i don't see how retract+opal nets you mana. sure it's free but generally we need more mana.
also thinking riddlesmith might help a bit with comboing. just saying.
last but not least spoils is a dangerous card.
It does, sort of. If you have more than one opal, you can tap for mana all your opals, then play retract and have the remaining mana on your pool. Given that we only need two or three mana at most, its more than enough.
It does, sort of. If you have more than one opal, you can tap for mana all your opals, then play retract and have the remaining mana on your pool. Given that we only need two or three mana at most, its more than enough.
Opal is legendary, you can only have one out. Thats why its priority is activating retracts. And thats why you need to draw 3 opals for the mana trick (tap opal, play second, legend rule kills them, play a third opal for the second mana for grapeshot).
IMO this deck resembles a Yo-Yo, throw it, pull it back, throw it again, pull it back, throw it again...
If left unchecked, turn 2-3 is where it wins, tested and proven.
So does almost every combo deck in the format, and they are all much more resilience then this one. MD losing to every single removal spell in modern kinda...sucks.
So does almost every combo deck in the format, and they are all much more resilience then this one. MD losing to every single removal spell in modern kinda...sucks.
This is just flat out untrue. Storm wins on turn 4-5. KikiTwin wins on turn 4-5. Ad Nauseam wins on turn 4-5. Infect wins on turn 3-4, and *can* win on turn 2, but not as consistently as this deck, and is vulnerable to the exact same removal.
We do not lose to every single removal spell in Modern. We are hurt by Bolt and Path, if we do not have an extra Paladin or Spoils, which we actually do fairly often because we run 8.
Shoal Infect died to removal, and required more specific cards in hand, and Shoal was banned.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
But the idea of the deck is to have a surprise factor and also is fun to play. If you really wana win you have to choose other deck, but if you wana enjoy playing magic with a good chance of winning, there are a lot of ways, like this one, Enduring Ideal, Heartbeat Combo, Ninjas, etc...
Once you get the ball going you WILL have 11 equips on field to drop a Golem for free, then drop Colossus for free, then the 2 mana you usually spend on grapeshot is spent on greaves for a Turn 2 haste blightsteel.
Doesn't sound as consistent as grapeshot, but it can be done and its pretty sweet when you pull it off.
Once you get the ball going you WILL have 11 equips on field to drop a Golem for free, then drop Colossus for free, then the 2 mana you usually spend on grapeshot is spent on greaves for a Turn 2 haste blightsteel.
Doesn't sound as consistent as grapeshot, but it can be done and its pretty sweet when you pull it off.
That's funny. Especially since you can pump BSC before swinging AND give him vigilance.
It requires a whole lot of slots, though, and makes Spoils more likely to disrupt you. I would only run it to be funny and surprise people.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
This deck is really fun, but Spoils of the Vault is somewhat risky. If you're unlucky you kill yourself, exile Grapeshot or even Retract and in both cases you pretty much loose the game.
Exiling all 4 copies of Retract without dying seems...unlikely.
Spoils is not as risky as it seems. You have a redundant copy of Grapeshot (feel free to run a 3rd or 4th), and the odds of a 4-of being more than 19 cards down (assuming no mulligans) is 9.5%. After a mull to 6, it's 10.7%; mull to 5, 12%. Spoils is even less risky mid-combo if you need a Retract or something.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
But the idea of the deck is to have a surprise factor and also is fun to play. If you really wana win you have to choose other deck, but if you wana enjoy playing magic with a good chance of winning, there are a lot of ways, like this one, Enduring Ideal, Heartbeat Combo, Ninjas, etc...
This. This is why I show interest in the deck because it is a fun one to play, but I'm playing a couple of equally fast/faster combo decks and trying to pick one.
This. This is why I show interest in the deck because it is a fun one to play, but I'm playing a couple of equally fast/faster combo decks and trying to pick one.
Name another combo deck in Modern that consistently wins on turn 2.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Those are all decks that can kill on turn two. Hulk is the least likely, but Nivmagus and Infect need some pretty specific, undisrupted hands as well. We need a Paladin OR a tutor. And we are capable of rare turn 1 kills.
