I've been experimenting with a 4 color where the blue is more of a splash with just two blue producing lands. Still mostly on my standard Jund build for fear of Blood Moon and consistentcy, but it still basically plays like Jund except you can run 4 Architects of Will with the ability to fetch a blue later in order to hardcast them or cycle one of two Sphinx. What it does do is cycle more aggressively than any build yet. Enough that I'M considering a third main deck Faerie Macabre to remove their best creatutes because a second and backbreaking Living End is often a possibility. Anyway, if anyone tests a similar blue splash, let me know how it works out for you.
Hey im building living end and was wondering how i would build a sb against gr tron, goblins, dredge, various delvers, various control, bw tokens, infect, affinity, and finally RW prison.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
Hey im building living end and was wondering how i would build a sb against gr tron, goblins, dredge, various delvers, various control, bw tokens, infect, affinity, and finally RW prison.
GR Tron (Fulminator Mages, Blood Moon, Beast Within)
Goblins (Anything gains you life, like the 3 mana green boar, Shriekmaw)
Dredge (Faerie Macabre, Leyline of the Void)
Delvers (Ricochet Trap, Brindle Boar)
Control (Fulminator Mage and Blood Moon if 3 color, Ricochet Trap)
B/W Tokens (Beast Within, this matchup is not hard)
Infect (Fulminator Mage/Blood Moon, Shriekmaw)
Affinity (Ingot Chewer, Beast Within)
R/W Prison (Beast Within, Ingot Chewer)
Hey im building living end and was wondering how i would build a sb against gr tron, goblins, dredge, various delvers, various control, bw tokens, infect, affinity, and finally RW prison.
GR Tron (Fulminator Mages, Blood Moon, Beast Within)
Goblins (Anything gains you life, like the 3 mana green boar, Shriekmaw)
Dredge (Faerie Macabre, Leyline of the Void)
Delvers (Ricochet Trap, Brindle Boar)
Control (Fulminator Mage and Blood Moon if 3 color, Ricochet Trap)
B/W Tokens (Beast Within, this matchup is not hard)
Infect (Fulminator Mage/Blood Moon, Shriekmaw)
Affinity (Ingot Chewer, Beast Within)
R/W Prison (Beast Within, Ingot Chewer)
Thanks a ton this helps a lot.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
I lost a few pieces of my jund deck during my last move so i had to rebuy fulminator mages since it goes in both decks, but i'll be buying the verdant catacombs on next payday. Otherwise how would my list be honestly? I switched the fourth Demonic Dread for a copy of Kari Zev's Expertise mostly because i feel nervous about having a Living end get stuck in my hand. If anyone has suggestions or better recommendations i would love to hear it.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
I lost a few pieces of my jund deck during my last move so i had to rebuy fulminator mages since it goes in both decks, but i'll be buying the verdant catacombs on next payday. Otherwise how would my list be honestly? I switched the fourth Demonic Dread for a copy of Kari Zev's Expertise mostly because i feel nervous about having a Living end get stuck in my hand. If anyone has suggestions or better recommendations i would love to hear it.
I think your deck have too much fetch land, usually around 4-5 is good, the fastlands allow you to survive damage during the early game which is important. Try cut 2 fetchland for 2 Blooming Marsh.
Also there should be some cards in the sideboard to deal with combo deck like Scapeshift, Storm. Lost Legacy or Slaughter Game are great in that matchup, the 2 card I would cut will be Bow of Nylea, 1 Ingot Chewer.
Hi guys. After the death of our local paper modern in official MTG store in my town, i have decided to buy Living End deck in MTGO to play and practice every day. After a ton of friendly, competitive or other games i have found something. I talking about Fulminator Mage and speed of the deck. So, I am playing without Fulminators but with more creatures to cycling and 4 copies of monkey and i am completly sure that my winrate is now higher then i was with Fulminators. I dont feel frustration even against different Tron decks, now i am just faster and the Speed is my true friend. I relly like my paper Fulminators for its utility and price =) but i think that without Mages my Living End is better. Sad but true.
while it might be true, going full cascade is very risky.
