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Ravnica: The Living Guildpact
 
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  • posted a message on [Primer] UR Storm
    Tournament report from an 8 round, 135 players event. My deck was based off Caleb's list, but with fetches. Changes are:
    • -1 Opt, -1 Grapeshot, -1 Steam Vents, -4 Shivan Reef
    • +1 Pieces of the Puzzle, +6 Fetch
    • SB: +1 Blood Moon (4th Pieces in maindeck)
    I played fetches because I like Blood Moon and didn't have the other lands. Opt might be marginally better than Pieces G1, but I like having a copy and liberating a SB slot for Blood Moon is worth it. Grapeshot got the cut even though having many is great vs Noble Hierarch and other X/1 or X/2.

    Ended up 19th/135 with a 5-2-1 record.

    Round 1 Jund. Both games he had little discard while I had the nuts. G1 he made the mistake of playing his shockland tapped instead of keeping Bolt up and I stormed off. G2 I activated Pyromancer Ascension quickly followed with 3 doubled Manamorphose. W

    Round 2 Affinity. Played against a senior magician who was great. G1 He was too fast on the play with Plating. G2 was similar but being on the play and him missing the last lethal point of damage gave me time to do my thing. G3 he had a slow clock and no disruption. W

    Round 3 Infect. G1 He was on the play and was faster with his Inkmoth Nexus. G2 He played T1 Elf which got killed by Grapeshot. Nothing else followed. G3 He had no creature except Inkmoth. He held up blue mana and I had Blood Moon in hand. His counterspell was a Dispel and he didn't draw any basics while I beat him up with my bears. W

    Round 4 Knightfall. G1 I plan to Gifts for bears and win T5. He untaps with a Knight, and I gifts in response to him cracking a blue fetch to avoid getting countered. What I didn't realize is that he could win on the spot with Retreat to Coralhelm + land drop. In retrospect, I should have waited to know if he had the combo and used Rituals+Gifts to get an answer (Unsub+Repeal+Manamorphose+Noxious?). G2 he had a slow clock and only Spell Queller to disrupt me. G3 He seemed to need a lot of mana for a hand full of CoCo, so I Grapeshot his Hierarch T2 and his bird T3. Next turn he played Scavenging Ooze and exiled my win conditions, leaving me with 3 Bolts and bears in the deck to deal 16 damage. I stormed off soon after, but he wisely put all the Lightning Bolts I gifted for in the bin. I did 12 using Noxious Revival and PiF and bounced blockers to get Electromancer in the red zone, but he still had 1 life and at this point I was out of action cards. We were also out of time, he would have needed quite a few turns to kill me. Tie

    Round 5 RW Prison. G1 Starts with a Leyline of Sanctity, Arid Mesa and Pithing Needle. Looked to me like a weird Lantern deck, but it was actually more of a Free Win Red deck with Simian Spirit Guide, Gemstone Mine, Rituals and Blood Moon. He had a fast clock with Chandra up to ultimate and I didn't have nearly enough time to get my Repeal. G2 He piled all the lock pieces with T0 Leyline, Blood Moon, Bridge and Chandra. I had Shattering Spree, Empty the Warrens, Engineered Explosives and Past in Flames, so I managed to blow up his Bridge and make goblins presenting a 2 turn clock, with PiF to flashback Spree in case of 2nd Bridge. His last 2 cards the following turn: Bridge, Rest in Peace. L

    Round 6 Esper Control. G1 Starts with Leyline of Sanctity (3 in 3 games!). We keep playing and he's not sure if I have an out or if I'm just checking out his deck. He has a very slow clock of 1-2 spirits. On turn ~20, I am at 1 life and haven't drawn Repeal yet, but I go for it. I storm off with a bear, he counters my Repeal, I Noxious it and try again, he negates, I flash it back, he Snaps the Negate, I remand it with my last blue mana while he still has 2 lands, but he has no more counters! G2 I am faced with a T0 Leyline for the fourth time in a row, but goblins make a quick kill. W

    Round 7 RG Eldrazi. Both games he had Temple, TKS, Smasher and Bolt for my bear. Got Smashed. L

    Round 8 Mardu Pyromancer. G1 has all all the disruption and kills me kickly. G2 He makes me discard the Ascension and has a Spellbomb, but little attackers. Pieces of the Puzzle fills up my hand and I make 14 goblins, but at this point he has 2 Bedlam Revelers and 6 other blockers. He stabilizes, but a few turns later I refilled my hand with bolt, Grapeshot and enough goblins to secure the kill. G3 I have a kick Empty the Warrens which is countered by Anger of the Gods, but he has no graveyard hate and Past in Flames allows me to cantrip into a bear at which point I can go do a full Grapeshot kill. W

    Closing thoughts: My previous FNM event with the deck had been underwhelming, with all games being very uninteresting one-sided affair where I never won. This post on reddit made me reconsider the deck in a new light, and watching Caleb's stream was kind instructive and fun. Had a blast playing in this tournament with many interactive games! Storm seems to be in a great position, and I'd go with the same decklist tomorrow if I had to choose.
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Quote from marlboro92 »
    Please someone explain me why Paul Muller SB...why pyromancer ascension? which mu is fixing???

