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  • posted a message on Building a Red Land Destruction (Trinisphere, Blood Moon, Chandra tribal?)
    Thank you for the feedback! It's very appreciated.

    Quote from Pokerkingdave »
    I don't think Chandra, Acolyte of Flame does much in this deck.


    Don't think so? I thought mostly she could provide a little bit of aggro if I needed it, but more that she was good at ramping the other Chandras and also letting me flashback my land destruction spells. What would you cut her for?

    Quote from Pokerkingdave »
    I think you want all 4 Desperate Ritual, but many spells are a nonbo with trinisphere


    I do notice that. Though All I need to do is get to three lands and keep them off of three. That's the idea, anyway. I'm not sure if it will work properly, but you can see what I'm going for.
    Posted in: Deck Creation (Modern)
  • posted a message on Building a Red Land Destruction (Trinisphere, Blood Moon, Chandra tribal?)
    I remember it. I was looking at that one, too. I'm trying to combine it with the mono-Red Land Destruction, but we'll see. I want lots of Chandras in there, but I'm also trying to make the most effective deck that I can.

    Here's a rough draft. It needs a lot of work.



    Right now, it's kind of all-in on the "explode the world" plan. Which I suppose would be nice, if you get ahead of the opponent. It doesn't seem particularly well-balanced yet, though. Chandra, Torch of Defiance can help me ramp into the Bust side of Boom // Bust, which is nice, and I have my Infernos as another win condition, but still, not sure there's enough here. The loss of SSG definitely hurts in the early game.
    Posted in: Deck Creation (Modern)
  • posted a message on Building a Red Land Destruction (Trinisphere, Blood Moon, Chandra tribal?)
    Hello! I've always been a fan of this Mono-Red Land Destruction deck that Saffron played, and I'd like to explore what I can build in 2022 along these lines. I've also always wanted to make a Chandra tribal deck, as she is my favorite planeswalker. I did have a deck list that ran Chandra, Acolyte of Flame and some others. She's great because she can flash your stuff back, and also ramp up your win-cons: the Chandras.

    Please note: I understand some folks may not like this deck style. I'm not interested in value judgments here. I just want to make the most effective deck I can and am seeking input from folks with knowledge of more cards than I possess. Also note, I am not interested in Ponza. It just doesn't appeal to me. Ideally, I'd like to create something Chandra-flavored that creates some locks via Moon, Trini, and old-fashioned blowing up lands.

    So anyway. With things like Cascading Cataracts and some of the other indestructible lands, of course Boom // Bust is great. Your land destruction staples like Pillage and Molten Rain are good. I love the idea of teaming them up with Trinisphere and Blood Moon to totally disrupt the opponent's mana base. Stick a Chandra out there and you have options:

    Chandra, Torch of Defiance - Gives you mana, red-style digging, a win condition, damage
    Chandra, Acolyte of Flame - Flashes your renovation spells back, can ramp up other Chandras to their win conditions
    Chandra, Awakened Inferno - Deck heavyweight, win con and removal as needed
    Chandra, Dressed to Kill - Another cheap Chandra and a way to dig for things, with a win-con that lets you do damage just by casting land destruction spells
    Chandra, Fire Artisan - More burn
    Chandra, the Firebrand - I like her for copying stuff


    Obviously, I wouldn't be trying to run all of these in the deck. I think Torch of Defiance is both my favorite Chandra and the best overall one, but Acolyte and Awakened Inferno would also fit well. ToD helps ramp you into Awakened or even the Bust side of Boom//Bust to get rid of lands and hopefully keep them locked while you march toward your Chandra win. I really like Dressed to Kill; does she have a place here? And of course there is Chandra's Regulator, which is just value, it seems to me. Copying Chandra powers is great, but even the ability to pitch unneeded cards and loot has really saved my hide in games.

    Losing Simian Spirit Guide hurts in some ways, but does it have to? That gives us more room to put more of these threats in there. Are Desperate Ritual and Pyretic Ritual on their own enough? Are there other ramp options? I'm thinking Gemstone Caverns is a good option for making sure you're not trying to play keep up all game even on the draw. I'm also considering Boseiju, Who Shelters All, at least in the sideboard, for control matchups.

    Would it be good to consider splashing white? Leyline of Sanctity could help me out against discard or things, or just getting burned out. Cleansing Wildfire could be used to exchange an opponent's nonbasic for a basic, essentially, which I then target with other land destruction. Or I'd be able to use it on my own Flagstones of Trokair for that tried-and-true combo.

    Or do we splash blue for counterspells and stuff to slow them down early?

