So I haven't had time to test anything from C17 yet. However, I've finally got to use The Great Aurora enough to know that it's excellent here so:
+ The Great Aurora
- Soul of New Phyrexia
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Aug 19, 2017Hi all. Sorry to spam the thread, but I just went 5-0 in a competitive MTGO league and, though it's not as big of a deal as something like a GP, we don't get a lot of tournament reports here and I find them helpful, so I thought I'd share my experience.Posted in: Developing Competitive (Modern)
For reference, my list is the same as the one I posted previously except I replaced Chandra with Gideon of the Trials, the 2 copies of Detention Sphere with 2 copies of Beast Within and cut Thassa, God of the Sea and 1 Fieldmist Borderpost for 2 copies of Bant Charm. I definitely think Beast Within is the way to go over DSphere and I think I like the charms, but I didn't get to use them a ton.
In my opinion, this is by far the deck's best match-up. Scapeshift builds with a lot of blue and counterspells can give us trouble, but that version seems to be pretty rare. Without counterspells, there isn't much the deck can do when we're repeatedly wiping their lands. Worst case scenario, they bring in Chalice of the Void out of the sideboard, but we have ways to deal with that.
In game 1, I keep a hand with two lands, two borderposts, two copies of Ardent Plea and a Greater Gargadon. I misplay turn 1 and play the UW BP instead of GR, which means I can't suspend GG on turn 2. It doesn't matter because the opponent ramps turns 2 and 3 and I respond with Ardent Plea, dropping him from 5 lands to 1. He doesn't draw into anymore lands and I cast Nahiri on turn 4 that wins me the game.
In: 3 Leyline of Sanctity, Out: 2 Anger of the Gods, 1 Beast Within
Game 2 he plays Chalice of the Void on 0 turn 2, but I play Blood Moon on turn 3, so we both get a slow start. Once I remove Chalice, I cast Violent Outburst on his draw step and sac all my lands to GG. He has 2 Khalni Heart Expedition on the field, so he's able to rebuild his lands quickly, but not faster than my GG beats.
There wasn't much to game 1. The opponent missed a lot of land drops, which meant they couldn't really get going before I started disrupting their plans. One thing this game taught me was that against spell-based combo decks like Ad Naus, it can be more disruptive to use RB to wipe their hand rather than their lands.
In: 2 Wear / Tear Out: 2 Anger of the Gods
Game 2 I slow them down by destroying their turn 2 Pentad Prism and then landing a turn 3 Blood Moon[c/]. Next turn I play As Foretold and after that, I suspend GG and cast Violent Outburst during their draw step. Figuring I can just use As Foretold to cast my spells, I sac all my lands to GG and the opponent scoops.
Game 1 I had to mull down to 5 and eventually kept something with 2 lands, Nahiri, and 2 Violent Outburst, with an Ardent Plea left on top with the scry (on the draw). They land a turn 2 Vizier and I don't have the mana on turn 3 to cascade into Restore Balance (drew a borderpost instead of a land). Worse yet, they cast Collected Company at the end of turn. I lucked out and they didn't find the Devoted Druid. Turn 4, they float mana in response to Balance and cast another CoCo. I just respond by casting yet another Balance the next turn. They play Vizier, I cast Nahiri, remove the Vizier once it swings, hard cast a SSG to protect Nahiri, and eventually win with her ult.
I ended up not boarding anything in for this match-up. There really isn't anything in my SB that helps and, as long as they don't get a quick turn 3 kill, this match-up feels pretty favored.
Game 2, a SSG allows me to play As Foretold into Restore Balance that wipes all of their lands. Once again, they float mana and cast CoCo, finding Rhonas and Vizier. Next turn, I cast Gideon of the Trials to neutralize Vizier beats. They cast Devoted Druid, but then scoop to Restore Balance the next turn.
Game 1, I'm on the draw and I mull to 5, keeping 2 Anger of the Gods, 2 lands, and a borderpost, with a second borderpost left on top of my library. The opponent plays an Arcbound Ravager and is able to play enough artifacts to protect Vault Skirge from Anger of the Gods. He has to go down to one land for this though, which slows him down. I Beast Within the SKirge and then cast my second Anger of the Gods two turns later. At this point, he only had Glimmervoid and the Anger took out his only artifact, so this left him with 0 permanents. Once he rebuilds, I just take everything out again with Restore Balance and win with GG beats.