If you want to race with one of those decks, I would be glad to play on Cockatrice, where my screen name is also serenechaos.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Plunge is "safer", but is not guaranteed to get the card you want, and costs 2 mana. Curving T1 Spoils into T2 Pally is rather huge.
@Systemfiend: I know it feels bad, but sometimes that 10% just keeps happening over and over. I myself have killed myself several games in a row with Spoils.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Its the same effect, but costs 1 more. The best feature of SPils is you can cast it turn 1, so you can try to go off turn 2.
@Systemfiend: Spoils has killed me about 4 times since I started testing and never has it exiled all the pieces of any piece of the combo, you must have been really unlucky indeed.
@the faster-combo talk: This has a near guarantee of going off turn2-3 with many variations of opening hands, the decks that come close to that are not guaranteed to go off turn 2-3 as consistently and to do it need very specific cards in the opening hand.
I've been pretty consistently outpacing eggs, storm, tron, infect, et cetera. Maybe it has to do with the fact that I've played Paladin decks non-stop for more than a year, just give it time to adjust to the playstyle.
Ya I'd have to agree it probably has a fine game 1 because more often then not they'll just tap out turn 2.
But its got to have the worst games 2-3 out of any of the combo decks. It needs protection and everything dilutes it so hard. Pact of Negation seems like the best choice.
Wait, is anybody using spoils to fetch grapeshot? I have never even thought about it, the combo can draw a grapeshot consistently and I'm running 3 shots and 4 of each combo piece.
On turn one my spoils goes to whichever of the 3 I'm missing, Paladin, Retract, Mox, in that specific order of priority.
I think the biggest argument for infect being "more consistant" than this deck is because it runs cards like vines of vastwood to protect its creatures from removal. Nivmagus can counter removal with pact of negation(which synergizes with the deck as it can just be eaten).
So to say they are equally countered by a single removal spell is a bit shortsighted.
This deck is NUTS. Just went 4-0 last night at a local tournament. Spot removal wasn't a problem because everybody tapped out Game 1 and I had Pact of Negation game 2. You have to be real careful using Spoils of the Vault against burn. One of my opponents burned me out with Lightning Bolt mid combo after I Spoiled for Grapeshot and attempted to kill Puresteel Paladin game 2. Otherwise, no other deck gave me any problems. Playing this deck was extremely fun and I'm glad somebody figured out how to break Puresteel Paladin.
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My Decks
Standard
:symr::symw::symu:Control:symr::symw::symu:
:symb::symw::symg:Midrange:symb::symw::symg:
Modern Decks
:symu::symr::symw:Delver:symu::symr::symw:
:symw::symg:Hatebears:symw::symg:
:symu::symr::symw:Breakfast at Urza's a.k.a. mEGGaTron:symu::symr::symw:
It does, sort of. If you have more than one opal, you can tap for mana all your opals, then play retract and have the remaining mana on your pool. Given that we only need two or three mana at most, its more than enough.
BRG Living End
UGWRB Titan Bloom (40% complete)
Opal is legendary, you can only have one out. Thats why its priority is activating retracts. And thats why you need to draw 3 opals for the mana trick (tap opal, play second, legend rule kills them, play a third opal for the second mana for grapeshot).
IMO this deck resembles a Yo-Yo, throw it, pull it back, throw it again, pull it back, throw it again...
"When you get your opponent down to 0 sanity, you win the game!"
4 Spoils of the Vault
4 Retract
2 Grapeshot
4 Gitaxian Probe
4 Mox Opal
4 Bone Saw
4 Sigil of Distinction
4 Kite Shield
4 Spidersilk Net
4 Accorder's Shield
2 Tendo Ice Bridge
2 Glimmervoid
4 Marsh Flats
1 Godless Shrine
1 Hallowed Fountain
1 Plains
1 Swamp
I also would like to play with Darksteel Citadel to speed up the metalcraft, but is near impossible.
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
So does almost every combo deck in the format, and they are all much more resilience then this one. MD losing to every single removal spell in modern kinda...sucks.
