- Daeyel
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Member for 8 years, 10 months, and 19 days
Last active Thu, Jul, 11 2019 13:13:58
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Aug 3, 2016Daeyel posted a message on The Magic Market Index for July 29, 2016Liliana will be spiking yet again then, I think. The new Jace? Remember, I'm on record as calling her better than Veil.Posted in: Articles
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Aug 2, 2016Daeyel posted a message on The Magic Market Index for July 29, 2016There is something going on with black green zombies? Certain key cards moved up in price, as you noted with puzzlement. I'm thinking subtle forces are in play expecting a breakout at Pro Tour, and are speculating.Posted in: Articles
I'm working on it, as I think the pieces are there for Zombies to beat Bant Company by going wider than Bant can cover. The various sacrifice a creature cards, Dark Salvation and Languish along with Clip Wings may yet be combined into a force that tumbles Bant Company. -
Nov 24, 2015Daeyel posted a message on The Magic Street Journal: How to Handle "That Guy"The comments in this article are valid, and warrant contemplation.Posted in: Articles
However, any effort to respond to complaints by women about their treatment at any WOTC sanctioned event are undermined by..... WOTC.
I give you:
Liliana, Defiant Necromancer
I could go on, but I don't think it necessary. Nor will I go into the blatant appeal to the (immature) male fantasy of the good girl (Liliana, Heretical Healer) gone bad/with a dark side (Liliana, Defiant Necromancer) other than to remind you it is real, and that WOTC is deliberately and consciously pandering to it for monetary purposes.
Consider that for a minute. On the one hand, WOTC makes sexist products deliberately designed to entice, attract and encourage purchase by immature leering males.
Then, when someone has the audacity to act like an immature leering male, suddenly, according to that same WOTC, they are the bad guy and the Judge or owner should then intervene?
Women have a legitimate complaint, and as a WASP heterosexual male, I want that to change, and will do what I can to help it change. That said, until overtly sexist art like Liliana, Defiant Necromancer goes away, I'm pretty much going to insist that WOTC has set the sexism standard here, not 'That Guy'.
Change that, and we can make headway. - To post a comment, please login or register a new account.
This card truly slows the game down and makes Mill a control match-up. It gets better the longer a game goes.
I'd like to turn the discussion over to the proposed London Mulligan rule, and how this helps and hurts us in UB mill.
First, I see that it makes it easier for us to find our core pieces, be they Hedron Crab, Archive Trap, Mesmeric Orb and Ensnaring Bridge.
But it hurts us be allowing us to be greedy, and wide open to Thoughtseize/Inquisition of Kozilek. Others can mulligan aggressively to find Leyline of Sanctity, or an artifact destruction spell.
Transformational sideboards will become more common, leaving us guessing the core pieces of their deck.
As a side note, I am anxiously awaiting spoiler season of Modern Horizons, to see the rumored new land cycle. If it is the mono-color fetch many are expecting, Land based Mill could become a Thing, using Mind Grind, Mind Funeral and even Mirko Vosk, Mind Drinker, not to mention Dimir Charm. (And I am so getting my Mirko's altered to depict Mirko Cro-Cop! 'Land card hospital, non-land cemetery!')
I've moved beyond UBg mill, and am currently running rUG mill. It is an aggro speed race, with a T3 win. Waiting on the last few pieces, and then I'll be trying it out locally. I'm excited to see how it goes.
The deck is as follows:
Creatures:
4 Sakura-Tribe Scout
4 Hedron Crab
2 Young Pyromancer
2 Walking Atlas
Instant
4 Cerulean Wisps
4 Growth Spiral
4 Opt
4 Spell Pierce
Artifact
4 Amulet of Vigor
Enchantment
4 Retreat to Coralhelm
Lands
4 Botanical Sanctum
4 Breeding Pool
2 Forest
2 Island
2 Izzet Boilerworks
4 Misty Rainforest
4 Simic Growth Chamber
2 Steam Vents
The strategy, is to get a Sakura-Tribe Scout (STS) down T1. He will be vulnerable, so you have to hope he can survive their turn. Alternately, you can play Amulet of Vigor as a 2nd line.