It made you vulnerable to graveyard hate even more since you are entirely relying on living end to resolve. the LD package are there to pick up the slack if you fall behind.
with full cascade a single rest in peace is a death sentence to you and you got abysmal win chance against control deck.
then again play what you enjoy playing
Cruised to a casual 3-0 at a small event last night, beating out Zoo, Izzet Control, and Dredge. I mention this because my penchant for playing spicy one-ofs in every deck I own paid off nicely last night--I stole game 1 from Dredge thanks to a maindecked Jund Charm that completely blew him out. That win ended up being necessary, too, as I lost G2 and won a very amusing G3 (mulled to 5, keeping Leyline of the Void, three lands, and a SSG, nearly losing to hardcasted Dredger beats!).
Right now I'm playing a lone Faerie and a lone Jund Charm as maindeck flex slots with grave hate, but after last night I'm considering a second Charm. Its other modes are relevant: we have a Pyroclasm effect, which is useful by providing another wrath against weenies, especially when we don't have enough dudes in the yard to justify cascading; and an instant-speed combat trick with lasting upside, to make combat math even harder for our opponent than it already is with Horror and Archfiend.
Cruised to a casual 3-0 at a small event last night, beating out Zoo, Izzet Control, and Dredge. I mention this because my penchant for playing spicy one-ofs in every deck I own paid off nicely last night--I stole game 1 from Dredge thanks to a maindecked Jund Charm that completely blew him out. That win ended up being necessary, too, as I lost G2 and won a very amusing G3 (mulled to 5, keeping Leyline of the Void, three lands, and a SSG, nearly losing to hardcasted Dredger beats!).
Right now I'm playing a lone Faerie and a lone Jund Charm as maindeck flex slots with grave hate, but after last night I'm considering a second Charm. Its other modes are relevant: we have a Pyroclasm effect, which is useful by providing another wrath against weenies, especially when we don't have enough dudes in the yard to justify cascading; and an instant-speed combat trick with lasting upside, to make combat math even harder for our opponent than it already is with Horror and Archfiend.
Any thoughts on the card?
I played 2 in the SB for a long time (granted, I only actually play LE about 20% of the events I enter - I usually play Control) and it has always felt slacking to me. Every time I've had it in hand, there has been some reason why it wouldn't been better to be something else.
Against Dredge, I'd rather have Leylines or Anger of the Gods. Against swarm, Anger of the Gods every time. Against Midrange, I'm definitely happier with Faerie than Charm because I need the mana.
My biggest question: how are you guys combating Eldrazi Tron? It was my only two losses on Tuesday and G1 T1/2 Chalice of the Void on 0 was brutal - I brought in 3 Chewer 2 krosan grip to complement the 2 MB beast within, but to no avail.
Anyone having better luck with this MU???
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So, I am playing without Fulminators but with more creatures to cycling and 4 copies of monkey and i am completly sure that my winrate is now higher then i was with Fulminators.
FWIW I've also ripped my Fulminator's out. When the deck is humming they simply slow you down and when it isn't, they aren't enough to dig you out of a hole. Or at least that's been my experience. I also noticed an up tick in wins once I pulled them.
My biggest question: how are you guys combating Eldrazi Tron? It was my only two losses on Tuesday and G1 T1/2 Chalice of the Void on 0 was brutal - I brought in 3 Chewer 2 krosan grip to complement the 2 MB beast within, but to no avail.
Anyone having better luck with this MU???
I've not had a terrible time. But I'm also running more hate vs Chalice then you are currently (3 Beast Within, 3 Ingot Chewer's, 3 Krosan Grip). Often it comes down to whether I can get one of the Chalice killers fast enough to combo off before dying.
Though, if they're durdling around and you're off Living End due to Chalice, I've found Archfiend's to be the gold star of the match. They're big enough to kill smashers and even if you aren't on Living End, cycling cards puts a real crimp on their creatures.
Actually, Archfiend has simply been the star of the show for me. Since I went from 2 to 4, the matchups vs Elves/CoCo whatever/Affinity/Eldrazi have all gotten much better.
