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  • posted a message on [Primer] Zoo [Video Primer]
    Quote from hespacc »
    Quote from dcovino »
    It works in Jeskai control because they can play the waiting game until they can play him and protect him with counter backup and or use their burn to push him through. Zoo can do part of that, but its the protection for him it lacks.


    Hmm I think I have to disagree here. Why does uwr midrange have more protection for him? As an uwr player you play 4 bolts, paths, helix and remand. The only difference is remand, put it only wins you a turn.
    I my opinion we can save Geist more than uwr because we not only have bolts, helix and paths, we also have tribal flames to kill fat goyfs and rhinos AND we have 2-3 ghor clan rampager main which are beautiful together with Geist. Furthermore some people also play 2 mutagenic growth in sb to save the Geist.


    and snapcaster, leak, and Restoration Angel. I'm not disagreeing, just dont want to short sell them there.
    Posted in: Established (Modern)
  • posted a message on [Primer] Zoo [Video Primer]
    So, again, theory crafting with my tribal-siege zoo list, I had a really long car ride internal debate as to why giest should or should not be my 3 drop (over knight) and heres my thoughts. Please please chime in. I dont play enough giest to really know if my reasoning is 100% correct

    Pros of giest:
    • 3 mana "suspend 1" 4 damage burn spell at worst.
    • 3 mana repeatable 6 damage at best
    • Blanks removal decks- Rock decks, Scapeshift, Jeskai Flash, delver

    Cons:
    • Loses to pretty much every blocker (pod, delver, scapeshift, flash, rock decks
    • Forces burn to be used on creatures as removal (aka other stuff runs over the creatures, saving you a card)
    • Less then ideal (but doable) mana cost

    Pros for Knight:

    • Gets 4/4 on turn 3 average, max around 6/6 on turn 4.
    • Fixes your mana for sieges
    • thins out the deck
    • Survives "Most removal" aka delver, scapeshift, Jeskai Ascendancy, Jeskai flash.
    • Doesnt die from blocks

    Cons:
    • Grave hate weakens it outta beater status
    • Gets chumped.
    • dies to normal removal- Rock, thats it more or less.
    Posted in: Established (Modern)
  • posted a message on [Primer] Zoo [Video Primer]
    Well, you might be right about flames... but Im not sold on the blue part of it. SO much pyroclasm and angers for it. But I have added a flames element into my siege zoo. Still figuring out if knight is the right call and the mana, but it seems pretty fine so far. I also need to update my board.




    Edit: The curve and mana distribution seems right too.





    With flames, the deck has some stupid reach, and better removal than before. I miss decay a tad, but I'm not getting eatten up over it. Again, Im not sold on what 3 drops I should be using... Knight seems like the right call in 12 fetch, needs fixing but no dorks deck. Theoreticly she can act as a flames enabler, or siege rhino ramp/fix should I be stuck on 3 lands or not have the black for some odd reason.

    The mana seems fine, but the ordering is different than normal. Now you wanna go for (if you have 3 lands) stomp, hallowed, blood. If you have 2, then you go blood/temple. I still don't want dorks because they are weak links and getting them electrolized reallllllyyyy hurts on tempo. Plus they are useless after turn 3.

    Side needs a total rehaul. I'm using blue, no reason not to run some amount of swan songs in the side.
    Posted in: Established (Modern)
  • posted a message on Whats is the Power difference between Junk and Jund?
    Can't believe no one mentioned Path to Exile...


    They dont really use it.
    Posted in: Modern
  • posted a message on [Primer] Zoo [Video Primer]
    Huh. Cool to hear my siege zoo has been putting up results. I've been wondering if ive been over thinking things in terms of if that deck is "good or not". But I'm happy to have more testing on it.
    Posted in: Established (Modern)
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from KeitMacheen »
    Hey all.

    I went 3-1 with lantern's dark zoo at my LGS this week, losing only to mono blue tron, and primarily because I didn't get to any of my hate (mindcensor/Stoney silence) I was running 2 mindcensor out of the sideboard rather than 3. I think a 3rd may have made a difference. Both games I lost due to disruption until he searched up mindslaver lock. The game I won I was on the play and was just too fast.

    Other matches were:
    2-0 vs burn (the reinforcements were timely game two)
    2-1 vs delver (he blind flipped two delvers game one - not enough removal- somehow)
    2-0 vs affinity (he miss calculated combat math game one and scooped a winning board; game two I shifted to full on control and he couldn't table a threat.)

