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  • posted a message on U/B Improvise (Not the 0 CMC build)
    @ colbini: I like where your head is at with that deck. I will say that in my limited testing with Improvise, one of the stronger cards has been Renegade Map. Kind of like how you were saying that we can run more than just UB with this type of deck, Renegade Map does a good job in fixing or just being a one-mana artifact that helps with improvise that you can get value out of as the game goes along. Though different in application, it has about the same amount of utility here as Attune has in the Energy based aggro decks. Also, depending on how deep you want to go, there is Terrarion, though I feel like it is probably worse than Renegade Map.

    Part of me really wants to be base UBr since Maverick Thopterist is a really sweet card. It gets a lot of bodies down early, and the thopters help a lot in dealing with opposing planeswalkers or improvising other cards. However, I have no idea on how to get the mana right for that type of deck. However, after MTGO gets Aether Revolt up, I'll start testing a lot of these improvise variations.
    Posted in: Standard Archives
  • posted a message on Intruder Improvise
    Check out this article . It was posted on SCG's website. The concept seems to be very similar to what you are going for. Some suggestions I have are to make sure the individual cards you are running carry their own weight. Also, Servo Schematic seems insane with Ravenous Intruder. Syndicate Trafficker and Defiant Salvager provide good secondary options. Finally, depending on how you build it, Pia's Revolution could be pretty crazy in a deck like this. If you end up using any implements, you can really put your opponent in a Catch-22 where they have to take 3 or else you get to keep drawing cards and pumping your dudes.
    Posted in: Standard Archives
  • posted a message on UG Cryptolith Rite/Paradox Engine Combo




    I know that Cryptolith Rite + Paradox Engine is a pretty obvious combination, but I wanted to get the discussion going on what is the best way to use this engine. The version that I've put together is a UG energy deck. The goal is to use the combination of Greenbelt Rampager, Minister of Inquiries, Paradox Engine, and any non-land card that can tap to add a green to mill my opponent out. The way the combo works is that you tap your non-land green source (probably a creature) to play Greenbelt Ramapager; Paradox Engine untaps all your non-land permanents; you return Greenbelt to your hand and get an energy; you use that energy to mill your opponent 3 with Minister of Inquiries; rinse and repeat. It also uses the combination of Cryptolith Rite + Duskwatch Recruiter to find its pieces. Here's the initial draft of a decklist:



    This is an initial draft, so a lot will probably change as new cards are spoiled. Also, it is worth noting that you have to pay 2 energy if you can for Greenbelt, so managing your energy count is important.
    Posted in: Standard Archives
  • posted a message on Gonti's Aether Heart
    I thought people would be excited about this card. I know I am. Yes it is expensive, but there are certainly cool things that can be done with it. Much like on Dynavolt Tower, the effect and the ability to generate energy should each be looked at separately. Is taking an extra turn good for 6 generic mana? Yes. Is an artifact that gets you 2 energy for each artifact you play after it good for 6 mana? Maybe. I can think of a few situations where this card is bonkers, and not in a magical Christmasland type of way. In Metalwork Colossus decks, this is a 6 mana artifact that could get Metalwork down to costing 0. After that if you have 2 Sanctum of Ugins or already have 2 energy, then you get to play your Colossi, take and extra turn, and probably attack for lethal. This card also forms a 3-card combo with Whirler Virtuoso and Panharmonicon/Decoction Module. With Panharmonicon, if you activate Whirler Viruoso after playing this card, you can make infinite energy, infinite thopters, and take an extra turn. Compared to Part the Waterveil, I think this card is just as good in the decks it belongs in.
    Posted in: The Rumor Mill
  • posted a message on Pacification Array Windmill slam preview
    Great card for Metalwork Colossus and Aetherflux Reservoir decks. It is a cool card that is cheap enough to come down early. Not great to use early, but it can provide some interaction when needed if you have mana open.
    Posted in: The Rumor Mill
  • posted a message on Simic Scales - Undying Evolution
    I started working on this deck a few days ago. I started trying to build around Elder Deep-Fiend in modern and slowly I began cutting a lot of the cards and turned it more into an evolve deck. From there it became a Hardened Scales deck, and I'm very happy with where it is at now. This is what I've been testing online (note: I am writing out the optimal decklist; I'm still missing the fetches, Scavenging Ooze, and Hurkyl's Recall. I just figured it would be better to show what I currently think is a good build of the deck rather than the budget build I am currently using):