Hi there! I'm thinking about building Living End here soon and was wondering about a few things. The mana base on the decks I've looked at seems to be all over the place. Does anyone know what my mana base should look like? What are your matches like against the top decks in the format (Affinity, Eldrazi Tron, Storm, Titanshift)? Any help would be greatly appreciated!
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Decks Modern UGWRB Humans G Mono-Green Tron UWBR Ad Nauseam
Endrazi Tron in my opinion is the hardest matchup for us. But it is still pretty winnable even they have a full package of hate like chalice and relics. In game one your only answer to their artifacts is Beast Within and you also can try to slow down Tron by destroying mana base with Fulminators but in my expirience it only works then Tron kept bad (yolo?) hand and draw bad. Usually they will be able to stabilize after Fulminators because 2 ways for ramping their creatures - Urza Lands and Eldrazi Temple. Your plan for game one - be faster. If Tron drew hate dont worry you can draw Beast Within too. But yeah - to have a good respons to hate is a hard task. Anyway in game 2 you absolutly need to be prepared against worst scenario like relic and chalice turn 1 for example. But it is not even close to lose because you have now a bunch of artifact hate and Tron have to keep free mana for Relic every turn slowing its game plan and give your some time.
Some thoughts from my experience after a lot of games against Eldrazi Tron: 1) To not lose a creature card on graveyard play fetchland turn 1. You will exile land then Relic will tap. 2) The prior target of your artifact hate creatures/instanst is Relic of Progenitus. They can not play another chalice on 0 and chalice just lays on the field and actually do nothing (waiting untill its be destroyd =) )but Relic's tap every turn can make your graveyard very poor. 3) Be very careful with Simian Spirit Guide and use it very wisely. This card allows your to cascade for the win in alert situations (like in respons to relic/chalice or Thought-Not).
I'm intimately familiar with the E Tron decks hate, my issue is the strategy.
Blood moon helps slow them down a ton but they can still slam karn and wurmcoil if the enchant is slowing you down too much
What's general thoughts on bum rushing fulminator at them? Do we cast and immediately sac T2/3, or go for damage? I tend to just sac, in theory they'll just slam a dude on their turn so I'll have to sack anyway.
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I played 2 in the SB for a long time (granted, I only actually play LE about 20% of the events I enter - I usually play Control) and it has always felt slacking to me. Every time I've had it in hand, there has been some reason why it wouldn't been better to be something else.
Against Dredge, I'd rather have Leylines or Anger of the Gods. Against swarm, Anger of the Gods every time. Against Midrange, I'm definitely happier with Faerie than Charm because I need the mana
I agree that there are better sideboard options than Jund Charm. My question, which I should have specified, was what people thought of it as a maindeck option. Surely that's where such a flexible, generalist card belongs, if it's worth including in the 75 at all. Either way, I'll keep playing it for a while and report back.
Mark me down as another one who sacks Fulminator right away against E-Tron. The potential upside of kicking them for 2 is just never worth passing up the tempo advantage for.
I can't get behind removing the main deck Fulminator Mages. They are crucial in helping us beat TitanShift and Tron, plus LD is a way to get free wins against land light draws from your opponent.
I powered my way to a 4-0 finish at Modern night heavily on the back of Fulminator, Beast Within and Blood Moon. I mowed down TitanShift, Boggles, Esper Control and Grixis Control. Pretty sure I sacc'd 12-15 Fulminators (5 in M1G1 alone). I even beat Esper 2-1 without cascading in any of the games.
Also, since I'm on the subject, I feel the need to share two of the finishing moves.
1.) My TitanShift opponent went for a Scapeshift bringing in two Valakut and 7 mountains. I had two open mana and a full board after Demonic Dread, including a Fulminator. After declaring his Valakut triggers, I sacc'd my Fulminator to take out one of his Stomping Ground and then exiled SSG to Beast Within a basic Mountain, leaving him with 5 mountains and a pair of useless Valakuts.
