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  • posted a message on R/x Aggro
    docker2.deckedbuilder.com:3001/d/334023

    This is the version I’ve been testing with some success. I need some more testing with sultai energy, but over all I haven’t had any issues with the R/x mirror, or approach decks.

    Sultai was been a hard matchup though. Their creatures are better, the removal has to line up properly and blossoming defense makes things worse. Glorybringer and fatal push helps, but I either want a sweeper effect or harsh mentor to punish the, for damage.
    Posted in: Proven (Standard)
  • posted a message on Humans
    Quote from patbou »
    Snip


    Could we get your green white list?
    Also you say you lost those games with multiple ulvenwald mysteries but the same could have been said with always watching.

    I'm really saying try my version. Beating marvel has to do with not drowning in their card advantage, getting lucky and protecting your creatures from Chandra. That last point is what's important. The games I lost to marvel come from them stalling the game out to land a Chandra, wiping the board then winning eventually. I ended up flooding, but my side board was ready for the matchup.
    Posted in: Standard Archives
  • posted a message on Humans
    I find that the best way to combat Marvel are exile effects, hexproof and being able to survive Chandra. Blossoming defense and Heroic Intervention has been marvelous for me in that matchup.
    So after playing against marvel a couple of times in my PPTQ, I find that manglehorn is not great, but Dissenter's Deliverance is the one you need. It won't help with their first marvel activation, but it can help make sure they only get one use out of it. And the cycling on it is pretty clutch.
    Posted in: Standard Archives
  • posted a message on Humans
    So I tried the Naya list and it didn't go very well. I do really like Samut, but the mana base was bad(As someone mentioned) and the red didn't really feel necessary.
    I just cut the red and went green white. The deck felt much stronger. I had way more of a mid and late game, while still maintaining the ability to have early pressure. This is what I built last night and took to game day and won. While it is just the first build, and there was a little bit of luck I do really like this more then red white at the moment.


    Round 1: Bye

    Round 2: Mardu Vehicles. Draw.
    Game 1: He has a fairly aggressive start with Glory-Bound Initiate, Thalia, Scrapheap Scrounger, Heart of Kiran and the red white dwarf that scrys. A few pieces of removal seals the game.
    Game 2: I see some removal and punch through with Tireless Tracker and Sigarda.
    Game 3: I don't remember much but I know that a couple of Cast Out and Heron's Grace Champion would have won the game with enough time.

    Round 3: Green Black Budget constrictor Loss.
    Game 1: He board gets huge, while mine also gets there. The game ended with 12 counters on two tireless trackers. He played a creature that when it etb's it steals counters from his other creatures. With winding constrictor it got up to an 8/8 lifelink flyer. I was able to block with my Sigarda to survive in the air, but cracking about 10 clues in over two turns and still not finding a kill spell for the flyer was super annoying. We started the new game with about 8 minutes left.
    Game 2: I get stuck on two lands for most of the game. I potentially could recover if we had way more time, but it was not meant to be. I found out later he did not even have Verdurous Gearhulk, so he played the black counter stealer instead.

    Round 4: Black White zombies. Win.
    I didn't take very good notes, but Heron's Grace Champions and Sigarda helped me win with little difficulty.

    Top 8
    Round 1: Blue Red Control feat Enigma Drake.
    Game 1: I was on the draw and I wasn't allowed to have any of my non-land permanents stay around. They all were countered or burned away. The burn was even exile, so my future sigarda would not do much. I got smacked by a larger Enigma drake a few times and died.
    Game 2: I was able to resolve Lifecrafter's Bestiary and a tireless tracker and protect it with Blossoming defense for the game. Once its out of burn range from Chandra or Harnessed Lightning they can't do much.
    Game 3. I was able to resolve Lifecrafter's bestiary along with a Thalia, her lieutenant and Heron's Grace Champion. A cast out removing his drake and having multiple lethal attackers finished the game off.

    Round 2: Mono Black Zombies. Despite killing my first few drops, I was able to take over the game with Thalia, Tracker, Sigarda and her champion. Game two was similar to the first, but Repel the Abominable let me get rid of most of his board while keeping mine.