In: 2 Wear / Tear, 2 Ghostly Prison, Out: Firewild Borderpost, Simian Spirit Guide, 2 Blood Moon
Game 2 was pretty straightforward. All it took was a Wear/Tear on my turn 1 borderpost to slow me down enough to give him the win. I even had back to back cascaders to deal with Hangarback Walk and the resulting tokens, but it still wasn't enough.
Game 3 I suspend a GG on turn 1 and he starts beating down with Signal Pest equipped with Cranial Plating on turn 2. I Wear the Plating, he takes out my borderpost with Ancient Grudge and I decide to just go all out and sac all my lands in response to a Balance, leaving him with just a Mox Opal. He gets me down to 6 thanks to Galvanic Blast and tries to win with Memnite beats. I'm able to sac enough artifacts/lands in order to cast GG in response to attacks, take out his one blocker, and then win with GG beats. That's an important trick to remember if you're running GG: he can be cast off suspend at instant-speed if you have things to sac.
UR Kiln Fiend
I hadn't played this matchup before, but given that their win-con is very creature based, it feels pretty favored for us. My only concern is that they can sometimes get in a turn 3 win, which is game over if we're on the draw. I try playing cautiously in game 1, because I don't know how many counters they're running. I can cascade on turn 3, but decide to wait since I have Violent Outburst and figure they need to tap out to go for an early win. Sure enough, next turn the opponent taps out for three Kiln Fiend triggers plus Temur Battle Rage. I respond with Violent Outburst and save myself. I play Gideon, who's able to hold off another Fiend until I can find another cascader that wipes the opponent's board. They scoop.
In: 2 Ricochet Trap Out: 2 Blood Moon
Game 2 I keep a glorious hand with one basic land, 3 borderposts, 2 Ardent Plea and a Violent Outburst. The opponent counters my second borderpost, but after the second Restore Balance wipes all of their lands, they scoop.
Overall, I'm very happy with my list right now. I definitely lucked out in a lot of ways, seeing as I didn't hit any of my terrible matchups. That being said, I'm pretty excited that I was able to go 5-0 with my favorite deck. Like I said at the beginning, I'm not 100% convinced on Bant Charm yet, but the combination of removal and a potential counter feels pretty good.
Aug 7, 2017Posted in: Developing Competitive (Modern)Quote from wootloops »appreciate the thoughts.
using your board as an example, how would you side vs abzan/jund midrange? 4c CoCo combo? 8wack zoo? lantern?
this is the main things i'll be running up against. i know the cards i like from board. i never know what i can cut without crimping the combo too hard
I agree that finding things to cut when sideboarding is the hardest part. I'm still not super confident about it, but here's what I'd probably do in those match-ups:
Abzan midrange - OUT: Thassa, Blood Moon, SSG, Firewild Borderpost, IN: 2 Ghostly Prison, 2 Wear / Tear
4c CoCo - OUT: Thassa, Fieldmist Borderpost IN: 2 Ghostly Prison
Zoo - OUT: 3 Blood Moon, SSG IN: 2 Ghostly Prison, 2 Timely Reinforcements
Lantern - OUT: 2 Anger of the Gods, 3 Blood Moon, 2 SSG IN: 2 Wear / Tear, 3 Leylines, 2 Culling Scales
May 18, 2017Small changes to the lands. As I was writing the "Card Choices" section of the long post, I realized I was still running Ghost Quarter, which really should be a Strip Mine. I also cut a forest for Boseiju, Who Shelters All because resolving an Overrun uncountered is important.Posted in: Multiplayer Commander Decklists
Apr 27, 2017CHANGESPosted in: Multiplayer Commander Decklists
I've had a chance to get a lot of testing in recently, so a few of the testing cards made their way into the main list:
+ Sandwurm Convergence
+ Patron of the Orochi
+ Lifecrafter's Bestiary
- Hall of Gemstones
- Primal Command
Lifecrafter's Bestiary replaced Rowen because it provided much better card advantage, plus I really like the scry ability. As a few people have suggested, Patron of the Orochi is an all star in this deck. Having an untap effect that also comes with a big body is really nice. Sandwurm Convergence didn't take much testing to convince me of its power. Not only did it single-handedly prevent me from losing to a flying Voltron deck, getting a 5/5 wurm on each of my turns was nice, too. Hall of Gemstone and Primal Command are both good cards, but I found myself not casting them as much as I expected, so they got the axe.
