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  • posted a message on [Primer] UR Storm
    Opt can't get here fast enough
    Posted in: Combo
  • posted a message on [Primer] Lantern Control
    2 Academy Ruins
    4 Blooming Marsh
    1 Forest
    3 Ghost Quarter
    4 Glimmervoid
    2 Inventors' Fair
    1 Spire of Industry
    1 Swamp
    2 Abrupt Decay
    4 Ancient Stirrings
    4 Codex Shredder
    4 Collective Brutality
    4 Ensnaring Bridge
    3 Ghoulcaller's Bell
    1 Infernal Tutor
    4 Inquisition of Kozilek
    4 Lantern of Insight
    4 Mox Opal
    3 Pithing Needle
    1 Pyxis of Pandemonium
    2 Surgical Extraction
    2 Fatal Push

    Sideboard
    2 Thoughtseize
    1 Fatal Push
    2 Grafdigger's Cage
    4 Leyline of Sanctity
    1 Pithing Needle
    2 Seal of Primordium
    1 Surgical Extraction
    2 Welding Jar

    Went 3-1 for a third place finish at my LGS's Tuesday Night Modern tournament and the rounds went as follows:

    Round 1, n/a: Opponent no showed, 2-0
    1-0

    Round 2, Infect, 1-2
    Game 1, I was able to land an early Lantern lock with an ensnaring bridge and was also able to keep him off Noble Heirarchs and his lone Viridian Corruptor. Game 2 I get a slightly late, turn 5 lock, but he had a turn 1 Heirarch, that he was able to protect with both Apostles Blessing and 2 Blossoming Defense for all four of my attempts to kill it and he won through straight damage. Game 3, I mulled to 5, kept a shaky hand, and got crushed by a turn 3 Corruptor on my Bridge.
    1-1

    Round 3, WB Obzidat, Ghost Council Extort Thingy, 2-0
    I open game 1 with an Inquisition in hand plus a Lantern and Bridge. Inquisition reveals a bunch of Extort creatures and an Obzidat. So I'm thinking ok... how do I best that preboard... I get a Lantern plus mill rock down, along with my bridge, but he gets to 5 mana and casts Obzidat. Now at this point I have 9 turns to figure something out, as he was able to Extort me twice beforehand, but luckily my top deck was Infernal Tutor, so I cast it looking through deck trying to figure out how to beat that card when I notice Inventors' Fair and think," well... it doubles the clock, so maybe I can mill him out before he domes me foe 18 with obzibaby." Turns out I was right. Game 2, a turn 0 Leyline shut down his namesake card and I easily ride it to victory as he had no enchantment interaction main or side.
    2-1

    Round 4, Sultai good stuff, 2-0.
    I'm on the play and open with a ghost quarter into Codex Shredder. My opponent opens with an Inquisition and takes my Bridge. I top another and use my own Inquisition, taking his Mana Leak. He draws, shrugs and plays Serum Visions, draws and puts both on bottom. I untapped play Bridge and he scoops, saying he just sent 2 Abrupt Decay to the bottom. Game 2he once again strips my hand of Bridge, but I have Lantern plus mill rock going and 2 out of the top 3 cards of my library were 2 more bridges. 2 Decays milled later he scoops again.

    So, it was a good run and I really enjoyed the Fatal Pushes even if they didn't quite pan out against the infect deck, but I mean he just had such a great hand for protecting his guys in game 2. Had he not has any one of the 4 he did, I would have won that game, so I can't complain too much.

