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  • posted a message on [Primer] Dynavolt Control
    kpal, Planeswalkers can be difficult for the deck to deal with when there is more than one out and I dont have the board set up at all. In the situation that I have a Dynavolt Tower out I worry about removing the Planeswalker first. Deadlock Trap also allows me to essentially remove a Planeswalker until I can devote more resources to it. So for me not having Ruinous Path is a product of the situation. For me having good board wipes is very important in this standard to help in the quicker matchups, they are often game ending when cast. Usually I just have to assess the situation and determine which Planeswalker is most important and deal with that one first. Lumbering Falls also comes in handy a lot to help kill off Planeswalkers.
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control
    Even though that question might have not been directed at me I will still give my input for why W is the choice over B. In standard right now I feel like the board wipes available are much stronger, these include Fumigate and Descend upon the Sinful. The spot removal of Immolating Glare and the non targeted Blessed Alliance are very powerful. I have often found the gain 4 life mode from Blessed Alliance being very useful.

    I know that this is not a Frontier format discussion page but I personally feel that when I would run this deck in the Frontier format I would most likely drop W for B. This is true because we gain access to Languish and Dark Petition. Dark Petition would allow us to find the right card when we need it, like Seasons Past or Dynavolt Tower.

    But enough Frontier talk, personally for me in the current standard with the cards available, W I feel just offers a lot more for us and helps to keep us in the game better than B, making so we can turn the corner and win the match.
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control
    Quote from girf »
    My best games are where I start fast and hard. I generally don't hold back spells. I try to get ahead of them early then keep the board clean by popping extra hulks with a mirror or the like. Filling my graveyard also means I pump my towers and flip my horrors faster and give me targets for the Hulks.


    The key factor for these control decks that can be run with Tower, is the versatility that they have to be played in many different ways. What I mean is that in the UW shell that you have provided, the play style definitely needs to come out fast and hard. I think the personal reason that I have been more inclined to play my list I posted is that it plays more into the slow grindy attrition style that I like (considering I love to play Lands in Legacy). To me it seems that there are many ways for this deck to thrive which is great because the fact that it has so many angles means that it can really adjust to the field that one might see at their own meta.


    Quote from mtgplayer247 »
    I too tried many color combos for this deck...from black to white then black and white but nothing ever felt right. Your deck is interesting girf. I will try it out too.


    On the other side, I have considered black because of the removal. For me I just keep going back to while because it has some very good utility and sweepers right now.

    Would you happen to have lists for any of these other color combinations that you tried? If so I would like to see them, and we could discuss the cards and see what pros and cons the colors and combinations bring for us.
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control
    Quote from girf »
    I was going to start a new thread as I really don't see my deck as a Dynavolt control but many might disagree.


    I'm glad you decided to post you decklist here, this is exactly what I had in mind for this primer. To explore the Dynavolt Control as a whole with the central piece being Dynavolt Tower, but looking to discuss the benefits of the different color combinations, may that be 2 or 3 color. I really like you list Torrential is a card that I considered using myself. For me there are two reasons why I do not, actual money cost of the card and by not playing any creatures I can make sure that any removal that my opponent does have his useless.

    My question with you list is how do you deal with enchantments? I know that Metallurgic Summonings can be problematic. Another question was do you find running 24 lands to be enough to constantly hit land drops like a control deck should? Oh do you possibly have a sideboard list you could post? Just to get some baring on what others are running.

    I don't mean to tear into your deck I am just asking questions to gauge if playing two colors is better
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control
    I absolutely agree. I was finally able to play this deck in paper last night at a small tournament, ended up going 2-1-1. not the best but all the decks were the main meta decks.

    Tournament 12/15/16

    Match 1 - UW FLash

    This match up was actually very easy. We just have more removal and counters than they can deal with. Got there in both games with tower.


    Match 2 - Grixis Summonings

    These control mirrors are the types of magic that I love. Nothing like large stacks revolving around one intricate spelling being resolved. Game was nuts ended up going to time in game 2, which gave me the win after the game 1 win.