    Green really added much to the deck. I do miss the quickness of Red White. If you don't get lucky on draws you can potentially get draws if you can't get things going early enough. The protection and the creatures that can get sized up like the initiates or the tracker just can take over a game.I've learned that you don't want to play Heron's Grace Champion as a surprise blocker usually, but just during your turn to get in the lifelink and damage.

    I did sideboard out dusk watch recruiter a lot, and usually wanted the always watching game one but I typically sided them out against zombies and the other bigger creature decks. I wonder if that means this version just does not want as many copies. I'm not sure what I want to do with my list for the PPTQ tomorrow. Someway to get damage though like trample or flying would help close out game. I also would not mind having access to a proper sweeper. Repel could be something like Dusk to Dawn or Fumigate. Thoughts on this build?


    Posted in: Standard Archives
  • posted a message on Humans
    Also, what do we think of this list? Its Naya humans featuring Samut featured by Saffron Olive.
    https://www.youtube.com/watch?v=1Rc5mscmjig
    Posted in: Standard Archives
  • posted a message on Humans
    Does Harsh Mentor solve some of our problems? In marvel decks it hurts spinning marvel, puzzle knot, virtuoso.
    Against zombies it hurts crypt breaker, which is pretty important in that deck.

    On a side note, I've been trying dusk to dawn in the board for zombies mostly. It usually does job of clearing the board. Also getting us back some card advantage since the matchup is grindy. Gideon's intervention is... awkward. You don't typically want it since it barely affects the board and it comes down after their marvel. It can shut down ulamog of course, and the recent tech of Chandra, flamecaller. I think I'd rather have something that survives board wipes. I still have to test the card more.

    Here I see my list I played Monday. docker2.deckedbuilder.com:3001/d/300580
    Posted in: Standard Archives
  • posted a message on Humans
    You have to consider what she would be blocked by and what other creature would be in that same spot. If they have 2 2/2's you are probably not attacking no matter what creature without some sort of pump or you want your other creatures to get through.
    Mardu vehicles ( which needs a new name by the way) has thraben inspector, toolcraft exemplar and Thalia to block. Early to mid game only Thalia is the best blocker.
    Posted in: Standard Archives
  • posted a message on Humans
    While I'm still building a version of the deck. I want thoughts on Kari Zev, Skyship raider.
    A few reasons on why I'm considering her.
    3 toughness is great. The cheap burn spells don't effect her. She blocks when need be and with menace and first strike creatures that clog up the board won't deal with her. The monkey token is just extra damage. I feel with the green black decks and zombies everywhere evasion is important. Gustwalker seems fine and Kari Zev seems better than that.
    Posted in: Standard Archives
  • posted a message on Humans
    Do you have a decklist to share?
    Posted in: Standard Archives
  • posted a message on [Deck] Modern Humans
    This is a fantastic summary.
    Quote from Shelldell »
    FencerKid will probably have some additional insight but here's my experience for now:

    Overall it has decent consistency and a painless, Blood Moon resistant manabase. Mono white has the best burn matchup of any human deck, which is not insignificant. It is better positioned against Tron than some builds due to the ability to fit Ghost Quarter in the Mana Base, plus Thalia GoT mainboard, Stony Silence in the side. Honor of the Pure is an option if you want another anthem effect, Metallic Mimic too. Mayor can be good at times and awkward at others. IMO he's not as big of a loss as it seems. Lastly it's the cheapest to build, which matters to a lot of people.

    The mono-white curve is usually pretty low with lots of one-drop 2/1s so flooding out or even just pulling subpar topdecks in a normal length game can be a very real problem. White has very little card draw other than Inspector so Copter's looting is therefore extremely valuable here as a means of drawing gas more reliably. Digging for White's great hate cards is good, too.

    It gives the deck an evasive threat that attacks from a different angle than Brave the Elements. Offensively, BtE is sometimes an alpha strike but sometimes much less due to mixed color blockers or even colorless blockers in Affinity, Eldrazi, Tron. While it's true that Brave can't protect Copter, Copter already dodges all sorcery speed removal and sweepers, and dodges instant removal until it gets a chance to attack, by which point it's at least gotten you a chance to loot.. so it doesn't need quite as much protection as other creatures.