    Also, are things like Wildfire worth considering? My worry is that it's just too slow to be relevant here. I thought it might be worth doing in case they multiple lands out before we can get ahead of them, to stop them late, but wasn't sure it would be enough. Rather, I figured we ought to focus on the lower end, and getting out Blood Moon, Trinisphere, and blasting lands as early and often as possible.

    I could definitely use some advice on what works and what doesn't, and what to put in a sideboard. Please, come one, come all, thoughts and ideas welcome.

    Thank you for your help!

    Posted in: Deck Creation (Modern)
  • posted a message on Deck Help sought: Living the Modern Angel Dream
    Quote from Pokerkingdave »
    Is this a casual or competitive deck?


    Well, let's try to make it as strong as we can. It's something I would play competitively, say. It doesn't matter to me if it actually succeeds. I just want to build a shell for it.

    Quote from Pokerkingdave »
    There are many cards with mana value of 6 and greater and little interaction. It might be better to build the deck for commander.


    I know, but I don't like a lot of things about Commander, so I want to try to make a typical 60-carder out of the idea, if possible.

    I hate to say it but wanting to "Make a deck work" and wanting to make a deck that "works in modern" are mutually exclusive tasks 99% of the time. Unless you are playing a casual format like (most of) Commander, decks emerge not from a desire to do something specific but as a natural response of using whatever happens to be most powerful. "Brewing" in a competitive context refers to the incidental discovering of synergies and using them to try to get ahead of the meta (finding and using the deck that happens to be the most powerful first, not forcing a deck to be powerful).


    Hey, Rosy. I always liked your comments on the spoiler pages!

    You are right about all this, but I'm just trying to make a bit of a rogue deck, if possible. One of the problems is that I simply don't know all the cards that are out there like a lot of the really experienced people seem to, the way they know everything. And I thought someone might help me develop a new idea.

    You could make a reanimator deck if you really wanted but there are better reanimator targets than angel and you are shooting yourself in the foot by using angels. You can try to use the obscure white counters and control tools but you are hamstringing your decks by keeping to mono white and not using the better tricks in other colors.


    I am not necessarily opposed to going other colors, but I would very much like to keep this an Angel-centric deck. I do like the idea of a tempo control kind of thing, disrupting and stalling until we get to the high-powered Angels who will win in the late game.

    Making "the best possible" white angel deck that happens to be modern legal is a realistic goal. The current meta and card pool do not appear to allow for a competitive angel modern deck.


    This I am okay with. I am stubborn and silly enough to try anyway. I'd like to see what the "best possible Angel deck in Modern" is like. We can keep it mono-white or add in some other colors. I'm mostly just curious what's out there that would help with this purpose.

    I would also advise you that even if an angel deck DOES emerge in the future, the versions of the deck that work may not be the version you want. Consider that decks called "Delver decks" may not include delver of secets and that "Affinity decks" have long run few to no actual cards with affinity for artifacts. Even if an "Angels" deck emerges, it is more than likely that it will be running exactly 1 angel (maybe 2 if the stars align) in it as part of a hyper efficient combo.


    Right. Unfortunately for me, I'm a total sucker for strong themes in a deck. I like stuff to tell a bit of a story, not just jam all the best things of a color together. Sadly, most card games seem to make you choose between "strong" and "fun," at least to me, because theme stuff doesn't often work. My Elf deck was pretty strong.

    Anyway. If there's something we can do along these lines, I'd like to see what it is!
    Posted in: Deck Creation (Modern)
  • posted a message on Deck Help sought: Living the Modern Angel Dream
    Here I am hoping to recruit some help from people more knowledgeable about the myriad cards that exist and deck play styles and things. While I do realize that this idea may not take the world by storm, I still want to make it happen.

    I am such a huge Angel fan in Magic. They're my favorite thing, even more than dinosaurs, and anyone who knows me knows how much I love dinosaurs! I wanted so badly to make a cool Angel deck in Modern. I did have one for a time, which was pretty unique. It used Mana Tithe, Lapse of Certainty, Wrath of God, Dawn Charm, Porphyry Nodes, and some other things early. It also utilized Quicksilver Amulet to get out some powerful Angels: Chancellor of the Annex, Angelic Arbiter, Sunblast Angel, Baneslayer Angel. Then there were three legendary Angels in the original build: Reya Dawnbringer, Iona, Shield of Emeria, and Akroma, Angel of Wrath.

    The goal was to either slow them down or force them to overextend into wraths, then win with superior creatures in the late game. Here's an example list:



    Later versions changed things around. More removal, yes, still things to control the early game. I added more legendary Angels, splashing a symbol each of green and red to have Sigarda, Host of Herons and Gisela, Blade of Goldnight. It was kind of one of those decks where any given Angel came down and made things hard for the opponent.