    Match 3 - Naya Marvel

    This deck just comes out of no where. It really sucks that we have no way of dealing with delirium right now. Lost game 1 because he managed to rip a turn 4 Emrakul off the top. Game 2 I decided to side in Negate, Summary Dismissal, Appetite for the Unnatural, and Void Shatter. This proved to be enough to even fight out after a resolved Emrakul. This deck handles getting mindslavered very well, just about the only thing that they can use are our board wipes, and they would rather not remove their card they just played.

    Match 4 - UB Summonings

    This match taught me one thing, Summonings is a hard card to deal with. Either we need to have the counter or have an answer for it within a few turns. While a resolved Summonings does not kill us per se, it drags games out. This is how I lost, game one he landed summonings and I was not able to find the right answers at the right time. In game 2 I had all the answers to his tokens and when I finally had an open board I we were into turns and was almost able to pull it out thanks to Dynavolt Tower and Lumbering Falls, unfortunately I was only able to reduce his life from 30 to 3.


    All in all this taught me a lot about the deck, when actually playing in paper. Speed is key at times, while dragging games out to go to time in others it they right play.
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control
    Quote from mtgplayer247 »
    Tried this a bunch yesterday. I really like it! I changed a land out to run another Evolving Wilds to get the shuffle for Seasons Past and a few different cards in the SB too. Awesome deck. Never lost to a resolved Emrakul.


    Glad that the deck has worked for you so well. I also had though about the second Evolving Wilds just to help mix the Seasons Past back into the deck quicker.

    What kind of cards have you used in your sideboard?

    As it stands right now this deck seems to have a pretty good game against most of the standard meta, the hardest decks I have noticed are either G/B delirium which isn't to bad but the match up against BU Zombies can be annoying. The match up is winnable but your sequencing and use of card is key. Usually side in the second Descend upon the Sinful and the second Summary Dismissal(card is a knockout verse Prized Amalgam triggered ability. I believe that if we see a reprinting of something like..... *cough cough* Tormod's Crypt this deck will have a much much easier time against these decks and it will be more forgiving in these two matchups.
    Posted in: Standard Archives
  • posted a message on [Primer] Dynavolt Control

    Introduction

    With the current standard the door is open for control decks to have a chance to do well within the meta. Kaladesh introduced some strong artifacts into the mix that can allow us to have repeatable control and board presence over our opponents. While I am not the creator of this deck I decided it might be helpful to create a primer for those who are interested playing a reactive type of magic. The original creator or the first deck list I saw was from Bas Meils on MTGTop 8, where he place #1 with his fairly cheap Bant Dynavolt Control List. The hopes of this Primer is to create a place where the idea of Dynavolt control can be discussed. The use of cards will be explained and the color combination with their strengths and weaknesses will also be added. In the beginning only Bant will be posted but as the conversation takes off the other color combinations, cards and decklists will be posted.

    Bas Meils First Place finish at the Standard Championships at GameForce (Eindhoven) deck list can be found below.


    Deck Lists


    As can be seen in Bas’s list there are quite a few answers to just about any situation that one might be in. The new energy mechanic allows the deck to have the reach to deal with most threats and give us a wincon to beat our opponents. It should be noted that this deck is by no means fast and will often cause games to go to time. While this is not a factor in paper magic because only a game 1 win is needed this deck can run into issue on MTGO.


    Card Choices

    Attune with Aether – I think this card took most players by surprise in the limited format with its power to help ramp and keep consistent land drops, while being one of the most efficient energy producers in the format. Great card to help fuel Dynavolt Tower or Deadlock Trap.

    Immolating Glare – Great removal at instant speed with a 2 cmc, hits quite a few threats in the format. Does have the restriction that the creature must attack, allowing for any attack triggers to happen. Regardless very efficient in the deck.

    Skywhaler's Shot – Another solid removal spell, can deal with pretty much any creature that is larger than 3 power. The scry 1 is also quite helpful tacked on bonus.

    Plummet – More restrictive than the other removal spells but sometimes flyers just need to be dealt with. This is defiantly a card that should start in the board and never be in the list of 60 for game one (Unless your meta sees a large number of flyers.).

    Anticipate – Instant speed is huge, being able to bluff the answer on the opponents turn is huge. This card allows us to also dig three deep when cast. Even though there is the chance that something we might need could be put to the bottom the risk reward is worth running this card.