    You have to think of brave the elements as a split card.
    Choose one: Prevent all damage dealt to your creatures, or your creatures are unblock-able, or, your creatures gain hex-proof, or counter target spell.
    That is a very simplistic way of looking at it, but that really shows how powerful Brave the Elements really is. Of course there are matchups where the card doesn't do much. Tron and eldrazi means I usually (but not always) side it out. The card does so much for one mana. Its the reach that the other colors don't get. Is it stronger than all those cards you mentioned? Debatable. I've won games simply from top decking a brave to get through a board stall. Or giving me an extra turn after they anger of the gods.

    Copter was a card I just decided to try on a whim. I don't play much standard but from hearing how well it did, I figured I would try it out. Its easy to crew and has built in evasion. I've been impressed ever since. You are correct that I have Thalia, but I don't always see her/ she survives, and that won't really stop me from playing it. I've cast copter plenty of times as a 3 drop. The big thing about copter, is that it gives mono white a resistant creature, and card selection. I think if you give colors access to something they don't normally get, it improves the deck.

    Shelldell mentioned the lords that can be played in the deck. Honor of the pure and now metallic mimic increase that number. Honor is great. I probably should play it somewhere but I don't. Mimic I tried. It's been... alright in testing. when you follow it up with 2 or three one drops on turn 3 it has a lot of value. Drawing it late can make it underwhelming though.

    Quote from kingcars »

    EDIT: I have a Primer post ready to go. Is everyone ok with phasing out this thread in favor of a full Primer?
    I don't mind a new primer. If in the beginning we have sections for each potential color splash I am down. I can contribute for mono white, but also for the other color splashes I've tried.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Humans
    The spoiler has my games and whatever notes I have for them. It was 6 rounds total.
    I ended up in 6th place. 63 people total.
    My list again for reference.
    http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=111313

    Round 1 vs abzan control
    Game one: Pretty easy game. I see two Mirran crusaders and a Thalia's lieutenant. He can't interact with that as he sees no path to exile.

    Game 2: I build up a huge board but I see no lords. I have a sword of light and shadow attached to a level 7 student of warfare, but he has plenty of green creatures and ooze keeps eating all my creatures in grave yard. He casts damnation and abrupt decays the sword. I run out of gas after that.

    Game 3: I curve out one drop, two drop Mirran crusader with two Thalia's lieutenant. He dies pretty quickly.

    Round 2 vs affinity
    Game 1: I mull to 5. I have champion into two Thalia's lieutenant and I get him to 3. A clutch galvanic blast on my lieutenant gives him the time he needs to kill me. Game with him at 3 life.

    Game 2: I didn't take very good notes as the game was over pretty fast. I won.

    Game 3: He goes on the poison plan with ink moth and cranial playing. I draw blessed alliance for the first one, but he hits another one. He won't play a land because I have tech edge. He makes a curious play to block my champion with arc bound ravaged, then he sacs a ton of things to it to try to kill champion. I use my path on the arcbound. I have no more answers and my board consists of a 3 thraben inspectors, 3 champion of the parish. I draw my card, rearrange my mana to have white up and audibly say cool. I play the knight and attack with everything. He conceded. I think my bluff work because he could have blocked to survive, then kill me with the infect damage.

    Round 3 vs Jund.
    Game 1:I mull to 5. My hand gets shredded by discard and removal for my left over creatures.

    Game 2: He flooded out somewhat after a lot of discard. I stick a crusader and go to town.

    Game 3: It's a very hard game. I'm able to stick a few creatures but he sticks an EE 1 one to kill my Student and Kytheon.
    I play some more creature into a damnation. I play a thraben inspector and pass. He sticks a tarmogoyf and passes. I draw with the clue, hit path and cast it. He searches up a swamp. I draw auriok champion and smugglers copter. He plays another tarmogoyf. I cast a Thalia's lieutenant and pass, not wanting to expose the copter to removal. He attacks with tarmogoyf, and I ghost quarter his forest. He fails to find. This is key, as he can't cast more green stuff some time. I eventually get beats in with lieutenant copter and auriok champion for the win. He shows me his hand with 2 tarmogoyf, ooze and kitchen finks.

