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The Magic Market Index Amonkhet Set Review
 
The Magic Market Index for April 21, 2017
 
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    posted a message on Yisan, the Bard of Death
    Quote from Mishichi »
    Champion of Rhonas is almost strictly inferior to Elvish Piper, which is already not great

    Manglehorn seems like a fine inclusion. However, Reclamation Sage had Elves synergy (Wirewood Symbiote and Priest of Titania mainly), so I think it's a pretty close call between the two. I don't think it's necessary to run both however. I'd say the faster the meta, the better Manglehorn becomes. If games get grindy, repeatedly bouncing Reclamation Sage is pretty powerful.


    I agree. I do think Manglehorn is a good card but anytime that I would be fetching a 3cmc creature, 99% of the time I am going for Azusa, Lost but Seeking, Eternal Witness, Reclamation Sage, or Selvala, Heart of the Wilds.
    Posted in: Multiplayer Commander Decklists
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Quote from spec.ops »
    Kill conditions. This deck has far more kill conditions than most if not all control decks which I really like. I was wanting to know if anyone made use of the new red god card, Hazoret the Fervent, in this set? If so, what were your thoughts on it.


    A lot of the regulars here have the opinion that our main deck has two flex slots in it. Its previously been filled with Walking Ballista and Crystal Ball but I think that this god card will be the final two pieces we need for our main deck.
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Mine have gone pretty well as long as we can slam them with a Blood Moon and an Ensnaring Bridge. All is Dust will destroy our boardstate if it comes down but bridge will stay because it's a colourless artifact. They have 0 artifact removal main board so if you can get a bridge down early enough, the Walking Ballista won't be an issue even if it starts pinging you for damage.
    Posted in: Deck Creation (Modern)
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    posted a message on [Primer] Gx Tron
    Thanks for all of your insight on the deck everyone and taking the time to reply to my post Smile

    I will do some research to see if there is anything I can tweak (GB looks fun) but it's looking like my meta is simply too strong and I will have to shelve this deck unless I start playing at another store on the other side of town.

    Magic isn't always about winning but it also isn't about going 2-11 three weeks in a row and getting land screwed EVERY game lol.
    Posted in: Tier 1 (Modern)
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    posted a message on [Primer] Gx Tron
    Hey everyone,

    I have been playing G/W Tron for the past three weeks at my local LGS and I am just getting stomped every time. It seems that every deck I play against (Merfolk, Eldrazi Tron (played this specific deck three times in one night and lost every time), BW Tokens, Burn, Jund, Goryo's Vengeance) is just too fast for this deck or they just smash me with land hate and i'm drawing dead. Is it not a good time to play this deck or am I just having horrible luck? This is my current list https://www.mtggoldfish.com/deck/608555#paper. Any help would be greatly appreciated.
    Posted in: Tier 1 (Modern)
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    posted a message on [Primer] Gx Tron
    Quote from ascribe »
    Can someone explain this card in the scg modern classic? I don't get it.

    ghost-lit nourisher


    I imagine it's for the discard effect attached on a Wurmcoil Engine or World Breaker to close out the game.
    Posted in: Tier 1 (Modern)
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    posted a message on Yisan, the Bard of Death
    Considering we can generate a stupid amount of mana once we get going, is anyone open to dropping the snow forests to 22 and throwing in a Dark Depths?
    Posted in: Multiplayer Commander Decklists
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    posted a message on Yisan, the Bard of Death
    Quote from elfric »
    Quote from Mishichi »
    It's weird, Soul of New Phyrexia was useful a lot of times for me. Just after you go to verse 5 for Seedborn Muse, but can't win the game just yet, you are still vulnerable to boardwipes if you don't run him, and that's the moment he's relevant. Kamahl is probably superior but requires more mana to be effective, while Soul is useful with "only" 8 mana (3 for fetch him, 5 to activate him) and the fact that he's usable from the grave was surpringly appreciated when i had Fauna Shaman on the board.