    Of course, when this deck was made originally in 2012, there was a lot yet to come out, and things I didn't know about. Cavern of Souls, Nykthos, Shrine to Nyx and other things. Now, even more stuff is out, and I'm more than a little out of the loop.

    Here's one later version:



    Over time, I feel like it lost cohesion, or maybe I just wasn't aware of everything that is there. I've tried versions with Angel of Jubilation (so fun to stuff fetches and other mechanics), Archangel of Tithes, different legendaries (I love Avacyn so much). I considered splashing a bit more green for Time of Need and just building a deck that straight up tutors for a given legendary Angel to suit a particular need.

    Lots more stuff has come out, including Giada, and now white is (slowly) getting access to card draw and, at least in the one case, conditional mana ramp. I'm looking at maybe going back to that original concept: a tempo control deck that disrupts the early game and wins late with superior creatures.

    I've even considered using Silence as a way of stopping main phase spells for a turn, having an early game way to say "no creatures this turn" to most decks or the like. Play it on their upkeep, buy yourself some time early. I've used Thalia, Guardian of Thraben to help slow down things, and Leyline of Sanctity for both devotion and to prevent discard, burn, mill, etc. from directly targeting me.

    Does any of this make sense? I really want to make this deck work. I'm looking at things like The Book of Exalted Deeds, Giada, Lyra Dawnbringer, maybe something like Oust over Path (because ramping the opponent hurts more than their gaining life; we don't care about life gain because if we win, our creatures will beat down a few extra points of life). I've wondered about Settle the Wreckage or other wraths. There's also Resplendent Angel and even things like Segovian Angel to consider.

    Basically, any advice you can give me on how to build a unique deck like the one I used to have would be so very appreciated. Bonus points if if includes any form of Avacyn, who was my favorite creature in all of Magic, and I was so angry they killed her off. I could also use some advice on sideboard stuff. I liked having answers for lots of different things in the deck, and I liked being able to adapt to different threats. Here's hoping we can make something workable!

    Thank you!
    Posted in: Deck Creation (Modern)
  • posted a message on Theros: Beyond Death (flavor spoilers)
    Well, they look like they're going to manage to make this set every bit as boring mechanically as the original Theros was.

    Storyline-wise, I'd be surprised if Elspeth doesn't get "free" by the end of it and return to her old planeswalking ways. One thing I'm curious about is whether we will see Gideon in Ilysia or not.
    Posted in: Magic Storyline
  • posted a message on Collected Company Elves
    Quote from kysg »
    wouldn't call in mother of all elves decks but just a different take on the beatdown deck.
    sideboard is really dependent on the matchups you run into the most.


    It's meant to be a silly joke, playing off the fact that Marwyn is a mom of sorts, or "midwife to mothers and leader to all." It's not because it's the best Elf deck ever made, though I rather like it. Our meta has a decent variety of stuff, so I'd like a good sideboard that works well against most of the commonly-played top decks. Or at least, is functional against them. Any suggestions?
    Posted in: Aggro & Tempo
  • posted a message on Collected Company Elves
    Here's my current Elf deck (I call it "The Mother of All Elf Decks" on TappedOut). I was waiting to rebuild it after Modern Horizons came out, hoping that Elves would get some love. Sadly, they did not. I still want to build Elves, but not sure which way to go at the moment. I'm thinking of mainboarding Heroic Intervention as the deck's most serious weakness is to board sweeps—now, of course, it bounces back better than most from that, but it's still a consideration. An early sweep is far more troublesome than a later one, and Heroic would fairly easily negate that. I used to run Lead the Stampede, but ended up going with an experimental build in Genesis Wave. This has won me games (though I have yet to tournament test it) many times: X=7+ is absolutely savage and easy to manage. Hits lands, creatures, and if Akroma's Memorial comes with it (or I have already put it out), everything can go that turn. They can attack with flying, vigilance, trample, protection, etc., then all tap for mana to fuel Ezuri's power.

    The idea was to have redundant win conditions. Marwyn, a very underappreciated card, has my favorite Elf art and is also a mana-producing wincon-enabler, and can herself turn into a wincon as she powers up. Of course, Ezuri is the classic method of Elves getting so strong they tear planes in half and beat opponents with each piece. Joraga Warcaller is also another great mana sink, especially with Cavern, and also further enhances Marwyn. I can hard-cast Akroma's Memorial or get it off of a Genesis Wave, and it also turns my Elves into beaters even without EZ E.

    Winding Way now merits some consideration, and the sideboard definitely needs help here. I'm not sure what to sideboard. Damping Sphere and the like, I think, but I wanted to sort out the main 60. I've considered Primal Command both for grave hate and for getting its other uses.

    I'm also thinking it needs at least one Boseiju, Who Shelters All, to help punch through those critical Waves and CoCos against control.