2.) Playing G3 vs Esper, I ran out a Blood Moon on turn 3 with a basic Forest and two fastlands. My opponent had no basics so was on mono-uncastables cards... so I Beast Within a fast land and started beating down. The next turn I drew an SSG and Beast Within my other fastland, increasing the clock two turns. I ended the game with 1 land, while he scooped instead of moving to his discard step facing down my lethal beasts.
When I originally built this about 3 months ago, I hated fulminator mage because so many decks were making it an embarrassment.
In the mb I was on 4 faerie 2 mage. Gave me tons of game against storm, dredge, and control wasn't terrible either.
This week I shifted 2 faerie to the SB and added 2 mage back to MB bringing the deck to 2 faerie 4 Mage MB and 2 faerie SB.
This has brought my game against eldrazi back, and my control game isn't as rough.
Faerie is great for GDS, storm, dredge, GW vizier, and randomly brings game to Robots. But Mage is equally good against robots and gds, storm and dredge just require dedicated board space, and vizier can be put off mana if you manage to Mage + wipe away mana dorks.
I wish this thread was as in depth about strategy and Game plan as the Esper draw go thread, I feel like we are seriously powerful when piloted well :-(
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I lost to an Eldrazi Tron opponent Tuesday in a game where I drew 11 extra cards in 6 turns and not ONE of them was a Cascade spell for GG against two TKS. Felt miserable.
Moving on! 2/2 split for faerie seem worth it to you guys? I love it against Storm and Dredge but I'm not sure if I'd rather just have Leyline post board
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okay so this is my first modern deck, I have everything but the lands, i have a few fetches, a few shocks, and suppliment my landbase with city of brass and gemstone mine, other then a few close games I was losing anyway where I couldn't afford to lose the 1 life to city I haven't really run into that many problems with this base.
My real problem is against control, i have for ricochet trap in my sideboard but I'm not sure what else to do, ive only won 1 or 2 games against control players by getting lucky
I want to experiment by really cranking up the land destruction element, with 4 fulminators, 4 riders, and 4 beast withins, beast can deal with RIP and give control decks a target for demonic dread early game to go off, and with the new cyclers you really only need 1-2 cycle bodies, i mean so many games my yard has been full with tons of 6/4's and 5/4's but they counter me but it's useless because i can't find the opportunity to go off without being remanded.
Also I have 3 simians, should I get a 4th, im always glad to have him in my hand and I always use him, even if just to put a body on the board to give dread a target.
What do you guys think?
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2 Curator of Mysteries
4 Desert Celadon
4 Horror of the Broken Lands
4 Monstrous Carabid
4 Street Wraith
4 Architects of Will
3 Fulminator Mage
2 Faerie Macabre
2 Beast Within
4 Demonic Dread
4 Violent Outburst
3 Living End
1 Forbidden Orchard
1 Watery Grave
1 Steam Vents
2 Verdant Catacombs
1 Wooded Foothills
1 Forest
1 Swamp
1 Woodland Cemetery
3 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
2 Copperline Gorge
1 Overgrown Tomb
1 Stomping Ground
2 Faith of the Devoted
3 Ingot Chewer
2 Faerie Macabre
1 Fulminator Mage
1 Beast Within
3 Ricochet Trap
2 Shriekmaw
1 Lost Legacy
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
GR Tron (Fulminator Mages, Blood Moon, Beast Within)
Goblins (Anything gains you life, like the 3 mana green boar, Shriekmaw)
Dredge (Faerie Macabre, Leyline of the Void)
Delvers (Ricochet Trap, Brindle Boar)
Control (Fulminator Mage and Blood Moon if 3 color, Ricochet Trap)
B/W Tokens (Beast Within, this matchup is not hard)
Infect (Fulminator Mage/Blood Moon, Shriekmaw)
Affinity (Ingot Chewer, Beast Within)
R/W Prison (Beast Within, Ingot Chewer)
EDH: Xenagos, God of Revels.