The only card I'm actively testing right now is The Great Aurora. It's been in the deck for a while now, I just haven't ever drawn it.
Nov 1, 2016Posted in: Multiplayer Commander Decklists
The Ladies of Magic the Gathering
My first experience with Magic was playing as a kid during Kamigawa block. It's probably due to nostalgia-goggles, but I'm definitely still in the pro-Kamigawa camp. I loved the art and the flavor and, most of all, I loved the legendary creatures. In all fantasy environments, I'm drawn to strong world-building and for me, legendary creatures really help to create the world of Magic. I love being able to play with all the unique characters of the multiverse. So, over the years, I've had a couple of versions of a "legendary tribal" deck: first in the form of my casual Samurai deck as a kid, then my first EDH deck (Naya Samurai/legendaries), and now this deck. In building this deck, I had two rules: 1) the focus had to be on legendary creatures (and planeswalkers) and 2) all of the legendary creatures (and planeswalkers) had to be ladies. As the list currently stands, there are 35 creatures and 5 planeswalkers. Of those creatures, only 5 are non-legendary (and three of the non-legendary creatures depict ladies.) Of course, with each new set, there are more options for the deck, which is one thing I really like about it: it's constantly changing. Without further ado, here is my current list...
About the Deck
The first thing to point out is choice of commander. There are four creatures that could serve as the commander - Rubinia, Derevi, Jenara, and Treva - and because this deck is more about the theme, any of them could work. I decided to not use Derevi since she has a reputation for a certain kind of deck, and Treva and Jenara aren't very exciting as commanders, in my opinion. Rubinia Soulsinger has been surprisingly effective from time to time, as stealing an important creature can have a serious impact on the game. I also like the idea of this fairy beckoning you to sign over your soul as the leader of my all ladies deck.
As far as play style, the deck plays out similar to a midrange/goodstuff deck. Most of the creatures have a big impact on the board, and with things like Heroes' Podium, Mirari's Wake, and Cathars' Crusade we can usually be hitting very hard, very fast. That being said, this deck is definitely more casual than competitive. I've chosen to stick to the theme over "more competitive" card choices, so I don't pull this deck out when I'm playing to win at a more cutthroat table.
Some of the ladies have also proven to be much more effective than other. In a deck with this many legendary cards, an early Captain Sisay wins games. Elesh Norn, Grand Cenobite is a white staple for a reason, and gives us a huge swing in power. I really like Michiko Konda, Truth Seeker as a pillowfort card and, though it's a expensive, Myojin of Life's Web often dumps a huge number of creatures onto the board. Some creatures that are on the chopping block for when better ladies are released are: Anafenza, Kin-Tree Spirit, Empress Galina, Linvala, the Preserver, Masako the Humorless, Sakiko, Mother of Summer, and Trostani, Selesnya's Voice. I'm also planning on adding Selvala, Heart of the Wilds and Nissa, Vital Force once I get a copy of each, to replace Growth Spasm and Nissa, Voice of Zendikar.
Feb 8, 2017Posted in: Multiplayer Commander DecklistsQuote from vandertroll »Good to hear that the deck is rolling!
I think that Hall of Gemstone is critical because it hoses so many decks and strategies. Do you think City of Solitude could work as well?Cast it a couple of turns before you go in for massive damage.
Edit: I just noticed Hunting Wilds. Isn't it too expensive? You play it without the kicker cost?
Hall of Gemstones is really helpful. Even though I've pretty much removed the whole "slow down our opponents" part of the strategy, I still think effects like this are important for getting through counter spells and the like. I like City of Solitude as some redundancy with Dosan. If it does make it in, I feel like I'm getting to nearly enough enchantments to make an enchantress worth it for some card draw...
You're right that I'll pretty much never kick Hunting Wilds. I wanted some more ramp effects that bring in more than one land, and I just happened to have a copy of Wilds on hand. It could just as easily be a Ranger's Path.
