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  • posted a message on [Primer] Lantern Control
    Quote from Pistallion »
    Quick question: how do you beat a game 1 opponent's Leyline of Sanctity?


    The only deck that main-decks (to my knowledge) Leyline of Sanctity is boggles.
    ... and that deck can literally not beat ensnaring bridge game 1. You will win with academy ruins.

    Otherwise you beat it with Pyxis. Most lists play at least two Pyxis main.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from Skitzafreak »
    Quote from axman »

    What do we cut for it though?
    I'm not 100% sold that it is main-decked... but maybe. It is very very good.


    The question is, does it do a job better than any specific card already in the main board?

    I know in my version of Lantern, I've been running 3 Opals instead of 4, so I have the slot for it. However in the more traditional lists running 4 Opals, I think the card you'd cut for it may actually be Grafdigger's Cage.

    From my experience, Cage's main advantage in the mainboard is it stopping Snapcaster Mage and Past in Flames in the mainboard. And while both of these are very good effects to stop, I think Sphere may be able to do a better job. Hear me out.

    First and foremost we'll address Past in Flames. Now Storm is a deck, that can still win with you having a Cage in play. All they need to do is to have a bunch of Cantrips, a bunch of mana, and to not brick on all their draws. I have lost plenty of times to Storm with a Cage in play, wherein the match would be completely over if that Cage was a Sphere. Being unable to gain mana from their rituals hurts the deck so much it isn't even funny.

    Then we have Snapcaster Mage. Against Control, using trying to Thoughtseize Cryptic Commands is pretty important, as they help us keep our Bridges in play. Stopping an opponent from going Snap Cryptic is pretty important in these match ups. However, just as Whirring for Cage in response to Snapcaster is a great way to deal with it, so is Whirring for Sphere, at least when they only leave the 4 mana open for Cryptic. Arguably Sphere is definitely worse than Cage in these situations, but it'll take testing I feel to see how much worse.

    Finally, Cage stops other graveyard shenanigans, which Sphere does not. I don't know about your experience, but in most instances, Bridge is enough for me against most graveyard decks, I don't need Cage. At least not for Game 1. I think Sphere helps match-ups like Storm and Tron much more than Cage helps us against graveyard decks. The wild card are Snapcaster decks. Maybe we want both Cage and Sphere, and the cut is something like a Bauble, I am not sure. Obviously all of this will need to be tested.


    I'm super... super excited for this card. Tron has been the most annoying match-up for me regardless what deck I play.
    Mostly because the anti-tron cards are not really good vs anything else. This is the first multi-use sideboard card that is also good vs multiple decks (hallow one, storm, tron, etc.)
    Posted in: Control
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from Shodai »
    The card will be bad against fair decks. Thalia is good because she is a creature.

    This card will not instantly win you the game against Tron and they will be packing ancient grudges to remove it.

    It's a strong hate card that will slow them down but even if you thoughtseize then grudge from their hand they can still flash it back.

    It will slow them down but unless you get very aggressive very quickly they will have time to find that grudge to kill it.


    Most decks that would want to run this would either be playing counter-spells or welding jar.
    I do think this card has potential against "Fair decks" especially in the right shell.

    It makes counter-spells and blood-braid elf really awkward. Especially when you only have zero to one CC spells.
    Posted in: Modern Archives
  • posted a message on [Primer] Lantern Control
    Quote from Skitzafreak »
    Quote from thnkr »
    Holy smokes, we got an artifact to Whir for that hates on both Tron and Storm.

    Damping Sphere
    2
    Artifact
    If a land is tapped for two or more mana, it produces C instead of any other type and amount.
    Each spell a player casts costs 1 more to cast for each other spell that player has cast this turn.


    Lock Lock Lock Lock Lock Lock Lock Lock Lock Lock Lock

    So, we're running 1 of these mainboard right? I don't see any downside to doing with this what we do with Cage. 1 main, and 1 side for the specific match ups where it is needed.

    This card better have damn good art lol


    What do we cut for it though?
    I'm not 100% sold that it is main-decked... but maybe. It is very very good.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from thnkr »
    Holy smokes, we got an artifact to Whir for that hates on both Tron and Storm.

    Damping Sphere
    2
    Artifact
    If a land is tapped for two or more mana, it produces C instead of any other type and amount.
    Each spell a player casts costs 1 more to cast for each other spell that player has cast this turn.


    Is this real life? Is this really happening?

    On a more serious note: that artifact is amazing. It could even be good vs control. Snapcaster + bolt would not cost 4 mana.
    Posted in: Control
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from tronix »
    Quote from axman »

    Don't forget RW prison is a deck. ATM leyline protects planeswalkers vs damage spells, which does come up against decks other than burn (jeskai, jund, lantern control, dredge, mardu pyromancer, etc. ).


    fair enough. i made that statement based on personal experience, so maybe the interaction does come up more often.


    Well, let me clarify. I don't think the situation will be common. It's still a very niche scenario especially since mardu planeswalker and/or Sun and Moon are generally rare decks. (maybe 2-3 people total at a major event piloting these decks).