    Now a quick run through of a bunch of stuff I learned while testing this deck:

    First, this deck feels very powerful. One of the things with where modern is right now is that you need a good "nut" draw, meaning a good way to either win the game or have an insurmountable board state by turn 3. This deck has several ways of setting up one of these draws with either Cloudfin Raptor and/or Experiment One, Hardened Scales, Strangleroot Geist, and either Pongify or Rapid Hybridization. This means that a turn 3 for this deck could be swinging for 13 with a 4/5, a 5/5, a 4/3, and a 3/3 on board. If you are on the play, it's hard for a lot of decks to race that without drawing perfectly themselves.

    Another thing I noticed is that the cards are very good at playing different roles in different matchups. Pongify/Rapid Hybridization is best at demonstrating that by being efficient removal vs decks that care about their specific creatures or use pump spells (ie Death Shadow or Infect), being a tempo way of keeping a board presence vs removal heavy decks (ie Jund, Jeskai, and Abzan), and allowing you to upgrade your creatures into better threats to help race vs the more unfair combo type decks. The other cool part is that none of the specific creatures matter too much, so you really don't mind your opponent's removal except that it potentially messes with your board presence. I would say Avatar of the Resolute (mainly because it can block fliers and push damage pretty effectively) and Gyre Sage (mainly for the potential mana) are the only two I like to work to keep alive, but most of the threats are so interchangeable that it really doesn't matter.

    Alright now on some of the creatures and how they've worked out:
    Turns out this card is quite good. This and Experiment One are the heart of the deck in my opinion. Making sure you sequence correctly can make or break a game, but Cloudfin Raptor is usually a part of the better draws for this deck. The only bad part is the fact that it is blue while a large portion of the deck is green.
    A lot like Cloudfin Raptor, this card is quite good. It even has the upside of not being blue (how often have you heard that phrase). Either way, I think both are must play 4-of's.
    He's not in my version of the deck, but I did test him out. The problem was that he didn't really do anything for you unless you killed him with Pongify. That was great, but it kind of forced your hand, and the Pongify effects are great because you can use them in a bunch of situations, so being forced to use them here to make a pretty underwhelming card good just wasn't worth it.
    I wasn't sure if this card would work out, but it has proven to be quite outstanding. Some turns you just want to use her to power out 2-3 additional threats, other times you are just happy to have a solid beater. I have been highly impressed.
    Besides Cloudfin Raptor and Experiment One, I think this is the other auto 4-of must include. It has been solid every time I've cast it. At worst it's just a 3/2 Trample, Reach, and the sky is it's limit on how big it can get. It also will almost always evolve your other creatures because of the wording on the card. Note that it counts the counters on the creatures as it enters (kind of like clone), so if there are no counters on your evolve creatures yet, it won't get any counters (this note was mostly in response to a post earlier in this thread)
    For all the reasons Young Wolf was bad, Strangleroot Geist is good. It is a relevant creature, it grows your evolve creatures early on without assistance, your opponent doesn't really want to kill it because of all the triggers you will get, and it still works well with Pongify without needing it to be good. I don't think you have to play 4, but it is definitely one of the better cards for the archetype.
    Don't play it. It doesn't do anything, and is one of the less good evolve creatures. If there is a world where this deck can be more blue based and run remand, I could see playing it; but as it stands, this card does nothing to improve the deck.
    I haven't seen any discussion on this card, but I found it to be an interesting find for this deck. I think the format is currently situated to punish the heavy removal decks, so playing Gyre Sage is fine, but if people beating you with removal is a problem, Wall of Roots may be a better choice. It evolves your early drops since it comes in as an 0/5, gets you extra bursts of mana, and blocks well. Also is a fine target for your Pongify effects when you need extra attackers.
    Kind of like Shambleshark, don't play it. It doesn't do anything and it is not impressive for the mana you are putting into it. Even worse, there are no redeeming qualities about it, since the only one I could think of is if you were playing an additional color. But if you were doing that, you wouldn't have to play this terrible card, so not much to talk about there.
    This card has been quite solid. It's not great but it allows you to curve out well, and with Hardened Scales, it allows you to have some really explosive openers. An easy turn 1 turn two could involve going turn 1 Experiment one, turn 2 Hardened Scales, Endless One where x=1, it comes in with 2 counters, evolving Experiment One up to a 3/3. And it is a great mana dump for Gyre Sage mana if you have nothing else better to do.