Jan 12, 2017Posted in: Multiplayer Commander DecklistsQuote from toctheyounger77 »I'm pretty sure I have a copy of Animate Dead. Eternal masters was good for that, was hoping to pick up entomb too but no such luck.
I actually think Stitch Together is really solid tech for Dralnu. You'll almost always hit threshold so it's decent reanimation. Not instant, but you can't complain for BB.
You make a good case for Stitch Together. The reason I don't see me adding it to my list is it only grabs things from my own graveyard, so I don't know what I'd replace for it. Zombify is also one sided, and costs 4, but I have a full-art version that I couldn't bring myself to cut...
It's really too bad Entomb is >$10. It's just such a good card. It also allows for silly things like turn 2 Jin-Gitaxias. I guess that's why it's >$10...
Quote from toctheyounger77 »Quote from GloriousGoose »Why no Yawgmoth's Will? The card is absurdly powerful. Resolving it in the lategame practically guarantees a win, even without boatloads of mana. I'd cut Sword of War and Peace since it only seems there to protect Dralnu from Blasphemous Act. Similarly, I would think Rite of Replication would have a home here. Double kicked Rites on Kokusho, the Evening Star is a quick way to close out a game. Has Bloodchief Ascension been doing much work without being a combo piece? At any rate, this is a nice primer, so thanks!
I can see Rite of Replication here. Yawgmoth's Will seems a little winmore here. Especially since there's recursion of spells and reanimation of creatures here anyway, it seems like cramming what Dralnu can do over a longer period into one turn. I guess it's good for taking the table by surprise, but I see it as being a little redundant here.
My thoughts exactly on Yawgmoth's Will. I am excited about Rite of Replication. I had been looking for an end-game card to replace Army of the Damned and I have no idea why I haven't thought of Rite before. Even without considering the Kokusho synergy, there are just so many ways Rite can close out games. And sure, it can benefit from your opponents' creatures, but unlike what we were talking about with things like the primordials, it isn't dependent upon your opponents to be good. How about 5 Massacre Wurms? Sounds alright to me...
Nov 30, 2016jenncertainty posted a message on Happy Atog, Sad Atog, Nice Atog, Mad Atog -- Atogatog StaxPosted in: Multiplayer Commander DecklistsQuote from rogerandover »Like you said in the OP, I also think your deck is a little bit all over the place. I don't see a lot of synergy in the stax-peices you put in the deck. You play a decent amount of creatures and have Overburden. Your curve is pretty high, and that makes me think Winter Orb and Static Orb isn't all that good. Why do you even want to slow the game down?
I would focus more the synergy with you sacrificing a lot of your stuff. You already have a few things, but Im sure more could be found. Mycosynth Wellspring could maybe do some work. Maybe even added a few ways to hit with those pumped atogs (Rogue's Passage).
A lower curve with stuff that cantripped to your sac-effects, could maybe enable a combo faster (right now you got Grave/Ashnod/Nim - with Conspiracy atogatog is lethal).
I think you're right about both the deck being all over the place, and needing to add more sacrifice synergy. I think when I first came up with the list I was just thinking "this is a dumb idea, I don't need to think about it, just throw in stax pieces!" And it hasn't really worked out. I think I'm going to revamp the stax package and add more sacrifice synergy. I'm not going to throw out stax all together, because I still think the deck can work like that, it just needs a lot of work. For example, in one test game Uba Mask ended up being really solid. I'll post an updated list when I've got it somewhere where I like it.
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Jul 6, 2016I feel like you could do a little bit more to enable Delirium without compromising the theme too badly. Obviously the expensive fetch-lands would be great, but there's alsoPosted in: Multiplayer Commander Decklists
- Jund Panorama
- Terminal Moraine
- Warped Landscape
- Myriad Landscape
- Blighted Woodland
- Blighted Fen
- Font of Fertility
- Seal of Primordium
- Seal of Doom
- All is Dust
- Oath of Nissa (can't legend rule it like you can in Standard right now, but this sort of thing tends to get swept up in Austere Commands and whatnot)
- Oath of Liliana (ditto)
- Garruk Wildspeaker
Mutavault would be fine here as well but if you don't own one already it's probably not worth the price-tag for this deck.
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