    Glimmer of Genius – Was this the draw spell blue in standard needed or what. Instant speed and allows us to dig up to four cards is huge. Giving the two energy is a bonus that are other deck pieces will definitely put to use.

    Fumigate – Unfortunately standard MTG has gone the way of unconditional 4 cmc board wipes have no place, so we instead get a very solid 5 cmc board wipe that also gains us life. The life gain can be huge and help swing the tide of the game to put us so far ahead that our opponent cannot possibly come back.

    Descend upon the Sinful – Sometimes the creatures on the opposite side of the field just need to disappear, and not just to the graveyard. This card does have a heavy cmc at 6, but it will take care of anything that is on the field. Ulamog, the Ceaseless Hunger does not like this card at all.

    Void Shatter – Great standard counter spell that not only counters the target it makes sure that the card in question will not come back at a later point in the game.

    Negate – With all of the Planeswalkers and vehicles and artifacts running rampant in standard this card is an all-star and for only 2 cmc.

    Summary Dismissal – This card is a definite one of in the main board, its ability to just say no and exile a spell is great. The ability to counter an ability is huge also, sometimes you didn’t have the answer when you needed it this card helps to bail you out until that answer is found.

    Ceremonious Rejection – Kaladesh is a format of artifacts being able to counter a colorless spell for 1 cmc is game changing, should be in the board because against certain decks this card is as good as dead.

    Confirm Suspicions – 5 cmc for a counter spell means that it better have some good ability tacked on. While its not great in all situations, in the control mirror this allows for some serious card advantage to firmly put us in the driver’s seat.

    Invasive Surgery – Delirium can be hard to achieve in this deck, but some cards are a pain for this deck. Mainly those cards tend to be black and essentially do the same thing this card is trying to accomplish. The black cards to look out for are Lost Legacy and Pick the Brain these two cards have the ability to either stop our engine or our main wincon. Since this deck is a tool box we might only run a few copies of certain cards and each of those cards play a specific role, the last thing this deck wants is to have a specific tool stripped away and exiled so we cannot use it.

    Dispel – Good in the control match up or any deck that relies heavily on instant speed spells. Should have its home in the side and not the mainboard.

    Appetite for the Unnatural – Allows us to deal with pesky artifacts or enchantments that are on the board, while also netting us 2 life.

    Blessed Alliance – Great toolbox card that for 2 cmc gives us great options. The first and third abilities are the ones this deck uses most, haven’t ever actually used the second one in a game. Sometimes gaining four life to turn the corner and gain control is crucial. A well timed third ability helps to get rid of any creature in the format, if it is attacking alone.

    Seasons Past – Highly underrated card. Allows us to reuse any of our previous spells essentially letting us never run out of answers. The ability to put itself on the bottom of our library is a pseudo wincon, allowing us to win by never drawing out our library. Where this card really shines is the ability for us to go up to +6 on card advantage for only 6 mana, remember this can bring lands back to the hand also. This card is the engine of the deck that gives us the reach and ability to continually handle any threats our opponents throw at us until were are completely in control.

    Natural State – 1 cmc artifact and enchantment removal has a definite place in the current standard a notable sideboard card.

    Deadlock Trap – This card has many great uses, allowing us to handle their threat until we find a permanent answer. It also helps to eliminate activated abilities that might give us a problem. Even more importantly it helps to essentially silence any planeswalker that might have landed on the board. Planeswalkers are hard for this deck because we have very few ways of dealing with them once they land.

    Dynavolt Tower – Other than Seasons Past, this is the card that runs the deck. Giving us an endless supply of energy from just casting the cards in our deck. With two or more of these out the energy that is gained from playing a few spells on your turn or your opponents will be enough to close a game out in a few turns. Being able to ping an opponent for 3 damage is our main way of killing our opponent and finishing out the game. In the early stages this can remove a lot of the threats that are running around this standard. As said before planeswalkers for this deck are a problem, however this card helps to deal with those pesky permanents. Just remember to redirect the damage to said planeswalker to reduce its loyalty to zero and send it to the graveyard.


    The Lands

    The mana base for Dynavolt control is very important. One of the bonuses to playing green as a color is that Attune with Aether, allows us to run fewer lands and smooth out our land drops and provide a constant supply of energy, because of this it is recommended that in the color combination of the deck green is included.