Thanks a ton this helps a lot.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
4 Monstrous Carabid
4 Street Wraith
4 Desert Cerodon
4 Horror of the Broken Lands
2 Faerie Macabre
4 Fulminator Mage
3 Simian Spirit Guide
2 Archfiend of Ifnir
Instant and Sorcery
3 Beast Within
4 Violent Outburst
3 Demonic Dread
1 Kari Zev's Expertise
3 Living End
4 Blackcleave Cliffs
4 Bloodstained Mire
3 Wooded Foothills
1 Stomping Grounds
1 Blood Crypt
1 Overgrown Tomb
2 Swamp
1 Mountain
2 Forest
3 Brindle Boar
1 Bow of Nylea
4 Ingot Chewer
3 Ricochet Trap
3 Shriekmaw
1 Faerie Macabre
I lost a few pieces of my jund deck during my last move so i had to rebuy fulminator mages since it goes in both decks, but i'll be buying the verdant catacombs on next payday. Otherwise how would my list be honestly? I switched the fourth Demonic Dread for a copy of Kari Zev's Expertise mostly because i feel nervous about having a Living end get stuck in my hand. If anyone has suggestions or better recommendations i would love to hear it.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
I think your deck have too much fetch land, usually around 4-5 is good, the fastlands allow you to survive damage during the early game which is important. Try cut 2 fetchland for 2 Blooming Marsh.
Also there should be some cards in the sideboard to deal with combo deck like Scapeshift, Storm. Lost Legacy or Slaughter Game are great in that matchup, the 2 card I would cut will be Bow of Nylea, 1 Ingot Chewer.
EDH: Xenagos, God of Revels.
It made you vulnerable to graveyard hate even more since you are entirely relying on living end to resolve. the LD package are there to pick up the slack if you fall behind.
with full cascade a single rest in peace is a death sentence to you and you got abysmal win chance against control deck.
then again play what you enjoy playing
Right now I'm playing a lone Faerie and a lone Jund Charm as maindeck flex slots with grave hate, but after last night I'm considering a second Charm. Its other modes are relevant: we have a Pyroclasm effect, which is useful by providing another wrath against weenies, especially when we don't have enough dudes in the yard to justify cascading; and an instant-speed combat trick with lasting upside, to make combat math even harder for our opponent than it already is with Horror and Archfiend.
Any thoughts on the card?
I played 2 in the SB for a long time (granted, I only actually play LE about 20% of the events I enter - I usually play Control) and it has always felt slacking to me. Every time I've had it in hand, there has been some reason why it wouldn't been better to be something else.
Against Dredge, I'd rather have Leylines or Anger of the Gods. Against swarm, Anger of the Gods every time. Against Midrange, I'm definitely happier with Faerie than Charm because I need the mana.
My biggest question: how are you guys combating Eldrazi Tron? It was my only two losses on Tuesday and G1 T1/2 Chalice of the Void on 0 was brutal - I brought in 3 Chewer 2 krosan grip to complement the 2 MB beast within, but to no avail.
Anyone having better luck with this MU???
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
FWIW I've also ripped my Fulminator's out. When the deck is humming they simply slow you down and when it isn't, they aren't enough to dig you out of a hole. Or at least that's been my experience. I also noticed an up tick in wins once I pulled them.
I've not had a terrible time. But I'm also running more hate vs Chalice then you are currently (3 Beast Within, 3 Ingot Chewer's, 3 Krosan Grip). Often it comes down to whether I can get one of the Chalice killers fast enough to combo off before dying.
Though, if they're durdling around and you're off Living End due to Chalice, I've found Archfiend's to be the gold star of the match. They're big enough to kill smashers and even if you aren't on Living End, cycling cards puts a real crimp on their creatures.
Actually, Archfiend has simply been the star of the show for me. Since I went from 2 to 4, the matchups vs Elves/CoCo whatever/Affinity/Eldrazi have all gotten much better.