This is just flat out untrue. Storm wins on turn 4-5. KikiTwin wins on turn 4-5. Ad Nauseam wins on turn 4-5. Infect wins on turn 3-4, and *can* win on turn 2, but not as consistently as this deck, and is vulnerable to the exact same removal.
We do not lose to every single removal spell in Modern. We are hurt by Bolt and Path, if we do not have an extra Paladin or Spoils, which we actually do fairly often because we run 8.
Shoal Infect died to removal, and required more specific cards in hand, and Shoal was banned.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
But the idea of the deck is to have a surprise factor and also is fun to play. If you really wana win you have to choose other deck, but if you wana enjoy playing magic with a good chance of winning, there are a lot of ways, like this one, Enduring Ideal, Heartbeat Combo, Ninjas, etc...
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
Once you get the ball going you WILL have 11 equips on field to drop a Golem for free, then drop Colossus for free, then the 2 mana you usually spend on grapeshot is spent on greaves for a Turn 2 haste blightsteel.
Doesn't sound as consistent as grapeshot, but it can be done and its pretty sweet when you pull it off.
"When you get your opponent down to 0 sanity, you win the game!"
That's funny. Especially since you can pump BSC before swinging AND give him vigilance.
It requires a whole lot of slots, though, and makes Spoils more likely to disrupt you. I would only run it to be funny and surprise people.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Exiling all 4 copies of Retract without dying seems...unlikely.
Spoils is not as risky as it seems. You have a redundant copy of Grapeshot (feel free to run a 3rd or 4th), and the odds of a 4-of being more than 19 cards down (assuming no mulligans) is 9.5%. After a mull to 6, it's 10.7%; mull to 5, 12%. Spoils is even less risky mid-combo if you need a Retract or something.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
This. This is why I show interest in the deck because it is a fun one to play, but I'm playing a couple of equally fast/faster combo decks and trying to pick one.
Name another combo deck in Modern that consistently wins on turn 2.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
If you want to race with one of those decks, I would be glad to play on Cockatrice, where my screen name is also serenechaos.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Also have a slow way to go like Transmute with Shred Memory, but I dont think its good enough.
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
Plunge is "safer", but is not guaranteed to get the card you want, and costs 2 mana. Curving T1 Spoils into T2 Pally is rather huge.
@Systemfiend: I know it feels bad, but sometimes that 10% just keeps happening over and over. I myself have killed myself several games in a row with Spoils.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Its the same effect, but costs 1 more. The best feature of SPils is you can cast it turn 1, so you can try to go off turn 2.
@Systemfiend: Spoils has killed me about 4 times since I started testing and never has it exiled all the pieces of any piece of the combo, you must have been really unlucky indeed.
@the faster-combo talk: This has a near guarantee of going off turn2-3 with many variations of opening hands, the decks that come close to that are not guaranteed to go off turn 2-3 as consistently and to do it need very specific cards in the opening hand.
I've been pretty consistently outpacing eggs, storm, tron, infect, et cetera. Maybe it has to do with the fact that I've played Paladin decks non-stop for more than a year, just give it time to adjust to the playstyle.
Game 2 however...
"When you get your opponent down to 0 sanity, you win the game!"
But its got to have the worst games 2-3 out of any of the combo decks. It needs protection and everything dilutes it so hard. Pact of Negation seems like the best choice.
On turn one my spoils goes to whichever of the 3 I'm missing, Paladin, Retract, Mox, in that specific order of priority.
"When you get your opponent down to 0 sanity, you win the game!"
So to say they are equally countered by a single removal spell is a bit shortsighted.
:symr::symw::symu:Control:symr::symw::symu:
:symb::symw::symg:Midrange:symb::symw::symg:
Modern Decks
:symu::symr::symw:Delver:symu::symr::symw:
:symw::symg:Hatebears:symw::symg:
:symu::symr::symw:Breakfast at Urza's a.k.a. mEGGaTron:symu::symr::symw:
Legacy Decks
:symu:Merfolk:symu:
:symr::symw:Goblins:symr::symw:
:symr::symu::symg:RUG Delver/Tempo Thresh:symr::symu::symg:
:symb::symr::symu::symw::symg:Dredge:symb::symr::symu::symw::symg: