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  • posted a message on G/B Nest of Scarabs (-1/-1 Counters)
    This is what i ran couple of small showing at my local, played super nicely only games i lost was temur energy but it was a super close match, it was all about whos glory bringers could end the game quicker. Soul-scar was a house, the god preformed way better then expected was able to can trip most removal burn spells because of scoul-scar + god interations.

    4xSoul-Scar Mage
    3xHapatra, Vizier of Poisons
    4xChanneler Initiate
    4xAmmit Eternal
    4xGlorybringer
    2xThe Scorpion God

    3xNest of Scarabs
    4xAbrade
    2xChandra, Torch of Defiance
    2xKey to the City
    2xCut // Ribbons

    4xBlooming Marsh
    2xForeboding Ruins
    2xGame Trail
    2xCanyon Slough
    2xSheltered Thicket
    xForest
    xSwamp
    xMountain
    basic lands cant remember of top head sorry
    Posted in: Standard Archives
  • posted a message on G/B Nest of Scarabs (-1/-1 Counters)
    Here is where I am going to start testing with, this deck looks hella fun to play has cards like Ammit Eternal and Glorybringer to hit hard and try to finish in a timely manner. And I love the fact that is goes wide. The curve of Hapatra, Vizier of Poisons into Ammit Eternal seems great. The interaction with Glorybringer with Soul-Scar Mage with a Nest of Scarabs is interesting, and wanna try that out. Channeler Initiate I am hoping will help out the manna issues and the manna base i'd figure out later to tired to figure it out now. Abrade seems nuts kills alot of creatures/vechiles/gearhulks/rando artifacts seems live in all match ups, also works well with Soul-Scar Mage. Probally going to start with 24 lands then trim 1 or 2 if it feels right. So that leaves 8 more slots outside of this core. I chose to keep Obelisk Spider out cause 3mana for a 1/4 seems kinda meh even tho i do realize it adds counters to things but I think its not strong enough, I might be wrong thou. Not sure if its right but Blazing volley with a Soul-Scar Mage and Nest of Scarabs in play is pretty cool, as wells as Radiant Flames. Worth playing some number of these effects in the 75. I just don't know what other 8 cards should be in the main I'm thinking some numbers of Cut // Ribbons possiblyChandra, Torch of Defiance. Thoughts?

    4xSoul-Scar Mage
    3xHapatra, Vizier of Poisons
    4xChanneler Initiate
    4xAmmit Eternal
    4xGlorybringer
    2xThe Scorpion God

    3xNest of Scarabs
    4xAbrade

    xBlooming Marsh
    xForeboding Ruins
    xGame Trail
    xCanyon Slough
    xSheltered Thicket
    xForest
    xSwamp
    xMountain
    Posted in: Standard Archives
  • posted a message on [Deck] Jund Vengance
    
    So there is this brew i've been working on around Burning Vengeance. I've become heavily intersested in the realtion of the mechanic retrace with this enchantment, that never really took off. For those how never relized that when you cast a retrace card from the graveyard it will trigger Burning Vengeance. So Flame Jab becomes Lighting Bolt, but not exactly. It is 3 damage that you can send to 1 or 2 targets. Since Flame Jab deals 1 , and Burning Vengeance deals 2. Which opens up possibilities for killing 2 creatures at once. Which seems awesome. Also pairs nicely with Raven's Crime and Worm Harvest. This is a powerfull interaction that I do believe deserves to be explored, with Deathrite Shaman banned graveyard mechanics get easier to achive, sso is shown with Pyromancer Ascension Being played again.

    What is nice about this brew it dosent rely on Burning Vengeance, Burning Vengeance just supercharges all of our spells.
    From mw playing in modern right now being able to clear affinity quickly, disrupt kiki combo, exiling creatures, and quickly killing hands on u/w/r is real important. So that is what this deck is being created to do. Not saying it good against everything. But it has the tools to do so.

    //Enchantment (4)
    4 Burning Vengeance - Supercharger

    //Instant (7)
    3 Abrupt Decay - Good instant speed catch all un cmc 3 spell. Really has game in tons of matches.
    2 Darkblast - Great with dealing with Affinity and hitting bob, mana dorks, x/1 that kiki uses.
    2 Terminate - efficent at hitting everything including manalands that Abrupt Decay cant.

