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  • posted a message on Duel Commander April 2016 Banlist Update
    Completely agree with the Cradle ban. Not so sure about Marath since he's not played in my meta, but I don't feel comfortable with him. Narset I can understand because she's pretty busted, but I don't get bad vibes from Animar. Against red/blue removal and early disruption the deck falls flat. Being an Animar player, I can say that it's definitely not a fun/easy deck to play against, but even without my bias I think it's pretty fair IMO (As long as they don't get a super-early Worldly Tutor.)
    Posted in: 1 vs 1 Commander
  • posted a message on What cards do you think should be banned or unbanned in Modern in the next announcement? (4/4/16 update)
    I'm really surprised at the amount of people wanting Bloodbraid Elf unbanned. It's not harmless; it fuels Living End, an already decent-tier deck.

    Here's my personal preference:
    Bans:
    Eye of Ugin - <insert the obvious here>
    MAYBE Ensnaring Bridge - It's just a ***** to deal with. Stony Silence doesn't shut it down, and it lets Lantern Control do whatever it pleases. Personally not a fan, but could live with it not being banned.

    Unbans:
    Stoneforge Mystic - Without Umezawa's Jitte or Skullclamp, she's still weak. They're giving her out at the GPs this year, so why not let her test the waters for a season?
    Second Sunrise - Nobody plays Sunny Side Up anymore; the card is a threat, but the deck dies to countermagic and artifact hate. *COUGH* STONY SILENCE IN EVERY WHITE DECK *COUGH*
    Posted in: Modern Archives
  • posted a message on Playing with Proxies - How do you feel about it?
    In legacy and vintage, I'd say that proxying a portion of the deck is fine. I really just care about getting a chance to play some Eternal formats for once. In standard and modern, I'd say no proxies whatsoever. (Maybe for more expensive cards in Modern like Goyf or Clique)

    My local FNM doesn't allow proxies (like all FNMs should) so I don't use them. I try to either build within my limits, or assemble the cards I need to build a previously tested deck. I usually only use proxies when doing a gauntlet for legacy, or playing against one of the eternal players at our LGS. I'd say that if you're going to use a proxy legacy or vintage deck, no proxies of cards above $20-50 in value. Proxying those Wastelands and Underground Seas that you plan to buy is okay, but proxying a Delver or a Brainstorm is just...ugh.
    Posted in: Legacy (Type 1.5)
  • posted a message on Is a Grand Prix really worth the time?
    I'm likely going to be attending Grand Prix Toronto in May of this year (it's the only competitive tournament that's anywhere near me) but after a few budgetary concerns and arguments as to what we're doing, I'm beginning to wonder if it's worth going at all. I don't have any competitive history at all, and I'm not even the best at standard. (I usually only make 5-8 at FNM, with 3-4 being a rarity) So I'm beginning to wonder, is the Grand Prix really worth my time and money, especially with the fact that I live a 4-hours'-drive from Toronto and any hotel is $200+ per night? If I don't go, none of my friends can afford to split the costs, but at this rate I don't know if I'll be able to afford my share. Any advice? Are GPs really as cool as people think they are?
    Posted in: Magic General
  • posted a message on Naya Scapeshift
    It sounds like you're trying to combine two different win cons. You can either play Naya Scapeshift or Naya Kiki-Angel Combo, but putting them together doesn't work well at all. (a situation of having your cake and eating it too) Besides, Naya really doesn't fit for either of these decks, since Scapeshift wants blue more than white, and Kiki-Angel wants blue more than green. But, if you really feel like playing Naya Scapeshift, I think Timely Reinforcements would be decent in the sideboard.
    Posted in: Deck Creation (Modern)
  • posted a message on Four Color Life-Zoo
    I've updated the deck into a sort of alpha phase. Also, thanks for the advice SplashBros! It seems like the kittens will work a bit better despite sacrificing a little life/land gain.
    Posted in: Deck Creation (Modern)
  • posted a message on Four Color Life-Zoo
    Four Color Life-Zoo
    For Zoo players that don't like dying easily!