    My suggested land base for a list running Green
    4 Aether Hub
    6 Battle Lands
    1 Evolving Wilds
    4 Man Lands
    8 Basics

    Aether Hub – In an energy heavy producing deck this land is absolutely nuts, it allows for any color to be produce. Provided that we have the 1 energy needed to activate is color producing ability. This card should be a 4 of in any version of this deck. Seriously, play this card.

    Evolving Wilds – Allows us to search out a specific basic that we might need to help hit all of our colors.

    Lumbering Falls – Is this card a nightmare to play against. Dodges just about all of the removal in the format. Provided that is has clear lane to attack through. Just be weary of effects that make you sacrifice a creature, because chances are this will be your only one. Can also be used to help close out games as a wincon.

    Battle Lands – These are our duals of choice, playing one turn one tapped is not the biggest deal as we have very few turn one plays, Attune with Aether helps to make sure that we meet the restriction clause on these land early. Better than the Shadow Lands for Shadows of Innistrad because late game we often don’t have any basics in hand or they are all already on the field.

    Basic Lands – Basics are always needed, allows us to meet battle land requirements and smooths out land drops with Attune with Aether. Play these, the quantity of each basic needed depends on the color being run and the mana requirements of each card in the deck.


    Piloting Dynavolt Control

    Remember the premise of this deck is to gain control of the game and bring the opponent down to 0 when we feel like they have no say in what we are doing. This deck has an attrition feel to it, games are long and grindy. Don’t be afraid to lose a few life from early swings in order to make sure that land drops are hit and the board is set to help us take the upper hand after turn 5. The deck will not run out of cards because of Seasons Past, so don’t be afraid to wait until the last possible minute to finish your opponent off for the win. This however does not mean use you answers freely, each threat must be prioritized and dealt with in the most efficient manner.

    General Guidelines

    Be Patient.

    Make sure you hit your land drops for at least the first 5 turns.

    Save Counterspells for cards that removal cannot deal with.

    Remember that the damage from Dynavolt Tower can be redirected to help remove or keep a planeswalker for ultimating.

    Losing a few life to early attacks to save removal for later threats is often a good idea, remember most threats played in the early turns are just the beginning much more problematic creatures are bound to follow.

    Waiting to get maximum value from Fumigate goes in the same idea as the previous statement, the life gain is important make the best decision to maximize this, however remember that 1 extra point of life gain wont mater if the next turn you will be dead unless you clear the board.


    Conclusion

    I hope that the community finds this deck exciting and a breath of fresh air to standard. Please feel free to leave comments and suggestions. This deck can only get better with the help of the community.



    "I like that Tezzeret. He has vision the other judges don't.
    He sees the potential in what we're making here."
    —Faiz, inventor


    Posted in: Standard Archives
  • posted a message on [Primer] Snow-GO
    You have helped to bring to light a lot of great points, I will try and answer as many of them as possible. Being that I am still fairly early in some of the deck matchups.

    It does some very weird that I would be running a lot of redundant spells but I fell that it makes getting the right removal and counterspells when you need that can helps to lock up a game.

    Now your next two points for me tie together while you right I do once in a while have to to mulligan to get the correct colors that I need I have never really found myself wishing that I had more dual lands, the Snow-lands are essential to making Skred powerful enough to deal with any creature in the format. When it comes to brainstorms I often find myself casting them for their value by which I mean they usually do not get used with a fetchland. The exception being in the very early turns I will often get the Brainstorm and Fetchland interaction. In the late game just being able to wheel three cards is often very helpful for finding the answers we need.

    By the question of two maindeck kill spells I am assuming that you mean Skred and Lightning Bolt. From my experience in piloting the deck I plays out nice that Lightning Bolt can deal with the early threats and when they get to big Skred is usually online to take care of what Bolt cannot.

    I had not considered Comparative Analysis, seems like it could actually have a space in the deck instead of Think Twice. The fact that is has the surge cost is very nice seeing that we will cast multiple spells per turn at the end step. Also being an instant gives the ability to be searched for with Mystical Teachings.

    Thanks for the Stone rain thought, this really had not crossed my mind. So assuming that that might happen I might need to add another green source in, so the deck doesn't get cut off from being able to cast Sprout Swarm.

