is gravy.
Metallic Mimic: Ramunap Red will also still be a deck. One of the best ways I have found to go against this deck is to make the Tempo deck go a little bigger. A single Mimic turns a Fathom Fleet Captain into an army of 3/3 Menace creatures. 2 Mimics, and it's an army of 4/4s. Mimic could also be good in the mirror as a way to try to go over the top for as small an investment as possible.
Duress: Honestly just making sure that after sideboard against Control we have the full playset of Duress to compliment our Kitesail Freebooters.
Bontu's Last Reckoning: Probably this deck's best possible answer to Carnage Tyrant. The ramp deck will likely have too many small ram creatures in play for Doomfall to get our intended target, but BLR has the added benefit of dealing with Tyrant, while also killing all of our opponent's ramp dudes. It's a good 1-2 punch.
Vraska's Contempt: We need a way to deal with Planeswalkers, and this is probably our best option. Now why Contempt over Never // Return? The answer is simple. The exile clause on Contempt makes it very useful as a sidebaord removal spell to help us deal with Hazoret the Fervent which will be a HUGE thorn in the side of this deck if it can't be dealt with.
Walk the Plank: There will be some match ups where we just need more cheap efficient removal, so we go up to the full playset of Walk the PLanks.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Deadeye Tracker: I am expecting God-Pharaoh's Gift to still be a deck. It is also true that control with Torrential Gearhulk will most likely still be a thing. Tracker is one of the best graveyard hate cards for the deck to run since it gives us card advantage while hating the opponent's graveyard. It being a Pirate is gravy.
Metallic Mimic: Ramunap Red will also still be a deck. One of the best ways I have found to go against this deck is to make the Tempo deck go a little bigger. A single Mimic turns a Fathom Fleet Captain into an army of 3/3 Menace creatures. 2 Mimics, and it's an army of 4/4s. Mimic could also be good in the mirror as a way to try to go over the top for as small an investment as possible.
Duress: Honestly just making sure that after sideboard against Control we have the full playset of Duress to compliment our Kitesail Freebooters.
Bontu's Last Reckoning: Probably this deck's best possible answer to Carnage Tyrant. The ramp deck will likely have too many small ram creatures in play for Doomfall to get our intended target, but BLR has the added benefit of dealing with Tyrant, while also killing all of our opponent's ramp dudes. It's a good 1-2 punch.
Vraska's Contempt: We need a way to deal with Planeswalkers, and this is probably our best option. Now why Contempt over Never // Return? The answer is simple. The exile clause on Contempt makes it very useful as a sidebaord removal spell to help us deal with Hazoret the Fervent which will be a HUGE thorn in the side of this deck if it can't be dealt with.
Walk the Plank: There will be some match ups where we just need more cheap efficient removal, so we go up to the full playset of Walk the PLanks.
I like it. Personally, I like a t1 Duress so I would probably be looking to go at least 2 in the main with your same list and trim down 1 Fell Flagship. That would give us 6 total pieces of noncreature, nonland hand hate by turn 2. But your list looks great. Sideboard is frequent to change but there is a lot of flexibility to include more blue cards if needed. All depends on how the meta shakes out. Spell Pierce might not be a bad inclusion in the side.
That's a tough one because the next best finishers are 6 mana. I'd go sphinx of magosi but he's really deep blue. There was a budget 5/3 sphinx that has semi hexproof in Amonkhet that could work.