    But well whatever works for you Smile !

    And I think he meant Sakura-Tribe Scout.


    ah that makes sense - thx

    but how can you not win if you get seedborn muse? i never thought about it so i never viewed how i play/win/loose after muse. but i guess i allways won until now when coming till that point.
    i must say so that yeva, that cmc6guy fetching a cmc3or lower (combopiece most of the time) and Squall Line are my preferenced ways to win at instant speed.
    sakura-tribe scout is for me usefull at that combo because it can cheat in glacial chasm


    Just in case anyone who comes along here (and is new to the deck like me) and doesn't know what he's talking about when referring to the "cmc6guy" it's Woodland Bellower. What is the combo piece you fetch for and what does the combo do?
    Posted in: Multiplayer Commander Decklists
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    posted a message on Burn
    Quote from Aodh »
    http://www.mtgsalvation.com/cards/amonkhet/28660-gideon-of-the-trials
    This new Gideon looks really good against Burn. It provides a beater that's bigger than our threats, it protects itself or other important permanents(e.g. manlands, other beaters, mana dorks, etc) from damage, and stalls the game in the opponent's favour by preventing us from winning when they get low. Combine this with other Burn hate cards like Worship, Leyline of Sanctity, Collective Brutality and life-gain, I may be a bit alarmist, but this might cause Burn to lose its Tier 1 status. And even some more.
    Perhaps we could transition into Jund, utilising Abrupt Decay and Fatal Push. But, I don't really know.



    I think you're overreacting.


    I agree. One Boros Charm, he's toast and that emblem means nothing. We have 16+ cards that can smash him in the face and he probably won't last two turns. The only real issue is that burn to the face must be wasted on this threat that we must immediately answer. If they emblem right out of the gate then it's a simple bolt or spike that'll answer him and we're back to our game plan.
    Posted in: Tier 1 (Modern)
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    posted a message on Burn
    Quote from Renaud_256 »
    4. Any tips on more ‘advanced’ lines of play? I have a general sense of playing on curve, saving more flexible spells (Bolt, Helix) over less flexible spells (Spike, Skullcrack), but what are some examples of ‘high-level plays’ available to Burn?

    -If your opponent blocks with a Kor Firewalker or another pro red creature, you can use skullcrack to disable the damage prevention and kill the creature
    -Try to keep fetch lands against deck with Timely Reinforcements; you can fetch/shock yourself to disable the life gain part of the spell
    -It's worth it to bolt yourself to prevent your opponent from gaining 6 off of Timely Reinforcements
    -It's good to keep an uncrack fetch or a land in hand in case you draw a Searing Blaze
    -In the face of Leyline of Sanctity, you can Lavaspike yourself for prowess triggers, you can also use boros charm for double strike
    -If the game goes long, you might want to hold back on your burn (assuming you are not playing against discard) to either be able to trigger prowess if you draw a swiftspear, or to trick your opponent into misjudging how much he can afford to fetch/shock (should still keep yourself in a spot where you can cast everything in your hand + w/e you might draw)
    -It's often correct to use boros charm to give Eidolon indestructible (especially if it's currently attacking).


    https://www.reddit.com/r/spikes/comments/32q3pw/modern_modern_burn_sequencing_guide_and_other_tips/

    This is a little out of date but I found this reddit thread helped me get into the mindset of burn as a control deck rather than the "tap land, bolt face, go" type of mentality that most people have about burn.
    Posted in: Tier 1 (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    I think we have been spoiled another win condition for our glorious deck. This seems to work perfectly with our game plan.

    Thoughts?
    Posted in: Deck Creation (Modern)
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    posted a message on Burn
    I figured as much with the cycle lands. I am pretty locked in my ways as well but I'm always open to the option that I may not have originally perceived. Thanks Smile
    Posted in: Tier 1 (Modern)
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    posted a message on Burn
    https://media.wizards.com/2017/dw466ytu5_akh/en_dJCfMS8DuP.png (I tried to hotlink it but it kept pushing back as a dead link)

    This card was spoiled today and I was wondering what everyones thoughts were on it.

