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  • posted a message on W/x Parfait (Tax/Rack Control)
    Quote from drmarkb »
    Yeah, he was told by weapon X and myself that it won't wipe legions of cards, so I am guessing he accepted that he now knows that council's judgement is not the card he thought it was.


    Yeah, that's right. But still, it's better than unexpectedly absent.
    Posted in: Developing (Legacy)
  • posted a message on W/x Parfait (Tax/Rack Control)
    Quote from WeaponX »

    My concern right now however is what you are saying about councils judgement. It cannot remove multiple copies of a card unless your opponent is incompetent. Are you maybe thinking of something different?


    Yes it can, and it is clearly said on the card. You name the card and if there is 3-4 copies on the board, you exile all of them.

    Here's the card text: "Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes".
    Posted in: Developing (Legacy)
  • posted a message on W/x Parfait (Tax/Rack Control)
    I'm pretty sure this has been debate before, but i don't always read all the posts.

    I see you guys run unexpectedly absent instead of council's judgment. I can see the point of being an instant a strict advantage. I can also see that responding to a fetch land for 2 mana can be really strong. Council's judgment cost one more mana (sometimes not) but it exiles the permanent, making sure you won't see it again. It also doesn't target, wich is pretty good. Council's judgment can remove multiple copies of a single card and i think it is what makes it a little more desirable than unexpectedly absent. Having the opportunity to remove 2 delvers, deathrite shaman or whatever it is in one sweep can be game changing.

    Posted in: Developing (Legacy)
  • posted a message on Current Modern Banlist Discussion (9/28/2015 update - No changes!)
    It's scheduled for 11:00 est.
    Posted in: Modern Archives
  • posted a message on UW MythStill [Spoiler]
    lightning bolt offers a lot to this deck. It does exactly what you need to do. It kills 1st turn creatures. Havint STP and bolt ensures that you get a clear board on turn 2. Relying only on stp can be hard to execute the game plan correctly.
    Posted in: Developing (Legacy)
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from mtg1905 »
    What kind of Zoo (Gruul, Stjepan Sucic's, 1 CMC, Collected or Tribal) deck would you bring in a meta dominated by the following decks?

    -Infect
    -Tron
    -Scapeshift
    -Abzan/Junk
    -Podless Pod/Melira Chord
    -Through the Breach
    -UR Delver
    -UR Twin


    anything that can handle blood moon will be hard for those decks.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Zoo [Video Primer]
    I don't know Kibbler's list by heart, but if it plays scavenging ooze, it's favored. Seriously, the ooze is really an "under the radar" all-star. It stops so amny decks that we would loose to. By the time they get rid of the ooze, they usually are already on a low life total.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from Kithkinzzz »
    Damn dude, you gotta teach me how to t2 a smiter after playing t1 nacatl!


    Takes a lot of practice and a blind opponent !! hahaha.

    It was an error of course. T1 noble.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Zoo [Video Primer]
    PLayed some games yesterday.

    GR tron - 2-0 - got faster fisrt game and got a blood mood t2 in 2nd game.
    Grixis faeries - 2-0 - t1 hierarch followed with a t2 smither was enough for game 1. Game 2 i manage to land a choke while he was tapped out. He cannot recover.
    UWR midrange - 2-1 - Those were hard fought matches that could have gone the other way.
    doran junk - 2-0 - He didn't find removal for my pets and i had path to exile both games to remove his rhinos. This was easier than i expected.

    Overall the deck felt really impressive and i wasn't even playing with goyf because they were sleeved in another deck ! still the deck performed really well. I was playing a collected company list similar to what was posted in the above pages.
    Posted in: Aggro & Tempo
  • posted a message on W/x Parfait (Tax/Rack Control)
    Hi again folks. I've reassemble my parfait deck a few years ago and made some modifications over the past 15 years playing it ! I still think it's a great deck for today's metagame. No one sees us coming, pure control at it's best.

    Me and my friends are running a gauntlet that consist of about evething legacy can offers. Parfait is one of the decks with the highest winning percentage over the last two years. The list is nothing fancy, many 1-of but the deck is running very smooth and it is consistent.


    Posted in: Developing (Legacy)
  • posted a message on [Primer] DredgeVine
    Quote from KOBossy52 »

    Ruinator...I just can't get past the exiling 3 creatures thing. A 5/6 for 3 mana is a steal, yes, and its even nicer that he flies. But again, it goes against the whole idea of the deck. Most of the guys I have recur, I don't want to exile them. It simply feels like to heavy a cost. Then again, I also play Golgari Thug, so even the guys without an ability to recur, I can still get them back thanks to him.



