2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    Wow guys, it's a Magic forum. Everybody take a deep breath, it's going to be alright Wink
    Posted in: Modern Archives
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    Quote from hopesnow
    if modern is same as legacy, then why we need play a new format. just play back legacy is ok.

    blue wil continue has cards be banned to keep modern is different from legacy


    Trying to decipher this gives me a headache. Grammar ftw.
    Posted in: Modern Archives
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    Quote from hopesnow
    i think the sets of modern is not enough.
    starting from 5 th edition to now is more fun.

    unban Dread Return,Golgari Grave-Troll,Stoneforge Mystic,Umezawa's Jitte,Skullclamp,Sword of the Meek,Dark Depths,Sensei's Divining Top

    ban infect land,GSZ, Splinter Twin, cloudpost, plating


    In other words, "Unban the cards I want to play with, but ban the stuff I don't want to face."
    Posted in: Modern Archives
  • posted a message on [Discussion] Current Modern Ban List
    Quote from Pein
    He doesn't even run firespout on the main.
    Fact is, running 2 colors with 12 colorless mana is difficult. This means you often can't have access to red mana on turn 3.
    If they ban vesuva or glimmerpost then firespout would go to the main deck (if the deck is still decent enough to compete).



    It's not difficult at all, and I have access to red mana by turn 3 in about 95% of the games I play with breachpost. When you run 4 groves, 1 stomping ground, a mountain and 4 gruul signets, that's 10 cards that give you red mana out of 60. That gives you a very good chance to have red mana in your opening hand, and if you don't have a red mana source on the board by turn 3 it's because either you don't want to yet or you got the worst hand/draws ever.
    Posted in: Modern Archives
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    If cloudpost or glimmerpost eats the ban hammer, you could swap it for 4x eldrazi temple and run an identical decklist. You can still play breach on turn 3 without cloudpost and you can still cast emrakul easily later in the game with temples in play. Here's how it would go.

    Turn 1 - forest, GSZ for 0 fetching dryad arbor
    Turn 2 - mountain + battlement/wall of roots or any land and a gruul signet
    Turn 3 - any land, through the breach, emrakul

    However, this deck would be more vulnerable to hand disruption and counters because it would take one to two turns longer to be able to hardcast emrakul. It will be interesting to see what people try to do to keep breachpost competitive if Cloudpost gets banned.
    Posted in: Modern Archives
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    ^ Which is why they should ban through the breach and eye of ugin. There won't be a way to reliably get emrakul on the table before turn 5 even with cloudpost. What are the chances of getting 3 out of the 4 cloudposts in your deck on the table by turn 4? Through the breach is what makes 12post go from good to broken. Anybody who thinks cloudpost should be banned just hates 12 post period and doesn't care about the health of the meta. The meta is perfectly fine with 12 post in existence. If you don't believe me, just look at the top 8 decks since PT Philly. Breachpost hasn't done much because people are starting to figure out ways to beat it. I want a diverse meta, and banning cloudpost because control players are *****ing and whining won't help the meta one bit.
    Posted in: Modern Archives
  • posted a message on [Discussion] Cards That Should be Banned in Modern
    I understand that breach post is a powerful deck, but is it really broken? There are plenty of things that can beat it. Despise/duress/thoughtseize will remove breach/emrakul before they hit the table. Ghost quarter/tec edge will blow up eye or cloudpost. Surgical extraction can remove cloudpost entirely once destroyed and any deck can run that card. Negate/mana leak/spell pierce etc all stop breach. There are as many answers to breachpost as there are to splinter twin which is an auto win turn 4 if it resolves. Breachpost can be devastating turn 3/4 but it rarely wins the game that turn (unless your opponent scoops which they usually will).

    As far as what would be banned to slow it down, I doubt they will ban cloudpost. They would be killing an entire archetype instead of just balancing it out. They could ban either breach or emrakul and the deck would be easier to handle but still a top tier deck. Banning breach would prevent turn 3 emrakul which follows their rule of turn 3 combos. Banning eye of ugin would prevent casting emrakul 4 turns in a row which is also broken. This would also follow their previous trend of banning SfM instead of batterskull for example. I doubt they want to kill this deck, it would piss off as many people as it would appease. They need to ban the broken parts which are turn 3 breach/emrakul and tutoring him up any time you want with eye. Hopefully WotC does the sensible thing here and gives the meta a chance to develop a little bit more before neutering a major deck in the format.
    Posted in: Modern Archives
  • posted a message on Primer: Gx 12-Post
    I really like Jesse's build from PT Philly. I'm going to run his exact list other than replacing 2 seal of primordium and a qasali pridemage with 3 naturalize. I like the fact that it hits at instant speed, so if they play anything that triggers during your upkeep, you can remove it before it hurts you.

    On another note, why would they ban through the breach? It had 1 deck in the top 8 at Philly. There were 2 splinter twin combo decks and 2 pyromancer ascension decks in the top 8. I don't see how breachpost is unbalanced or broken in a format with plenty of turn 3/4 combo decks.
    Posted in: Modern Archives
  • posted a message on Primer: Gx 12-Post
    Vine Trellis would be good in that slot but as Deku said, tribe elder makes the deck more consistent. With GSZ and elder, you should always be able to get an untapped red mana source in play by turn 4 to breach into emrakul.
    Posted in: Modern Archives
  • posted a message on [OPPOSITION] Mono....Black.....Jank...:(
    Wurmcoil engine is your friend. I was losing 25 to 1 against a mono black jank deck and dropped wurmcoil. 4 turns later I won the game.I also like an extra BSZ from the board in this matchup. Karn can often be a dead card in your hand because you need your mana to kill their creatures and protect your own so you could try sideboarding him. SE and Memoricide are also important to have in game 2. You shouldn't really need to change any cards in your list, just change what you sideboard in and your play style a little bit and you shouldn't have a problem.
    Posted in: Standard Archives
  • posted a message on Foresee any good?
    Visions of Beyond is better. For one mana, you can gain serious card advantage later in the game when you need it the most. Early game it's hit or miss but in a 4/2 split with Preordain or even Ponder it can be a great card.
    Posted in: Standard Archives
  • posted a message on Current List, Tips?
    Here's the mana base I use. This is pretty common for UB control right now. You can remove the drowned catacomb for swamps and islands if you want your mana a little faster but tar pit is an absolute must in case you can't get a grave titan on the board.
    4x tar pit
    4x drowned catacomb
    4x darkslick shores
    4x tec edge
    4x island
    4x swamp

    Remove 2 vengeful pharaohs, 1 gatekeeper and 1 nighthawk. Add 4 kalastria highborn. Substitute IoK for distress. Run 2x doomblades and 2x go for the throat in case you come up against a mono black deck. Remove mind control, add into the roil. Swap consuming vapors for black suns zenith. Swap 2x ponders for 2x surgical extractions. Remove Jace and add another preordain.
    Posted in: Standard Archives
  • posted a message on help with my control deck
    I play this deck every week at FNM and almost every night against some friends. The biggest problems I have are against vamp and RDW decks. Does anybody have any suggestions for changes?

    Posted in: Standard Archives
  • To post a comment, please or register a new account.