Ultimate Masters: MMI Review
 
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  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Deftblade Elite is amazing. Early it can trade off strong utility X/1s like Undertaker or Fireslinger. It also goes super nuts with auras or equipments. Drawn later in the game it's a brick wall that can roadblock every ground beater.

    Soul Manipulation is super strong. Dimir is stacked as hell, but this is definitely a valid option. It's a straight up 2 for 1, that also gives you the card selection of choosing whatever creature you would like to return.

    Apropos Prowess in general (e.g. Sanguinary Mage), it's simply a really bad mechanic. To trigger it constantly it often requires you to sequence your spells badly. Usually you want to play your instants an sorceries at the latest possible moment (2nd main or your opponents end step) and keep mana open to deny your opponent the information what you might have in hand. Even though theoretically it sounds nice to use any kind of noncreature spell as a kind of free combat trick there are actually very little spells you want to play during combat just to get a tiny +1/+1 push.

    It doesn't sound that helpful, but my best advise is to simply use cube-comparison-tool from cubetutor. Simply compare your cube with updated lists from other people (link in my signature) and see which cards no one else is running and think why that might be and also see good alternatives.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    @TolariaWest: There are actually very few things that can target or destroy any of our key cards in the mainboards of most t1 decks. I only put Jars in the MB to make the deck faster, by increasing the chance of enabling a turn 1 Opal activation. It's basically a dead card without Opals. I really dislike the idea of Spellskites, since you put in a good target for your opponents removal into a deck, that has no MB creatures apart from that. I'm fine when they use Path or Pushes on Thopters, but I really dislike the idea of giving them a real target. I was pretty happy with the Chromatic Stars I've played before, but the current meta is on average so fast, that even 1 mana can bee too much of an opportunity cost. I really want to go for turn 1 Foundry/Sword, Discard spell + something else or turn 2 bridge with a small hand, if I can.
    I've seen some videos of your stream. Your list is very similar to the Whir prison deck, while my list is a lot closer to basement of the Lantern Control lists. I can not stress enough how valueable the 7 discard spells are. Your opponent usually only has a very limited amount of relevant cards and stripping those from them is often game deciding on their own. Postboard you can always play your 1 mana discard spell before they have the opportunity to play their 2 mana hate piece (RIP/Stony). I have seen people keeping a lot of terrible hands, just because they think, that the 1 hate piece or out they have in their opening hand will win the game for them. Apart from that there is not a single deck, where discard spells aren't good against. I can really not understand how people can play Pushes or Brutalities over Thoughtseizes or IoKs.

    As far as cantrips go, I really like the idea of your Lootings, but I dislike that you have to build your entire manabase around them and the nonbo with Grafdigger's Cage, while they are only situationally better Visions. I'm also not 100% convinced, that Stirrings isn't better. It's still probably the best card in modern right now and even though it can't grab Foundries or Whirs it can grab everything else especially the 1-off hatepieces we might want in certain matchups. It's often like a mini-Whir, Digging about 1/10 deep into your deck. This may not sound like much, but take into account that the 2nd Stirrings already showed you 1/5 of your entire deck. Digging 5 cards deep is not just slightly better than Looting or Visions it's more powerful by miles in a vacuum.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    The RPTQ didn`t go so well for me sadly (3-4). My MUs were:
    Round 1 0-2 Spirits: Felt extremely favorable, but I managed to draw 7 swords over 2 games and exactly 0 Whirs, Foundries or Bridges. I would really like to know the odds of that.
    Round 2 2-1 Burn: Game 1 triple discard spell followed up by an early Thopter Combo. Game 2 I lost and game 3 an early Foundry Combo again.
    Round 3 2-0 UW Control: Game 1 is pretty much unloseable. Game 2 I discarded his Stony and needled the 2 Jaces in his hand. He managed to draw a RIP later, but I made 4 Thopters in response and actually killed him with these.
    Round 4 0-2 KCI: Game 1 is pretty much unwinable, but I'm still not convinced of Damping Sphere in the MB. Game 2 I boarded in 13 cards, but he simply killed me turn 4 and my double discard wasn't enough.
    Round 5 2-0 Jund: I had an early Thopter Combo + needled Ooze. Game 2 was about the same. He had a Stirrings and 2 Trophies, but it wasn't enough.
    Round 6 1-2 Hollow One/Phoneix: Game 1 he put out double Hollow One turn 1 and my Bridge was too slow. Game 2 I won easily and game 3 he simply had another super fast start on the play again and the 1 artifact removal he needed for the Bridge.
    Round 7 1-2 Dredge: Game 1 super fast start. Game 2 I had Cage + Jar. Game 3 super fast start again.