Modern: Storm
Legacy: ANT
Modern
UGWRB Humans
G Mono-Green Tron
UWBR Ad Nauseam
Some thoughts from my experience after a lot of games against Eldrazi Tron: 1) To not lose a creature card on graveyard play fetchland turn 1. You will exile land then Relic will tap. 2) The prior target of your artifact hate creatures/instanst is Relic of Progenitus. They can not play another chalice on 0 and chalice just lays on the field and actually do nothing (waiting untill its be destroyd =) )but Relic's tap every turn can make your graveyard very poor. 3) Be very careful with Simian Spirit Guide and use it very wisely. This card allows your to cascade for the win in alert situations (like in respons to relic/chalice or Thought-Not).
Another threat besides Relics/Chalice is Wraping Will, it can counter your Living End.
EDH: Xenagos, God of Revels.
Blood moon helps slow them down a ton but they can still slam karn and wurmcoil if the enchant is slowing you down too much
What's general thoughts on bum rushing fulminator at them? Do we cast and immediately sac T2/3, or go for damage? I tend to just sac, in theory they'll just slam a dude on their turn so I'll have to sack anyway.
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
I agree that there are better sideboard options than Jund Charm. My question, which I should have specified, was what people thought of it as a maindeck option. Surely that's where such a flexible, generalist card belongs, if it's worth including in the 75 at all. Either way, I'll keep playing it for a while and report back.
Mark me down as another one who sacks Fulminator right away against E-Tron. The potential upside of kicking them for 2 is just never worth passing up the tempo advantage for.
I powered my way to a 4-0 finish at Modern night heavily on the back of Fulminator, Beast Within and Blood Moon. I mowed down TitanShift, Boggles, Esper Control and Grixis Control. Pretty sure I sacc'd 12-15 Fulminators (5 in M1G1 alone). I even beat Esper 2-1 without cascading in any of the games.
Also, since I'm on the subject, I feel the need to share two of the finishing moves.
1.) My TitanShift opponent went for a Scapeshift bringing in two Valakut and 7 mountains. I had two open mana and a full board after Demonic Dread, including a Fulminator. After declaring his Valakut triggers, I sacc'd my Fulminator to take out one of his Stomping Ground and then exiled SSG to Beast Within a basic Mountain, leaving him with 5 mountains and a pair of useless Valakuts.
2.) Playing G3 vs Esper, I ran out a Blood Moon on turn 3 with a basic Forest and two fastlands. My opponent had no basics so was on mono-uncastables cards... so I Beast Within a fast land and started beating down. The next turn I drew an SSG and Beast Within my other fastland, increasing the clock two turns. I ended the game with 1 land, while he scooped instead of moving to his discard step facing down my lethal beasts.
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
When I originally built this about 3 months ago, I hated fulminator mage because so many decks were making it an embarrassment.
In the mb I was on 4 faerie 2 mage. Gave me tons of game against storm, dredge, and control wasn't terrible either.
This week I shifted 2 faerie to the SB and added 2 mage back to MB bringing the deck to 2 faerie 4 Mage MB and 2 faerie SB.
This has brought my game against eldrazi back, and my control game isn't as rough.
Faerie is great for GDS, storm, dredge, GW vizier, and randomly brings game to Robots. But Mage is equally good against robots and gds, storm and dredge just require dedicated board space, and vizier can be put off mana if you manage to Mage + wipe away mana dorks.
I wish this thread was as in depth about strategy and Game plan as the Esper draw go thread, I feel like we are seriously powerful when piloted well :-(
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
Moving on! 2/2 split for faerie seem worth it to you guys? I love it against Storm and Dredge but I'm not sure if I'd rather just have Leyline post board
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
My real problem is against control, i have for ricochet trap in my sideboard but I'm not sure what else to do, ive only won 1 or 2 games against control players by getting lucky
I want to experiment by really cranking up the land destruction element, with 4 fulminators, 4 riders, and 4 beast withins, beast can deal with RIP and give control decks a target for demonic dread early game to go off, and with the new cyclers you really only need 1-2 cycle bodies, i mean so many games my yard has been full with tons of 6/4's and 5/4's but they counter me but it's useless because i can't find the opportunity to go off without being remanded.
Also I have 3 simians, should I get a 4th, im always glad to have him in my hand and I always use him, even if just to put a body on the board to give dread a target.
What do you guys think?