    //Sorcery (25)
    2 Anger of the Gods - turning out to be a premire sweeper, since persist is popular and 3 dmg for zoo
    4 Faithless Looting - Digs in deeper while ditching retrace cards
    3 Flame Jab - 1 dmg can hit alot expecialy affinity
    3 Inquisition of Kozilek - great way to disrupt without the life loss
    3 Life from the Loam - dredge gets us deeper and giving us lands to retrace
    2 Maelstrom Pulse - A catch all that hits what Abrupt Decay cant minus manlands
    2 Pillar of Flame - when you need to deal with pod this does some work as long as they dont combo
    2 Raven's Crime - Making control decks cringe since printed
    2 Thoughtseize - when you need to hit Birthing Pod, Splinter twin, and such
    2 Worm Harvest - Generates huge board presence late game and could win the game

    //Land (24)
    2 Arid Mesa
    3 Blood Crypt
    2 Forest
    3 Mountain
    2 Overgrown Tomb
    2 Raging Ravine
    2 Stomping Ground
    3 Swamp
    1 Tectonic Edge
    4 Verdant Catacombs

    SB: 2 Ancient Grudge - good hate for affinity, and deals with random artifacts that you come across
    SB: 2 Anger of the Gods - going up to 4 for better chances of seeing after board
    SB: 2 Hero's Downfall - Great against mid-range decks with planeswalkers
    SB: 4 Leyline of the Void - good against storm, and graveyard dependent decks
    SB: 1 Pithing Needle - catch card for things you come across
    SB: 2 Thoughtseize - going up to 4 for when you play against combo
    SB: 2 Torpor Orb - Slows down pod combo's and kiki combo

    Thoughts, lets get a good discussion on if this is viable, and if you think i'm missing something here.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Death Cloud (8/2013 - 6/2014)
    I Just played modern this friday 5 rounds.... Very diverse meta at my store. Just a little imput from the rounds.
    Round 1: Bye
    Round 2: Played against my Buddy Andy. He usually runs u/w/r(non Ghiest), but he surprised me with b/g(non death cloud), traditional rock mid range. Bitterblossums,bob, goyfs and such. Game 1 lost kept a hand that was better suited for the u/w/r deck and couldnt beat the scavaging ooze with my finks. Game 2 we exchanged removal spells and ripping our hands appart till I got to resolved garruk then deathclouded, which left me 1 land and garruk to his no land bitterblossum. 3/3 smash harder then 1/1 flyers. Game 3 Like game 2 but was forced in a position to death cloud leaving nothing but 3 lands on each side, he recoverd better then I did.
    Round 3: Played against a deck that me and Andy came up with when modern came out b/r. It contains Many Burn spells, Hand disruption spells, and the creatures are mana sinks like figure of destainy, Kargon dragonloard, and night hawks. Game 1 I cast 2 primal commands gaining 7 life and fetching 2 thragtusks. Gaining a billion life forcing his burn to take care of thrag, bought enough time to death cloud away 3 figure of destinys(which are huge at that point). Game 2 Went about the same way but torpal orb kept me from gaining life off of my creatures.
    Round 4: Played u/w/r twin. game 1 he got the turn 4 win. On turn 2 he played spellskite so I knew exactly what he was. On my turn 3 drew looked at my hand and saw I had no way to stop the combo if he had it. Game 2 went forever didnt see any thoughtsieze or deathclouds. got him down to 1 life with just garruk beats and eternal witness/primal commands. till he eventually drew into the combo.
    round 5: played b/w tokens. game 1 mull to 5 stuck on 2 lands for 4 turns. Game 2 mull to 4 suck on 3 lands. Not a good time.

    Affinity and big zoo split for 1/2, Pod decks filled up other places, with my friends b/g rock deck amoung them.

    All an all not bad, but I decided to add 2 scavaging oozes in place of my 2 wall of roots. the thought behind this is so I can transition better in the midrange plan, when I need to.

    Night of soul's betrayal was awesome in sideboarding thou, in the b/g match up delt with bitterblossums and bobs nicely allowing me to focus removal on planeswalkers/goyfs/ozze.
    And I am a fan of Hero's downfall, ran 1 in main and 1 in side. Litterly boarded them in every match up.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Death Cloud (8/2013 - 6/2014)
    So with my list I went with the following changes(found on page 13, I stink when it comes to posting in forums).