    Pro-

    Is fetchable at the end step so the tapped effect doesn't slow us down too much if we have an AC or DR in hand.
    If it's in your hand and you're flooded you can cycle it out

    Con-
    Not Boros colours
    Comes into play tapped if you need the green splash
    Posted in: Tier 1 (Modern)
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    posted a message on Burn
    Merfolk regularly kicks the piss out of me at my LGS. I mainboard 4 ensnaring bridges at that 1 store specifically to deal with it.
    Posted in: Tier 1 (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Sadly the same thing happened to me in my playtesting on Xmage when it comes to goblin charbelcher. I'm glad I didn't buy this card as I have very consistently wiffed on hitting 2 - 3 cards before hitting a land. The best it did was hit an anger of the gods so i got to deal 6 to my opponent but in that moment, I would have rather killed all his merfolk instead. Arguably, charbelcher cost me the game on that one. I filled the spot with a main deck goblin rabblemaster and haven't looked back.
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    It's been a while since I've been here so I just wanted to give a quick update to the sideboard tips since my last journey to my LGS. When it comes to Goryo's Vengeance decks, Chalice of the Void on 2 with an Ensnaring Bridge is pretty much unbeatable game one. Game two, they will bring in their one mana red artifact hate so it's a race to finding two Chalice of the Void so we can lock that out. Chances are they will only find one so if you double up on Ensnaring Bridge, you've got this.

    Hope it helps Smile
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    I love reading that our deck is kicking ass and congratulations to Raystack for his amazing performance. I have been playing it at my LGS recently but the modern crowds are very bad. It's usually just me and a merfolk player but the sideboard advice that SaffronOlive gave has been invaluable. He really has no answers to a chalice on 2 with a bridge on the board. The hard part is sometimes having to leave extra mana up to deal with the cursecatcher and force the bridge or chalice. He doesn't use manaleak which could really hurt us as it requires 6 mana to prepare for and by the time we get to that many lands, they've already overrun us.

    I am still unfortunately not sold on Crystal Ball & Walking Ballista. Walking Ballista has be concerning because standard is loving it and it currently has an inflated price that cannot possibly be held up in the long term meta. Crystal Ball seems like it can be an OK card but when it's only a 1 of, I would want something that can help me out a lot more on the very rare chance that I draw it. I have been searching for a while on cards that can fit this slot better and work for us but I have yet to find something that really appeals to me with this deck. Without fail, I almost always sideboard out those two cards after the first round, regardless if I win or lose.

    I'll let you all know if I come up with something but I am leaning to dropping both of them and adding 2 Lightning Bolt's so I can have a little more interaction/face damage when I need it.
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Quote from Raystack »


    Vegitas1998 wrote:
    I am not sure if outpost siege is something that I want to play just because it can screw us if we hit double lands and it leaves cards in hand. The 4cmc is a little rough as well, as we could be spending that mana on Chandra, Koth, or chalice on two, which further our gameplan a lot more.

    Just like Elijah.M points out, "hitting two lands is fine" Since the land 'drawn' off of Outpost Siege is actually in exile. So, you're hand won't get jammed. As for the other cards listed, I'm already maxed on those counts. This is definitely a search for card 60 of the deck.



    I misread the card and you are correct. I was reading it as having an ability like Chandra, Pyromaster. When she exiles the card, you have to use it on that phase and you can't hold it till the end of the turn like Outpost Siege.

    I was referring more to the scenario that outpost triggers on upkeep and you pull a land, you have no cards in hand so you send the land to the battlefield. The next card you hit on your draw phase is also a land but you've already played a land this turn so now you're stuck with one card in hand until your next turn. That misplay allows token decks to swing big for one turn which could be lethal if it took you a while to set up your lock.
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Thanks for the shoutout Smile I am not sure if outpost siege is something that I want to play just because it can screw us if we hit double lands and it leaves cards in hand. The 4cmc is a little rough as well as we could be spending that mana on Chandra, Koth, or chalice on two, which further our gameplan a lot more.