    The extra removal is pretty nice and Doran and Seige Rhino are super cool. Feels maybe a bit slow. I'm curious about the prior versions with dorks to ramp into these threats. I might try a combination of hierarch and BoP.


    They didnt help. Least in my testing. They generally were a weak link too. I'm working on a balls to the walls aggro version of it now, thats more or less domain zoo, with tribal flames... its pretty much screams "everything does damage" Siege rhino... flames...helix...bolt... stupid ammount of reach.


    I'm trying to figure out if I wanna cut geist for knight... I'm thinking I do.
    Posted in: Established (Modern)
  • posted a message on Whats is the Power difference between Junk and Jund?
    Because siege rhino is awesome? You made 4 tokens with souls, cool rhino eats them all, and did more damage. Rhino is so good im using it in zoo.

    Rhino is a game ender. Its a stablizer. Its also just a beat down threat. It can not only keep you alive, it swings the game into youre favor. Take a seconf and think about that. For 4 mana you not only recover a game your losing, youre now winning it.


    Junk is a better deck (currently) because of the sideboard, plus rhino. Most junk decks arent even running souls (ironicly because how bad it is vs rhino).

    Until we see a reason to see jun back, junk is better. The reason would need to be:
    A: a new powerful red (or red-gold) card thats on par with rhino printed.
    B: treasure cruise banned (meaning 1 for 1s are better in the meta)
    C: bolt and terimate better, meaning a deck like zoo or merfolk becomes a huge meta
    D: some deck polices delver and burn, making the natural jund killers leas in number.
    Posted in: Modern
  • posted a message on [Primer] Burn
    Dol, whats youre list?
    Posted in: Proven (Modern)
  • posted a message on [Primer] Zoo [Video Primer]
    The best way to replace goyfs right now (again, replace is the wrong word, 'make up' for is probably better) is something like 3 pridemages 1 voice or a 3 cmcer.


    I think I'll do one major update on Siege zoo over this holiday break, then put zoo down for a while. Truth is Zoo as it stands right now is an uphill battle (I love uphill fights) and is not tier 1, no matter my attempts to break it. Siege Zoo is the closest I can get, but its lacking something. I might try for an all in 5 color zoo, using giest and rhino (all the greed!) with tribal flames before calling it.

    After that I have 2 more videos planned, one where I talk about zoo in depth, how it fits in the current meta, where it stands, best types to use, then a second video where I go over WHY zoo is tier 1.5 not 1, and what the deck would need to make the jump like delver did.

    I'd appereate ya all to ask some questions here so I got some things I can run over in the first video.
    Posted in: Established (Modern)
  • posted a message on [Primer] Burn
    Dol, what have you been rocking lately?

    I did a daily online. I ended up buying RDW, as it was 20 more dollars than what cards I already had from zoo. This is partly to take a break from zoo, but also because I'm trying a new system out. Win with burn, get a good amount of tix, then do "funner" decks with the rdw cash, rinse and repeat. Truth is Im tried of working my ass off in zoo. Underpowered cards are underpowered.

    Rant aside... Heres what I had:

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    2 Sacred Foundry
    1 Steam Vents
    4 Scalding Tarn
    4 Arid Mesa
    2 Wooded Foothills
    7 Mountain

    4 Goblin Guide
    4 Monastery Swiftspear
    4 Eidolon of the Great Revel

    4 Lightning Bolt
    4 Rift Bolt
    4 Lava Spike
    2 Shard Volley
    4 Skullcrack
    4 Searing Blaze
    4 Boros Charm
    2 Magma Jet
    2 Flames of the Bloodhand



    The boards not the best, but I needed to win a daily, to get an extra tix or two to fix it up. The main board choices were all pretty normal. I really dont like how most RDW are going 4-5 colors now, or going wayyyyy high up in the curve being mostly 2-3 cmc spells. I also don't feel a personal bias to be super interactive, as I get that from other decks I play. I perfer my RDW to be stable, explosive and simple.

    Went 2-2 in the daily. Lost to boggles and UR delver. The delver I lost because I had horrid hands. The boogles just had life gain, and I really had no drawn answer to it. I beat a Angel Pod and ammulet of vigor deck. The former I took out with enough "dont gain life cards" the latter I took out with blood moon.
    Posted in: Proven (Modern)
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