In a vacuum, yes. They would either leave the target as themselves and commit suicide or they target you and Palm prevents it and they commit suicide. What actually happens is that they drew every Pact of Negation in their deck and a countered Deflecting Palm doesn't do anything against Lightning Storm.
You have to beat them before Ad Nauseam comes down by being fast and blowing up artifacts before they go off.
Also, Ad Nauseam generally packs some number of Ethereal Haze or Darkness, so Skullcrack is good to bring in to prevent them from fogging your attacks.
Also, Ad Nauseam generally packs some number of Ethereal Haze or Darkness, so Skullcrack is good to bring in to prevent them from fogging your attacks.
Ad nas player here. Typically we side in our 4x leylines and leave it at that. We have to be very careful about over boarding as a combo deck. I wouldnt consider any fog effects unless i see a cat g1.
Also, Ad Nauseam generally packs some number of Ethereal Haze or Darkness, so Skullcrack is good to bring in to prevent them from fogging your attacks.
Ad nas player here. Typically we side in our 4x leylines and leave it at that. We have to be very careful about over boarding as a combo deck. I wouldnt consider any fog effects unless i see a cat g1.
Also, Ad Nauseam generally packs some number of Ethereal Haze or Darkness, so Skullcrack is good to bring in to prevent them from fogging your attacks.
Ad nas player here. Typically we side in our 4x leylines and leave it at that. We have to be very careful about over boarding as a combo deck. I wouldnt consider any fog effects unless i see a cat g1.
Ad nauseam is a slightly bad matchup as dont have any creature to kill, so blaze is a waste here. Anotger problem is that unlife is headeache. They could also use angel's grace if they have too. Game 2 i would sideout blaze and all in revelry to deal with leyline and unlife. Palm doesnt do alot here since ad nauseam + grace/unlife means gg. An early game rush with creatures and mid game with burns is the best play i think.
Also, Ad Nauseam generally packs some number of Ethereal Haze or Darkness, so Skullcrack is good to bring in to prevent them from fogging your attacks.
Ad nas player here. Typically we side in our 4x leylines and leave it at that. We have to be very careful about over boarding as a combo deck. I wouldnt consider any fog effects unless i see a cat g1.
I typically play the Nacatl version of Burn online, so I've seen Haze/Darkness in just about every postboard game against AdNaus. Wasn't sure if it got sided in against other versions, so good info. Thanks.
It's not that Deflecting Palm "doesn't do a lot", it's that Palm does absolutely nothing. The best it can do is deal 2 damage to them if they somehow end up in Simian Spirit Guide beat down mode. You can't Palm a Lightning Storm because by the time they're casting it, they're holding 3 Pact of Negation in their hand. A countered Palm does nothing.
You want DRev to blow up acceleration, Leylines, and Unlife. Keeping them off of acceleration can slow them down enough to win.
Honestly, a small amount of lifegain from Lightning Helix could disrupt Lightning Storm enough that they can't win from it. They only play 20 lands, which means that it can only deal 23 but they'll probably play a few through the game. Preserve your life total and perhaps keep a land heavy opener so you can flip the target a few times and you might squeak by. It forces them into the Spoils-Labman plan.
Edit: Nevermind. I thought it was 1 counter per land. It's two.
It's not that Deflecting Palm "doesn't do a lot", it's that Palm does absolutely nothing. The best it can do is deal 2 damage to them if they somehow end up in Simian Spirit Guide beat down mode. You can't Palm a Lightning Storm because by the time they're casting it, they're holding 3 Pact of Negation in their hand. A countered Palm does nothing.
You want DRev to blow up acceleration, Leylines, and Unlife. Keeping them off of acceleration can slow them down enough to win.
Honestly, a small amount of lifegain from Lightning Helix could disrupt Lightning Storm enough that they can't win from it. They only play 20 lands, which means that it can only deal 23 but they'll probably play a few through the game. Preserve your life total and perhaps keep a land heavy opener so you can flip the target a few times and you might squeak by. It forces them into the Spoils-Labman plan.