    Again no harm taken by your comments, they allow me to see what others are thinking and look at the deck from angles that I have not thought to look at before. Criticism and suggestions are always welcome.
    Posted in: MTGO Pauper
  • posted a message on [Primer] Snow-GO
    Thanks for the comment, much appreciated. I do know that the manabase does seem somewhat of a mess and like it doesn't play very consistently, this however is never a problem. Now I know that you never really just tell people to make this plan at this point in time in a control deck because you're supposed to be reacting to their plays, therefore each game is different. Through my play testing I have found that Trying to get your manabase set up to have the ability to use UURB is very important and allows us to play everything in our mainboard. The UU casting costs in Counterspell and Logic Knot are not very difficult to be able to cast the turn they are needed. While in the first turns you might not be able to remove a threat that is on the board, just remember that taking damage isn't the end of the world, being a lands player I have come to realize that calculating the amount of damage you can take and still be stable and win is key. I once again appreciate the suggestion and will try to find a solution to weed out and minuet problems that the Landbase might have. Just remember that if you keep a starting hand that can allow for UURB by T4 you will be in a very good position to deal with just about anything in the format.
    Posted in: MTGO Pauper
  • posted a message on [Primer] Snow-GO

    Introduction

    Snow-Go is an attrition control deck that looks to grind out the opponents deck through card advantage and having no creatures in the deck it makes removal in opponent’s decks useless. The deck is a 5-color deck that takes advantage of snow-lands to use Skred as an almost pseudo Swords to Plowshares in the Pauper format. This deck is very much so a draw go deck with you reacting to what your opponent is ding until you have the advantage on them to start using Sprout Swarm to finish them off.


    Card Choices

    Brainstorm – In any format where this can be played it is, when used in tandem with fetch lands it allows us to essentially draw three cards and wheel away what we don’t need at the time.

    Think Twice – Is card advantage, no matter how you try and claim it is not it will net you cards. Since we play a lot of spells on the end of opponents turns casting this for its flashback cost is not a difficult venture.

    Accumulated Knowledge – Gives us valuable card draw. With the ability to be able to draw a large quantity of cards assuming you keep your graveyard protected. If you play you need to run as a 4-of.

    Probe – A solid draw spell that gets better as the game progresses. The kicker can help to put your opponent into top deck mode and help put you firmly in the drivers seat.

    Comparative Analysis – An interesting new card with the serge cost makes it a good card draw in the deck, the instant speed also allows it to be searched for with Mystical Teachings.
    Electrickery – Being able to deal one damage for 1 mana is so-so but with the given ability to hit every creature on your opponents side of the board for 2 mana in the Pauper format is a big plus.

    Lightning Bolt – Considered one of the best burn spells ever made 1 mana for 3 damage is supper efficient and allows us to deal with most creatures in the format.

    Skred – This card when run in unison with Snow-lands allows use to be able to hit even the biggest of threats in the game, virtually giving us a Swords to Plowshares at the common rarity for 1 mana.

    Diabolic Edict – Possibly on of the best end all removals in the format. It does everything that we need it to do, it gets around hexproof, indestructability and large bodies. Just be sure that it’s the only creature they have in play.

    Terminate – Sometimes creatures just need to be dealt with and we don’t want them being regenerated too. This card does that with a cheap cost and at instant speed.

    Staggershock – For three mana we can deal two damage to two different creatures, again netting us very nice 2 for 1s.

    Flame Slash – Being able to deal 4 damage is very nice, only being able to hit creatures is a downside. Cannot be searched for with Mystical Teachings

    Firebolt – Has the bonus of being castable from the graveyard giving it reusability, however the two damage and sorcery speed have caused it to fall out of favor.

    Twin Bolt – For 2 mana at instant speed you have the ability to deal with two x/1 creatures which can be relevant in the format. Only dealing two damage is a slight draw back.

    Strangling Soot – The ability to deal with a 3 toughness is quite powerful, the flashbacks allows us to get value from it twice. The cmc is a downside though.

    Echoing Decay – A strong onesided board wipe that deals with a creature and all creatures of the same name with 2 or less toughness, gets through indestructability.

    Seismic Shudder – An instant speed 1 damage board wipe, has since be outclassed by Electrickery.