    Posted in: Control
  • posted a message on March 13th Bans?
    Mark my words, we will see bans to the top decks every announcement from now on if they hold too much metashare or have degenerate synergies. This is how they are going to keep standard fresh while not having to to do a double rotation every year. It also has the side effect of added risk to netdecking; which, whether you like it or hate it, hinders showcasing even more of their cards. The question then becomes, is this healthy for the longevity if the game and I don't know the answers to that.
    Posted in: Standard Archives
  • posted a message on [Primer] Lantern Control
    So, whose taking Lantern to states?
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    So, I have been running Thnkr's list since he posted it back on page 286 and I have to say I am impressed with how much easier it is to stabalize the early game with 4x Brutality. I don't think I'd ever want to have less than 3 in the main board and, to be honest, I don't think I'd ever not want the 4th in a game 1 scenario, especially with the rise of burn and affinity after the bannings. I know a lot of people are praising Bauble right now and I can see why; I was playing Kanister's version up until I saw Thnkr's, but in my opinion, Thnkr's is the superior list in the current meta.
    Posted in: Control
  • posted a message on Has Magic Ruined Your "Favorite Color" or Your Ideas of What Colors IRL Represent?
    I think the op is missing the big picture. Thanks to MaRo and company ALL the colors have little to no complexity to them anymore. This stems from the ideology within r&d that green has always been the least complex color out of the 5 and new players tend to love green for that very reason. So, they made an internal decision to bring the complexity level of the other 4 down to green's level to make the game more accessible across the board for new players. This has worked extremely well for their bottom line, but has unfortunately made the game, standard in particular, much less interesting. There are outliers of course; every few years we get a 4 color rally type deck that is both excellent and difficult to pilot, but more often than not, standard is about repeatedly slamming your face against the table while you turn dudes sideways.
    As an aside, you say bouncing and countering has no strategy and no downside, but that ignores the fact that bouncing is always nonland as well as card disadvantage and you never get an unconditional counter for less than 3 mana, 2 of which usually have to be blue. This is a huge drawback when considering counters for your deck because they are all but useless against any super aggressive deck. They also have the inherent problem of being terrible top decks late in the game when your opponent has already belched their hand onto the battlefield. And I also disagree that red is in anyway more complex than blue. I won't say that choosing what needs to be countered isn't easy when you're a seasoned control mage, but playing a ton of 1 and 2 drops while choosing whether to burn your opponent's face or their creature is equally easy.
    Posted in: Magic General
  • posted a message on Magic EU - Traverse the Ulvenwald
    Doesn't seem like a rare to me unless you have delirium.
    Posted in: The Rumor Mill
  • posted a message on [Primer] Lantern Control
    If you're playing overgrown tomb then you're doing it wrong. Having to pay 2 life every time you need that mana the turn it comes down WILL kill you more often than the 1 life lost from potentially having to use wastes for colored mana. But what do I know, I've only been playing the deck since its breakout performance at GP Charlotte...
    Posted in: Control
  • posted a message on Werewolf planeswalker biography from the mothership
    Anyone who denies she will be a flip walker in soi is fooling themselves. The checklist card has, "ch1" on it ffs. I highly doubt Wizards would put a 1 next to something that doesn't at least have a 2 because it's wasted ink which costs money. Have some common sense people.
    Posted in: The Rumor Mill
  • posted a message on [Primer] Lantern Control
    In my opinion, Mox Opal and Simian Spirit Guide aren't even in the same league as the eldrazi lands. Not only does Opal require you to build around an artifact theme, but you also have to have 2 other artifacts on the battlefield or it's a do nothing card. Combine that with the fact that it's legendary and I feel it's on the fairer side of things. SSG is a one shot effect that doubles as an over costed 2/2 without haste. All you have to do with the eldrazi lands is have eldrazi in your hand.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    @artfranco
    What is your reasoning for playing Kozilek's return?
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    2 Academy Ruins
    2 Blackcleave Cliffs
    1 Forest
    2 Ghost Quarter
    4 Glimmervoid
    1 Grove of the Burnwillows
    4 Llanowar Wastes
    1 Sea Gate Wreckage

    Spells
    3 Abrupt Decay
    4 Ancient Stirrings
    4 Codex Shredder
    4 Ensnaring Bridge
    4 Ghoulcaller's Bell
    1 Infernal Tutor
    4 Inquisition of Kozilek
    4 Lantern of Insight
    4 Mox Opal
    3 Pithing Needle
    1 Pyrite Spellbomb
    3 Pyroclasm
    4 Thoughtseize

    Sideboard
    1 Grafdigger's Cage
    3 Leyline of Sanctity
    3 Nature's Claim
    1 Pithing Needle
    3 Spellskite
    2 Surgical Extraction
    2 Welding Jar

    What do you guys think of this configuration to fight the eldrazi menace?
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    I was under the impression that grixis control is a favorable matchup for us. Has this not been everybody's experience? Have I just been lucky to face off against new or poor pilots?
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    "Did this happen exactly as you described? Collected Company can't find Murderous Redcap..."

    Unfortunately, yes it did happen that way and this is why knowing everything about Modern cards you might face is important kiddos.
    Posted in: Control
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