    At any rate, fellow Elves, I would welcome thoughts, suggestions, and green mana!

    Posted in: Aggro & Tempo
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I like Lead better, but don't currently use it. My strategy currently involves CoCo and powering out quick Genesis Waves for big. Winding Way is cool, but isn't going to do anything to make Elves more relevant.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I'm very disappointed. Elves got virtually nothing and needed just a few things to be relevant. Angels and Dinosaurs are my other tribes, but didn't get nearly enough. While I'm excited for Slivers, none of the main stuff I run got any support except Zombies.

    I just hope that the set does so well there's a Modern Horizons 2.
    Posted in: Modern
  • posted a message on Augur of Bolas, Tezzeret Buy-a-Box promo and more
    Would work well with Hellrider as your high end, too. Bunch of tokens, Cavalcade, Hellrider, quite a bit of pressure.
    Posted in: The Rumor Mill
  • posted a message on Augur of Bolas, Tezzeret Buy-a-Box promo and more
    Quote from TheDrB »
    Given that Cavalcade of Calamity is a thing, please tell me that they're going to do Chandra's Spitfire for her familiar. Jam


    Oof, that is pretty brutal...you'd have to attack with the Spitfire before unloading all your burn spells, but you could potentially kill your opponent in one attack! Cavalcade on 2, Spitfire on 3, attack on four, throw a Lightning Bolt, a Shock, and something else, and they die if they can't rid of the creature (taking 1 from Cavalcade, Spitfire goes up to 4 power, 3 from Bolt, Spitfire up to 7, 2 from shock, Spitfire up to 10, a Skullcrack or something does it). Doesn't require a god hand, just a bit of a nut draw. I may have to pick up Cavalcade, since I was looking to make a Chandra-based deck with the Spitfire, anyway!
    Posted in: The Rumor Mill
  • posted a message on A million game study says shuffler is rigged
    Quote from Algernone25 »
    I'm curious what you mean, because when I exported my pseudo-randomized decklist to notepad, it was still in the same psuedo-random "cards added" order.

    I also want to ask a dumb question: how does WotC benefit from having a clearly broken shuffler? The debacle was on the front page of Reddit, Chris Clay (the effective Boss of MTG Arena) was pinged multiple times in that thread. Wizards absolutely knows of the shuffler weirdness. And a lot of the players know that WotC knows. They can't ignore it at this point, and it's in their obvious self-interest to fix it.

    You are asserting that Wizards is deliberately not fixing the shuffler they know is broken. This means that either A) It's in WotC's best interests to not fix the shuffler, or B) WotC is deliberately acting AGAINST its own best interests. So here's my question to you: Which do you think it is, and why?

    Personally I would have very much appreciated at least a note that they're looking into things, and I'm a little concerned that there isn't one. Just because Artifact, once heralded as the game that would kill magic, has ceased to exist (their own numbers show less than 500 active players per day) doesn't mean Arena shouldn't keep being great.


    To put it simply, and none too flatteringly, they probably don't care much. If Arena is making them money, and obviously it is, they're clearly not very interested in putting out a well-balanced product. Arena has a huge list of issues right now and not one of them has been addressed. The UI, for instance, is in massive need of an overhaul purely for clarity. The amount of things that do not work properly, either due to straight-up error (abilities not firing) or cruft on screen (try targeting multiple cards, or even one with keywords, where your card is blocking the right side of the screen, the arrows are in the way, and the reminder text on the abilities makes it impossible to see the card you're targeting). Instead of fixing that, they add the laughably overpriced Guild bundles that are so chintzy that they only give you some card styles, and not even any copies of the cards themselves. For $20, you get a few styles and sleeves, but no actual cards.

    That alone shows they have no interest in creating an introductory product here, or a valid replacement for MTGO. They want only cash, and are charging pretty crazy prices for anything in-game. The game has no decent tutorial for new players. The UI is actively harmful to learning and playing the game. Building a decent card pool requires a lot of grind, which isn't itself a crime, or a huge expense, which when combined with the former is definitely a black mark.

    I play Arena because it's fairly popular to stream and it's a way to keep sharp, practicing the game every day. I won't spend money because I won't support the insanely greedy practices WotC is showing here—and I used to think that Blizzard was bad with Hearthstone! Certainly I wouldn't recommend this game to new players, and Wizards needs to be told the many things they are doing wrong. Hopefully they can fix it and make Arena into something great. Right now, I definitely would not classify it as such.
    Posted in: MTG Arena
  • posted a message on First War of the Spork spoiler - Ajani's Pridemate reprint
    I hate Ajani's Pridemate...mostly because I've gotten my backside handed to me too many times by one that got out of control before I could get rid of it. Laughing
    Posted in: The Rumor Mill
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