    The deck felt actually well positioned. The loss against Spirits was only due to a 1/100 terrible draw. The losses against Hollow One and Jund were mostly decided by the die roll. What I take away from this is 1 KCI feels like a horrible MU. I really need an early Ego. I decided to add Phyrexian Revoker to deal with KCI.
    I also decided to exchange the Chromatic Stars with Welding Jars and the 4th Mox Opal. The current meta is simply ultra fast and even though it feels super weird to play a maindeck card, that does virtually nothing preboard, except for costing 0 and being an artifact it might be a necessary evil. On the plusside it frees up SB slots, of which I can never have enough.

    This is my updated list for GP Liverpool this weekend.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    You should definitely not board out discard against the grindy midrange decks. It's not like your sideboard is full of threats and there are many other cards you can easily board out over them. When they go first and see a hand with a mix of threats and discard they can either discard our threat, but often enough they will take the discard spell instead, because it will rip them off their answer + give you information about their hand. Except for Bridge, Foundry and Tezz we don't really have any 2 for 1s, so trading 1 for 1 is fine. It's not about card advantage, but our key cards vs their amount of outs, which is actually not all that high. We can usually ignore their creatures and hide behind a bridge or a wall of thopters, until we overwhelm them.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Btw. here is a short meta breakdown of favourable and unfavourable matchups for this deck as far as I can tell from my testing so far:

    Humans: Very favourable, especially when they don't know what to name with the Mages. I can be tricky post board, when they have RIP or Stony, but most don't have these. Torpor Orb deals with Freeboters and Knight of Autumn. Bridge and/or Thopter/Sword Combo can overpower them in no time.

    Spirits: Game 1 is an easy win. Postboard it all comes down how many Stonys and RIPs they draw. Torpor Orb again is MVP as it deals with Spell Queller and Knight of Autumn. Discard helps a lot against their hate pieces.

    Tron: Hard, but winable. Discard is key here and can really mess with their plans. Post board it gets a lot better since Damping Sphere and Unmoored Ego (on the draw combined with Assassin's Trophy) can easily take them out of the game.

    Dredge: It's about 50/50. If you can land an early Cage they are done for it and booth Bridge as well as the Foundry/Sword Combo are booth really good against them if they don't have a super explosive start. The die roll is really important here. Post board games are annoying, because you don't know if they have a turn 0 Leyline or not and your outs are pretty much dead draws if they don't have it. I really like Nature's Claim here as it can booth deal with Leylines for the minimum amount of tempo required while also buy you 1 turn, by simply disenchanting one of your artifacts for the lifegain, which can be crucial.

    GB/Jund/Grixis Shadow: So far I haven't lost a single match to any of these decks. Discard is again key in this matchup to take their hate pieces before they actually matter. Booth Bridge as well as the Thopter/Sword Combo are extremely good against them, because they need to deal with booth of them.

    UW/Jeskai Control: Game 1 is nearly unloseable. Post board it again depends on how many Stonys and RIPs they draw + Counter backup they draw. So far I'm ahead in this matchup, because they usually board out all their massremoval spells and keep in JTMS, which is nearly a dead draw for them in this MU. I've manages several times to kill with a hate piece on the board, simply because they weren't able to deal with 4 Thopters.

    Burn: You can always lose against Burn, but it's simply not the fastest aggro deck in modern and Thopter Foundry is extremely good against them.

    KCI: Game 1 is pretty much unwinable and post board you can board in a huge amount of hate, but it remains a super hard an unfavourable MU.

    Infect: A really bad MU. If you win it's usually due to a won die roll and very good, fast opening hands with an early Bridge and an empty hand. A common misconception is, that you want to board in removal against them, which is just wrong, because then you are playing right into their hands. Ignore removal and just try to land an early bridge while also emptying your hand asap. If necessary cast IOK or Thoughtseize on yourself. Another option can be to discard their creatures on the play and maybe Needle Inkmoth Nexus. The greatest weakness of Infect is it's low creature count and if you manage to rip them of infect creatures, without giving them the option to protect them, in the first few turns you can easily buy yourself enough time to look them out.