    I now have a crazy thought for you so bear with me.

    If we agree that Pia and Karen as well as Goblin Rabblemaster are good because they produce 1/1's and get under our bridge, what are your thoughts on the new red legendary Kari Zev, Skyship Raider?

    She has menace and first strike and brings out a 2/1 tapped and attacking which gets around our bridge and she's only 2CMC. The only weakness I see is that she's like all the other creatures we have ... they all die to bolt. Unlike everything else however, she has three toughness so we can use her to chump block early creatures while we establish our lock.
    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    Since this hasn't been posted yet and we can admit that we really destroy people after sideboarding, I am going to post the sideboard matches that Seth posted about so we can have a reference in this thread. Maybe we can spitball better options for sideboarding given our new options that we have in this thread that aren't in his deck. This was copied from Seth and I take no credit for the following tips.

    Infect: The Infect matchup is mostly about Chalice of the Void; if we can get it set on one, it becomes extremely difficult for our opponent to win the game. Blood Moon is also often game over, assuming we get it down fast enough (before Noble Hierarch comes down). If we have Turn 1 Blood Moon, that's usually the right choice; otherwise, play the Chalice of the Void on one first. Even better, Infect doesn't even have good sideboard options, since most of the builds rely on Nature's Claim to deal with artifacts and enchantments, and Nature's Claim also gets locked out by Chalice of the Void on one.

    Dredge: Dredge is one of our more difficult matchups in game one but one of our best matchups after sideboarding. In game one, our only real hope is to get an Ensnaring Bridge on the battlefield, and even then, we can lose to Conflagrate damage. In games two and three, we are built to destroy Dredge, since we get to bring in four copies of Relic of Progenitus and a couple more Anger of the Gods to give us four total. One thing that might not be obvious: do not take out Blood Moon. While it might be tempting, since Dredge can win without casting spells (and their best dredge enablers like Cathartic Reunion are red), Blood Moon is our best answer to our opponent's answers. Typically, Dredge will board in Ancient Grudge (and sometimes Nature's Claim) to deal with Ensnaring Bridge (which is almost unbeatable), but since the deck plays between zero and one basic Forests, with a Blood Moon on the battlefield, it's almost impossible for Dredge to beat our hate cards. Blood Moon also shuts down Life from the Loam, and with Loam, it's unlikely our opponent will have enough cards in hand to burn us out with Conflagrate, which is their only hope once we get the Blood Moon / Ensnaring Bridge lock assembled.

    Jund / Abzan: Jund is all about getting a Blood Moon as fast as possible. If our opponent is able to fetch out a basic Swamp and Forest, things go really bad for us, since our opponent can Abrupt Decay all of our hate cards. On the other hand, Jund only plays a couple of basic lands, so if we can Blood Moon before they get any basics, they usually die to our planeswalkers before they even cast a meaningful spell.

    Bant Eldrazi: Bant Eldrazi is one of our best matchups, since both Blood Moon and Ensnaring Bridge simply end the game. They often don't even have answers in the sideboard, and if they do, they cost one mana, so set your Chalice of the Void on one. If they happen to draw a Worship, things become odd, but we still win eventually, since we will sooner or later ultimate a Koth of the Hammer, use our Mountains to kill all of our opponent's creatures, and then finally kill our opponent.

    Naya Burn: Naya Burn (or Burn in general) might seem like a bad matchup, but it's actually a very good matchup. Our most powerful play is Chalice of the Void on one, which locks out most of our opponent's plays. This is another matchup where Blood Moon is better than it looks, because once we get a Chalice of the Void on one, our opponent's game plan is to use two-mana burn like Boros Charm and Atarka's Command. The problem for our opponent is that just about all of their two-mana burn is multicolor, and they don't play any non-Mountain basic lands. We also have some great sideboard cards in Dragon's Claw, Sun Droplet, and Witchbane Orb.