    Edit to finish the writeup: 09-08

    Non-creature spell selection:
    This card is pretty essential to the deck. The best draws with this deck usually involve this card and it allows you to jump your evolves at a considerable rate. It isn't necessarily a 4-of, but I was fine with running 4 until some new cards come out. I would want to run at least 3; I compare this most to Aether Vial in Merfolk, where even though it doesn't do much on its own, it gets you a lot of value as the game goes along. Not a great topdeck, but a good draw in the first 3 turns of the game.
    These are basically the same card so I'll talk about both together. I originally started with playing all eight, which felt like too many and meant that a lower number could open up slots for other cards. I then started testing a few iterations of numbers below that, and 7 felt right. You usually don't mind drawing it, it's fine as a removal spell for extremely problematic threats, and you can usually make a plan to get value out of them.
    This is one of the cards I am most unsure of, but have been liking its results. It does a great job at smoothing out draws, and I think we need some sort of hand filtering type of effect if we play this few of lands. Since adding in Serum Visions, I have been much happier with the 19 land mana base. The card it is most competition against is Oath of Nissa, which is also good in the same regards, but provides more selection over draw smoothing. Since most of the threats are interchangeable, I have been using Serum Visions which can allow me to plan for the next 2-3 turns, but I can see an argument for running Oath of Nissa in the slot.
    I did originally play this card, and I'm not sure I am correct for cutting it. I haven't missed it in games that I've played since, but it did play well when I had it, so I don't really know. The bigger issue is that I don't think this deck needs to play a ton of removal since you want to primarily focus on playing threats, and the Pongify effects fill the role of threat and removal. Having Vapor Snag led to games where I had a bunch of tempo removal spells, but not enough threats to pressure the opponent. By going with only the Pongify effects, I still have some amount of removal if necessary, but it is a lot more versatile.
    I kind of wanted to test her out originally, and she's been outstanding. I don't think you can afford to play more than 1-2 of her because of the nature of modern, but she has been great in a lot of different matchups. Against anything removal heavy (especially Liliana decks), she provides additional creatures that have potential to become threats with her -2. Her -2 is her main selling point, and has been great most of the time I've used it. With Hardened Scales out it provides a significant bonus to the board. In addition, I've found this deck to be a lot about "sizing", a concept about just growing your creatures bigger than what your opponent can reasonably interact with (think standard Mono-White Humans). She is great at helping this deck get bigger than other aggro and midrange decks, while still being a solid board presence.


    Alright, finally the Sideboard:
    Affinity and Lantern control exist. Nothing much more to add there.
    This is a solid card against the two previously mentioned decks as well as Boggles. I recommend saving it for Cranial Plating or a Ravager target.
    Decent vs Dredge and grindy decks. Against the grindy decks, it is good to have a card that is independently good.
    I have really liked this card. Good vs Jund and anything you expect to play a sweeper. Since most people don't know of this deck, they won't play around this card, and it will blow them out. One of the few answers to Supreme Verdict. And the card draw is nice.
    I really like this card and wish I could fit in a second one. This has been great against spot removal heavy decks, such as Abzan and Jund. Pretty much if it comes down and you have 2 mana open, it is hard for them to kill anything.
    I like this card as a consistent one mana counter spell that is good in the early game at slowing down decks relying on non-creature spells. There is an argument that Stubborn Denial might work better here, but I like the consistency of Spell Pierce.
    I have found this card to be a solid bounce spell vs a lot of decks. Against anything that plays troublesome permanents that you want off the board for one turn, tokens, or the heavy pump spell decks, it is solid.
    This is good vs removal heavy decks and the pump spell decks. It can give your creatures hexproof, while making it difficult for your opponent to pump their own creatures, because of the wording on vines.
    Another "answer" to Supreme Verdict and other uncounterable effects. It also has practical use as a bounce spell.

