I think an interesting point about the dragon deck is the idea that the merfolk might be the bad parts. I think they offer good things ie. draw from adept and a single card to put on pressure with coralhelm. I do think they could be traded out for another tribe like faeries but you would want to run bitterblossom, scion of oona, and spellstutter to get the same sort of card advantage and pressure as you do with the merfolk.
Look, I'm not trying to force anyone to play something you don't want. I think it's unfair to form an opinion based on looks alone. Heck, look at the decklist for bloom titan and ask yourself if that is any less of a steaming pile. It's confusing and hard to play. Pretty good deck though.
Clearly I'm in the minority, so I'm done here. If anyone wants to discuss the dragon deck PM me.
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Titan is even better when you cheat to get your wins it isnt even really t1 anymore
The only foreign cards I would use are spanish since I can read and pronounce it, but I do like your point on nostalgic versions of cards Nikachu and I was never a fan of full art lands either. I do like the unglued forests but thats about it
I agree with you there, the Merfolk part was the weak side of that deck.
I'm understanding that card very well. Its a Loot after a draw instead of draw 2 and discard the second card if you didn't cast it at the end of the turn. Effectively you are saying, that draw+Loot is better than draw 2.
I am saying precisely that. Drawing a business card is infinitely better than drawing a Land or Vial.
Monastary siege is better when you have 2+ cards in hand already as you should be able to ditch a useless card the other one is better if you have 0 cards in hand.
Now the other one costs 1 more mana in a poor splash color so id just go with monastery siege.
I think everyone is misunderstanding the debate between monastery siege and outpost siege. I used Monastery Siege for Dragons 9 out of 10 games. I would use Outpost Siege for Khans 9 out of 10 games. The cards generally fill two separate roles.
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In Merfolk, Outpost Siege is a pile of garbage compared to Monastery Siege.
1) Poor splash colour
2) Likely only 1 relevant mode
3) Costs FOUR MANA. Look up the quality of anything in modern that costs 4, this card sucks.
4) Top card gets EXILED at upkeep, meaning your opponent knows what it is as it is a public zone. Also, the exiled card has to be used that turn so when you exile a counterspell your opponent doesn't bite on because he/she CAN SEE IT and then draw your 6th land of the game, it sucks. OR say you exile a Master of Waves with a Vial on 4 and 3 lands in play, guess what, doesn't work because it isn't in your hand, it's exiled.
If you look at fabiano's list he only runs Outpost Siege as a 2 of for the longer grindy games against control, the mirror, and other things like that. Of course you wouldn't play it against zoo or burn or infect! He has Keranos and Blood Moon in his SB for the long games while bolt in the main for the quick games, outpost siege is not the hill of a card to die on, it works in the deck it is designed for in the match ups you want to see it.
In straight monoblue turn dorks sideways, Monastery Siege is better where we try to protect ourselves and get lethal ASAP. The loot effect is meh, its good for the midgame not really the long game as spell pierce and even vapor snag start to suck super had when they can just pay for it or recast their guy. Outpost Siege flipping 1 of 56 non-counter spells however is great, plus roast for Rhinos is pretty sweet
Basically you're exchanging consistency with mono U for power with the white splash. I won games because of Path to Exile and Harm's way but I also lost games because I couldn't cast Master of Waves off of a top decked Seachrome Coast or my opponent would just shut me out of the game with Blood Moon.
The deck wins for different reasons and loses for different reasons. I'll play with it for a while longer. I sort of want to play UW because I want 4x removal spells maindeck for Twin but Dismember sucks vs Burn. I would love to split 2x Dismember and 2x Vapor Snag but you really need hard removal vs BG decks. So We'll see how it works out in future videos!
Master of waves is generally the reason I win vs Twin. Not to mention that I've won way too many games from behind on the back of 1 or 2 Master of Waves. Like if there is some spot that you think you're hopelessly going to lose, master of Waves equalizes or puts the game in your favour. Plus its just good vs a lot of the top decks (Abrupt decay cannot touch him). It definitely doesn't feel like a 4x in the UW build unless I would want them for the slower match ups (Twin, UWR control, Scapeshift). Seachrome Coast can promise to disappoint me.
What about Sygg, River Guide in the main? He is kinda mana-intensive, but thru protection he can give Thassa's unblockability and can protect any of your guys from Red damage. For 4 mana you can cast a MoW or a Sygg with protection back up, yeah MoW gives you dudes but Sygg can also protect your MoW from path and non-red removal.
but I have been playing cold eyed Selkie, and for draw engine is pretty decent if you have have a kira in the table with a bunch of lords even better.
What would you cut for them? Reejerey's perhaps? I don't run Thassa, so my only three drops are 2x Dismember, 2x Reejerey and 2x Kira in main, and Monastery Siege in the sideboard. I've got some proxied up to test, but I very rarely get a chance to play. No one near me runs Modern tournaments at all. I figured they might be decent. Just one hit with a lord or two in play can put you miles ahead.
Lol. What...the....****. If I could play 40 silvergills and 20 islands I would. The best card in the deck IMO. Can't think of a single matchup it isn't good in because it replaces itself. I've kept many otherwise "not so great" hands because of a single silvergill in hand. If you're gonna take a card out make it curse catcher or vial (if on the play)
Nikachu - Re: Your U/W Build. How do you feel about the 2x Flooded Strand going forward? Do you feel it is enough or will you increase to 3 or 4 and remove something like a Seachrome Coast?
I had this idea to a comment in my video. I should try it out seeing as I hate Seachrome coast. So I would bump up to 3x Flooded Strand and 3x Seachrome coast. Still I should play a few more games to be sure this isn't killing me. Plus I only have so many fetchable lands
The day there is a new UW land with the same flexibility as Wanderwine hub is the day UW will be amazing
On the topic of Silvergill Adept, Silvergill feels very underwhelming most of the time. The important factor is that it draws a card and keeps the deck running consistently while putting a body on the table. A 2/1 is not nothing. Because it's a free spell you lose nothing. If they kill it you are up a card (unless they use something like Electrolyze, then its equal) so you grind your opponent out of cards with this creature. Its cards like this that give us any chance of pulling ahead of say a BG deck that tries to one for one you to death before putting you away with Tarmogoyf.
Do you have any chalice of the void? There are 2 consistent infect players at my LGS and the only times I lose is when I dont see a chalice, I either beat them straight up with tidebinders and vapor snags or just resolve a chalice and that cleans things up. The match up can be very difficult as their hand can just explode, but there is almost nothing you can do if that is the case since a turn 3 kill is very possible for them.