    Lantern Control: This is one of the matchups I've played the least, and apart from knowing that it's miserable for both players, I'm really not sure who is favored. On one hand, our Ensnaring Bridges and Blood Moons do nothing. On the other hand, Chalice of the Void on one is amazingly good against our opponent. Plus, we don't really care about Ensnaring Bridge, so if we can resolve just a single Chandra, Torch of Defiance or Koth of the Hammer, we should be able to win the game with our planeswalker before our opponent can mill us out.

    Affinity: Chalice of the Void is great, Blood Moon is questionable (although it does lock out creature lands), and Ensnaring Bridge is game over, assuming we can kill our opponent's zero-powered creatures (mostly Ornithopter). We also get Pyroclasm and Anger of the Gods from the sideboard, which are very good in the matchup. That said, the matchup is far from an auto-win. If our opponent gets a fast draw and we miss on Anger of the Gods and Ensnaring Bridge, we don't get much time to find our hate cards. Plus, while Chalice of the Void is great, it doesn't do anything when our opponent can simply dump their entire hand on Turn 1.

    Tron (RG, GW, Mono-Blue): Tron is actually one of our harder matchups, which sounds strange because we are a Blood Moon deck and Blood Moon seems great against Tron. The problem is that Tron is one of the only decks in Modern that plays a bunch of main-deck ways to deal with all of our hateful artifacts and enchantments. While Blood Moon can slow our opponent down significantly, if we can't back up Blood Moon with a fast clock from Chandra, Torch of Defiance or Koth of the Hammer, our opponent will eventually draw into Oblivion Stone, Karn Liberated, or Ugin, the Spirit Dragon (and cast them with Mountains), at which point we almost certainly can't win.

    The Death's Shadow Zoo: This deck can't beat Chalice of the Void on one, although if it gets a really fast start, it can occasionally ride its Turn 1 play to victory if we stumble.

    Thing Ascension: This is a hard matchup. Chalice of the Void on one seems great, but if our opponent gets a Pyromancer Ascension on the battlefield, they can sometimes win even with all of their spells getting countered (because the copies resolve).

    Against various Nahiri Control decks (mostly Jeskai, but also Mardu): Make sure to bring in Pithing Needle from the sideboard to shut down the namesake planeswalker, which is good at exiling Blood Moon. Also, be aware of Wear // Tear, which can get around Chalice of the Void on one or two if our opponent can fuse it.

    Scapeshift: These matchups are all about Blood Moon, while Ensnaring Bridge is also helpful against the Primeval Titan builds. It's also important to focus on trying to close out the game quickly because their answers to the lock pieces (Cryptic Command and Reclamation Sage) are too expensive to stop with Chalice of the Void.

    Merfolk: This deck can't beat Ensnaring Bridge in game one, and then in game two, they are hoping to find a Hurkyl's Recall to bounce it for a turn. The game plan is to get not only an Ensnaring Bridge but also a Chalice of the Void on two or our Witchbane Orb on the battlefield at the same time, at which point our opponent is typically drawing dead.

    Posted in: Deck Creation (Modern)
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    posted a message on RED Prison // Hammer's Slammer - The Sideboard Deck
    I am currently in a state of awe.

    I first came across SaffronOlive's deck when it originally released in 2015 and it jumped out to me as "This is going to be the jank deck that I invest in paper". I have made minor tweaks here and there (sideboarding into mono red burn to surprise my opponent, screwing around with different builds and even splashing white(red has no answers for enchantment removal) for a little bit before I went back to mono red) but I had no idea there was a community that was working towards optimizing it. Pia and Kiran, Slagstorm, Goblin Rabblemaster, and many other suggestions are blowing me away to the point that I've stopped being a lurker and made an account just to comment on this.

    Question: Why the Gemstone Caverns?

    Looking forward to my next trip to my LGS to make some much needed purchases.
    Posted in: Deck Creation (Modern)
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