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  • posted a message on What does Wizards need to do to make creatureless decks viable in Modern?
    I feel like people who want more no creature decks in Modern should just play Legacy. There are arguably 3 no creature decks in Modern right now. Storm, Ad Nauseum, and Scapeshift. Sure that's only a small portion of the field but that doesn't mean every other deck is an aggro deck. How many viable no creature decks do we really need anyways? I'm off the belief that such a niche idea shouldn't ever be more than a quarter of the field at any particular GP or PTQ. The metagame seems pretty healthy right now as is. Aside from Prison all the deck types are accounted for in Modern it just happens that most of those deck types use creatures. Blue control decks could theoretically have no creatures but Snapcaster and Clique are just too good.

    There are only 3 reasons I can think of to not want to run creatures in your deck, unless you're that guy who just doesn't like summoning sentient things to do your fighting for you in which case your problem is strictly a flavor reason. You could want no creatures to blank your opponent's removal spells. How useful is that really though? Most maindeck removal has multiple uses already. Burn spells will get thrown at your face and stuff like Abrupt Decay will hit your other permanents and if you don't play other permanents they'll just pitch it to Lili. Path might not have any targets but maybe they'll just path their own stuff in response to your removal to grab a land. Ultimately blanking removal doesn't really do much but can provide small incremental advantage over the course of a game. If you've weighed all the pros and cons and decided that the advantage provided by snapcaster isn't worth giving them an abrupt decay target then go right ahead and run zero creatures. The second reason could be you're playing some sort of deck where creatures are explicitly bad. Some sort of prison control deck with stuff like humility in it. The tools for these decks don't currently exist in modern because they create a huge list of problems for the format. If these decks get too powerful than basically ALL creature based strategies are completely shut out. This is the primary reason why Prison decks are bad. Not because "the players are douches" or "they hate fun" but because prison strategies(and fast combo but we'll get to that later) are bad for diversity. The third reason you would want to play a no creatures deck is if you're trying to play a deck that's too fast for creatures, like storm. The problem with these decks is that they overcentralize the metagame and as a result make other decks unviable. If spell based combo decks get to be too fast and too consistent then basically every one is forced to run blue in order to interact with them. We can see this very thing happening in Legacy where the vast majority of decks have blue in them just to support force of will as a necessity. Being forced to run a particular color just to play in the format increases the barrier of entry and decreases deck diversity, both of with are unhealthy for the metagame. So of the 3 reasons why you would want to play a no creatures deck 2 of them are just straight up bad for the health of the modern format.
    Posted in: Modern
  • posted a message on [[SCD]] Distant Memories - Good mono-U tutor?
    I think distant memories is a fine card. At first glance it appears that always be getting the worst of Diabolic Tutor and Concentrate but that isn't how things usually work out. Depending on what you're digging for it's usually just a diabolic tutor. It's not hard to convince a player at the table to allow you a removal spell or something as long as you can convince them it's for the good of the game. I use it in Keranos to grab removal all the time. Also as you mentioned it has other niche applications. It's a fine card in my personal opinion, not amazing but still pretty good.
    Posted in: Commander (EDH)
  • posted a message on [[FTV] –] Predictions for From the Vault: Annilhilation
    Some of these don't make much sense. Force of will makes absolutely no sense. I think when they say annihilation they mean it. I don't think spot removal is going to make it. They might have 1 Eldrazi just to be cute though. My 15 in no particular order.



    or something along those lines anyways. Some of these are mostly just wishful thinking. Some of these are just concessions, like Pyroclasm and Tranquility. You know how wizards loves to slot commons into these products.
    Posted in: Speculation
  • posted a message on [[SCD]] Lord of the Void
    For reference: Lord of the Void

    I was looking statistical average deck thread and I was very surprised to find that a lot of Kaalia players use this card. I think it's a very interesting card but I'm just not sure it's good enough for Kaalia. Any thoughts?
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Madblind Mountain
    I've been contemplating running a few red punisher type cards. Stuff to soften up my opponents so when I go for the kill I'll have an easier time of it.
    Posted in: Commander (EDH)
  • posted a message on [[SCD]] Madblind Mountain
    For reference Madblind Mountain

    I'm running this card in Keranos alongside a metric ton of topdeck control cards. The shuffle effect looks fantastic but my deck only has 2 red permanents in it and one of those is the general. I'm debating whether I should cut it or find some more red permanents to run. Opinions?
    Posted in: Commander (EDH)
  • posted a message on Singular Cards in Sideboards
    It's usually a matter of flexibility. You just don't have enough room to run such narrow focused cards in your sideboard. By running more one ofs that have slight overlap in functionality I can be better suited to deal with a wide array of threats. Take a look at Celestial Purge and Wear//Tear. I run a 1/1 split with this card as well and always bring both in to deal with Blood Moon and Pyromancer's Ascension. Now technically wear//tear does this job a bit better since it costs me one less mana, but I run one of each instead for flexibility. I can also bring my wear//tear in against affinity, pod, hatebears, and bogle to deal with cards in those match ups but my purge is a little useless. However my purge is useful against Jund, RDW, Kiki-Jikki and certain infect variants where my wear//tear is useless. Having the 1/1 split instead of a 2/0 split gives me more sideboard options against multiple decks.
    Posted in: Modern
  • posted a message on [[SCD]] Random Card of the Day (7/11) - Flickerwisp
    It's good in combo decks and aggro decks. Basically if you're trying to win the game fast this guy can be your best friend. I run it in Kaalia to help protect her early so I can get out a fatty quick. It's pretty annoying for opponents who have the removal but just can't play it until it's too late. It can backfire pretty easily but if you can't immediately take advantage of it then you shouldn't be playing it anyways.
    Posted in: Commander (EDH)
  • posted a message on When wouldn't I want Vendillion Clique?
    Aggro is admittedly the weakest match for this card it's still not a terrible card there. The point I'm trying to make is that everyone always says it's a sideboard card because it's only good in some match ups but truthfully it's good in all match ups just less so in some.
    Posted in: Modern
  • posted a message on When wouldn't I want Vendillion Clique?
    Removal that also lets me filter my cards or mess with their hand. Costing 3 really just means I can't use it on my first or second turns but chances are I had something else to cast on those turns anyways since the deck runs a ton of 1 and 2 cost removal spells.
    Posted in: Modern
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