BTW, don't miss the interaction between blink cards and raid etb.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
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3x Dreamcaller Siren
4x Hostage Taker
4x Kitesail Freebooter
4x Ruin Raider
4x Siren Stormtamer
Sorcery (2)
2x Walk the Plank
Instant (16)
4x Fatal Push
4x Lookout's Dispersal
4x Opt
4x Supreme Will
4x Drowned Catacomb
4x Fetid Pools
8x Island
7x Swamp
4x Duress
2x Essence Scatter
2x Hour of Glory
2x Negate
2x Walk the Plank
3x Yahenni's Expertise
UBRWGHumansUBRWG
UMerfolkU
Eldrazi Tron
Legacy
WDeath & TaxesW
Pauper
RGoblinsR
EDH
UGMerfolk ComboGU
Standard
UWApproachWU
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
2 Fathom Fleet Captain
4 wanted scoundrels
3 Deadeye tormentor
2 Dreamstealer
3 fell flagship
2 hostage taker
4 lookout's dispersal
3 supreme will
3 duress
3 walk the plank
1 torment of hailfire
4 drowned catacomb
4 fetid pools
11 swamp
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Are you sure you want to run Ruin Raider? If you attack you can't opt out of the draw effect so it will always hurt you. Deadeye Tracker isn't as aggressive, but it does help filter the top of the deck. Alternatively, there's also Siren's Ruse, Chart a Course, and GaleStrike. If a lot of your creatures are flying, you can also anthem using Favorable Winds.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Get rid of Wanted Scoundrels. That card is just horrendous. ESPECIALLY with Fatal Push still in the format
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Channel Fireball: Paulo Vitor Damo da Rosa
4 Siren Stormtamer
4 Kitesail Freebooter
4 Fathom Fleet Captain
2 Daring Saboteur
1 Fell Flagship
2 Ruin Raider
4 Hostage Taker
2 Scarab God
4 Fatal Push
3 Duress
2 Walk the Plank
4 Lookout's Dispersal
Lands (24)
7 Island
7 Swamp
4 Drowned Catacomb
4 Fetid Pools
1 Ifnir Deadlands
1 Field of Ruin
Mtggoldfish: Saffron Olive
4 Deadeye Tracker
4 Siren Stormtamer
4 Fathom Fleet Captain
4 Kitesail Freebooter
4 Ruin Raider
4 Dreamcaller Siren
3 Hostage Taker
1 Dire Fleet Ravager
3 Fatal Push
2 Never // Return
2 Lookout's Dispersal
2 Vraska's Contempt
Lands (23)
4 Drowned Catacomb
4 Fetid Pools
3 Island
4 Submerged Boneyard
4 Swamp
4 Unclaimed Territory
I like Paulo's build but I'm not a fan of Walk the Plank. I would rather have a bigger catch all like Vraska's Contempt or Never // Return. I like Paulo's land base. I hate the Submerged Boneyards in Saffon's list. Overall, I like both. I think a deck is there. I will post more decks if I come across them.
I really like Paulo's list too, with my only change being to maybe find room for a 3rd Daring Saboteur. That card is all kinds of nuts.
However I think Walk the Plank is the best removal spell the deck has access too. I don't know why you would want to replace it with something that costs 4 or 3 mana. That just seems like bad practice
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Both of those seem like completely horrible wastes of deck slots and mana
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
really liking Paulo's build too. my change would be deadeye tormentor instead of ruin raider. it plays in hand disruption plan, plus i'm scared of the damage coming from the raider. i reckon it's more suited for an aggressive RB list that wants to end the game asap.
Submerged boneyard is horrible, but i"d take out 4 islands from Paulo's list and replace them with 4 Unclaimed territory.
also, since we play the scarab god, wouldn't it be better to play harsh scrutiny over duress?
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
A tempo decks wants to have as much card as it can manage. Between Daring Saboteur and Ruin Raider the deck has plenty. Downgrading Raider to [card}Deadeye Tormentor[/card] is an unnecessary downgrade. I've done testing with the deck and I haven't even minded the few times I've flipped The Scarab God off of Raider. You know why? The extra card access I get from Raider offsets the life loss.
And why would you replace 4 Islands with Unclaimed Terrotiry? The mana isn't exactly restrictive for mana costs in this deck (it's not like we're trying to cast a Geralf's Messenger or something) and Territory just makes it harder to cast your coloured spells. Good luck casting a Walk the Plank in a hand with an Unclaimed Territory. Worst case, you put in some [card]Evolving Wilds[/cards] as those will fix your mana just as much, but still let you cast spells effectively.