    Out of 100 matches... you might play 2-3 decks that would be impacted by this change. And that would be on the high end.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from tronix »
    Quote from axman »
    Quote from Skitzafreak »
    Quote from Shodai »
    It's weird though, is every single damage spell with "target player" getting errata for "or target planeswalker"? Are new burn spells going to have "or target planeswalker"? Going to be very confusing for newer players when they start playing modern and their opponent casts lighting bolt which doesn't say "target planeswalker" and targets their planeswalker.


    From what I've seen on the MTG Arena beta coverage, where this seems to have already been implemented, we'll be getting something similar to the Alpha wording of Lightning Bolt:

    "Deal 3 damage to any target"


    When does this go live?


    well @Shodai said maro indicated with Dominaria, i dont have a source though.

    lightning bolt reprint confirmed for dominaria!

    just kidding.

    really though the interaction like never comes up, and if it does i dont see it likely being a determining factor in a game. its not like burn players are sitting there gnashing their teeth playing against an opponent with leyline and thinking - 'gah! if i could only kill their planeswalker!'

    buddy i think you got bigger problems

    though this no longer means that leyline + gideon3 is the hardlock against them. rejoice!




    Don't forget RW prison is a deck. ATM leyline protects planeswalkers vs damage spells, which does come up against decks other than burn (jeskai, jund, lantern control, dredge, mardu pyromancer, etc. ).
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from Skitzafreak »
    Quote from Shodai »
    It's weird though, is every single damage spell with "target player" getting errata for "or target planeswalker"? Are new burn spells going to have "or target planeswalker"? Going to be very confusing for newer players when they start playing modern and their opponent casts lighting bolt which doesn't say "target planeswalker" and targets their planeswalker.


    From what I've seen on the MTG Arena beta coverage, where this seems to have already been implemented, we'll be getting something similar to the Alpha wording of Lightning Bolt:

    "Deal 3 damage to any target"


    When does this go live?
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from Pistallion »
    I think that a lot of people misunderstand The Hallowed One deck. Its like when someone tells you that you were lucky to draw a certain card that you have 4 of. The Hallowed One deck runs on cards that embrace randomness, but the fact is, the deck is constructed in a way that abuses it. It runs a ton of cards that draws a ton of cards, which only increases the consistency of the deck. While those cards forces you to discard, often times netting you card disadvantage, the deck doesn't care about card advantage but only cares about board advantage.

    It has shown to be a successful deck, and a deck that should be considered at worst, tier 2. I personally think it is probably underplayed due to the crazy swings that cards like Goblin Lore give you, but it looks to be a very powerful deck, but with weaknesses. I think that we have already passed the days when it was FoTM as well


    The thing about Hallowed One is it's just not about drawing a certain card that you have 4 of... its about drawing a card that you have 4 of in the correct sequence.

    For example if you draw the hallowed one the turn AFTER you discard a bunch of cards, that's really bad.
    If you discard your only threat you drew cards with goblin lore, thats bad.

    There is so much that can go insanely wrong with hallowed one it's not even funny.
    The reason hallowed one is good is the same reason Grixis Death Shadow is good. Turn 2 Angler is very powerful.

    From my experience snapcaster and path is usually enough by itself to stop the deck dead in its track unless it got a god draw.
    of course if you don't draw a path... you very dead.
    Posted in: Modern Archives
  • posted a message on [Primer] Lantern Control
    Quote from Shanaxe »
    Quote from axman »


    One problem I see with this deck: not sure how it beats hate. I don't see this deck beating a stony silence or RIP ever.
    Additionally - sure [Commandeer]ing a Karn Liberated is "cool" but what happens when the follow it up with a Oblivion Stone, Another Karn, or am Ulamog? I think its too cute to be consistently good. But maybe I'm wrong.


    Thanks for the feedback!

    Stony Silence Can be as easy to remove as tapping U in main phase, thanks to Set Adrift. Or it can be just Negated, or, if it doesn't land turn 2, dealt with Stoic Rebuttal. Same can be done with that Tron Scenario. I mean, is not granted, but we are still talking about a card game, so that's the potential part.

    About consistency, I have to agree. Sometimes the alternative cost of Commandeer is not as easy to pay. I am experimenting with this payoff tho.
    It can also turn a Abrupt Decay or critical Thoughtseize, any planeswalker, any crucial enchantment... "noncreature" is quite intriguing restriction, if your deck is focussed to deal with creatures through ensnaring bridge. Reality Shift also is supersweet. The split between it and Negate is still flexible. Smile


    The problem I think with the first point: decks that run Stony Silence are almost always bringing in RIP/Relic as well (which would turn off your delve game plan of dealing with stony silence). Also - those decks also typically play counter spells as well. Meaning you need your own counter spells to make sure you can actually resolve the set adrift.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Quote from Shanaxe »
    Hello everybody!

    So, I love this archetype, and I am an odd one.
    For this reason I decided to share my list of the deck, fairly newborn, but so far good performing.