    The Deck

    Four Color Life-Zoo is a brew I made up based off of other decks such as Four Color Good Stuff and Zoo. Only FCLZ has a catch; it's a zoo-ish deck, but it gains you life while you grow in power. The deck uses curve-efficient creatures such as Loxodon Smiter, Wild Nacatl, and Rhox War Monk as its beaters, and creatures like Obstinate Baloth, Thragtusk, and Huntmaster of the Fells that gain you life with their ETB effects. There are of course heftier creatures that are mostly in the deck because they're usually tide-turners, those cards being Baneslayer Angel and Geist of Saint Traft. Of course, the deck would be nothing without our favourite resident mana-dork; Noble Hierarch.

    The deck's removal is minimal. It comes in the form of Lightning Bolt and Lightning Helix, as well as Mana Leak in the mainboard for denial. Nobody likes it when their Thragtusk is countered. The deck usually runs a couple of copies of Lightning Helix in the sideboard alongside the mainboard. (A 2-2 split is the way I usually lean, but different strokes for different folks.) Speaking of sideboard, the deck runs Dispel, Firespout, and Relic of Progenitus as fixers in certain matchups. In the faster matchup, Timely Reinforcements (one of my personal favourite control cards) can help tremendously.

    The land base is pretty average. You'll usually only need to run 5-8 basics alongside the appropriate shocklands, fetchlands, etc. The fetchlands I use are usually green and another color (Windswept Heath, Wooded Foothils, Misty Rainforest) so as to keep the amount of green production high. I normally don't run red basics. Red mana is normally used later game in the deck, so there isn't too much need for it untapped on a turn. Besides, 2 life untaps a Stomping Grounds, so it can't be that bad considering you'll be gaining it back exponentially soon. Overall, 23-26 lands will often suffice for a good manabase in the deck.




    Why Life-Zoo? Why not just Martyr Lifegain or Four Color Good Stuff?


    I pose this question to you: why not Life-Zoo? If you enjoy casting big creatures, watching them resolve and gain you life, AND mashing face, then you'll likely love this deck. If you're looking for something that's just one of those things, I'd be more than happy to point you in a more tournament-proven direction. However, if any of the preceding interests you at all, I suggest giving the deck a try. Besides, who doesn't love Rhox War Monk?



    Favourable Matchups

    This is probably the most favourable matchup. Scapeshift usually requires your opponent to be at 20 at most. Otherwise, Valakut, the Molten Pinnacle becomes a bunch of Lightning Bolts that don't do a lot. IF you counter their countermagic and gain enough life, you'll typically be safe against the average Scapeshift deck. Plus, if it's a Through the Breach deck, Dispel still takes care of it.

    This matchup gets much better in game 2. Mana Leak and Firespout can usually deal with these types of decks. Usually if you can't get your answers, your chances of winning go down the drain. But, normally, the deck shouldn't be a HUGE problem.

    The deck has a good amount of removal for smaller creatures and artifacts early game, especially post board with Ancient Grudge. Once you're gaining life and blocking their stuff, you'll usually be in the clear before they can make their artifacts too tough.



    Decklist Example




    Right now the deck is in mostly a pre-alpha states. (I made it during my lunch break. XD) It is not a definite reflection of what the final decklist will be, since the deck is yet to see real results in any case. Since I don't have a finished, competitive-worthy version of the deck put together so far and I don't have any modern events close to me, any playtesting of the deck (online or otherwise) would be GREATLY appreciated. If you're even able to get competitive results with it (if you think the deck is worthy of taking to a tournament or MTGO daily) you'd have my eternal gratitude. Grin
    Posted in: Deck Creation (Modern)
  • posted a message on Xmage - Like cockatrice/mws but with RULES AUTOMATION!!
    I'm definitely getting this program. It looks sick so far.
    Posted in: Third Party Products
  • posted a message on Improving Jeskai Tempo
    I've been playing Jeskai Tempo since Kevin Jones won with it at an SCG Open, and I personally love it. However, at an SCG IQ I missed top 8 by one place, and last FNM I only won one match out of five. The deck used to make top 8 every time, and sometimes top 4. I've got the standard meta down pat at this point, but the deck seems to be doing a lot worse lately. It might just be bad luck, but I've only been seeing too few lands, or not enough lands. My friend is playing a very similar deck (albeit using a REALLY different build) and made 2nd the same night I lost all of my games but one. The creature base on my deck seems pretty fine though, but I want to know what you guys think. Do I need to revamp the deck completely, or just adjust a few things. I'd like to keep the deck relatively similar in most aspects, but any help is appreciated. (The sideboard is adjusted for the things that kill my deck, such as Arbor Colossus and Siege Rhino, so I don't want to change it up too much.)