    From the main:
    -2 Grave Titan
    -1 Death Cloud
    +2 Primal Commnand
    +1 Liliana Vess

    From the side:
    -3 Obstinate Baloth
    -2 Gaze of Granite
    -2 Relic of Progenitus
    +4 Leyline of the Void
    +1 Damnation
    +2 Eternal Witness

    Grave titan is good no question about it. But with Primal command I find it easier to stabalize gaining 7 life searching up a thragtusk. Or Bouncing lands/perms and fetching an eternal witness after board.
    Liliana Vess, is something im trying. So far I got to resolve it a few times, and never been disapointed. Against u/w/r if it resolves is pretty much game over.
    Leyline of the Void > then Relic of Progenitus. The mana cost should be no problem if its not in the opening hand either.
    Eternal Witness, I put in the side because I only want it when playing against u/w/r or similar style decks, allows me to grind out control games where 8 targeted discad spells are not enough.

    Someone mentioned bout the tron match up. If you can stick a Chalice of the Void at 1 counter on turn 2 against them. It shuts down so much of their deck. To me the only way I have lost to tron was the turn 3 Karn when I didnt have a thoughtsieze. Thou I havent run into tron much with the increase of Spreading seas, and blood moons lately.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Death Cloud (8/2013 - 6/2014)
    Hey, I have been playing death cloud for a while of and on. I almoust top 8'd a ptq a while ago with the deck. was 6-0 then I had a deck reg error on a deck check, and mad muligans. what you gone to do lol. Now with the current bannings I went back to my favorite modern deck, death cloud. I based it upon the version that I ran at the ptq, with some changes because of the bitterblossom unban.

    The deck in its current state.
    4Death cloud
    3Abrupt Decay
    2Maelstrom Pulse
    4Inquisition of Kozilek
    2Thoughtsieze
    2Damnation
    1smother
    4Garruk Wildspeaker
    4Sakura-Tribe Elder
    2Wall of Roots
    4Kitchen Finks
    2Thragtusk
    2Grave Titan
    4Verdant Catacombs
    4Overgrown Tomb
    4Swamp
    5Forest
    1Urborg, Tomb of Yawgmoth
    2Tectonic Edge
    3Treetop Village
    1Oran-Rief, the Vastwood

    Sideboard:
    3Obstinate Baloth
    2Thrun, the Last Troll
    1Pithing Needle
    2Chalice of the Void
    2Thoughtsieze
    2Gaze of Granite
    1Smother
    2Relic of Progenitus


    So far I have no problems vs affinity, zoo, and creature based dmg decks. My pod matches are about even. UWR is in their favore game 1 and in game 2 and 3 its about even. The main problem I have been having is in graveyard decks, like livining end and goryo's vengence deck. if you dont get relic you pretty much loose. So changes to the sideboard will be -2Gaze of Granite +1 Surgical +1 Relic. Gaze of Granite was put in sideboard to help fight bitterblossom and aether viels, which hasn't been a problem. But since I am removing a wrath effect I need to add 1 more damnation to the side, so -1 obstinate +1 Damnation. Damnation is obviously good against aggro, but it is also very good againt pod in my games.

    Thragtusk Has been amazing since I started playing death cloud, It works nice with death cloud. Also applies alot of pressure when you need to against slower decks. This guy imo might be a staple.

    I play 6 ramp spells, I think if you wanna try to do a consistant death cload on turn 4 for 4, you wanna run somewere for 6-7. The elder is great for obvious reasons. But I also chose Wall of Roots, blocks everything and ramps you. I expect to see alot of wild nacatl. Also its nice to play garruk and untap to a wall for his protection.

    Grave titan is nice, but I haven't been sold on him yet. In the version I played at the ptq I ran Primal Command, and think I wanna test it in the current enviroment. I am also going to see how bitterblossom feels in the deck.

    Just wanted to share my thoughts on cloud so far.

    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Lantern Control
    Yes, Perplex will never be able to protect our bridge, I understand this. I was intending on using this not as a protection spell, but as a disruption counter. Forcing you opponent early on to choose whether our not to discard there hand, to resolve their Liliana, Birthing pod, etc.. Is a disruption to what they are trying to achieve. If the pod player wants to discard his hand to resolve birthing pod, we just Pithing Needle it, then win the game cause he has no hand.

