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Last active Wed, May, 24 2017 00:22:03
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May 23, 2017Out of sheer boredom, I made and playtested a Zoo deck with a sideboard of pure hate cards (and an Elspeth because she steals games constantly). In playtesting I found it to actually be stupidly effective, and maliciously fun to play:Posted in: Tier 2 (Modern)
May 19, 2017To coincide with the Hazoret and Glorybringer debate, this is the current list I'm running:Posted in: Tier 2 (Modern)
I'm still running a Huntmaster because I think he's better than Hazoret when you're behind, but Hazoret is better for closing out games and being aggressive.
So far in testing Hazoret has felt great. I've blocked a few game winning DS swings and gave enough crack back to pull through. I haven't been able to utilize Glorybringer that much so my opinion on him is still up in the air. If I cut him I'll probably slide into another Hazoret or Huntmaster depending on the meta.
May 8, 2017How do you guys currently feel about Grim Flayer? I like playing aggressive builds but I'm not sure if it's worth cutting 3 cards to run him.Posted in: Tier 2 (Modern)
My list for reference:
May 5, 2017I run all 3, but the advantage to Bonfire is it's much more effective against smaller creature decks, like Burn, Elves, and Affinity. When you miracle it ,it usually wipes their board for less than or equivalent mana than the other sweepers and always damages the opponent. It can also be used to close out the game as a highly costed burn spell.Posted in: Tier 2 (Modern)
May 5, 2017I used to splash white for Rhino, Path and Souls but I dropped it due to the potential power not outweighing the clunkiness of it. This is the current list I'm rolling with and I think it covers the entire metagame quite nicely:Posted in: Tier 2 (Modern)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Smack Dabbers
4 Dark Confidant
3 Scavenging Ooze
1 Huntmaster of the Fells
4 Lightning Bolt
2 Abrupt Decay
1 Kolaghan's Command
2 Fatal Push
3 Inquisition of Kozilek
1 Maelstrom Pulse
1 Collective Brutality
4 Liliana of the Veil
1 Chandra, Torch of Defiance
4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
4 Verdant Catacombs
2 Wooded Foothills
1 Engineered Explosives
1 Thrun, the Last Troll
3 Fulminator Mage
1 Thundermaw Hellkite
1 Kitchen Finks
2 Ancient Grudge
2 Surgical Extraction
1 Feed the Clan
1 Anger of the Gods
1 Bonfire of the Damned
Based on my list, are there any matchups or cards I may not have considered that I should give a second look?
May 3, 2017Posted in: Tier 2 (Modern)Quote from Unliveingfiend »https://www.channelfireball.com/videos/channel-calebd-modern-grim-tribal-zoo/ something like that
That's actually what I based my current landbase off of. I was just hoping someone could help me run numbers to confirm my choices are solid. I remember one tip such as wanting 19 black sources to be able to cast Lili on time.
May 3, 2017Could someone please help me with the mana base for my build? I'm currently splashing white for Path to Exile, Lingering Souls, Siege Rhino and Stony Silence.Posted in: Tier 2 (Modern)
Apr 27, 2017I could be completely and utterly wrong but I've been play testing this deck and I think it's an absolute beast and a ton of fun to play. I originally wanted to see if I could make a deck with both Goblin Guide and Death's Shadow and ended up making a Suicide Tribal Zoo Hybrid. I call it Turbo Zoo:Posted in: Tier 2 (Modern)
The deck plan is incredibly simple, curve out when you can and play as aggressively as possible. That's about it. You want to fetch to have all 5 land types within your first 3 lands if possible, and then just answer anything your opponent throws at you or overwhelm them with power and speed. This deck typically "wins" by turn 3 when the opponent falls behind you in efficiency.
The opening hands of this deck are insane. You drop a Nacatl turn 1 from a Stomping ground, then follow it up with fetching a Godless Shrine and play both a Goblin Guide and Inquisition of Kozliek, swing for 5. Or curve Thoughtseize into Goyf into Geist. Or bolt your opponents creature end of turn and then drop 2 of your own.
Quick card rundown:
- Wild Nacatl - 3/3 for one mana, best opening play you can get. 12 fetchs and many sources of Mountain/Plains gets her to her potential fairly easily on turn 2.
- Goblin Guide - A lot of people will see this and think it's the most out of place on the list, but in terms of the deck strategy he does absolute work. Backing up Guide for even just a single turn usually means 4 damage from one red mana, which is exactly where this deck wants to be. Haste lets him have a small amount of utility later game,
- Death's Shadow - By turn 3, if you fetch shock every turn, this guy is at the very least a 2/2. Factoring in the opponent dealing damage to you, and he can be even bigger. In a deck that needs color sources, this guy is an incredibly efficient body. Only card in the deck that's bad opening hand, but even then he's not awful.