    Pyromancer Ascension is very good versus Fatal Push/Thoughtseize matchups where you already bring in Pieces of the Puzzle. Also great vs any blue Control where you have time to cantrip and they do not have GY hate. It is a much more durable bear that is activated quite fast when your graveyard is filled by cantrip, discard and Pieces. You can sometimes activate it at instant speed against graveyard removal such as Nihil Spellbomb if they wait until after the enchantment resolves.

    Quote from Crims0n »
    What do you all use to represent mana/storm count in paper?

    At FNM, I use dices. I participated to my first Competitive tournament last weekend and tried something new for Storm Count. Instead of using a dice, I keep track of all the spells played this turn by keeping it in a pile distinct from the old graveyard. When I flashback cards, I also put them in two distinct exile piles depending if they have been also played from hand or not. This way, the Graveyard->Exile and PlayedThisTurn pile count for 1 storm each and the Played->Exile counts for 2 each. The advantage is that there is nothing to miss/knock over, the disadvantage is that you have to communicate the board state clearly and that if you use Noxious Revival/Remand your spell it stops working and you have to tally up normally after. In competitive, both players have to keep up with the storm count, so that helps as well.
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Here's my take on the two mana bases. I'll try to include every aspect:

    Fetchlands:
    • 1 Turn 1 non-blue sources
    • 3 Non-red sources
    • Some deck thinning
    • Helps play with and against Blood Moon
    • Needed if you splash white
    4 Reefs, 1 Bluffs, 4 Shocks, 4 Islands :
    • 2 Turn 1 non-blue sources
    • 4 Non-red sources (+1 filter which somewhats mitigates)
    • Less shuffling, keeps scrys on the bottom
    • Helps play against fetch hate (ThaliaV2, Leonin Arbiter, Mindcensor)
    So overall, the manabase is better with fetchlands, and might even be slightly less painful according to DTG_UR. Fetching 2 lands or scrying 2 lands to the bottom will have the exact same effect on draws and fetching will happen more often. Fetches might be a bit worse with multiple Peer Through Depths. Blood Moon and hatebears considerations depends on the meta.

    I'll stick with fetches simply for the better mana. If my meta was 50% hatebears I'd reconsider.
    Posted in: Combo
  • posted a message on 4-color New Perspective Combo Primer
    The new cycling cards of Amonkhet are really exciting! Also present are multiple new engine cards that reward cycling a lot. Notably: Drake Haven, New Perspectives and Shadow of the Grave.

    New Perspective can be used to make a combo deck, somewhat similar to eggs or storm. On your big turn, you draw tons of cards, generate the mana you need and win 5 minutes later with your whole deck in hand.

    The following list went 5-0 in MTGO league:

    More lists: 5-3 and 4-4 on MOCS. Both with 3 Weirding Woods, 23 lands including all basics. Mountain and Radiant Flames in the sideboard.

    The plan
    1. Ramp with Shefet Monitor and Weirding Wood while not costing cards. This is important for New Perspectives.
    2. Don't die with Renewed Faith (0 cards), Haze of Pollen and Cast Out(-1 cards).
    3. Cast New Perspectives (+2). Cycle to draw it if need be.
    4. Cycle everything for 0. Generate mana with Shefet and Vizier.
    5. When out of cyclers, cast Shadow of the Grave. Repeat.
    6. Draw your deck, make 14 mana and win with double Second Sun.
    Overall, there are 3 ways to win pre-sideboard: New Perspectives combo, Sphinx beatdown and Second Sun stall.