I don't think you are getting how Lightning Storm works... They usually deal a bit more than 23 damage.
It's not that Deflecting Palm "doesn't do a lot", it's that Palm does absolutely nothing. The best it can do is deal 2 damage to them if they somehow end up in Simian Spirit Guide beat down mode. You can't Palm a Lightning Storm because by the time they're casting it, they're holding 3 Pact of Negation in their hand. A countered Palm does nothing.
You want DRev to blow up acceleration, Leylines, and Unlife. Keeping them off of acceleration can slow them down enough to win.
Honestly, a small amount of lifegain from Lightning Helix could disrupt Lightning Storm enough that they can't win from it. They only play 20 lands, which means that it can only deal 23 but they'll probably play a few through the game. Preserve your life total and perhaps keep a land heavy opener so you can flip the target a few times and you might squeak by. It forces them into the Spoils-Labman plan.
I don't think you are getting how Lightning Storm works... They usually deal a bit more than 23 damage.
Here's the text:
Lightning Storm deals X damage to target creature or player, where X is 3 plus the number of charge counters on it.
Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may activate this ability but only if Lightning Storm is on the stack.
Nevermind, forgot that it was two counters per land.
I toyed around with a Jund version with Gonti's Machinations and it was actually pretty good. Here's the list I played. Could probably -1 Rift Bolt (or other), +1 Grim Lavamancer in the main, then -1 Grim Lavamancer, +1 something in the board.
Hello,can you please advise why do you think the jund list is good? is gonti's machinations performing well for you? thank you
I've played Jund Burn in the past. Advantage is you can go to 24-28 one drops and run less land. Also allows Tasigur Burn, which is fun but not really good at all. Disadvantage is no Boros Charm or white sideboard cards. Still dabble with it and various other variations, but RWg is my actual list.
Hello,can you please advise why do you think the jund list is good? is gonti's machinations performing well for you? thank you
I've played Jund Burn in the past. Advantage is you can go to 24-28 one drops and run less land. Also allows Tasigur Burn, which is fun but not really good at all. Disadvantage is no Boros Charm or white sideboard cards. Still dabble with it and various other variations, but RWg is my actual list.
That's not really an evaluation, just a statement of personal preference. What does it make you stronger against? What are its weaknesses? How is "it lets you play a thing thats fun but not good" a positive statement about the card/deck? "Running less land", Naya already runs 19-20 (average leans to 20) which is about as few lands as you can get away with without playing free spells that let you go lower. You can't really go below 19, regardless.
Hello,can you please advise why do you think the jund list is good? is gonti's machinations performing well for you? thank you
I've played Jund Burn in the past. Advantage is you can go to 24-28 one drops and run less land. Also allows Tasigur Burn, which is fun but not really good at all. Disadvantage is no Boros Charm or white sideboard cards. Still dabble with it and various other variations, but RWg is my actual list.
That's not really an evaluation, just a statement of personal preference. What does it make you stronger against? What are its weaknesses? How is "it lets you play a thing thats fun but not good" a positive statement about the card/deck? "Running less land", Naya already runs 19-20 (average leans to 20) which is about as few lands as you can get away with without playing free spells that let you go lower. You can't really go below 19, regardless.
I agree with the 19-20 land count in any given Burn list (even the mono red lists as they tend to run a full set of Shard Volley). Personally, I feel like 19 lands is the right amount, although I can understand why some people run 20.
I'm in the same boat. I've been on 19 for the last 2 years and am happy at 19, but I don't think 20 is fundamentally wrong. I do think that 18 is fundamentally wrong. Playing black therefore doesn't really reduce the number of lands you should play, since you can already play the minimum number you should play (19) as Naya.
I think that multiple Shard Volley definitely should increase the land count to 20, though.