- Tarmogoyf - Self explanatory
- Snapcaster Mage - Originally in the sideboard, the potential of this guy is just nuts. The fact our mainboard instants and sorceries are either the best in the game or a potential 5-damage burn spell, Snap's targets are almost always worthwhile in this deck.
- Geist of Saint Traft - I like this guy over every other 3 drop because of his damage potential. 6 damage a turn, 4 of it flying, and the other 2 hexproof. While other cards like Knight of the Reliquary can get bigger, this guy is a menace, especially when backed up by our removal suite. Legendary rule can be a drag though, so I wouldn't go beyond 3 copies.
- Lightning Bolt - 1 mana, 3 damage. So good.
- Path to Exile - 1 mana, exile a creature, also very good. In this deck we typically don't care about our opponents mana count, since they usually have to worry about answering us or we'll have stripped them of threats early on.
- Inquisition of Kozilek and Thoughtseize - I like 4 Thoughtseize here more to both aid in playing Death's Shadow and have a better time hitting Tron/Eldrazi/Bigger decks. Again though, self explanatory cards
- Tribal Flames - When I first made the deck, I only had 4 colors, excluding blue. Then someone reminded me Tribal Flames exists, and I splashed blue as fast as I could (Also giving me the benefit of Snap and Geist). 5 damage for 2 mana closes out games so quickly it's rediculous, and this also aids in our removal package.
- Lands - I'm still not 100% sure on color balance here, but I think I've got it down. This deck in testing surprisingly rarely has issue with colors. The only time it's really come up for me is when I'm short on the number of lands, and in that case most other decks would still experience mana problems. If someone here wants to crank some numbers, I'd love to hear some manabase suggestions. The single Swamp is to aid against all the Path running around, you almost never want to fetch it, and our deck is more black than any other color.
- Nihil Spellbomb - Graveyard hate that doesn't touch our own yard (Goyf and Snap are happy), cycles, and has a low cmc. Easy include
- Engineered Explosives - This card is hilariously entertaining in this deck. We can easily increment its counters with each land drop, since we'll have access to all 5 colors by turn 3. All around great card in a lot of matchups, especially against turbo aggros that can take advantage of our self-inflected wounds.
- Kataki, War's Wage - We aim for efficient creatures, and this guy lets us hose affinity, and comes with a free stick. Also gives us a clock against other decks we'd want artifact hate.
- Fulminator Mage - Again, this deck likes when things are on a stick. Blow up man-lands or cut your opponent's colors offline. Split mana also helps us cast it without fretting over colors too much
- Abrupt Decay - I will admit, this deck has a pretty glaring Blood Moon weakness. Abrupt Decay helps, not getting countered by decks like Blue Moon, and being cheap at just 2 mana. On the flip side, Decay is great in a ton of matchups, and plays a lot of roles against a lot of decks.
- Liliana of the Veil - The only double color card in the deck, and for good reason. Although a deck like this wants to avoid repeating colors to aid in fetching, Lili has just way too much utility to ignore. Plus maybe I hate Bogles, what's it to you?
- Lingering Souls - Originally in the mainboard over Geist before I splashed blue, it could just be a meta thing but this card is incredible. If I had 3 extra slots mainboard I'd put these in immidiately. Great against Death's Shadow, Jund, Abzan, and any deck that wants to outweigh our threats. 1 card for 4 1/1 flyers is also pretty dang efficient
- Collective Brutality - This card has too much game against too many decks to ignore. Great outlet against burn, and can fill both the role of discard and killspell depending on the boardstate.
- Wear/Tear - Originally was Ancient Grudge, but Blood Moon still scares me. I didn't want to give up artifact hate, but also felt I wanted another Blood Moon answer. Wear Tear seemed like a solid fit.
- No Fatal Push because I feel Path is just better when your deck doesn't care about the opponents curve
- I don't want to include any 4 cmc+ cards because I wanted to run the least amount of lands possible while still easily attaining 5 colors.
- In play testing (roughly 20 games so far) the only match I've lost was when I got land screwed both games, otherwise I've felt strong in literally every matchup. Admittedly I haven't playtested against Skred Red or any other Moon based decks yet, I feel they could be situations where you just have to accept a poor matchup.
- No Street Wraith, Misra's Bauble or other Shadow combo pieces because I wanted every single card in the deck to do something.
- My original build was 4 color (no blue), had Lingering Souls in the main over Geist and Grim Flayer over Snap. After I found it was actually decently challenging to get Delerium and the fact he's a 2-drop with 2 colored mana, I scrapped Flayers. Stacking the deck easily thanks to the removal suite was a nice feeling though, and he works great with Lingering Souls, so maybe there's a spot for him. Sorry for any typos, didn't really have time to go over what I wrote.
