Quote from vikingtrader »What do you guys think of this list?
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
4x Restore Balance4x As Foretold4x Electrodominance3x Greater Gargadon2x Finale of Promise3x Fieldmist Borderpost3x Mistvein Borderpost3x Firewild Borderpost3x Veinfire Borderpost4x Remand3x Karn, the Great Creator2x Oko, Thief of Crowns1x Tezzeret, Agent of Bolas1x Ajani Vengeant5x Snow-covered Mountain5x Snow-covered Island4x Prismatic Vista2x Snow-covered Plains1x Tolaria West1x Snow-covered Forest1x Snow-covered SwampSideboard:4x Alpine Moon4x Leyline of Sanctity3x Anger of the Gods1x Pithing Needle1x Ensnaring Bridge1x Liquimetal Coating1x Grafdigger's Cage
I'm not sure 12 posts is the right number. Honestly I feel like 8-9 is best so artifact hate isn't a complete blowout. Also, 12 posts and 19 lands seems a bit much. Been so long though I forgot how many lands I need. I wanted to keep the artifact count somewhat high since they remove our lands, work with Tezz, and generally play well for the deck.
I have Remand in there for card draw and stall. The planeswalker package I carefully considered for a few reasons.
Karn - he's good against BUG artifacts/affinity/etc, also if you are able to tutor a Liquimetal Coating after a Balance it will ensure the opponent will never get to have more than 1 land, being able to tutor for a Pithing Needle, Bridge, or Cage helps specific matchups
Oko - the creature interactions, and Food tokens can be lifegain for matchups where a few life points is the difference between a win and a loss.
Tezzeret - ultimate is lifegain, also turns posts into blockers or potential beaters, typically it's a 'must counter' kind of card too
Ajani - lifegain, locks down permanents, removes Elk creatures from Oko if they're both out and ultimate helps make sure they don't rebuild after a Balance
I considered a great deal more walkers but had to keep the objective in mind. Balance away the board, then dominate with walkers. I feel like many opponents are going to concede if you Balance the board clean and then play a walker the next turn. If you have 2 walkers out after a Balance I feel like 90% of opponents are going to concede once the second one drops. Part of my thought process was thinking about how difficult it would be for an opponent after having any 2 of them on the board at once.
Quote from vikingtrader »So I was just looking at the top metagame decks of Modern as of right now (1/1/20) and I wanted to point out some of the advantages that some of the other top decks have over us right now that need to be acknowledged. No matter which version you play, I think we need to discuss answers to some of these cards/decks.
First we have Eldrazi Tron showing up 8.29% of the time. They're packing 4x Chalice of the Void, 4x Karn, the Great Creator, 4x Thought-knot Seer, and 2x Warping Wail. Ouch; before sideboard even. Imprisoned in the Moon is a decent answer to this deck but honestly I'm not sure if it's enough. I'm thinking countermagic might be a good option here. If we can't Balance away their lands we need a good backup plan imo.
Second, BUG artifacts showing up 6.79%. They run 3x Spell Queller, 4x Oko, Thief of Crowns, 3x Metallic Rebuke, 3x Cryptic Command, and 3x Engineered Explosives. They're also running Mox Opal and Gilded Goose to give them a bit more speed. If that isn't bad enough they're also running 4x Damping Sphere in the side. Again, I think countermagic could be a solid option here.
Third, Bant Snow Control showing up 4.08%. This one isn't quite as bad with 3x Spell Queller, 3x Oko, Thief of Crowns, 3x Teferi, Time Raveler, 2x Force of Negation, and 2x Mystical Dispute. They also have 3x Damping Sphere in the side. The big one here is Teferi. With him on the field we won't ever get to Balance. They can also protect it with Dispute.
These 3 top decks represent about 20% of the competitive meta. Some of the other decks showing up are 4 color Death's Shadow, Amulet Titan, Infect, Burn, Dredge, Humans, and Jund. Each of them has little advantages against us except for Amulet Titan.
My thoughts are having a basic Balance shell while being able to include really good cards, which will make us a bit more competitive if the Balance plan gets hated on. I think planeswalkers are a solid option as they provide a lot of value post-Balance and most of them are decent wincons on their own. A careful selection of the right colors and abilities should be discussed. We want walkers that provide extreme value in keeping our board state in control, and also act as wincons.
I also think there needs to be at least 8 slots dedicated to some form of critter control. I like Path to Exile, Dismember, and Lightning Bolt here. If cascade version, Dismember is good as is Rift Bolt and the aforementioned Imprisoned in the Moon.
For countermagic, I think around 7-8 spots sounds ideal. We want to be able to keep key threats off the board. We are able to run the same package of either Mystical Dispute or Metallic Rebuke. I also like Remand as it replaces itself. Cryptic Command seems legit but at 4 CMC and UUU to boot I think it should be left out myself.
The more I look at what's going on in the meta, I think a borderpost version that runs As Foretold and Electrodominance is going to be the best option. It gives it upsides of being able to play posts (keep land count low without garg) and also contributes to Mox Opal. In addition, that would give us more opportunity to experiment with cheap spells that do a lot of work like Lightning Bolt, Thoughtseize, Path to Exile, countermagic, etc.
What do you guys think? How do we handle some of the nasty cards in the meta like Chalice, Karn, Teferi, Spell Queller etc?
Myself I want a good amount of interaction, the balance shell, and a fair amount of threats to keep up. The problem is our deck only has so much room to work with!