    Maindeck card choices
    • New Perspectives is how you often win. You definitely want 4. If you don't draw one, the games are much more difficult. Playing it often makes you win if you have 3+ cyclers once it has resolved. Free cycling in a deck where most cards cycle means you can draw tons of cards.
    • Shefet Monitor is an uncounterable ramp that draws a card. Potentially gets you to 6 mana on turn 5. When you cycle for free, it generates 1 mana if you still have basics in your deck.
    • Weirding Wood also ramps without using a card and can be played on turn 3. Combo with Vizier. Fixes your colors very well.
    • Vizier of Tumbling Sands is almost only strictly used when cycling for free. It can untap a land, generating a mana, or 2 with Weirding Wood.
    • Shadow of the Grave makes sure you do not run out of cards and Viziers when New Perspectives is online. If you have a lot of mana but not New Perspectives, you can dig towards the enchantement with cyclers and Shadow, which can be worth it if it nets 2-3+ cards. Make sure you keep track of the cyclers you used this turn when you plan on using Shadow.
    • Haze of Pollen, Renewed Faith and Cast Out are the only help you got to endure until you draw Perspectives and have enough mana to cast it. Haze of Pollen and Cast Out decrease you hand size, so you can only play 2-3 depending on who played first and mulligans. Censor does something similar to Cast Out for cheaper, but is more situational and requires blue mana early.
    • Traverse the Ulvenwald is used to get the Sphinx against control decks and Vizier while comboing. Out of combo, delirium is not obvious, but is often obtained by cycling a land, an instant and a creature. The last type is either an enchantment getting countered or a previous Traverse. Early game, it makes sure you get all your land drops.
    • Sphinx of the Final Word is often a 4 turn clock against control. Note that it doesn't make enchantements uncounterable, which is why the flying beatdown plan is likely.
    • Approach of the Second Sun is the primary wincon when you resolve New Perspectives. Note that winning this way requires 14 mana for 2 Approach + 2 per Shadow of the Grave, which is why fetching up the Viziers with Traverse early is important. You should be fine with mana once you have a Wierding Woods, which should always be cast before spending on Approach. If you do not have New Perspectives but have lots of mana, casting Approach of the Second Sun buys you some time and can win a few turns later, especially by digging with cyclers. If you have cast and replaced Second Sun on top, you might not want to search and shuffle with Shefet Monitor or Traverse.
    Also worth trying:

    Mana Base
    The mana base requires green mana first (for ramp), then white (for utility) and blue/black (to combo off).
    It is composed of the 12 GW+1 cycling lands, 2 Fortified Village as a pseudo-fastland and 7 basics to fetch 2-3 time reliably with Shefet. UU is needed for the no Perspectives Sphinx plan. Playing a Swamp is advised to make casting Shadow easier on a combo turn. Builds with more blue might like Botanical Sanctum.

    Sideboard card choices
    Angel of Sanctions
    Dispel
    Negate
    Drake Haven
    Kefnet the Mindful
    Radiant Flames + Mountain
    Sweltering Suns


    Matchups
    Aggro
    • Side in: Kefnet to block? Angel. Drake Haven?, Fumigate, Dusk to Dawn, Radiant Flames
    • Side out: Vizier, Traverse, Approach?, Sphinx
    Marvel
    Can combo off on turn 4, which is faster than us.
    Blue Control
    Censor, Negate, Disallow and Brutal Expulsion will stop the main combo. Traversing for Sphinx of the Final Word and resolving a Drake Haven are good alternative plans.
    • Side in: Negate, Dispel, Drake Haven, Kefnet
    • Side out: Haze, Faith
    Black Disruption
    Transgress the Mind, Lay Bare the Heart and Pick the Brain (Brutal!) can eliminate your win conditions.
    • Side in: Drake Haven?, Negate
    • Side out: Sphinx?
    Post side-board, watch out for instant speed enchantement removal on New Perspectives: Appetite for the Unnatural, Cast Out, Forsake the Worldly, Commit // Memory and Anguished Unmaking.



    Overall, the deck is quite fun to play, and it gets very interesting when you are confronted with disruption or a hard to deal with clock. I'm not convinced it is has Pro Tour potential yet, but I'd be interested by the experience of other players with it. It might just be a worse combo deck than Aetherworks, but has the advantage of turning off all creature removal. Plus, drawing lots of cards never gets old.

    Reddit threads with more dicussion: here and here
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    Two more lists had good results on MTGO. Both with 3 Weirding Woods, 23 lands (including all basics). Mountain and Radiant Flames in the sideboard. Added to primer.

    Great new perspective kmk888! (pun intended)

    Roilmage's Trick is indeed a card that fits well with our gameplan, it's worth giving a try. Dispossess also looks great with Marvel on the rise.

    Regarding Cast Out and Renewed Faith, the incidental life gain on cycling proved useful, and Cast Out can be a good safety valve against problematic permanents but doesn't get cast that often. A classic position is to plan on cycling Monitor on the end of turn 4 to cast New Perspectives turn 5, and hold up Cast Out in case of emergency.

    I think I prefer Second Sun to Fling for multiple reasons: Fling requires an untapped red source, it only uses 1 deck slot and seems to require Commit//Memory in case Horror is on the bottom of the deck, though that wouldn't be the case with Traverse. Also never had any mana problems for Second Sun, it seems quite consistant during combo.
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    Really like your list Vormi!

    I also felt like you could cut 1 Traverse and rework the lands a bit, but wasn't sure of what to add. I think you got the perfect mix of basics and adding a 2nd Approach of the Second Sun makes sense to sneak in a win this way more often.

