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  • posted a message on [[Primer]] Mono-R Control with Jaya Ballard!
    Thank you!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Skred Red
    Depends on the situation, usually yes because guttural is more narrow, but sometimes you just need to win the counter war
    Posted in: Control
  • posted a message on [[Primer]] Mono-R Control with Jaya Ballard!
    Hey guys I want to link this page to my signature, but I forgot how, can any one point me in the right direction, thanks!
    Posted in: Multiplayer Commander Decklists
  • posted a message on I know humility again
    Its a ruling mechanic called Layers, it involves prioritizing effects and time stamps. Most people aren't familiar with it.
    Posted in: Magic Rulings
  • posted a message on Burn
    Also I'm pretty sure Vexing Devil and fling doesn't work the way you think it does, it comes into play, the trigger goes on the stack, you can hold priority and cast fling and get four damage, or they can take four, and you'll sac the devil on resolution. You can not interrupt the resolution of an ability.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Burn is fun - Hate to tell you buddy, but you aren't playing burn. Sure you're running all the bolts, but that doesn't make it a burn deck. Fling interactions being at least three mana and two cards can make some explosive plays, but it also makes you extremely weak to counter magic, and discard. The hall mark of burn is to side step the impact of these interactions as much as possible, sure they can one for one us, but we're still on the road to victory with every spell we resolve. The combos you've included in your list are pretty powerful indeed, but they need all the pieces to work, a dreadnought with out orb or fling can be very awkward, same goes for fling, while you're short a creature, or have a hand full of swift spear, and guides. You don't have access to cantrips so the chances of you lining up these plays are minimal. If you're dead set on running this list, I would suggest you do a blue splash, and play something more like R/U Prowess.
    Burn is powerful because each card we play is independently powerful, and do not rely on any other cards to opperate at full potential(excluding swiftspear, which effectively adds one damage to each spell we cast against an empty board), we just resolve seven spells and call it a day, in this way its akin to combo because we can be uninteractive, but once you put pressure on your self to sculpt a certain hand you're better off playing an actual combo deck.

    Have fun with the list bro, looks like fun in the right meta. Heck I would even suggest go down one guide, up one swift spear, and cut Rift bolt for lotus petal, go big or go home!
    Posted in: Aggro & Tempo
  • posted a message on Skred Red
    I use Rachetbomb as a one of in my side as a catch all removal, its slow, but it hits everything, most of the time I bring it in for extra artifact removal, because its too slow against creature based strategy, and I haven't needed it for enchantments yet. I think its a good option if you need to round out the removal side of your sidebaord, allowing you to have access to different types of removal, but not commiting to one side or the other.
    Posted in: Control
  • posted a message on Skred Red
    I just read the article, its not that bad, he covers the basics of the deck, there are very different builds depending on the pilot's personality so his thoughts aren't wrong, and in the right meta I'd agree with some of his choices. Ofcourse a single article from some who plays the deck on occasion isn't gonna compare to a primer with dedicated testers for the deck.
    I'm just saying its not that bad, it doesn't put anything out there that hurts the decks developments, I've even seen lists that run chalice main foregoing its name sake skred for a prison approach. It doesn't mean they're wrong, its just another potential path you can take. Thanks for sharing the article.
    Posted in: Control
  • posted a message on [[Primer]] Mono-R Control with Jaya Ballard!
    You ever consider Tamyio's Journal? Its a good budget option, and usually goes under the radar, unless the tutor option is online.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Mono-R Control with Jaya Ballard!
    I agree with Zygous the slow wheels are really bad, there aren't many other options but I'd avoid playing them if I could, I ran Magus for a while, but I also had plenty of haste enablers as well, so he just became a bad reforge soul.

    I ran Blinkmoth Urn in my Karn deck, even in such a broken set up it was usually bad, the reason is artifacts are so prevalent in edh that you're most likely going to give some one a boost from your investment, worse yet they get that benefit before you do. There aren't many ways to tap down the Urn other wise it would be half way decent.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Skred Red
    @okosheep You missed Eternal Scourge in the threats list. I think he (she?... it? Thing??!?!?) has proven worthy enough to be included.

    Guys, here's my list. I definitely want some suggestions on what to change up.

    My biggest issue has been mana, so I cut one of my beloved Magma Jets for an extra mountain. I haven't tested this exact 75, but it's just an extra land so it shouldn't be too big of a deal. So far my meta is much more aggressive, but still pretty diverse. I'm looking to try P&K again, but I have no idea what to cut. What matchups do they shine in? Are they woeth running if those decks aren't in my local meta? The biggest problem is Ad Nauseam. Maybe I'll pack a dinner next FNM in case I get paired against it...


