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Nov 21, 2017amicdeep posted a message on [Primer] Blue Moon: UR Blood Moon/Shackles Controlhas chart a course been discussed or tried maybe as a 2 of? been thinking of running as looting to help loot away extra blood moons and emrakul's that get stuck in hand.Posted in: Developing Competitive (Modern)
Nov 21, 2017my current list. its won me a fair amount of fnms and a small eventPosted in: Deck Creation (Modern)
my current dilemma is bloodghast or not to bloodghast
the deck isn't as fast as hollowvine build but more resilient and harder to disrupt
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creature (27)
4x Burning-Tree Emissary
2x Grim Flayer
2x Hooting Mandrills
4x Insolent Neonate
3x Myr Superion
3x Reckless Bushwhacker
1x Tasigur, the Golden Fang
4x Vexing Devil
4x Claim / Fame
4x Faithless Looting
1x Atarka's Command
4x Grapple with the Past
2x Lightning Bolt
1x Blood Crypt
4x Bloodstained Mire
4x Gemstone Mine
1x Overgrown Tomb
2x Stomping Ground
4x Wooded Foothills
1x Abrupt Decay
2x Fatal Push
2x Feed the Clan
1x Jund Charm
1x Legion Loyalist
1x Maelstrom Pulse
2x Magus of the Moon
2x Rakdos Charm
1x Reclamation Sage
also other SB ideas would be welcome
Nov 20, 2017MindPosted in: Developing Competitive (Modern)Quote from WrenchMind »Quote from Max WB »What are our answers to death's shadow? I usually just lose against that. I usually do very well at tournaments when I don't see a lot of it.
Another answer to DS could be Mindcrank, but I don't know if it's worth because works well only against DS... I'd rather add other useful cards in the side
Bad idea. You can not use it to mill effectively and all it dose is make fuel for snapcasters goyfs and delve creatures. Against deathshadow use deathtouch creatures and heavy removal. ( This is hard before slashing a Color but still doable.) Also running Dryad millitants and scooze (at least three of each in your 75) stops them using their Gy to effectively cast angular and use snapcaster. Which makes up alot of there deck. Because deathshadow decks fall (somewhat) into the "heavy removal mid-range" archtype shapers sactiraty and blossoming defence should also be considered.
Nov 14, 2017Reminds me of anyone one was looking at a similar thing I had a exprement a little while ago in a cat tribal stompy build (using loam lion nacatial and scythe tiger.) If anyone wanted to experiment with tiger I would recommend using Flagstones of Trokair with whitemane lion, and maybe Ramunap Excavator as a kind of land thining effect. Never quite got it working but was a fun ExperimentPosted in: Developing Competitive (Modern)
Nov 13, 2017with the amount of instants and soc you guys run i would recommend 1 or 2 of any ofPosted in: Budget (Modern)
Tasigur, the Golden Fang, Gurmag Angler, Murderous Cut, Tombstalker
they are just good budget cards that are hard to remove and trade with in combat
i might also go for Phyrexian Arena over raider. for two reasons it can't be killed easily second the life loss is at a flat rate meaning you wont get any surprises
duress and Bone Picker may also be worth considering
oh and anyone playing vexing devil there is no reason not to be playing 4 claim // fame
Nov 13, 2017in order of prices (highest to lowest)Posted in: Budget (Modern)
any fetchland that fetches an island
shock land Steam Vents
fast land Spirebluff Canal
checkland Sulfur Falls
pain land Shivan Reef
manland Wandering Fumarole
scry land Temple of Epiphany
Nov 13, 2017Seems like a good strong list. These are the addions I would make that will make it strictly better.Posted in: Developing Competitive (Modern)
+1/2 Hashep Oasis over 1/2 forests
+1 rhonas over one dungrove. (Maybe dungrove in sb)
+1 green belt -1 tusker (make this your first SB out against burn and tron)
+2 blossoming defence -1 village -1 tusker
If you do play copter I recommend 1/2 of hooting mandrils
Shapers works well against heavy removal control
Serpopard works well against heavy counter control
I would consider running 3 blossoming defence in your 75
I would also consider running another scooze over graft diggers cage in sb and also a second Pithing needle. As the deck has alot of native Gy hate (form scooze and Dryad) I would consider only having 1/2 SB slots for it. As even against dreadge these cards normally do enough damage to win. Would recommend Pulse of Murasa and or Bow of Nylea in one of the relics places.
Nov 13, 2017Ok geral rules for playing first the land base. In your opening hand count the fetches. The fetch the shock with the last fetch. (Unless otherwise needed). Always fetch a shock as drawing a dromars and a path off the top with no white source can be really frustrating.Posted in: Developing Competitive (Modern)
Leave the fetches on the feild until you have to sac them (for value) weather it's to counter a removal or trigger a narnam or in your oponets endstep any are fine just don't trigger for no reason as your opponent can take advantage with instant speed removal after you fetch but before you get your land.
