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The Magic Market Index for Jan 12, 2018
 
Treasure Cruisin' Tempered Steel
 
The Magic Market Index for Jan 5, 2018
  • posted a message on [Primer] RUG Scapeshift
    Grixis Shadow matchup is pretty even, but I'm using the white version which is definitely better against Grixis DS. Path means that turn 2 delve fattie isn't much of a problem, and Chameleon Colossus and Rip in the sideboard are great. RiP even stops Surgical Extraction.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] RUG Scapeshift
    I played 1 snappy for fairly long but with Death's shadow Rise I started playing two. Snapcaster is almost always a Scapeshift in the late game, whereas Council is less consistent, but playing 2 Council and 1 snap is probably fine too. I'm pretty sure I want 1 Snapcaster in the maindeck though, it's a random kill condition, a great grindy card and can also just get them from 20 to 18 sometimes.

    I usually only cut 1 snap when bringing the RiP's in against Death's Shadow. To be punished, you have to draw a Rip, then the lonely Mage, and have them not discard any of the two pieces. Also, if you draw them both in your opener, you can sometimes afford to wait on the Rip till you get some value out of Thiago.

    Maybe I should just cut both Snap in this MU, but it's such a good card that I feel like I shouldn't. Maybe I'm totally wrong though, time will tell.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] RUG Scapeshift
    The usually only play a couple Caverns, so I think Remand is still great, often a Time Walk against this deck. In case they do have a cavern, you can still remand just to draw a card. They can also tutor their cavern with map, but that means they're not getting any acceleration instead so it's fine for me. Chameleon and Pia are kinda random I feel like they'd be OK but probably less good than every card in my maindeck.

    Against Death and Taxes, I would sideboard out 1 Scapeshift, 1 Worldly Counsel, and 4 Remand and get in Pia&Kiran, Madcap&Emperion,Helix, Blessed Alliance and Anger of the Gods. Basically you just have to kill Leonin Arbiter and Thalia and be wary of Ghost Quarter+Arbiter. To play around Ghost Quarter when Scapeshifting, you just need to leave your 1 basic mountain in the deck (and then get one more Mountain for every additional Ghost Quarter they have), and against Tec Edge, you need 1 more land too.

    Against UWx Control (which often plays 4 GQ or Tec Edge),you just have to be careful with your colored sources against Spreading Seas and Tec Edge, and playing Scapeshift with 1-2 counterspells backup is usually enough, especially game 1. Also don't allow them to neutralize both your Valakuts in case you draw them both.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] RUG Scapeshift
    Crumble is too slow and not impacting enough against Eldrazi Tron imo. With my current sideboard I'd get Timely Reinforcement, Blessed Alliance, Platinum Emperion and Madcap Experiment in, cutting 2 Farseek, 1 Worldly Counsel and a Cryptic.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] RUG Scapeshift
    I'm not a fan of Bolt in the Current meta, small creature decks are just pretty bad right now. I currently run a playset of path, and if I wanted additional cheap removal, I'd probably play 1 Lightning Helix.
    I've been running a different manabase than most for a bit now and it's been great at casting Cryptics, wraths and Shift: I only run 1 basic forest and 1 Breeding Pool, and run 2 more fetches (Flooded Strands). The second forest can sometimes be useful when you want to Search for tomorrow and Scapeshift in the same turn, but you can adapt and fetch accordingly in the previous turns. Otherwise, it's only really useful against RG Ponza which isn't widely played and really hard to beat anyway.
    Breeding Pool is the best ravland of the deck, but I've very rarely needed 2. I could see running a Flooded Grove instead of the 6th fetch though. Otherwise I also run 10 mountains (the 10th one being a Cinder Glade instead of your Canopy Vista).

    Lately, Baloth has been much less useful because Lili-decks aren't played anymore. I play a Timely Reinforcement and a couple Helix/Blessed Alliance instead. I'm trying out Chameleon Colossus as a BtL target against Grixis DS and it's been decent. Also, I run a couple RiP's in the SB, it just hoses a lot of decks at the moment.
    I recently stopped playing Crumble to Dust cause it's only good against RG Valakut (and not even great there) and Gx Tron which isn't seeing much play in my area.

    Here's my list in case someone's interested (8-1 in LGS events over the last couple weeks):
    I might swap the Counsel for a Supreme Will.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] Living End
    Grixis Control is a very easy matchup, and Jeskai is favorable for us. I never played UW, but it's not playing that many counterspells right now (around 6, including potential Mana leaks and Cryptic Command, which are fairly easy to play around). So G1 looks fairly easy on paper. Post side, they often have more counters, and some amount of RiP and Rule of Law. It's harder, but given they can rarely tap out, I'd say overall the matchup should be fairly even. Obviously Fulminator Mage is key here.
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Living End
    I'm pretty sure Monoblue Merfolk runs 2-4 Relics more than 90% of the time. The white-blue Merfolk land doesn't mean they're playing white, though, some Merfolk player just run it as a Choke insurance. If you see something like Seachrome Coast or Hallowed Fountain though, their hate is probably going to include RiPs. So Against Monoblue, I'd always bring at least 3 Chewers. Ricochet Trap is more questionable though here, and I wouldn't bring more than 1 in for G2. but G3 if you saw a lot of Negates/Unified Wills, I might bring 2-3. Shriekmaw is always great.
    Against Monoblue, Fulminator is really poor (around 10 targets, but you won't ever color screw them and they play vial). It's slightly better against UW, but still not great at all. Faerie Macabre isn't great either, even though not fully useless. Beast Within is somewhat slow, but it's decent. I'd probably side it out against UW. As always, if you side Ingot Chewer, you might want to cut Architects of Will, even though blue cycling cost can be useful.