    Posted in: Standard Archives
  • posted a message on Sultai Dredge (Dredgevine Variant)
    Quote from PasstheChips »
    I'm surprised to see no Hedron Crab/Skaab Ruinator in this list, seems like they would be very beneficial.

    Hedron Crab gives you tons of small incremental mills, which works great with Sidisi's zombie generation, while Skaab Ruinator gives you an outlet to eat all the more useless creatures in your graveyard that don't do anything.

    Also if you're using Magus of the Bazaar you could try something like Grave Scrabbler/Call to the Netherworld? I've always wondered how it would do in a dredge deck.

    Quote from Grisly_Bear »
    Why not a DTT or two? There are bound to be things you don't want/need in your grave.

    Not so sure about the Crab, but I think I will definitely give Skaab Ruinator a try, along with Dig Through Time. Thanks for the suggestions! Grin
    Posted in: Deck Creation (Modern)
  • posted a message on Sultai Dredge (Dredgevine Variant)
    Quote from Slarg232 »
    Sidisi, Brood Tyrant - She mills you for three, and then brings out a zombie for each creature you mill. Combos REALLY WELL with Gravecrawler, allowing you to bring back Vengevine on turn 5 if you mill a Gravecrawler with her when you cast her. Definitely a 3-4 of in any BUG Dredge deck.


    Not true; Sidisi gives you one Zombie IF you mill creatures, not per.

    Whenever one or more creature cards are put into your graveyard from your library, put a 2/2 black Zombie creature token onto the battlefield.


    Right, sorry. Thanks for pointing that out to me. But at least Gravecrawler can still trigger right? XD
    Posted in: Deck Creation (Modern)
  • posted a message on Sultai Dredge (Dredgevine Variant)
    Sultai Dredge


    I got the idea for this deck when I saw how awesome Sidisi, Brood Tyrant actually was. After losing to a Sultai Whip deck at FNM, I went home and watched a few videos of the deck in action. Soon after, I discovered Dredgevine and its decrease in play since the banning of Deathrite Shaman. (And rightfully so, that creature even kills in legacy!)

    So how does this deck differ from regular Dredgevine, you ask? Well the first obvious reason is that it's not a Jund deck, as it contains no copies of Faithless Looting. The second is that it doesn't depend entirely on Dredge. It of course benefits from Stinkweed Imp and Golgari Thug, but its prime sources of graveyard development are Magus of the Bazaar and Sidisi, Brood Tyrant. These two cards give you a huge advantage when resolving them. The Magus is harder to counter when you're on the play, and gives way for huge card advantage and self-mill. The sad part about him is that he dies to the simplest of burn spells. The same can be true for Sidisi, but she gives much more advantage upon resolving if you've got the right cards on top. One of her prime combos is with Gravecrawler. When he's milled by Sidisi, his reanimation ability comes online as Sidisi produces zombie tokens from him.

    Now the true Dredgevine part of the deck. Vengevine and Bloodghast are the kings of grave-to-field interaction. The Vampire is easily brought back, and all the more satisfying when he's not blocked. The Plant is a completely different story. Easily brought back once he's in the graveyard and basically possible anywhere from turn 2-5, he's a damn versatile creature for something that sits in the graveyard waiting until he can get brought back when nobody's there to block him. He's also absolutely devastating if you have Whip of Erebos on the field. Because who doesn't want a 4/3 with haste and lifelink?

    Another question to bring up is how one would go about keeping the opponent's board in check. Well, since Remand and Mana Leak are only delaying factors, I've got Krosan Grip and Golgari Charm in the sideboard. And just in case they want to burn or exile away my creatures or if they want to kill me with one fatty, I have a few copies of Simic Charm.


    Self-Mill
    Sidisi, Brood Tyrant - She mills you for three, and then brings out a zombie if you mill creatures. Combos REALLY WELL with Gravecrawler, allowing you to bring back Vengevine on turn 5 if you mill a Gravecrawler with her when you cast her. Definitely a 3-4 of in any BUG Dredge deck.

    Magus of the Bazaar - Develops card advantage at the cost of taking out possibly valuable cards. Still an excellent source of mill and card advantage despite being easily countered. You'll need 4 of them.