    If you're going to play more Parents, then you need mindstone over Jets, ramping into one of your seven four drops is the best thing you can do on turn 2, it also solves your land problems. You can waste Mana, and cards to dig for something, or you can replace that dig card for whatever you're looking for. Scry is not tutor, there is a massive chance you won't find what you need, I strongly feel its not worth it in the deck that you're trying to play. This is me.
    I would cut one mountain, two scourge, and three magma jets for three Parents, three mindstone. I would also cut one stormbreath for one mindstone. Storm breath is a finisher at five mana, you really don't need four of, or even three of. But mindstone plays well with the parents, and get you to that all important 4 mana. The dig side is nice, but not usually relevant.
    Scourge is good at two I think, I love them in some match ups, later in the game, but most of the time they're just a three/three, I want something more impactful in my three slot.
    Also save some money, Chandra can still be had for seventeen on TCG, I think she is a good buy, because she'll be in standard for a long time, and I feel she is under rated, and has alot of room to grow.
    These are my thoughts I hope they helped you.
    Posted in: Control
  • posted a message on Skred Red
    @nhan I find it strange that many people run so few Jets. I actually really like Jet. The scry is very valuable, and two damage is actually fine against a lot of creatures in the format. It kill everything you want it to except Goyf, Scooze if it sat on the field for a while, and Wild Nacatl. Everything dies to it. Maybe I'm overvaluing it or it's just really good in my meta? I went down to 3 in favor of the 23rd land.


    The way I look at it is eventhough we are weak on card advantage, we make up for this through card quality, skred is cheap, and deals with most of modern's threats. Bolt is bolt. Bloodmoon wins games, simian spirit guide lets us do degenerate things with blood moon, reckoner/scourge is value, relic hates on graves, and cantrips when you don't need them. My problem with Jets however is that doesn't actually fall under this, sure it lets you dig, but the misconception between scry and draw are huge. If I need a card that was scryed to the top I'll still have to wait a whole turn to draw it, while I'm losing the game right now, and the game may end next turn. Later on in the game I've found myself paying two mana to burn some one for two just so I can scry, and that feels horrible. Sure you can usually find use for two direct damage, but most of the time I'd rather just draw something else. Like everythign else I've said on this thread, it comes down to personal choice, Jet just doesn't do enough, I'm not saying its bad, I'm saying that compared to other card choices I'd rather have something else.


    @buildingadeck
    My meta shifts a bit depending on who shows up to FNM, I'm in my thirties and have other priorities than magic, and so are many other players around here. On a healthy night though we usually have at least three CoCo decks, merfolk, three to four Valakut variant, I've seen two elves which would put the CoCo count to five, but I consider them more of a combo deck that just happens to have an agro option as opposed to other CoCo decks which are just agro. I know there are at least 3 tron decks. 1 guy who plays naya burn, 1 mono red burn, 2 8 wack, 1 8 rack, 1 living death, 3 skred including myself, 2 a couple Junk agro with out CoCo, Thing in the ice tempo, at least 2 Jeskai Nahiri, 2 infect decks, 1 afinity, only 1 jund deck that I know of, 1 grixis beats, and the rest are janky combo decks.

    TLDR:
    My meta is filled with CoCo and agro, but also Valakut, and tron. I side out angers for other relevant things against the lands decks, and just resign to losing game one unless I'm lucky.
    Posted in: Control
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Quote from Colt47 »
    Quote from lord_darkview »
    The problem is that Craterhoof is basically not replaceable with anything else. In addition to providing a big, hasty hit, it turns all your little creatures (Elves, Birds, etc.) into a lethal attack on the same turn. Garruk needs to wait one more turn and isn't nearly as big, as well as not being tutorable by Command/Chord/Pact. That one turn can mean the difference between a win and a loss.

    If you're not playing with tutors or are playing fewer things like Eternal Witness, you might be able to do without. But for any deck which would benefit from Craterhoof, there is no alternative which is anywhere near as good.


    Looking around I see what you mean. It's basically the only thing with haste that buffs everything including itself and is like a super Ball Lightning. On the upside the deck really only asks for one Craterhoof Behemoth.

    I sort of like the idea of making a mono-green deck that just destroys the other side of the board. Woodfall Primus, Deus of Calamity, Beast Within, Acidic Slime, Polukranos, World Eater, World Breaker, etc, combined with Asceticism. It seems like the core of the deck would enable this kind of idea.


    I would agree here that crater hoof is un replaceable because it can be tutored, and has haste, but terastodon might actually fit your need and budget, I've moved mine from sideboard to maindeck replacing my hornet queen, since there is a massive amount of valakut combo in my area. Blowing up three of their lands usually means game over, nuking three of your permanents for 18/18 worth of power/toughness presents a one turn clock in modern, so in some cases I have considered terastodon to be a bad, but more interactive craterhoof.
    Posted in: Big Mana
  • posted a message on Skred Red
    I dropped to only one Scrying Sheets in the 75, I found I rarely want to see one EVERY game. With the better card advantage engines red has been slowly getting every set, I feel like sheets is losing some of the value it used to hold.

    I'm currently trying to work in a few copies of Magma Jet but I have no idea what to cut and how many I actually want...


    I've come to the same conclusion on sheets, I run 4 anger mainboard, and started with a hand of snow covered mountain, sheet, and anger, then drew into the second sheet, and proceeded to lose the game. Maybe I'm the most unlucky Skred player, but if it can go wrong it will go wrong for me, so I like to keep awkward situations to a minimum.

    When I did run Jets 2 was the perfect number, scry is nice, but you're not actually drawing the card, and paying 2 mana for 2 damage feels bad in a deck with so much value.
    Posted in: Control
  • posted a message on [[Official]] Modern Prices Discussion
    Thats SCG, you can still get them for around 15 on TCG, so you still have some time. I don't think they'll drop anytime soon.
    Posted in: Modern
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