Jan 12, 2017For those of you running less than 8 Atarka's Command + Skullcrack, do you ever regret this choice? My current list has 4 Command and 3 Skullcrack and while I feel like that's plenty I can't shake the feeling I want as many as I can get, since hte hardest counter to our deck is lifegain.Posted in: Tier 1 (Modern)
Jan 11, 2017Posted in: Tier 1 (Modern)Quote from rothgar13 »I would go with the following:
Naya ManabaseMagic OnlineOCTGN2ApprenticeBuy These Cards Lands (20)
2 Arid Mesa
4 Bloodstained Mire
2 Copperline Gorge
2 Inspiring Vantage
2 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
That list has 14 W/G sources (which in turn gives you a 90% chance to find one by T1), 10 fetches to feed the Lavaman (who gets better in metas where Nacatl is worse), and enough fetchables to make sure your fetches aren't dead.
If I were to run this I'd cut a Copperline for a Mountain. There's been way, way too many games I've failed to find a Mountain after being Path'd thanks to only running 2.
Jan 10, 2017This is my current Boros I'll be rolling out starting this week. I've been playing Catless Atarka's build for countless months, but I feel the sideboard tech and better mana usage have become to appealing to ignore Boros any longer.Posted in: Tier 1 (Modern)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Smack Rumblers
4 Goblin Guide
4 Monstary Swiftspear
1 Grim Lavamancer
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
4 Searing Blaze
3 Arid Mesa
4 Bloodstained More
4 Wooded Foothills
2 Inspiring Vantage
2 Sacred Foundry
1 Stomping Ground
4 Path to Exile
4 Destructive Revelry
2 Deflecting Palm
2 Kor Firewalkers
1 Grim Lavamancer
2 Rest in Peace
Little notes about my build:
- I split the Lavamancer because I believe him to be the most polarizing card in the deck. I found I usually sideboarded him out immediately or loved him depending on the matchup, and never really any middle ground. So far playing 1 main, 1 side has worked out fine.
- The 2 Rest in Peace are basically flex spots. Originally I was going to run Gut Shot since I believe Dredge will be taking a downturn, but after noticing my meta still have plenty of Delver and Jund, I'm keeping RiP in the board.
- 19 lands and no Shard volley are a personal choice I've found I like after playing burn for so long. I also can't think of a card I'd want to cut from the main deck at this point, even though some detractors don't agree with 4 Skullcrack main.
- I'm not incredibly in love with Firewalkers, and didn't run him with I played Atarka's. Now I feel the sideboard is open enough to give him some spots. He'd be the next cut after RIP if I needed it.
- DRev feels way too good to not play 4, and although 4 Path may seem like a lot I like having the final copies in matchups where the card is crucial (Infect, Affinity, Death's Shadow, ect.)
Jan 10, 2017Posted in: Tier 1 (Modern)Quote from j192 »
I admittedly hadn't thought about the sideboard much, and only had 14 cards in the deck box when I got there. My friend tossed me a stony silence, and it went in the 75.
I'd re-do the sideboard to look more like:
- 4x Destructive Revelry
- 4x Path to Exile
- 1x Deflecting Palm
- 2x Kor Firewalker
- 2x Skullcrack
- 2x Grafdigger's cage
Revelry never goes out of style. Saw Leyline, blood moon, chalice, Aether Vial, Inkmoth nexus, Steel Overseer, Spellskite all weekend. Card has so many T1 applications.
Path: 4 May be too much. When I have to play control, I love it. Great in spots vs Death shadow, infect, affinity, etc
Deflecting palm: Stupidly powerful card, never been sad to see it. If you draw more than 1, they get clunky. 1 feels good. Might be worth going to 2 with Eldrazi running a muck.
Kor Firewalker--not really that great in naya builds, and I seem to rarely get matched up against burn players. I played against 2 naya players this weekend, neither had him in their board. And I'll say I think we're favored pretty strongly here. If you run up vs the mirror tho, which seems like RW will again become the norm--then he'll be more of a factor. Might be best suited as a 1 of silver bullet.
Skullcrack: Feels kind of naked without Atakara's Command, but Either they're gaining 3-5 and we don't care that much or they're gaining 12 and we're dead. 4 effects show up often enough when they need to.
Grafdigger's cage: If Dredge falls off, then GY hate will die down. And Abzan company will again rise in popularity. Until tournament results shows Dredge falling off a cliff, I'm keeping a pair.
As I said, wouldn't be terribly sad to find a place for 1-2 copies of Ensnaring bridge.
Did you ever dislike Shard Volley or wish you played less lands? Why Grafdigger's cage over other graveyard hate such as RiP or Relic? Did 20 lands feel good or have you considered 19?
Thank you for the response, I'm considering switching to Boros myself.
- 4x Destructive Revelry
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