Gonti's Machinations is pretty cool. You get to deploy your cards about a turn earlier since you have fewer 2-drops. You can take lumps from creatures 4 times to have the next one ready to fire off if you top deck it. You get a small amount of lifegain which wasn't present in B before. Fatal Push might be at least as good as path, and you have 4 gain-3s, so the only thing white is offering is Deflecting Palm (kind of unique to the color) and a 4 dmg for 2 mana spell, but this isn't as important if you have a 1 mana Lightning Helix since you miss out on one damage but probably get to draw a card with the extra life.
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When they draw their deck, they'll have pact. Revelry is really good against them. Otherwise, just be fast.
In a vacuum, yes. They would either leave the target as themselves and commit suicide or they target you and Palm prevents it and they commit suicide. What actually happens is that they drew every Pact of Negation in their deck and a countered Deflecting Palm doesn't do anything against Lightning Storm.
You have to beat them before Ad Nauseam comes down by being fast and blowing up artifacts before they go off.
Ad nas player here. Typically we side in our 4x leylines and leave it at that. We have to be very careful about over boarding as a combo deck. I wouldnt consider any fog effects unless i see a cat g1.
GRWNaya BurnGRW
GRWJundGRW
CAffinityC
UGUG EldraziUG
GRWBushwhacker ZooGRW
UBWRAd NauseamUBWR
Legacy
RBurnR
UBSneak & ShowUB
CEldrazi AggroC
Ad nauseam is a slightly bad matchup as dont have any creature to kill, so blaze is a waste here. Anotger problem is that unlife is headeache. They could also use angel's grace if they have too. Game 2 i would sideout blaze and all in revelry to deal with leyline and unlife. Palm doesnt do alot here since ad nauseam + grace/unlife means gg. An early game rush with creatures and mid game with burns is the best play i think.
I typically play the Nacatl version of Burn online, so I've seen Haze/Darkness in just about every postboard game against AdNaus. Wasn't sure if it got sided in against other versions, so good info. Thanks.
You want DRev to blow up acceleration, Leylines, and Unlife. Keeping them off of acceleration can slow them down enough to win.
Honestly, a small amount of lifegain from Lightning Helix could disrupt Lightning Storm enough that they can't win from it. They only play 20 lands, which means that it can only deal 23 but they'll probably play a few through the game. Preserve your life total and perhaps keep a land heavy opener so you can flip the target a few times and you might squeak by. It forces them into the Spoils-Labman plan.
Edit: Nevermind. I thought it was 1 counter per land. It's two.
I don't think you are getting how Lightning Storm works... They usually deal a bit more than 23 damage.
Here's the text:
Nevermind, forgot that it was two counters per land.
Sadly Pithing Needle doesn't really do enough in modern to be worth a spot in our board
"Are you serious?" Chandra replied.
Either u could play stony silent to make their acceleration become dead card.
4 Monastery Swiftspear
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Gonti's Machinations
4 Bump in the Night
4 Searing Blaze
4 Atarka's Command
2 Blood Crypt
2 Stomping Ground
2 Mountain
4 Bloodstained Mire
4 Wooded Foothills
4 Arid Mesa
1 Scalding Tarn
1 Skullcrack
1 Rain of Gore
3 Grim Lavamancer
4 Destructive Revelry
2 Rakdos Charm
1 Grafdigger's Cage
1 Collective Brutality
Some people just want to watch the world ...burn
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I've played Jund Burn in the past. Advantage is you can go to 24-28 one drops and run less land. Also allows Tasigur Burn, which is fun but not really good at all. Disadvantage is no Boros Charm or white sideboard cards. Still dabble with it and various other variations, but RWg is my actual list.
That's not really an evaluation, just a statement of personal preference. What does it make you stronger against? What are its weaknesses? How is "it lets you play a thing thats fun but not good" a positive statement about the card/deck? "Running less land", Naya already runs 19-20 (average leans to 20) which is about as few lands as you can get away with without playing free spells that let you go lower. You can't really go below 19, regardless.
I agree with the 19-20 land count in any given Burn list (even the mono red lists as they tend to run a full set of Shard Volley). Personally, I feel like 19 lands is the right amount, although I can understand why some people run 20.
I think that multiple Shard Volley definitely should increase the land count to 20, though.