    Doom Blade – Is a very strong targeted kill spell in Pauper. The drawback of not being able to hit black creatures is not to bad, being that they are few and far between.

    Burst Lightning – 1 mana for 2 damage is not bad and the ability to deal 4 damage with the kicker is a nice added clause.

    Disfigure – For 1 mana you can give a creature -2/-2 which is relevant and helps to deal with creatures that cannot be destroyed.
    Counterspell – There is a reason why this card has not been printed in a very long time, being able to counter pretty much any spell for UU is very good, need I say more.

    Logic Knot – A solid counter spell that allows us to make opponents pay high costs without having to make us tap out. The delve is very important being that many of our cards do not have a use once they make it into the graveyard.

    Mana Leak – This is a strong counterspell in the early stages of the game, but falls off when the opponent has enough lands in play. Do not underestimate the power of a well-timed late game use though.

    Rune Snag – Much like Accumulated Knowledge, becomes better with the more copies that you cast, if you’re going to play you need to play as a 4-of to improve its countering ability.

    Memory Lapse – A decent counterspell that deals with threats at that given moment in hopes that you can find a better solution in a turn.

    Hindering Touch – Very strong when storm decks were big, a heavy cmc cost but played at the right time can easily counter anything with its storm count.

    Negate – 2 mana for a counterspell that can counter creatures is strong in control heavy metas.

    Rewind – For 4 mana countering targets spell isn’t the greatest but being able to untap 4 lands allows for other spells to be cast in the same turn.

    Faerie Trickery – Being able to exile a spell is a very nice clause making cards with flashback non threats. The 3 cmc is a tad bit annoying when compared to other counters.

    Prohibit – A counter spell for 2 cmc at instant speed for 2 mana, with the kicker ability to counter up to 4 cmc. Not being able to counter all cmcs can be a drawback.

    Exclude – Used a lot in older lists, creatures are very prominent in the format. Being able to cantrip is also a bonus

    Havenwood Wurm – A good finisher that with 6 toughness causes problems for defenders the ability to cast it at EoT is very nice, also allows it to be tutored for by Mystical Teachings.

    Sprout Swarm – Our finisher allows us to make an army of 1/1s to finish the game when we see fit. Remember after you have one saproling of board use it to cover the cost of the green mana in the casting cost. This spell is probably the best at doing its job in the format being very hard for decks to deal with, being searchable with Mystical Teachings is handy too.
    Mystical Teachings – This card is a toolbox, because every spell in our deck is and instant this can find us anything we need. Having the added ability of flashback it gives us card advantage. Using one to find another is often done to further increase this card advantage.

    Crypt Incursion – Allows us to stabilize after the early onslaughts of some of the formats aggro decks. This can cause aggro decks to fold after their treats have been dealt with and we gain 10+ life.

    Capsize – Reusable bounce effect, can be very strong mid to late gaming buy bouncing multiple lands per turn to set opponents very far behind.
    Hydroblast – Countering a red spell or destroying a red permanent for 1 mana is a very strong effect in the format.

    Pyroblast – The red version of Hydroblast is no different and probably somewhat better that the blue version.

    Relic of Progenitus – Graveyards are a problem in and format and Pauper is no different this helps to deal with any card you do not want to see come back from one.

    Ancient Grudge – Affinity is a major player in Pauper and we need to be able to deal with it, this is our answer, having flash back allows us to take out to artifacts with one card.

    Gorilla Shaman – Repeatable artifact removal on a creature, has the ability to remove multiple artifacts but turns on opponents removal.

    Circle of Protection: Red – Both Burn and Goblins are decks in Pauper this allows us to deal with their threats for a measly 1 mana and have them run out of gas, letting us take them to the late game.

    Echoing Truth – Being able to return all nonland permanents with the same name to their owners’ hand for 2 mana is very strong allowing us to set aggro decks a few turns behind so we can find answers and outlast their game plan.

    Muddle the Mixture – Counters an instant or sorcery which can be relevant but the ability to find any 2 CMC card in our deck for the transmute costs allows us to find that Circle of Protection: Red that we need in those few matchups.

    Serene Heart – Is our answer to the Bogles deck. It gives us a way to take that huge threat and turn it into something that we can actually deal with, plus Muddle the Mixture can search this card out too.