Turn 2, you tap him to add a 3rd land. There really is nothing else to do this turn, except drop Amulet if you have it. Leave U mana open to counter anything that attempts to remove the STS. She is the key to the deck. At the end of their turn, use the mana to draw a card with one of the 12 cantrips and find the other pieces. 8 of them will give you a fourth land. On line 2, you drop a bounce land for the mana. Now that you have protection, go ahead and play STS, and Hedron Crab. Just make sure you hold up U for Spell Snare to protect them.
T3, Go ahead and drop another land with your land drop for the turn. You now have 4 mana. If you played Amulet, you can drop a bounceland, but only if you have another in hand. Otherwise, drop a regular land. You can now play Retreat to Coralhelm, being sure to keep U mana open. Tap STS to drop a bounceland. Tap it for mana, and return it to hand. Untap STS. Now that you have the mana to protect your creatures with Spell Pierce, go ahead and drop Hedron Crab. Repeat dropping the bounceland and untapping STS until the opponent is milled out. Pass Turn. If you are missing anything, use the continual mana to cast the cantrips to find the missing pieces. Don't forget to use Young Pyromancer to create a line of chump blockers.
If you are on line 2, Turn 3 unfolds in the same way.
You will come out of the gate T1 and T2 acting very much like an Amulet Titan deck that isn't going well, which should make them take different, non-optimal lines. They will likely try to attack your Amulet, which is ok. It slows you down a turn, but much better they spend their removal on that. What you do not want them to do is take away your STS, since it A: ramps you into a faster win, and B: is part of the engine that wins you the game. Do not drop your Hedron Crab until you are ready to win the game. On turn 3, if they are on the draw, they will not have the mana to cast a counterspell and satisfy Spell Pierce, which means they lose. Alternately, they cannot cast 1 mana removal (Push, Path, Bolt) and pay Spell Pierce costs. If they are on the play, to have the mana, they did nothing on their turn 3, which is highly unlikely. To put it simply, if they have only 2 mana untapped, they cannot stop you. Go for broke. If they have 3 or more open, proceed with caution.
Note: Lands may need to be adjusted. Advice is very helpful.
The new Cabal Therapist also plays well with this strategy. Mostly though, you want to wait and see what WAR and Modern Horizon bring to the table.
This is begging for Brudiclad in EDH, although the combo outraces the commander.
Put it in Animar, and you add ramp.
Taking Crop Rotation out for Spoils of the vault means Tree of Tales is no longer needed. I like the Nevermore plan.
Clearly, the biggest obstacle to winning T1 or 2 is Force of Will and Daze. Stopping those 2 cards is key, what with the predominance of Blue. Nevermore can work - but that is a turn gone, and we have to decide between Daze and FoW. Guess wrong, and you likely lose.
Need something that can withstand both of those. Urim's Chant/Silence is great. You may draw out their counter. But if you do this, you had best win before giving them another draw and turn. Still not optimal.
But looking at Trinisphere, this is also a solid T1 play if you do not have 4 Leylines, or need to Spoils for the missing piece. You are rather assured of getting 3 Leylines in opening 7. Trinisphere is a solid T1 play. Trinisphere does affect us as well, though - something to keep in mind. Your tutors are going to cost 3, regardless.
And that brings me to the last option, the one that only affects your opponent, is cheaper than Trinisphere, and actually matches it in increasing cost, or beats it. Welcome Defense Grid. We do not play cards on the opponents turn, but he is likely to attempt to cast on ours. Defense Grid adds 3 to the cost, Trinisphere only increases it to 3. Trinisphere costs 3, Defense Grid costs 2. It will fish out a counter for sure, leaving them vulnerable if they do not have another in hand or on the draw. Most importantsly, either Trinisphere of Defense Grid will completely shut down disruption for at least 2 turns, providing for that vital window to find your pieces and go off.
Now go find room for 4 Defense Grid! It can replace Suppression Field, if you fear blue counters more than fetchlands and the like.
One could even argue that with our current set up, it replaces Serum Powder, but I doubt it.
The maybeboard is a full list of all cards I keep for my sideboard, which is always changing.
https://tappedout.net/mtg-decks/01-05-18-ub-mill-modern/
What you do not want to do is pay life for Surgical Extraction.
Crypt Incursion is bound to gain you some life back, and Snapcaster Mage is a great chump blocker.