    Hollow One/Phoenix: Very similar to Dredge. Winning the dieroll is crucial. If they happen to have the nutdraw you can pack your things, but with a fast hand and an early bridge or Foundry Combo you can easily win. Discarding their Burning Inquiry/Goblin Lore can also be a deciding factor.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from dustycrumbz »
    I worry about the 19 lands, as I played 19 for a while and felt the 20th was necessary after extensive testing. I had been on 21 for the majority of the last PPTQ season but recently went back down to 20 and THAT makes me nervous lol.
    I actually keep flooding. Also with the Stars I have an increased value in Mox Opal, which means I can more easily keep opening hands with 1-2 lands + opal. Overall the difference between +/-1 land is usually not as impactful as some people think.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Thanks for the reply. I can see your reasoning, but I think there might be too many matchups, where having a random 2 mana artifact can be disadvantageous. I feel like I have several flex slots in the mainboard I can toy with, while I can't seem to have enough slots for Silver Bullets in the Sideboard.

    This is my current configuration, I actually feel confident to ship:
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    While doing the last bits of fine tuning on my deck before the RPTQ, what do you think of playing Torpor Orb in the main board? I don't like Damping Sphere as it simply is dead in too many matchups, but Orb is actually good against several things like:
    Humans (Champion of the Parish/Kitesail Freebooter/Thalia's Lieutenant/Militia Bugler), Spell Queller, Prized Amalgam, Snapcaster Mage, Vendilion Clique and Primeval Titan.
    Posted in: Control
  • posted a message on [[Pauper]] The "Evaluate Everything" Project
    Quote from NoobinCube »
    I just realized, that Daru Stinger isn't a Human anymore. They changend it back, because it has apmplify years ago. It's ranking should probably be changed.
    Done.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    @DegenerateEE/dustycrumbz:
    My current list is very different from yours and here is why:
    Tezzeret, Agent of Bolas: Really is too clunky for the maindeck. He's a great alternative wincon post board, but cc4 cards simply are a nonbo with Bridge.
    Discard > Removal: IOK and Thoughtseize are good in simply every matchup, while Fatal Push and Collective Brutality are dead in so many matchups. I never felt, like I wanted any less than 7 discard spells.
    Welding Jar shouldn't be in the MB. There are only so few cards in the MB of all the Tier 1 decks in the meta, where regenerate actually helps against.
    Sai, Master Thopterist is not that good. I've tested him in Lantern before and the decks simply don't cast enough artifacts for Sai to really shine. When it hits the board a good bunch of your hand should already be deployed. Also it doesn't really attack the opponent from a different angle, like Tezz does.

    Btw. here is my current lists, which I'm also going to take to the upcoming RPTQ:

    @JaceToTheFace:
    Cutting 1-drops makes Mox Opal even worse, than it already is in this deck. Also not doing much on turn 1 is not a good idea. If you want to improve your Tron matchup, simply play more discard, especially Thoughtseize and more Needles.
    Posted in: Control
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from TolariaWest »
    I noticed your deck has a lighter land count and fewer Opals, what's up with that?
    I feel like 20 lands are too many, especially with Mox Opal. The most expensive card to cast are Whir and Bridge which booth cost 3. 20 lands + 4 Opals adds up to 24 mana sources. Opal is good, but not that good in this deck. We pretty much run Mishra's Bauble just to enable it (and possibly adding 1 mana to whir). Apart form that we rarely enable Opal turn 1 which is, where it is at it's best.
    I also don't like playing Welding Jar in the MB. Sure it's a 0 mana artifact to enable Opals, but apart from that it doesn't do much game 1. There are really not that many decks with MB answers for artifacts, that let you regenerate them. A lot of them are Counterspells or stuff like Detention Sphere. Also taking into account, that Opal is a legendary I think 3 are fine.
    Posted in: Control
  • posted a message on UMA Spoiler
    Overall a pretty underwhelming set and they announced it's going to be the last Masters set in a while. For me it comes down to Moan of the Unhallowed and Fire // Ice as the obvious auto includes.

    @Humphrey:
    The fact that this card even has flashback makes it so much better than just the first mode. It's the same with Chainer's Edict. Sure 7 mana is a lot and Cruel Edict is not a good card on it's own, but Flashback on cards that are already decent when you first cast them makes them a lot better, because it's basically free added value that comes up more often than expected.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler
    Foil is not a good limited card, just like FoW is a lot weaker in limited than in Constructed. Especially in pauper there are simply not that many cards that are worth trading 3 for 1 and resources are much more valueable than in constructed legacy.

    I don't think Dimir Guildmage actually makes the cut for me. Dimir is just way too stacked. The sorcery restriction really kills it for me.
    Posted in: Pauper & Peasant Discussion
  • posted a message on UMA Spoiler
    Jilt is definitely better, IMO. I guess I have to say goodbye to Frostburn Weird. It has always been a great card, but Goblin Electromancer always felt slightly better.
    Posted in: Pauper & Peasant Discussion
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