Devotion is pretty decent. Mark of the Vampire is better and it's pretty much on par with Cartouche of Ambition. Cubeable seems correct.
Secrets of the Golden City is better than Divination, but still not overly exciting. There are arguments for booth Borderline and Cubeable.
Scoundrel is pretty good. I think it can count as a staple.
Zealot is not overly exciting. Rager is good, because it has a real body with 2 power. A 1/1 is only half a card. It's somewhere between Borderline and Cubeable.
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Jan 21, 2018 Posted in: Pauper & Peasant Discussion
Jan 15, 2018Thanks for the reply.Posted in: Pauper & Peasant Discussion
Yeah the witch is pretty damn strong, maybe I can find a different cut.
Currently mostly black is dedicated to the sacrifice archetype and the naya colors are only in so far involved, that they contain the swarm theme, that offers all the fodder the black sac outlets need. Right now I'm not really running any cards, that solely belong to the sacrifice archetype outside of black, except for some Threaten effects in red.
The Pioneer is mostly there to support the Swarm archetype. I will see if people are actually picking it because of hexproof when testing.
Jan 15, 2018These are my changes with RIX: (Out > In)Posted in: Pauper & Peasant Discussion
Mogg Conscripts > Goblin Trailblazer
Shoreline Ranger > Soul of the Rapids
Tajuru Pathwarden > Jungleborn Pioneer
Thoughtpicker Witch > Grasping Scoundrel
Bloodflow Connoisseur > Dusk Legion Zealot
I'm still testing out the Sacrifice archetype in black, so Dusk Legion Zealot made it in. A more detailed description can be found in my cubetutor-blog.
Jan 12, 2018The whir version is definitely slower, but that is very rarely relevant against most decks and against the really fast decks you sometimes board out 1-2 whirs to lower the curve.Posted in: Tier 2 (Modern)
At this point I'd say it's actually out of question, that the Whir list has a strictly higher win rate than the GB version.
The problem is, that MB it might often be win more, because game 1, just like affinity, lantern has a very high win rate and we most often lose to postboard hate. If I would play this combo I would only do it post board, where it takes a lot of sideboard slots, because to work efficiently you need at least the 3 Foundry/2 Sword. It's definitely nice, that you can tutor for it, but without the counterpart neither card does much on it's own. The Foundry still has like some kind of effect, but the Sword is just a dead card on it's own. Also this is not a good sideboard plan against any deck that might run Stony Silence.
It might still be worth a try in the slots of Tezzeret, Agent of Bolas, Search for Azcanta or whatever people are using for grindy matchups right now.
Jan 5, 2018I will definitely include Grasping Scoundrel and Goblin Trailblazer for their raw powerlevel and consider Dusk Legion Zealot, Jungleborn Pioneer and Soul of the Rapids for archetype purposes. Martyr of Dusk, Giltgrove Stalker and Hardy Veteran also look solid.Posted in: Pauper & Peasant Discussion
Jan 5, 2018You can't cast turn 1 discard with Ruins. Also River of Tears is just a very fine card for lanterns purposes, I don't get why many people hate it so much. Sure you can punt with it, but assuming, that you play your deck reasonably well that's not really an issue.Posted in: Tier 2 (Modern)
Jan 4, 2018I think 2 Shriekers + 2 Tezzeret + 1 Search is too much, because they are all meant for similar matchups. I think a big question right now is, if tezz or shrieker are better against tron. So the plan is not how we can consistently win, but how we might be able to steal some games against them, because our long term plan doesn't work against them. Shrieker comes down earlier, but milling cards, that are so expensive, that you kill your opponent in 2 swings is wishful thinking. Tezz throws reality smashers at them and the biggest upside of tezz is, that the tron player has to deal with booth, tezz + the 5/5. If he only kills the 5/5, tezz will make another next turn and if he kills tezz, the existing 5/5 will kill him quickly. This is pretty consistent, but you assume, that he has no turn 3 karn, wurmcoil engine or ulamog to actually deal with booth threats, and that there is no bridge.Posted in: Tier 2 (Modern)
Shrieker doesn't care about bridge, but without he can also never race wurmcoil. The biggest problem is, that it's only a single threat and even though your opponent doesn't expect it in game 2 he can simply kill it with dismember or fatal push game 3.
Jan 2, 2018Nice review.Posted in: Tier 2 (Modern)
The thing Mindshrieker needs to compare to is Tezzeret, Agent oft Bolas. Here are some points:
+cc2 instead of cc4
+might be useful against matchups, where tezz isn't good
+doesn't care about bridge
-sometimes people still have removal, especially g3
-a single threat
-tezz can often race faster
Dec 30, 2017Posted in: Pauper & Peasant Discussion
I would suggest to play none of them. All the cc2 prowess creatures just aren't good, which lies in the nature of prowess itself as a mechanic. To get full value out of it, it pushes you towards bad sequencing, because apart from the fact that you could theoretically turn any instant into some kind of combat trick it usually doesn't take into consideration the value of not playing your instant until the latest possible moment. Also many instants, like counterspells can't simply be cast at any time.
Playing your non-instant noncreature spells like sorceries and artifacts precombat usually requires enough mana, so that you basically tell your opponent, that you won't do anything within combat, which actually turns this ability into a disadvantage against you if you want to get the full value out of prowess. In the end this means, that if played correctly, prowess will usually not trigger, even if your deck is very noncreature spell heavy.