Finally, Duress is to hit removal like Fumigate that your opponent has. You don't care about their creatures, that's what you removal is for. Your biggest issues are non-creature cards that can put a huge bump in your plans. Duress is amazing. Harsh Scrutiny is honestly a horrible card.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
3 deadeye tracker
4 fathom fleet captain
4 daring saboteur
4 kitesail freebooter
4 ruin raider
4 hostage taker
2 fell flagship
2 jace, cunning castaway
4 fatal push
1 lookout's dispersal
1 key to the city
3 fetid pools
4 drowned catacomb
3 ifnir deadlands
1 scavenger grounds
7 island
5 swamp
Oh, it's when you cast a pirate. Nevermind on the Lightning-Rig Crew, that's a complete fail on design. I was thinking if it was based on coming into play it would be free damage when bouncing things around and also block well. I'm still perplexed by people using Ruin Raider. It does two things that I wouldn't want to happen when playing tempo:
1) It reveals the card to the opponent, which is why I'm a little leery on Deadeye Tracker.
2) It's literally punching me in the face each turn I attack, and it probably will do 2-3 damage each time, maybe even 4 damage, and it's not even a "may" clause.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
How do you guys feel Doomfall as a fail safe alongside Freebooter
Thanks to Dantcg for the Sig!
Thanks to Dantcg for the Sig!
Based on this reasoning, do you also think Dark Confidant is bad? Also it would be figuratively punching you in the face, not literally
Oh no, Dark Confidant is good. What people are missing is that if you are playing tempo, you aren't playing aggro. The uncontrollable life loss from attacking is going to backfire in a tempo list because you're often picking away at the opponents life while putting them behind. Also, modern is by it's very nature faster than standard is most of the time. The life loss from Dark Confidant doesn't matter as much when the game could be over by turn 4 pretty consistently.
I'd play Ruin Raider in the more set supported form of pirates, which looks to be an aggressive list. I'm not sure I'd be running Kitesail freebooter in the same list that I'd run Ruin Raider.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
as i said, in an aggressive BR list that wants to close the game asap and doesn't care about losing life, sure.
in a grind tempo UB build...not so much
unclaimed territory is going to help me casting walk the plank just as much as island...
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Let's look at PVDDR's list:
4x Drowned Catacomb
4x Fetid Pools
1x Field of Ruin
1x Ifnir Deadlands
7x Island
7x Swamp
3x Daring Saboteur
4x Fathom Fleet Captain
4x Hostage Taker
4x Kitesail Freebooter
2x Ruin Raider
4x Siren Stormtamer
2x The Scarab God
2x Fell Flagship
4x Fatal Push
4x Lookout's Dispersal
2x Duress
2x Walk the Plank
Now if we are going to trigger Ruin Raider, what is the average amount of damage we'll take on a trigger? To figure this out we need to see how many cards we have at what CMCs
CMC 0 = 24 (Our lands)
CMC 1 = 9 (Siren Stormtamer, Fatal Push, Duress)
CMC 2 = 13 (Daring Saboteur, Fathom Fleet Captain, Kitesail Freebooter, Walk the Plank)
CMC 3 = 8 (Fell Flagship, Ruin Raider, Lookout's Dispersal)
CMC 4 = 4 (Hostage Taker)
CMC 5 = 2 (The Scarab God)
Overall our average damage from a Ruin Raider trigger is equal to:
((24 x 0) + (9 x 1) + (13 x 2) + (8 x 3) + (4 x 4) + (2 x 5)) / 60 = 1.42 damage
So let's assume we get 3 Raid triggers off of Ruin Raider. On average, we'll take 3 x 1.42 = 4 (4.26) damage, which is nothing. Sure there are some times where you will flip over The Scarab God and take 5, or you'll flip over 3 lands and take 0. But that's how the randomness of Magic works. Do you also think that Sacred Foundry is a bad card because you have to pay life for it to come into play?
Remember in Magic the only life point that actually matters, is your last one. If you take 5 damage from your Ruin Raider by revealing The Scarab God, but that draw allows you to actually have it to play turn 5 (say by the card underneath on your next draw being your fifth land draw) then that 5 damage was 100% worth it.
I am not saying run 4 Ruin Raider, because that is probably wrong. But running 0, is also wrong by a large margin.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
As for your example, I do not think that shocklands are bad, but I believe that there are decks who are happy to play them untapped, and others that prefer to play them tapped.
anyway really excited about this deck, just not looking forward handing out the cash for the scarab god :S
as a side note, what is our plan against carnage tyrant?
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
The problem with Tyrant is it is a hard card to plan around.