    Now you mentioned Dimir Machinations, this card seems like it should have been already in the 75. As it can control the top of what they draw, and tutor for our bridge, and if you choose to play Ashiok, Nightmare Weaver.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Hello group, you have the honor of being part of my first post. I have been playing modern, and testing it since wizards was like hey this modern format, yeah its a thing now. I have played many list from death cloud, to affinity, the weird cascadinator, to uwr control and many more. I can say I have grown bored of all the lists I have played. You see, I'm a stax player. I love grinding games out, thinking about all kinds of interactions. So Modern has been meh for me so far till I found this thread. I can say I am in luv with reading this thread. I haven't played any games with this deck so far, because I wanted to get your thoughts on the list, I have put together. Before I assemble it.

    So Here it is:

    Creatures:
    2 Trinket Mage

    The Goodies:
    4 Perplex
    3 Ensnaring Bridge
    1 Ashiok, Nightmare Weaver
    4 Lantern of Insight
    4 Codex Shredder
    3 Ghoulcaller's Bell
    1 Pyxis of Pandemonium
    4 Mox Opal
    2 Nihil Spellbomb
    1 Pithing Needle
    3 Faithless Looting
    3 Pyroclasm
    4 Galvanic Blast
    4 Ancient Stirrings
    1 Sunbeam Spellbomb
    1 Pyrite Spellbomb

    Lands:
    4 Glimmervoid
    3 Scalding Tarn
    1 Blood Crypt
    1 Watery Grave
    2 Steam Vents
    2 Academy Ruins
    1 Ghost Quarter
    1 Breeding Pool


    One thing I noticed is the use of Infernal tutor. I think its great for this deck, But I noticed later in the thread someone mentioned Perplex. I had almost forgot about this card, I loved playing it in pauper. And I think it has a serious home here. So lets break this card down. Its a counter-spell that has a condition, the condition can be great for us. Think, your opponent has no hand and we control the top of the deck, easy win. Second, The most important part, It has Transmute for 3. We can tutor Ensnaring Bridge, Trinket Mage , and my personal favorite for the list Ashiok, Nightmare Weaver. With Infernal tutor, we have to worry about dumping our hand, but with Perplex we don't have to. To me Perplex, Just seems useful at all stages of our game plan. Disrupting our opponent with countering, or tutoring for a Ensnaring Bridge or Ashiok, Nightmare Weaver.

    Now on to Ashiok, Nightmare Weaver, It fits in nicely with the Perplex engine, as we can tutor for it as well. Also our main strategy I think was mill at some point. And this dose great at that. It Exiles cards for the top which is needed against tron. Also Sometimes you might just want to play some of your opponents creatures, like Deathrite Shaman, if exiled with Ashiok, Nightmare Weaver .Also the Ultimate on Ashiok, Nightmare Weaver, Gets rid of not just there graveyard but there hand, exiling your opponent's hand seems good in this type of deck. However Ashiok, Nightmare Weaver, takes some time to win, unlike Tezzerat, Agent of Bolas.

    Also are the spell-bombs still good, I can see that we want Nihil Spellbomb, to stop Melira Pod. But is the Pyrite Spellbomb, and Sunbeam Spellbomb. Worth putting in my 75. I like the Sunbeam Spellbomb, because you can be at low life once you assembled your lock, it seems. And you don't want your opponents lucky burn spells finishing you off. Sunbeam Spellbomb seems to fill a purpose that Trading post gives me in legacy stax. A means to gain life, because once I assemble voltron, I can be at often dangerously low life. And a way to draw cards latter in the game once the lock is formed. So I guess the real question is, why play Pyrite Spellbomb.

    Just to clear up on the 2 Trinket Mage's. I wanted to have access of this card, Because of Perplex. A tutor, for a tutor. Its like a dream inside a dream. Just another way I can get to some of those 1 ccm cost artifacts, that can set the game in our favor.

    And Lastly the thing that scares me the most about this list is the mana base. 15 lands in modern is kinda unheard of. But this deck can do it. Since my color scheme is similar to a grixis splash of green. I kinda thru the lands together quickly. If anyone has any suggestions on ways to make my lands better that would be sweet.

    Sideboard to be determined later, But that based on meta anyways. Thoughts opinions, is there something I am missing.
    Posted in: Control
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