    It seems obvious that you hven't played a lot of games to say things like this. How can it goes against the idea of the deck when the idea itself is to fullfill the graveyard ?It even doesn't interfere with hooting mandrills and other delve cards. The fact is that you really don't care about removing almost anything when you get a 5/6 flyer. Who cares about removing the 2nd-3rd lotleth troll, or an extra stinkweed imp ? seriously, 3 creatures is not that much in a deck like that. In fact, i started out with robert Benneteau's list of 40 creatures and it just wasn't working. I had issues about lowering the creature count since casting the ruinator consistently is really hard to beat. I've lowered the creature count to 30 and never looked back. The deck runs better than ever and almost never find myself in a position where i can't cast ruinator.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] DredgeVine
    Quote from creamy99 »


    I'm trying to see if running Ray of Revelation as a 1-of in the SB could work. Flashback at G in case it gets milled is another use of my graveyard.

    I could add +1 Godless Shrine MB and keep the revelation in the SB to bring in against a ton of decks. I also run Birds of Paradise, so that's also access to another few white sources. Has anyone been trying out Revelation or tried it out to some results?

    To any of the other experiences players, what's your take on this?


    I am running 3x nature's claim in my sideboard. Even if they don't have flashback or something like that, they are very useful. They are cheap to cast, are instants and they take care of artifacts and enchantments at the same time. i'm playing a BUG version so i don't play ancient grudge. So far they have been amazing removing the rest in peace and relic of progenitus.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] DredgeVine
    I agree that fauna shaman is pretty slow, but he's such a threat that he must be awnsered asap. If replace them, i need creatures to takes their places, i'm just unsure what would do well in those 2 slots.

    As for bloodghast, he's rarely a beater, he can't block, doesn't trigger vengevine and can't bring back gravecrawler. With those points in my mind, i removed them and never looked behind.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] DredgeVine
    I've been playing BUG-gevine since i saw the 40-creatures decklist. I started with the stock decklist, wich included varolz, death's shadow and bloodghast, wich i removed after some testing.

    Sure, varol'z + death shadow can give you a win out of nowhere, but it can also help you loose. It fits in the primary objective but it slowers it. I think BUG-Gevine is better without varolz.

    As for bloodghast, he's rarely a beater, he can't block, doesn't trigger vengevine and can't bring back gravecrawler. With those points in my mind, i removed them and never looked behind.

    My main upset removing those cards was that will tehre be enough creatures to cast skaab ruinator reliably ? This guy is really that bomb, but it needs fuel, removing 10+ creatures was risky. I did add grisly salvage to the mix, and it helped great way. It was obvious to me but certaintly not for the deck creator. Salvage is a must, even in the all-creature list, it should be 36 creatures + 4 grisly salvage, even if it's not optimal.

    I left the 2x fauna shaman in the maindeck, i'm stil unsure of those two but they do exactly what the deck wants, at the cost of slowing things and dying a lot. I left them in because in testing, when they lived they helped great way.

    There were only 3 dredge cards in the deck, i think it's not enough. I'm unsure wether it needs 3x grave-troll 1x stinkweed imp or a 2/2 split. This area needs more testing.

    The manabase didn't really needed a makeover. First, i tought that 4x ancient ziggurat was pushing it with a lower creature count. I was right but it was close. I think 3 is the correct number. It may seems lie it is too much but aside from abrupt decay, all non-creature cards cost 1. Birds of paradise also helps a lot with mana fixing, that's nothing new.

    I'm still unsure of the sideboard because my local meta is small and changing often.

    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] DredgeVine
    Quote from Lord Hazanko »
    No input at all on the bug list?


    I do play a BUG list similar to yours. I do agree that hedron crab is the real deal. He can gets many cards pretty quick at the cheapest cost available. Skaab Ruinator is also the nuts, a recursive 5/6 flyer for 3cmc is pretty undercosted. I would try to up the count to 3-4. You could cut on hoothing mandrills since ruinator and delve don't synergize very well unless you got a bunch of creature in the graveyard.

    I'm still unsold on satyr wayfinder and stinkweed imp. I'll have to give them a 2nd chance.

    I've seen people say that thought scour is a bad faithless loothing. I do disagree to some extend. While faithless loothing lets you discard the useless cards in hand, thought scour may be more brutal in a dredge heavy list. Just because you draw after you bin the cards in the graveyard, it allows you to dredge instead of drawing the card. So, having T1 thought scour and a dredger can gets you 8-9 cards in the yard as fast as turn 1. Thought scour isn't faithless loothing, but in a dredge heavy list it can be powerful enough.

    another card that is tempting me is ideas unbound. It stretches the manabase a little bit but it may worth the price. The only downside of ideas unbound is that you discard at the end of turn, wich makes it difficult to abuse it on the same turn it is cast. On the other hand, having to discard only at end of turn means that we can dump all our stuff in the yard and getting profit out of it before getting punished by the discard effect.

    Regarding the sideboard in BUG'S list, i think we must include some artifact/enchanment removal. Even if we got abrupt decay, artifact and enchanments are what kills this deck. While the jund list plays ancien grudge, it doesn't take care of rest in peace and leyline of the void. It's efficient becaus it got flashback but enchantment removal must be adressed in BUG. I do think that nature's claim is the thing we need. It cost only 1 mana, is an instant and the 4 life gain isn't very relevant. I would take it anytime over sultai charm.



    Posted in: Modern Archives - Deck Creation
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