    The Lands

    In Snow-GO, just like any other deck that is played the manabase is of great importance. By the end of a game you will see 8+ lands in play on your side of the board allowing for us to cast many spells during the end step of other players turns. 16 lands is a good recommended number to run in your deck. 8 fetch lands is optimal because we want to be able to find the colors we need when we need them and to shuffle away cards from Brainstorm.

    When dealing with mulligans it is ideal to have to have at least three land in your opening hand. It is an often rule of thumb that by turn 4 you will want to be able to have access to UURB.

    No matter how you build the body of your deck most landbases in Snow-Go should be the same

    My suggested landbase:
    4 Evolving Wilds
    1 Snow-Covered Forest
    8 Snow-Covered Island
    3 Snow-Covered Mountain
    1 Snow-Covered Swamp
    3 Swiftwater Cliffs
    4 Terramorphic Expanse

    Some people like to run Izzet Boilerworks instead of Swiftwater Cliffs. I believe that this is a meta and personal judgement call. If you tend to see a lot of early damage the extra health might be the way to go, but in the late game the extra mana might allow you to close out games a couple turns quicker.

    Piloting Snow-Go

    The deck is exactly as the play on words that name is. This is very much so a draw-go style deck, being very controlling and looking to make it into the late game where card advantage and reusable threats will lead to the eventual win. This deck requires a lot of skill knowing when to kill creatures and when to counter spells giving us the best use of our cards and hopefully making 2 for 1 plays adding to our card advantage.

    Knowing the role of the Snow-GO deck is very important. In every case that you will come across in this format you want to be the one who is reacting to their choices and countering their spells. Simple mistakes can lead to you losing precocious card advantage that is so needed in order to win.

    General Guidelines

    Be Patient.

    Develop mana in a way that allows you to have access to UURB on t4 if possible.

    Don't Brainstorm unless you need to.

    When in doubt Teachings for Teachings, but study the deck a little bit while you're teachings to see what you really need next, or if you can just win.

    IF the deck you're playing against has combat tricks/pumps for their threats, and you're not going to lose now use removal EoT and/or mainphase.

    The first Sprout Swarm pays the G cost with Convoke, so don't be silly and only cast one a turn when you have 12 mana on the board. It's also wise to reserve the first couple of tokens so you can cast more in a turn until you get 5 or so power, THEN start attacking. Declaring a block and then swarming is another good strategy if you need to stabilize the board.


    Sideboarding

    Delver
    Add: 3 Pyroblast, 1 Electrickery, 1 Diabolic Edict
    Remove: 4 Mana Leak, 1 Crypt Incursion,

    Burn
    Add: 1 Circle of Protection: Red, 1 Snow-Covered Plains, 1 Muddle the Mixture, 1 Hydroblast, 1 Serene Heart, 2 Relic of Progenitus
    Remove: 3 Skred, 1 Diabolic Edict, 1 Terminate, 1 Electrickery, 1 Crypt Incursion

    Affinity
    Add: 1 Diabolic Edict, 1 Hydroblast, 2 Ancient Grudge
    Remove: 1 Electrickery, 1 Sprout Swarm, 2 Staggershock

    Familiar
    Add: 1 Electrickery, 3 Pyroblast, 2 Relic of Progenitus
    Remove: 4 Mana Leak, 1 Logic Knot, 1 Diabolic Edict

    Kuldotha Jeskai
    Add: 2 Ancient Grudge, 3 Pyroblast, 1 Hydroblast
    Remove: 1 Electrickery, 4 Mana Leak, 1 Logic Knot

    MBC
    Add: 2 Relic of Progenitus, 1 Muddle the Mixture
    Remove: 1 Electrickery, 1 Pyroblast, 1 Diabolic Edict

    Angler
    Add: 1 Diabolic Edict, 3 Pyroblast
    Remove: 2 Staggershock, 1 Electrickery, 1 Logic Knot

    RUG Tron
    Add: 3 Pyroblast, 1 Hydroblast, 1 Diabolic Edict, 1 Muddle the Mixture, 2 Ancient Grudge
    Remove: 4 Mana Leak, 1 Logic Knot, 1 Electrickery, 2 Staggershock