    Round 4 vs Blue Tron.
    Game 1: My opponent goes in on how lucky he is. Round 1 bye. Round 2 win because of a deck check. Round 3 win because chalice of the void is good versus burn. I take note of that and mulligan to a hand with cavern of souls. He casts chalice on one, which I proceed to not care about because of the cavern. He gets natural tron and plays a sundering titan which doesn't destroy anything my only lands are cavern and horizon canopy. But the killer piece is batterskull equipped to the titan. I can't path and I give up.

    Game 2: I have Thalia and cavern. I draw weather wayfarer and active it the next turn getting ghost quarter. He maps for ghost quarter, destroys my CAVERN, then sticks chalice one 1. At this point, I have disenchant for it but I let it stay around as I can search up more caverns and ghost quarters. He can't get tron online because he locked himself out of map.

    Game 3: I win with cavern again and Mirran crusader. He shows me a hand full of counter spells.
    He goes on how good on chalice should be against me.

    There are 4 undefeated players so we are safe to double draw.

    I played burn in the finals and lost. Not much worth talking about.



    Overall it was pretty good. The only things I want to change are possibly Thr sword to to feast and famine. Black and white are the best protections for removal but if there are a ton of green creatures it's not that great. It's also bad versus scavenging ooze, which every green black decks seems keen on playing.
    I'm really tempted to try true believer instead of ethersworn canonist. It makes me weaker versus ad nauseum but better versus burn and Jund. Burn can't beat true believer and mark of asylum. I have regionals Saturday so I'll have some time to decide.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Humans
    First time trying student. I really liked having it, but I don't think I want 4 of the effect. Gather the towns folk I played a lot of but later it's kind of underwhelming.
    I'd rather have value one drops that are good any point of the game versus a two one with no relevant text.

    Weathered wayfarer is actually really good. Being able to thin the deck, drawing extra cards and hitting your lands is important. And because some of my lands are spell lands, I can fetch up whatever I need. I was able to keep tron offline because of ghost quarter activations.

    Mirran Crusader and Knight of the holy nimbus are responces for all the removal around. My expected meta was jund and abzan, along with plenty of removal from other decks. those two creatures are very hard to kill.
    The sword was just a one of that I wanted to try. It worked fine. I wanted to have a consistent way to gain life and rebuying by dead creatures.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Humans
    I placed Top 8 of my IQ yesterday in Colombia, MO. I took notes and will post those later, but here is my list. 6 rounds, won 4, then double drew into top 8. Lost the first round. Stay tuned and please comment/ question any card choices.
    Match notes coming soon.

    iq humans.dec, Built with Decked Builder
    http://decks.deckedbuilder.com/d/271010
    Posted in: Deck Creation (Modern)
  • posted a message on Smuggler's Copter
    I really like it in my mono white humans modern list. Multiple advantages, which I 'll list now.
    1. Flying. Sometimes I can get chumped on the ground and need to get in some extra damage. Flying takes care of that. But also flying helps against inkmoth nexus. I don't care if they have to use a pump spell on the inkkmoth to kill the copter, it saves me plenty of infect damage and loots, which brings me to my next point.
    2. Looting. White does not have many ways to draw cards easily. Looting in a color which normally doesn't get access to it is great. Pitch lands late game, dig for answers or even more threats. And because its on attack or block you might hit a removal spell or something that you need to win the game.
    3. Because you can activate it whenever you want to you can play around the opponents removal and also survive sweepers.
    4. Colorless: This is a small point, but the game is not immediately over if they ugin and wipe your board.


    I have a friend testing it in merfolk and he also enjoys it. I believe any deck with a lot of small guys would benefit from it, so mostly tribal decks. If you were interested in playing it I would say try it, especially because its banned in standard and therefore much cheaper.
    Posted in: Modern
  • posted a message on [Deck] Modern Humans
    Spirit is much better if can search for it or cheat it into play. I've tried it in my mono white humans and it's okay. They mostly kill it during your turn then wrath on their turn.
    Being able to chord or company for it makes it a lot stronger. Red and green get Boros charm and the heroic intervention card, which are instant and harder to play around.

    Repel however is an awesome card. Great against burn, creature matchups, and also valakut decks. Doesn't matter how many lands you get or attacks, no damage is going through. You can set up good blocks, fog most infect damage, and trash burn for a turn. Just watch out for random humans your opponents might have.
    Posted in: Deck Creation (Modern)
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