    Don't forget you can Fulminator your Spreading Sea'ed land to turn off Island Walk, and that Phantasmal Image comes back as a 0/0.
    Posted in: Tier 2 (Modern)
  • posted a message on Which cycles of lands would you put in your Cube ?
    I might get the Gainlands out for Vivids and 5 free spots, but 3-4-5C Midrange/Control is definitely really strong in my cube, so I fear that this might push it over the edge. Also, I'm definitely getting Ash Barrens in as soon as I get one.

    I have to say Aether Hub looks really bad to me. Aether Hub isn't good in slow decks because there's no other energy producer, and fairly bad in aggro too cause you often need double and triple colored mana each turn. While Mirrodin's Core requires a turn of setup, it's better than Aether Hub after this.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Which cycles of lands would you put in your Cube ?
    Hey all,
    I was wondering which lands I should leave in my cube, and I would love some input. To me, these are the most common options:
    - Bouncelands (Simic Growth Chamber)
    - Trilands (Crumbling Necropolis)
    - Gainlands (Thornwood Falls)
    - Guildgates (Simic Guildgate)
    - Vivid Lands (Vivid Crag)
    - Random other color fixing options: Terramorphic Expanse, Evolving Wilds, Mirrodin's Core, Rupture Spire, Transguild Promenade, City of Brass, Myriad Landscape, Krosan Verge, Aether Hub, Ash Barrens...
    Obviously, there's a bunch of other options, but in my mind these are the main ones. Which one would you put in a 360 Cube ?
    I'm currently running the Bouncelands, the Trilands, and the Gainlands as well as Terramorphic Expanse, Evolving Wilds, and City of Brass.

    PS.: Not talking about utility lands here, just color fixing options.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Primer] Living End
    If you don't play Mainboard faerie or Archfiend of Ifnir, Leyline definitely comes in in my experience. Even if you play these, I would probably board in some number of Leylines, depending on what you can cut (Leyline is better than Architects of Will, Fulminator Mage and Beast Within (though I like to have at least 5 answers to Canonist/Relic, so 1 Beast + 4 Chewer is pretty decent), but I'm not sure it's better than Monstrous Carabid if you already have a bunch of Archfiends and Faeries). You mostly can't win against a resolved Ravager in a decent Affinity draw, so you have to have an answer.
    Posted in: Tier 2 (Modern)
  • posted a message on Hour of Devastation Peasant Spoilers
    Quote from Salmo »
    Quote from _i0 »
    Yeah, 2/360 (5.5%) sounds wayyyy better than 6/400 (15%). I'm at 4/550 (7.2%)


    ~0.5%*; ~1.5%*; ~0.7%*

    (FWIW 10 percent of 400 is 40)

    He was probably talking about the total number of bicolor cards, assuming everyone plays the same number of each color combination.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Hour of Devastation Peasant Spoilers
    Why would 15% be too much ? Everybody loves gold card. I'm even thinking of adding a 7th slot for each guild, cause there are so many amazing options. I'd say like 70% of the multicolored cards end up being played, which is more than the average of 60% (27/45), and to me that is enough of an incentive to put that many in the cube.

    To be fair my notion of gold card is the largest possible, though. Rakdos Cackler is counted as a Gold Card, Mystical Teachings is counted as a gold card, Dauntless River Marshall too.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Hour of Devastation Peasant Spoilers
    2 slots is really small. I have 6 slots in a ~400 cards cube.
    Hoopoe is probably going to make it in, given that simic doesn't have many great options and that all my friends love Azure Mage.
    Posted in: Pauper & Peasant Discussion
  • posted a message on [Primer] RUG Scapeshift
    I wasn't advising to play Kiki, KikiShift was a very different deck, there wasn't any gifts nor countermagic in the maindeck, and it was a 60 card deck. What was fun was that after G1, people would assume stuff like "He's playing Scapeshift, I can get those Bolts out" or "He's playing Kiki Combo, I need to leave a few removals in" and you could just sideboard out whatever you killed them with, depending on the matchup. Wood Elves was great there too, with Resto Angel.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] RUG Scapeshift
    I would definitely play a Cultivate/Kodama's Reach/Hunting Wilds. A Wood Elves might be interesting too, because I feel like 12 ramp spells is not much. But I guess that with Gifts, you might not need as many ramp spells. Maybe Censor is interesting too as an additional counterspell, it could be a split with Izzet Charm.

    Perhaps a Life from the loam/Ghost Quarter/Raven's Crime/Urborg Gifts package could be sweet versus control decks too, but 4 slots in the sideboard is probably a lot.

    Love this kind of crazy deck, I used to play KikiShift, a mix between KikiChord and BtL-Scapeshift.
    Posted in: Developing Competitive (Modern)
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