    The deck has a narrower gameplan in the lack of alternate winconditions like Pyrite Spellbomb (even if Mechanized Production lets you win in four turns, in the best case scenario), but I found myself navigating nicely even with the lack of discard spells (until now.)
    I faced a B/R discard midrange deck, and even through 2 Inquisition of Kozilek and one Thoughtseize I managed to lock him out.

    The most satisfying moments are with commandeer, tho. Stealing a Karn, Liberated turn four and using it against tron is so far what is selling me the variant! Smile
    Whir of Invention is amazing, and set adrift is also one of the shining stars of the deck. Smile
    I am still playtesting it, but I intend to bring this deck to one of the next FNM, and see the results!


    One problem I see with this deck: not sure how it beats hate. I don't see this deck beating a stony silence or RIP ever.
    Additionally - sure [Commandeer]ing a Karn Liberated is "cool" but what happens when the follow it up with a Oblivion Stone, Another Karn, or am Ulamog? I think its too cute to be consistently good. But maybe I'm wrong.
    Posted in: Control
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    T1 Hollow One, T2 bring back Ghast and Phoenix swinging for 6 with Hollow One and Phoenix, T3 swinging for 10 is 16 damage. If he's on the play, then his opponent answers with an Endbringer after all of that, then another Endbringer the next turn, and none of that stops Phoenix from finishing him off.


    Ah. Hallowed one player was on the play and had the nut draw. Yea can't do much about that.
    If the hallowed one player was on the draw... he looses in that scenario most likely. Despite having the nut.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from Spsiegel1987 »
    Quote from axman »
    Quote from Spsiegel1987 »
    So, I've been testing Hollow One more, and I still think this deck is...unhealthy

    It's in this weird spot where it doesn't necessarily win on turn 3, but it creates a board so difficult to actually defeat by turn 2 or 3 it may as well.

    I beat some E-Tron player with a turn 1 hollow one, who established turn 3 Tron and played back to back Endbringer and still couldn't win.

    Then I pumped out 2 turn 1 Hollow one's and he scooped game 2.

    This does not promote healthy or good game play.

    The deck isn't tier 0, it seems to have trouble against go wide decks and UW Control.



    I know it doesn't have the results or meta shares yet----but come on, Sheridan, have you tested this deck out? I thought this deck was way more luck based until I began to play it.

    It seems to beat up on a lot of fair decks, combo and aggro. Things like Merfolk, Elves and maybe Humans is tough


    How was he unable to beat you with two Endbringers? Enbringers block nearly everything in your deck favorably. The cards it can't block it can simply make it so they are useless. And this is all with being able to apply insane pressure.

    With two end bringers + tron - he can make up to 4 creatures unable to attack each turn. How did you beat that?


    Hollow one's enabled two Phoenix's and 1x Bloodghast, he couldn't avoid the final points of damage to stabilize in time


    So he was at 6 or less life on turn 3 after playing the endbringers? Assuming you swing the turn he plays the end bringer for 4 damage. If that doesn't kill him, you can only do 2 damage every turn after that unless you draw more creatures.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 10/02/18)
    Quote from Spsiegel1987 »
    So, I've been testing Hollow One more, and I still think this deck is...unhealthy

    It's in this weird spot where it doesn't necessarily win on turn 3, but it creates a board so difficult to actually defeat by turn 2 or 3 it may as well.

    I beat some E-Tron player with a turn 1 hollow one, who established turn 3 Tron and played back to back Endbringer and still couldn't win.

    Then I pumped out 2 turn 1 Hollow one's and he scooped game 2.

    This does not promote healthy or good game play.

    The deck isn't tier 0, it seems to have trouble against go wide decks and UW Control.



    I know it doesn't have the results or meta shares yet----but come on, Sheridan, have you tested this deck out? I thought this deck was way more luck based until I began to play it.

    It seems to beat up on a lot of fair decks, combo and aggro. Things like Merfolk, Elves and maybe Humans is tough


    How was he unable to beat you with two Endbringers? Enbringers block nearly everything in your deck favorably. The cards it can't block it can simply make it so they are useless. And this is all with being able to apply insane pressure.

    With two end bringers + tron - he can make up to 4 creatures unable to attack each turn. How did you beat that?
    Posted in: Modern Archives
  • posted a message on [Primer] Lantern Control
    Quote from thnkr »
    I don't run Tezz, no. And ya, that's one of the major reasons I run Padeem. She also helps a good amount against all that artifact removal running around.


    I just went 5-0 in a friendly league yesterday! Beat burn, two hallowed one decks, Blue Moon (traditional non breech version), and Merfolk.
    This time I opted for a more traditional build. Decided to go back to two Tezzeret, Agent of Bolas zero Padeems.

    As much as I like the concept of Padeem, Consul of Innovation, I feel like in most cases I would just rather have Tez. The only exception is if I play against Jund. Against other decks such as Tron, Control, etc. Tez is just better. I could see side-boarding it as a meta choice if Jund is really represented well. But I probably would only sleeve it up if I expected to play against 2-3 Jund in a day.

    Posted in: Control
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