You want at least 2 one drops in opening hand e one is the ideal turn one play followed by 2 one drops turn 2
Unless you have an e one on the feild that will evolve or an avatar play creatures in second main phase. Not first. As this decks has alot of ways to respond to removeal (bigger nastyer blockers). Unless you're in a race use your pump and hexproof defensively. (Only when you need to touch a goyf or against removal) remember if your carful you can bait removal and play to pump spells on the same creature on the stack) you swing with e one it's unblocked you pump with blossoming defence they try to remove you play a vines ect.
Eldrazi tron (it's a hard matchup you have to out race and hate them out) out rampagers, dryads, blossoming defence 2 e ones, Rancor. In gaddock teeg, path, mangle horn, Pithing needle, mandrill, Thrun.
There are three thing that kill us in this matchup
chalice (to negate rase your mana cuvre and play less late game one cost spells, mangle horn (its very hard to chalice to stop it) gaddock teeg
Ballista collur combo. Play vines to stop equip. And Pithing needle to stop ballista or coller. This is the primary use of needle
Endbringer. kill it or needle it
Karn, needle and combat pump
Matter reshaped, path
All to dust , gaddock teeg.
Basically play a teeg as early as possible (hopefully before they play a chalice for one) and keep him alive!
Out rampager, finks, mandrils
In teeg, dryad.
Get any hate down early (teeg dryad or scooze)
Dryad is best as it keeps there Gy empty and stopes them really comboing off
Teeg stops gifts and past on flames again stoping the combo
Scooze just picks off the rituals from the Gy and anything else than manages to get in.
Other good plays (most storm players will only of to the number requered to kill you dromars can negate one of the points of damage. ) Otherwise lots of pressure and agressive play
out dryad, rampager (although it's bolt proof it's can be horrific if your opornt has edolon down).
In path, mandrills, finks.
This is were dromars comes into its own. With this you can negate a burn spell (either anger or Searing Blaze are best targets) and remove a creature or get one of yours outside of burn reach. just watch out for skull crack.
Just use your fetch and shock consevative way.
Out rampager, Dryad, mandrills, finks 1 defence
In choke, Pithing needles, one mangle horn , 2 path
Simple put you land a needle for vial or mutavault, or a choke down early you win. They can be out raced but it's hard if you haven't landed either of these. Remove the lord's intelligently and you should be fine
Out mandrills and Fink's
First if you land teeg you win the carnt cast ad nausum
Scoundly option you race then you use dromars to get rid of Phyrexian Unlife once they have gone to 0 life
Dromars also for countering lightning storm.
Just be aware of Pact of Negation
If this is a common match up I would add another dromars to SB and 2 Guttural response.
Nov 12, 2017Serpopard is an excellent SB card against decks that run mainboard chalice. As chalice doesn't stop casting it just counters. Also being a big beater makes it superior to veil in my opinion.Posted in: Developing Competitive (Modern)
Eyes of wisent
All also work
Also choke (it's doesn't work directly but it dose stop them countering stuff
Nov 11, 2017Posted in: Developing Competitive (Modern)
its not as good (and the mana is a little awkward) but i build a budget version using cryptic serpent. its nowhere near as effective as goyf but it did the same thing at a similar size for same cmc but you had to wait another 1-2 turns to cast it
Nov 11, 2017Bad and good luck dose happen.Posted in: Deck Creation (Standard)
But I've found the best way to use the deck is to mullagin agressively
Ideal open hands are
One land(blue source) opt and another cantrip
One land(blue source) with an opt and a spell Peirce (against energy only. to stop attune)
Two lands and a Riddleform or cantrip
Two lands a creature counter and either another counter spell or a lightning strike.
Three lands (is rare but happens) and at least 2 spells that are either cantrips or control based
Don't worry about creatures in opening hand you will draw into them and the longer you can stall the bord the bigger they are.
The only time when the land configuration can be a issue is when you need a turn three sweltering suns. Buy thankfully this is rare
Nov 10, 2017Exactly And by turn 2 you draw a single card from turn. One from a one cantrip and a second from a turn 2 cantrip.Posted in: Deck Creation (Standard)
Or just play a turn one opt.... Which digs 2 cards deep :/ and what else are you going to do with a single open mana turn one? And all but one of the cantrips are instant speed so you can do them in your oponets endstep. Meaning if you want to cast a counter you can.
Also that Artical is about Color multiple sources and doesn't actually have a table for lands per hitting 2/3 drops
might be a better since the info which you need 18 to hit turn 2 with two lands consistently and 19 for a deck with a fue three drops. Oh and these don't account for cantrips at all in first 2 turns.... And so 18 works fine.
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