On one hand, if Ramunap Red is still one of the best decks in Standard, it may be able to just push Tyrant decks out of the format. In that case we don't really have to worry too much about Tyrant. On the other hand, if Tyrant is a massive part of the format there are few ways to deal with it. We have Bontu's Last Reckoning as a sweeper for the deck, as well as Doomfall. One problem with Doomfall however, is that the Dino Ramp decks will have a lot of small ramp creatures to exile instead of Tyrant.
So basically the plan for Tyrant is to slow down the ramp deck as much as physically possible, and hope we can get them low enough while slowing them down we can just win by going over them with our fliers and kill them when they want to be playing Tyrant.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Because the deck is aggro tempo, I think the deck should be able to enable the revolt trigger reliably to where Fatal Push will be a good catch all for the first 1 - 5/6 turns. It depends on how the meta shakes out but Never // Return gives you the flexibility to hit Planeswalkers as well as hit key cards in the the opponents graveyard (if that turns out to be a thing) and Vraska's Contempt allows you to exile creatures (great against any deck that uses gods) & planeswalkers at instant speed. Walk the Plank is a good card but it is double black, at sorcery speed, and just not as flexible as the other cards. If you know the meta and you don't have to worry about Planeswalkers and/or gods, then Walk the Plank is the way to go. If you do, then adjust accordingly.
4x Drowned Catacomb
4x Fetid Pools
2x Evolving Wilds
1x Field of Ruin
1x Ifnir Deadlands
6x Island
6x Swamp
Creatures - 23
4x Fathom Fleet Captain
4x Hostage Taker
4x Kitesail Freebooter
4x Siren Stormtamer
3x Daring Saboteur
2x Ruin Raider
2x The Scarab God
4x Fatal Push
4x Lookout's Dispersal
2x Fell Flagship
2x Walk the Plank
1x Duress
3x Deadeye Tracker
3x Duress
3x Metallic Mimic
2x Bontu's Last Reckoning
2x Vraska's Contempt
2x Walk the Plank
So let's walk through my sideboard decisions
Deadeye Tracker: I am expecting God-Pharaoh's Gift to still be a deck. It is also true that control with Torrential Gearhulk will most likely still be a thing. Tracker is one of the best graveyard hate cards for the deck to run since it gives us card advantage while hating the opponent's graveyard. It being a Pirate is gravy.
Metallic Mimic: Ramunap Red will also still be a deck. One of the best ways I have found to go against this deck is to make the Tempo deck go a little bigger. A single Mimic turns a Fathom Fleet Captain into an army of 3/3 Menace creatures. 2 Mimics, and it's an army of 4/4s. Mimic could also be good in the mirror as a way to try to go over the top for as small an investment as possible.
Duress: Honestly just making sure that after sideboard against Control we have the full playset of Duress to compliment our Kitesail Freebooters.
Bontu's Last Reckoning: Probably this deck's best possible answer to Carnage Tyrant. The ramp deck will likely have too many small ram creatures in play for Doomfall to get our intended target, but BLR has the added benefit of dealing with Tyrant, while also killing all of our opponent's ramp dudes. It's a good 1-2 punch.
Vraska's Contempt: We need a way to deal with Planeswalkers, and this is probably our best option. Now why Contempt over Never // Return? The answer is simple. The exile clause on Contempt makes it very useful as a sidebaord removal spell to help us deal with Hazoret the Fervent which will be a HUGE thorn in the side of this deck if it can't be dealt with.
Walk the Plank: There will be some match ups where we just need more cheap efficient removal, so we go up to the full playset of Walk the PLanks.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I like it. Personally, I like a t1 Duress so I would probably be looking to go at least 2 in the main with your same list and trim down 1 Fell Flagship. That would give us 6 total pieces of noncreature, nonland hand hate by turn 2. But your list looks great. Sideboard is frequent to change but there is a lot of flexibility to include more blue cards if needed. All depends on how the meta shakes out. Spell Pierce might not be a bad inclusion in the side.
That's a tough one because the next best finishers are 6 mana. I'd go sphinx of magosi but he's really deep blue. There was a budget 5/3 sphinx that has semi hexproof in Amonkhet that could work.
BTW, don't miss the interaction between blink cards and raid etb.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!