    One last bit on the game play for this deck. A lot of the games will come down to sequencing (one of the reasons I like Serum Visions, since it helps you have additional information to plan out how you will sequence everything). I will almost always start with a one mana creature if I have one. If I don't have a one mana threat, I'll play one of the other one mana spells. If I don't have something to do on turn one, I really expect to have multiple two mana cards, or I'll mulligan the hand. Because how modern is right now, I think it rewards us to aggressively mulligan loose hands. Playing a Hardened Scales comes before playing a Serum Visions, since there is nothing you are trying to really draw for, you are just trying to maximize each turn; Hardened Scales rewards a good topdeck more than Visions. The exception is if you have a one-lander; there I like to lead with Visions to maximize the chance of hitting the second land drop.
    After the first turn, it is important to sequence your evolve creatures correctly. If you can, try to maximize your mana each turn. I prefer almost always playing Gyre Sage on turn 2, since it has the most upside; but if the turn otherwise consists of Hardened Scale + Experiment one, the latter play will likely be better. When using the Pongify effects, it is important to understand its role in the matchup. In some matchups it is correct to use it in response to a removal spell; other matchups it will be best to jam it early on Strangleroot Geist; and in other matchups, time it well against their creatures. My favorite use is if my opponent attempts to Path my Geist (people really like to do that). The more you draw, the more freedom you have in how you use them, but you don't really want to draw more than 2-3 if you can avoid it. Also, if you side in Echoing Truth, be aware of which creatures you are hitting with RH and Pongify. It is really useful to turn a lot of their creatures into Apes and then bounce them.

    A couple of comments on the below post by D90Dennis14.

    Thanks. I like have been liking the deck, and a lot of what you mentioned in the opening thread really helped as I started testing stuff.
    The main reason I didn't talk about either card is because I haven't yet tested them. Thrummingbird, while a card I really enjoy, is probably not good enough for modern. Hangarback Walker seemed a little slow, but I really just haven't had a chance to test it.
    Some of the next few points I made sure to mention in the additional write up.
    Gyre Sage may not work out, but I have been impressed with its game play. This deck isn't exactly mana hungry, but the extra mana can give you better options.
    On the point about Young Wolf vs Endless One, that was actually the reverse of the switch I made (I took out Young Wolf for Endless One). The reason I like Endless One more is because it is less likely to be irrelevant. When playing with Young Wolf, there were several games that it couldn't do anything and I couldn't get it to die, and I would draw an Avatar of the Resolute or another Young Wolf, and I would be sad. While it does combo well with the Pongify effects, I don't like forcing my hand on using it there, since there are a lot of different situations they can be useful. Endless One also combos much better with Hardened Scales and Gyre Sage, so I am happy making the switch. Oh, and the other tipping point is that Young Wolf has anti-synergy with Nissa; I am fine with some degree of it with Strangleroot Geist, but I don't want too much of that nonbo.

    Finally, I'll mention a couple of the new cards I am excited about (not going into much detail until the full set is spoiled).
    I think Botanical Sanctum will fit well into this deck and I think Armorcraft Judge will also fit well into this deck. I am still trying to figure out my cuts, but I expect to cut -1x Endless One, -1x Hardened Scales for 2x Armorcraft Judge and -1x Island, -2x Yavimaya Coast, -1x Forest for +4x Botanical Sanctum
    Posted in: Deck Creation (Modern)
  • posted a message on Pax Closing ceremonies spoilers Chandra!
    Chandra is obviously insane. With Eldritch Moon giving us some good red burn, this Chandra will see play, though whether it is a control deck or top end of an aggro deck is still the question.