    Elves
    Add: 1 Electrickery,
    Remove: 1 Diabolic Edict

    UB Teachings
    Add: 3 Pyroblast, 1 Muddle the Mixture, 2 Relic of Progenitus
    Remove: 1 Terminate, 1 Diabolic Edict, 1 Electrickery, 1 Crypt Incursion, 2 Skred

    Acid Trip
    Add: 3 Pyroblast, 1 Diabolic Edict
    Remove: 1 Electrickery, 1 Crypt Incursion, 2 Staggershock

    Fiend
    Add: 1 Hydroblast, 1 Diabolic Edict, 3 Pyroblast
    Remove: 1 Electrickery, 2 Staggershock, 1 Crypt Incursion, 1 Sprout Swarm

    Stompy
    Add: 1 Diabolic Edict
    Remove: 1 Sprout Swarm

    White Tokens
    Add: 1 Electrickery
    Remove: 1 Diabolic Edict

    MUC(w/ Delvers)
    Add: 3 Pyroblast, 1 Muddle the Mixture, 1 Serene Heart
    Remove: 1 Electrickery, 1 Crypt Incursion, 2 Staggershock, 1 Lightning Bolt

    Goblins
    Add: 1 Diabolic Edict, 1 Electrickery, 1 Hydroblast, 1 Circle of Protection: Red, 1 Snow-covered Plains, 2 Ancient Grudge
    Remove: 4 Counterspell, 1 Logic Knot, 1 Pyroblast, 1 Snow-Covered Island

    Hexproof
    Add: 1 Electrickery, 1 Serene Heart, 1 Diabolic Edict
    Remove: 1 Logic Knot, 1 Crypt Incursion, 1 Sprout Swarm

    Tortured Existence
    Add: 2 Relic of Progenitus
    Remove: 1 Electrickery, 1 Diabolic Edict

    Decklists



    Coming Soon

    Match-up Analysis

    Posted in: MTGO Pauper
  • posted a message on Raphael Levy's Loam Pox
    I am new to this thread, but this Loam pox list/idea is my main modern deck. I recall that someone earlier in the thread had mentioned something about a possible premier for this deck. Does anyone know if anything ever happened with this? I have a very small premier like write up written for the deck.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer]Lands
    I am new to the Legacy Lands deck. I was hopping to receive some input for what Lands deck or type would be the best to start with. Having done some reading through this forum I personally feel that the R/G Combo list is probably the most straight forward, if a lands deck can be straight forward :rolleyes2:.

    Anyways I was thinking if the R/G list was the way to go I would probably run one like Kurt Spiess list from the 2013 Philadelphia SCG Open.

    Posted in: Control
  • posted a message on Announcing: Battle for Zendikar!
    With this announcement is it pretty safe for one to assume that we will be seeing a reprint of enemy fetches in this next year? Whether that be in MM2 or BFZ and least likely Origins.

    On the topic of BFZ I really hope that the Land theme once again is a large part. I say this in hope we see some lands that could give way to a possible lands deck in modern, that would be crazy. The possibility of full art lands is also a real bonus.
    Posted in: The Rumor Mill
  • posted a message on [Primer] Zoo [Video Primer]
    Just saw the new Anafenza, Spirit of the Family Tree. Possible include in a Naya Zoo build? Gives the ability to make our smaller creatures larger for just playing the deck the way we like, dropping creatures into play.



    Card reads:
    Anafenza, Spirit of the Family Tree
    WW
    Legendary Creature - Spirit Soldier
    Whenever another nontoken creature enters the battlefield under your control, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
    They tortured her for honoring her ancestors; now she walks among them.
    Posted in: Aggro & Tempo
  • posted a message on [[Official]] Reserved List Discussion
    I guess I will put in my own two cents. I believe that the reserve list should be abolished. The reasoning for my choice is that it hinders the availability of cards for the Legacy format, by removing the list you make cards available to more players to get into the format. The other side of the argument is that collectors will loose money on their collection. The truth of the matter is when they reprint the cards these cards are not the originals so in theory this should not affect the collectors like everyone is insisting. When you make a reprint it is a different card from the original, therefore for the collectors their precious ABUR dual lands will still be worth collecting because they will still be able to claim that their collection contains a very rare and expensive card.
    Posted in: Magic General
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