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Treasure Cruisin' with Azorius Titan
 
Commander 2017 Digest
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    posted a message on Kiki Chord / Kiki Company / Kiki Evolution
    i really like shriekmaw... it's really good as extra removal when you need to play the bad jund deck role... i've been going back and forth on whether to put it in the main since it's a 5 drop that doesn't actually mess up your curve too much in most games... i would say it's also vastly superior to nekrataal for mana reasons...
    Posted in: Developing Competitive (Modern)
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    posted a message on [Primer] Affinity
    well it's a little bit more complicated but if you mull any hand with 2 or more 3 drops... which i think is a safe mull.... then having 5 vs 4 is a difference of 3.7%.... meaning you'll probably mull that much more often by adding another 3 drop....

    the reason is it's more complicated is because you'll see one 3 drop more frequently in your opening.... about 8% more.... with lands... you know you'll need at least 1 most likely 2 and ideally 3 by the first 10 cards you draw... but it's not clear unless you know who you're playing against whether that 3 drop is better or worse for your hand....

    it's a question of whether you'd rather see overseer or moe but knowing that moe needs to be clearly better in more matchups since it does come with that mulligan handicap...
    Posted in: Tier 1 (Modern)
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    posted a message on [Primer] Affinity
    Heading to a pptq this weekend and I'm worried about dredge. How do we fight them?

    Also, Josh Dickerson put up a suggested affinity list. 16 lands, 4 thoughtcasts. What do you think of it?

    http://articles.mtgcardmarket.com/the-current-modern-metagame/


    grafdigger's is very good but i think the matchup is unfavorable to the point that you really need one more hate card for it and the best one is tormod's... when you don't draw your grafdigger's or if they draw artifact removal you need an out to exile their yard because aside from lands, amalgams or bloodghast's every card is very tough to deal with....

    you will also need whipflare because one stinkweed imp or a bunch of narcomoeba's will put up a roadblock until they feel like popping their conflagarate...

    i've been putting in etched since it's very good at beating board stalls which happen often... signal pest isn't that great but i'm unsure if it's worth it to remove...

    you also def need something like welding jar and counter magic since a resolved conflagarate is game over...
    Posted in: Tier 1 (Modern)
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    posted a message on [Primer] Affinity
    i really don't like 16 lands.... you are not going to notice it too much but it hurts in small and imperceptible ways.... it decreases your odds on 1 and 2 landers which are the sweetspots... and usually you are putting in a welding jar or galvanic or something that isn't going to change the decision between a mull or keep... and you want to optimize the amount of keeps you have since going down a card already hurts your clock....

    i estimate the impact between 2-5% more mulliganing... which could be anywhere from 1-2 games in a long tourney.... and i would never ditch the basic... although there's an argument to ditch the island in respect to the merfolk matchup....g

    i've also moved to a 3 etched / 1 moe build... it is a very creature heavy meta and moe isn't all that great in those instances.... and i've realized that 5 3 drops also increase mulligans by a fair bit... i think the 3 drop slot needs to stay at 4 although i'm less sure on that front since the math is more complicated...

    also to add... i def do think that galv blast is preferred maindeck... you really only prefer thoughtcast in matchups like jund/jeskai but blast is better in those matchups than thoughtcast is in the matchups that blasts are good in... it takes care of kalitas which hurt all of your ravager draws and you can take care of collonade and nahiri after ticking down... i do love thoughtcast but i think it belongs in the side...
    Posted in: Tier 1 (Modern)
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    posted a message on Jeskai Control
    yea i mean RIP is certainly not bad against them... but it hurts your win condition just as much to the point where you're back to a traditional control shell without bolt snap bolt even... dredge will have at least 6-10 draw steps and they are about 33-50% to draw it naturally after seeing that many cards....

    tormod's is good because you don't have to play it right away and there's no investment... you just have to be careful on when to blow it and play it and in some cases get lucky....

    between RIP or tormod or relic... whatever it is i think you probably need at least 3 probably 4... and having 4 tormod's is probably better than 4 of the other two since there is more value in drawing multiple...
    Posted in: Tier 2 (Modern)
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    posted a message on Jeskai Control
    so much of the maindeck is blanked and it's really a hellish matchup.... so much in fact that if you want to make it an even matchup you really need 4 dedicated hate cards... the best one is tormod's crypt... relic costs mana and the tap ability is next to useless...

    RIP is not that great... on top of having to side out nahiri some lists board in abrupt decay which the games are going to go long they probably will draw into it...
    Posted in: Tier 2 (Modern)
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    posted a message on Kiki Chord / Kiki Company / Kiki Evolution
    eidolon of rhetoric slows down a whole bunch of decks... esp when you're on the play... kiki chord decks don't really try to out tempo so it makes your opponent play at your pace.... shuts down living end, ad naus.... and seriously hurts burn, zoo, infect, suicide....
    Posted in: Developing Competitive (Modern)
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    If we are talking about an unban of sfm then the current meta is definitely relevant.... i could mention unbanning twin but i feel like thats been argued to death already..