If you are looking for alternatives for the red cc2 slot you can take a look at my list. If you are looking for cards, that are related to the "spells-matter"-archetype, instead of simply being goodstuff, like Gore-House Chainwalker, I can actually recommend Firebrand Archer, that will always deal it's damage, no matter how you sequence your cards. I've tested it and it performed pretty well so far. It's just a very underrated card.
Dec 28, 2017If the banning lists would be made of strong rumors it would contain half of the modern meta.Posted in: Tier 2 (Modern)
1) Opal has been on the chopping block for soooo long without ever actually being banned, that I think they will never ban it. Yes fast mana is not something wotc wants, but it's simply a build-around card, that is played in very few different decks.
The same is true for Stirrings. Sure it's stronger than any of the blue cantrips they banned, but only in a deck with a crucial number of colorless cards, which highly restricts your deck to either being heavy-artifact or heavy-eldrazi themed. Also it's actually not powerful enough to make the cut in affinity or in eldrazi tron over Chalice of the Void.
Lately Wotc has been very restrained with banning cards and booth Tron, which dominated the last GP, and Lantern which currently is the strongest deck in modern can be dealt with by a slight meta shift (e.g. Infect is pretty favored against booth of these decks.). It was the same with Death Shadow and several other decks, that dominated the meta for a short period.
2) Whir is actually better than Stirrings. Even though we would definitely miss it we don't need it. Banning the Stirring would actually have the upside, that we don't need stuff like Botanical Sanctum in the MB and we could focus more an building a UBx manabase rather than UBGx.
Banning Opal would obviously hit us really hard, as well as it would also make Affinity a lot worse, which would be an unwanted side effect, considering their aim with this banning would solely be to weaken lantern.
Edit: I think the main reason why bannings against Lantern are very unlikely is, that many people have yet to realize, that it actually is the best deck in modern right now and once everyone agrees what the best deck is, it will automatically stop being the best deck, due to people start playing stuff like Gx Tron.
Dec 16, 2017Contraptions are dead cards for everyone who has no assemblers. In a bigger sized cube you can definitely not draft contraptions and assemblers. It would be way too random. You would need to think of different ways to distribute contraptions other than drafting them, but this requires extra rules, you usually want to avoid.Posted in: Pauper & Peasant Discussion
As far as playable cards from unstable go, these ones might be considerable:
-GO TO JAIL: Cheap efficient removal, but kind of random.
-Ground Pounder: Compareable to Darkthicket Wolf. It can't freely attack on turn 3 but it's certainly a lot more threatening later in the game.
-Hammer Helper: Possibly the best Threaten-effect we got so far, if you are into that. It will most likely be better than Traitorous Instinct.
-Magic Word: Often better than Claustrophobia. You can't get rid of tap abilities, but it doesn't need UU, which is a big deal.
-Novellamental: Functional reprint of Welkin Tern.
-Old Guard: Pretty Ok, but also unnecessarily random.
-Shaggy Camel: Functional reprint of Inspiring Captain.
-Squirrel Dealer: Strong but totally random.
-Blurry Beeble: "
Dec 16, 2017Unstable Update: (Out > In)Posted in: Pauper & Peasant Discussion
Azorius Signet > Chipper Chopper
Dimir Signet > Riveting Rigger
Rakdos Signet > Joyride Rigger
Gruul Signet > Steady-Handed Mook
Selesnya Signet > Wrench-Rigger
Bastion Mastodon > Chivalrous Chevalier
Golgari Signet > Work a Double
Simic Signet > Crafty Octopus
Izzet Signet > Old Guard
I really liked the idea of adding the contraption-assembling cards and since I wanted to get rid off the Signets for a while now anyway I felt like this would be a good opportunity. As for the problem of getting enough contraptions for your assembling cards and the fact that contraptions are completely dead picks for everyone without assembling cards I decided, that they will not be drafted, but later given to the players. Since there common contraptions are all rather fair and not close to be as overpowered as some of the rare or mythic ones I don't see any problem there. Now I'm currently deciding between 2 ways to distribute contraptions:
1. Players can simply choose from among all 15 contraptions the ones they want, which would make the cards very powerful, because when you only have a single contraption you would assemble that one for sure. I don't think they would be too strong, but certainly high picks.
The problem with this is the availability. It will be very likely that different players all want the same contraption, which would either mean, that I have to heave a whole lot of multiples (up to 6 copy of up to 15 contratpions) for everyone or that I would have to think of a system of how to distribute them fairly among the people.
2. There will be a single contraption deck for everyone, containing all or some of the common contraptions. Whenever anyone assembles a contraption, they assemble it from that pile, getting a random effect. This would weaken the cards by a lot, but hopefully they might still remain decent picks. It would also be more in the spirit of unstable, IMO.
Which system do you prefer?? If you would have to choose, which contraptions would you possibly not offer for being too weak/strong?
Dec 6, 2017Well Kanister tested EE for a while and I watched, analyzed and made my own conclusions of his reasoning, to cut it. It's obviously a good mainboard answer to Chalice, but against everything else you usually want to play it on 1, e.g. Hierach, which is often worse for you than for your opponent.Posted in: Tier 2 (Modern)
Decay deals with Chalice and Stony and only costs 2. Apart from that IOK and Thoughtseize can take care of all 3 cards with only cc1. I myself considered to go for 4 IOK, 3 TS in the MB and a 4th TS in the SB.
You could also test Set Adrift. It's definitely worth a consideration and there isn't too much data on it as far as I know. It has up to cc1, deals with pretty much everyhting and you can cast it off a basic island.
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