I thought about this. I think the home for it is Burn, not UR storm.
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Sep 17, 2018sylvanllewelyn posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern editionI am impressed with both Deafening Clarion and Chance at Glory. I wouldn't dismiss cards with two distinct modes too quickly.Posted in: Modern
Sep 16, 2018sylvanllewelyn posted a message on [Discussion] Modern weekend: GP Hong Kong, GP Stockholn, SCG SyracusePosted in: Modern
Didn't realise there's actually a name for it. I thought someone was short on money and rummaged through the dollar bin for a deck.
Sep 11, 2018sylvanllewelyn posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern editionThe little kid in me wants to sticking Assassin's Trophy onto Isochron Scepter and destroy all the everything.Posted in: Modern
Actually... the best place to put it might be a mill deck. Searching becomes quite scary.
Tron Decks can cast Chalice of the Void for 2.
Rather than destroy Blood Moon, a new option is to destroy the nonbasic land. UR decks can get hosed by their own enchantment.
Then again I can just combine it with Shadow of Doubt.
Aug 4, 2018Posted in: ModernQuote from Koopa »The Vengevine deck is gross. Jeez is it good.
Vengevine and Hollow One have been pet cards for casual players since it was printed because those nut draws are nuts.Disruptive Shoal is looking like a good card.
Jul 28, 2018I do not play multiplayer or commander magic but, this card feels very nasty. It's like telling your class in high school that they'll get a dollar every time they pinch that one socially-awkward student in the face. "See? Nobody like you."Posted in: The Rumor Mill
Jul 5, 2018Posted in: ModernQuote from NovemberMagnus »So I want to try brewing in modern, but I'm not sure if it's worth it.
So just how high is the power level here compared to standard? Is there any room for rogue decks here? Or will the local modern events just eat me alive if I bring anything less than a tier 1 netdeck?
I don't see how power-level has anything to do with whether brews can succeed or not.
The hardest part of brewing is not coming up with a decklist. It is making sure you are not playing a worse-version of something. The brew needs to be sitting on the N-dimensional "possibility frontier" and not beneath it. A viable brew is anything sitting on the possibility frontier, waiting for the right metagame to take the whole tournament. I say N-dimensional, because there so many ways to win in modern, other than 20 points of creature damage. Why is that hard? Because N is a big number in modern. There are many ways to win other than 20 points of combat damage.
Consequently, there are 50+ viable decks, each waiting for the right metagame for them to become optimal. A tier-1 deck is just a deck that is optimal more frequently because the optimal metagame appears more frequently. All serious decks sit on the frontier. The rest are garbage.
Jul 3, 2018sylvanllewelyn posted a message on [[Official]] Legacy Ban List Discussion Thread (Read OP before Posting)Posted in: Legacy (Type 1.5)Quote from Teia Rabishu »This is some real reactionary, Modern-tier banning philosophy right here.
Oh and dumb crap like Mind Twist is still on the list. What a gong show.
Haha and a serious question from a modern player. So why is Mind Twist on the list? T1, ritual, ritual, mind twist, you're down 3 cards, opponent's down 4 cards. Or can you do more nasty things with it?
May 16, 2018That's it. Why does Kess, Dissident Mage fly?Posted in: Magic Storyline
Humans do not fly. Most wizards most of the time do not fly. They could if they cast a spell but they could also cook fish with a fireball and they don't.
Mechanically the card belongs to slow grindy control decks. Blocking flying creatures is not the main purpose. Neither is racing someone in the air.
Actually humans are weak and wizards are weak so why 3 power and 4 toughness?
It's a stupid little question but I can't get it out of my mind. Thank you so much!
May 11, 2018sylvanllewelyn posted a message on [Jeff Hoogland Stream] Angel's Grace and cleanup stepJust wanted confirmation here.Posted in: Magic Rulings
Around the 19min-30sec mark.
The chat said the opponent should have died.
Basically, they said the effect from Angel's Grace should wear off and then stop at the cleanup step if there is a trigger in the cleanup step, which then allows the active player to do things in response to the trigger. But it didn't work. But is that supposed to work like that?
Or is Magic Online bugged? I mean even the most sportsmanlike opponent will not concede unless they know what's happening!
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