    On the other card Mettalurgic Summonings, it seems good in some type of control deck. It also plays well with Trail of Mysteries as a way to trigger the second ability and conveniently have enough artifacts on the battlefield. Now, whether that is too cute is still to be determined, but it will be interesting, and the card is definitely very good.
    Posted in: The Rumor Mill
  • posted a message on Spellslinging previews
    Well, now we see what happens when they print a good red planeswalker. All of her abilities are quite good.
    Posted in: The Rumor Mill
  • posted a message on Rashmi, Eternities Crafter
    This is very much in UG's wheelhouse. Think Unexpected Results. The green part of it is how it can potentially allow you to cheat on mana; the blue part is how it always at least gets you up a card from the ability. I personally would love to cast Elder Deep-Fiend and hit Wretched Gryff.
    Posted in: The Rumor Mill
  • posted a message on Rashmi, Eternities Crafter
    Finally a little penance for the loss of prophet of kruphix.


    Also a reminder to us all about why Prophet needed to be banned :p . Imagine triggering Rashimi on every players' turn. It would be glorious/miserable.

    I really like her and hope she finds a place in standard. I don't know if she is too slow to be played in UG/x Emerge post rotation, but I would love to cast a Wretched Gryff or Elder-Deep Fiend with her on the field.
    Posted in: The Rumor Mill
  • posted a message on Cryptbreaker Control
    I've been working on a very similar deck. I think you are missing out on one of the best cards for this deck: Voldaren Pariah. She allows you to make good use of your zombies once the ground gets a little clogged up, she flys, she can't be Spell Quellered and she is a good card. In addition, if you have Kalitas out and they have 3+ creatures, you can sac 3 zombies and once everything resolves you get 3 zombies back. Here's where I'm at right now:

    Posted in: Standard Archives
  • posted a message on UG Emerge
    I have been testing with a version of this deck, and I think the card that really helps it do some incredible things is Cryptolith Rites and Duskwatch Recruiter. All the cards that you mentioned were good have been playing well, but this engine ensures that you get going and stay ahead. Here's what I've put together, and it's been very good.



    So, this deck uses a lot of the same technology that the current G/B Cryptolith Rites deck plays. There are 24 "hits" for Collected Company, Duskwatch Recruiter draws you a lot of cards, and you typically have access to a lot of mana. Foul Emissary has been the best 3-drop since it gets you ahead coming in and going out (even if you opponent has a Kalitas in fact), followed by Edlrazi Skyspawner, which is then followed by Matter Reshaper. I think Foul Emissary is the best one since it helps you find your creatures to start chaining (which is the reason I include Wretched Gryff since it can usually start Sanctum of Ugin chains if I can't find a EDF) and it leaves behind a body after you sacrifice it. Eldrazi Skyspawner flies, which this deck has few other flyers so that is great. Matter Reshaper is fine, but not amazing; the front side body can get outclassed and the trigger isn't as good as Foul Emissary's ETB, but it is still fine. I run one Shaman of the Forgotten Ways to give me another source of UU and as another wincon vs decks that don't play many creatures. Finally, I've never needed more than one Decimator of Provinces. He is relatively hard to cast, so I only like him as a tutor target for Sanctum. He does a great job of ending most games, but I think you can still win some of them if he gets discarded or something. My favorite thing to do is to emerge out an EDF and then sac it to Decimator to tap their team and give my team +2/+2 and trample.
    Posted in: Standard Archives
  • posted a message on UW Spirits
    I agree with jeaok on what the core of the deck should be. This is where I'm at in terms of a list

    Posted in: Standard Archives
  • posted a message on Turn Aside reprint
    Can this counter creatures that have a cast trigger that targets a permanent you control, such as Ulamog or Elder Fiend?

    Overall, I like the card and I'm glad they brought it back. It didn't see much play the first time it was in standard, but Mana Leak was legal then; so with worse counterspells legal now, this could see play.
    Posted in: The Rumor Mill
  • posted a message on Eldritch Evolution
    Without the exile clause, this card would be insane with Goblin Dark-Dwellers. You could sac a 3 drop, grab GDD, have him flash it back saccing GDD, and grab a 7 drop. In modern you could do that turn 3 on 3 mana (assuming turn 1 mana dork, turn 2 3-drop creature). I think it exiling itself is perfectly reasonable. I think the card could have some interesting applications. This seems to be in that Johnny class of cards like Cryptolith Rites, where it looks like it should do something cool, but I'll have to wait for someone else to figure it out. Not my type of card, but I'll be very interested in what people do with it.
    Posted in: The Rumor Mill
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