    Because of the meta i dont think removing cards from the pool is the right way to go... nothing has quite high a share to justify that yet...

    That leaves adding to the card pool.. and barring some targeted printing... its probably not coming from a standard set...

    And if you look at the banlist .. the best two candidates are sfm and twin...

    Thats if you subscribe to the theory that aggro being way overrepresented isnt a good thing.. and some might not think that now but i doubt in 6 months ppl will feel the same if not much changes...

    Posted in: Modern Archives
  • 1

    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    I honestly think it currently is broken... or having 9 out of 11 t1 being aggro decks isnt proof enough...

    I never thought the format would get to a point we'd get to a sfm unban but we are getting there..
    Posted in: Modern Archives
  • 0

    posted a message on Kiki Chord / Kiki Company / Kiki Evolution
    i think the argument hoogland makes is that the body on finks isn't relevant enough to play it on it's own... if burn ever taps out you're going to want baloth instead of finks since if they ever untap with skullcrack or atarka's command you're going to want baloth instead.... baloth does more to deter attacking also... dropping one finks on the board by itself is not going to autowin against burn in other words...

    i do see arguments for the 3 drop slot since there is a huge void there... and i think having one copy is fine for the jund matchup since it's probably your second best card there behind voice....
    Posted in: Developing Competitive (Modern)
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    i do think scg balt is a precursor of things to come... having a top 16 dominated by linear decks shows how hard it's going to be for interactive decks to keep up....

    we'll know more once the gp's run but i don't think much is going to change...

    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    what i was saying was that there is an increase in linearity and that's because there's a decrease in overall interaction... the twin ban was telling in that you have less reason to interact now...

    you could unban twin... but you don't necessarily have to do that... it's just one way... you either need to give interactive shells a boost or promote more interaction... but in any case, you need to inject different kinds of cards into the modern card pool...
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Quote from bill_zagoudis »
    i'm not disregarding Modo, i'm just stating that there are some technical faults that reduce it's reliability (a T1 deck is boarderline viable and infinitely frustrating due to bugs), while it's no secret that various trends take Modo by storm from time to time, there was a time in 2015 when everyone was going nuts with Grixis control, by djphan25's logic we should start considering unbaning cloudpost to police it...

    also this whole discussion started fundamentally flawed because it was 'sneakily' assumed that a)Suicide Zoo is too good, b)Twin was supressing suicide zoo which are both extremely dubious claims

    and even if suicide zoo proves to be a solid deck why is that a problem? aggro is part of the game, linear is part of the game

    and even if indeed aggro is TOO high it is absurd to assume that Twin is the solution, i mean some say unban Twin, i say unban Pod, way better aggro police, if we start by taking flawed assumptions as basis we can claim whatever we want, doesn't mean there's any merit to those claims

    currently no deck is causing problems in Modern, currently every single Top8 of every GP and every SCG Open had at least one Blue control/scapeshift deck in it, which means that Blue is definately viable, now if some folks get goosebumps from the excitement everyime they win a counterwar that's their problem and it has more to do with enforcing others to play Blue rather than not having the ability to play blue themselves

    and again if Suicide Zoo is busted, common sense dictates that we ban something from this deck (Immense or Mutagenic probably) and not unban whatever we want to 'police' it, when Jund was busted we banned DRS we didn't unban cloudpost, when Eldrazi was busted we banned Eye of ugin, we didn't unban Brithing Pod, when TC Delver was busted we banned TC we didn't unban DRS...


    i don't know how many times i have to tell you to quit saying things that i haven't said...

    i have never said that suicide zoo is too good... i went out of my way to say that it was fine more than a few times... and i never said that twin itself was suppressing suicide zoo..

    the fact that you are continuing to do this just tells me that you are just not reading... and that tells me that you are just not concerned with having an actual discussion....
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    you're looking at the first list... look at the second....

    and again look at the wmcq lists.... those probably line up more closely to what's going on....
    Posted in: Modern Archives
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    posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    again i never said it was busted... i actually said in itself.. it's fine....

    but the fact that aggro is probably close to or over 50% of the meta... that's not fine... in aggregate you probably had to deal with the big 3 aggro decks with infect probably more tier 1.5.. it's probably closer to 4-5 now...

    in any case... the deck is identical to what it was in 2015... 17 lands, the spells and the creatures only differ on if you play a single goyf or not which is the same as it was last year... it's virtually unchanged....


    here's karsten's deck tech in 2015...
    http://www.channelfireball.com/articles/brew-of-the-week-modern-suicide-zoo/

    then compare that to any random list you see nowadays...




    Posted in: Modern Archives
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