    Golgari Thug - Mills you for four and gives you an easy cast to bring back Vengevine. Anywhere from 1-3 should be a good amount.

    Stinkweed Imp - See above +1, pretty silly otherwise. 2-3 for sure.

    Grisly Salvage - Puts four cards into the graveyard, and gets you a creature or a land. Can be pretty useful. I recommend 4 for a more combo-based build, but 2 for any build that needs more control.


    Automatic Reanimators
    Venvevine - The core card to ANY Dredgevine deck. Even though it requires two creatures to be cast to bring it back, it's extremely devastating. You will ALWAYS need 4 of these.

    Bloodghast - Another great card that comes back conditionally. As long as you've got land drops, it's basically immortal. Once again, you will NEED 4 of these.

    Gravecrawler - A cheap autoreanimator. Works really well with Sidisi, Brood Tyrant. Definitely a 4 of.


    Control
    Liliana of the Veil - One of the best planeswalkers in modern. It devastates your opponent once it's cast with the option to build up graveyards, or eliminate one of their creatures. I'd recommend at least 2-4 in the deck.

    Abrupt Decay - It was amazing in standard, and it still works so well. It can eliminate almost anything your opponents throw at you. I use 2 mainboard, 2 sideboard, but some people might want all 4 in the mainboard.

    Remand - It gives you draw and delays your opponent. Need I say more? Definitely 3-4 of them are needed.

    Mana Leak - It's not as powerful as some other spells, but it's cheap and effective. At least 2-4 should be in the deck anywhere.

    Fulminator Mage - A pretty good card against Tron or Scapeshift. It's not that great, but I'd definitely recommend 2-3 in the sideboard.

    Krosan Grip - The ultimate answer to artifacts and enchantments. I'd say 2-4 in the sideboard, just for protection you know?


    Other Sideboard Options
    Golgari Charm - More enchantment answers, easy kills against aggro, and can save your creatures. Probably just 2 in the sideboard.

    Simic Charm - Buffs your stuff, can bounce things back to your opponent's hand in case it's getting nasty, or saves your reanimators from an ill-timed Path. Once again, probably 2 in the sideboard.

    Unburial Rites - If you can't reanimate fast enough, might as well reanimate slower. It's not perfect in the deck, but it works for the next card. Maybe just 2 for me, but you could run anywhere from 0-3.

    Griselbrand - See above. Now do you understand why I love this guy? Dredge + Milling him + resolving Unburial Rites = GG. To balance it out, just 0-1 in the sideboard.

    Whip of Erebos - One of the core cards in Sidisi's standard form, Sultai Whip. It can bring back Griselbrand, and it gives your fatties lifelink, which is also amazing. I suggest 0-2 in the sideboard, but only if you can really get there with it.

    Deck Example
    This is my basic example of the deck. It's probably pretty flawed, but any suggestions for improvement are appreciated.

    Thanks to Zx_xZ for making the original Dredgevine primer, which inspired me to make this brew. :3
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] DredgeVine
    I haven't seen this deck in a while, and especially not in tournaments. I wonder where it's gotten off to. Probably became less popular after Deathrite Shaman got banned, huh?
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] UW(x) Miracle Control
    Actually, after some playtesting, Lands absolutely destroys Miracles unless Miracles can answer their vital spells. I should hope I never have to play against it...
    Posted in: Legacy Archives
  • posted a message on [Deck] UW(x) Miracle Control
    I can see Lands winning against a Miracles deck, but only in a REALLY bad matchup. 12 Post isn't seen as much, but is definitely a weak spot without a handy answer to a heavy cast. Goblins can utterly demolish Miracles, unless a well timed Swords to Plowshares shows up. On the rare occasion that someone plays MUD in legacy and gets a fast start, the deck dies in two turns flat.

    I'm definitely keeping two Geists around in the sideboard just in case, but the Baneslayer Angel just has too many answers and too little value in it. I think that Engineered Explosives also looks pretty promising in the deck, so I've put three in the sideboard as well. As for other sideboard answers, a Force of Will and a Misdirection along with Wear/Tear, a couple R.E.B.s, a Cage and a Needle, and one or two copies of Elspeth, Knight-Errant for better matchups should do the trick. Still on the fence about Elspeth, but she should be fine if Stoneblade can resolve.
    Posted in: Legacy Archives
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