    I'm curious about your experience with Fumigate in the sideboard (which also felt quite needed), Kefnet, Drake Haven and Angel of Sanctions? In which matchup have they been effective?
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    I tested the deck today against UR control with Dynavolt Tower and Gearhulk: Sphinx is indeed not a very fast clock when faced by multiple Gearhulks late game. Control is however the matchup where you can sideboard the most, most of the life-gaining effects are not needed. Could be right to side out all white cards and Haze of Pollens for up to 12-13 cards.
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    The new cycling cards of Amonkhet are really exciting! Also present are multiple new engine cards that reward cycling a lot. Notably: Drake Haven, New Perspectives and Shadow of the Grave.

    New Perspective can be used to make a combo deck, somewhat similar to eggs or storm. On your big turn, you draw tons of cards, generate the mana you need and win 5 minutes later with your whole deck in hand.

    The following list went 5-0 in MTGO league:

    More lists: 5-3 and 4-4 on MOCS. Both with 3 Weirding Woods, 23 lands including all basics. Mountain and Radiant Flames in the sideboard.

    The plan
    1. Ramp with Shefet Monitor and Weirding Wood while not costing cards. This is important for New Perspectives.
    2. Don't die with Renewed Faith (0 cards), Haze of Pollen and Cast Out(-1 cards).
    3. Cast New Perspectives (+2). Cycle to draw it if need be.
    4. Cycle everything for 0. Generate mana with Shefet and Vizier.
    5. When out of cyclers, cast Shadow of the Grave. Repeat.
    6. Draw your deck, make 14 mana and win with double Second Sun.
    Overall, there are 3 ways to win pre-sideboard: New Perspectives combo, Sphinx beatdown and Second Sun stall.

    Maindeck card choices
    • New Perspectives is how you often win. You definitely want 4. If you don't draw one, the games are much more difficult. Playing it often makes you win if you have 3+ cyclers once it has resolved. Free cycling in a deck where most cards cycle means you can draw tons of cards.
    • Shefet Monitor is an uncounterable ramp that draws a card. Potentially gets you to 6 mana on turn 5. When you cycle for free, it generates 1 mana if you still have basics in your deck.
    • Weirding Wood also ramps without using a card and can be played on turn 3. Combo with Vizier. Fixes your colors very well.
    • Vizier of Tumbling Sands is almost only strictly used when cycling for free. It can untap a land, generating a mana, or 2 with Weirding Wood.
    • Shadow of the Grave makes sure you do not run out of cards and Viziers when New Perspectives is online. If you have a lot of mana but not New Perspectives, you can dig towards the enchantement with cyclers and Shadow, which can be worth it if it nets 2-3+ cards. Make sure you keep track of the cyclers you used this turn when you plan on using Shadow.
    • Haze of Pollen, Renewed Faith and Cast Out are the only help you got to endure until you draw Perspectives and have enough mana to cast it. Haze of Pollen and Cast Out decrease you hand size, so you can only play 2-3 depending on who played first and mulligans. Censor does something similar to Cast Out for cheaper, but is more situational and requires blue mana early.
    • Traverse the Ulvenwald is used to get the Sphinx against control decks and Vizier while comboing. Out of combo, delirium is not obvious, but is often obtained by cycling a land, an instant and a creature. The last type is either an enchantment getting countered or a previous Traverse. Early game, it makes sure you get all your land drops.
    • Sphinx of the Final Word is often a 4 turn clock against control. Note that it doesn't make enchantements uncounterable, which is why the flying beatdown plan is likely.
    • Approach of the Second Sun is the primary wincon when you resolve New Perspectives. Note that winning this way requires 14 mana for 2 Approach + 2 per Shadow of the Grave, which is why fetching up the Viziers with Traverse early is important. You should be fine with mana once you have a Wierding Woods, which should always be cast before spending on Approach. If you do not have New Perspectives but have lots of mana, casting Approach of the Second Sun buys you some time and can win a few turns later, especially by digging with cyclers. If you have cast and replaced Second Sun on top, you might not want to search and shuffle with Shefet Monitor or Traverse.
    Also worth trying:

    Mana Base
    The mana base requires green mana first (for ramp), then white (for utility) and blue/black (to combo off).
    It is composed of the 12 GW+1 cycling lands, 2 Fortified Village as a pseudo-fastland and 7 basics to fetch 2-3 time reliably with Shefet. UU is needed for the no Perspectives Sphinx plan. Playing a Swamp is advised to make casting Shadow easier on a combo turn. Builds with more blue might like Botanical Sanctum.

    Sideboard card choices
    Angel of Sanctions
    Dispel
    Negate
    Drake Haven
    Kefnet the Mindful
    Radiant Flames + Mountain
    Sweltering Suns


    Matchups
    Aggro
    • Side in: Kefnet to block? Angel. Drake Haven?, Fumigate, Dusk to Dawn, Radiant Flames
    • Side out: Vizier, Traverse, Approach?, Sphinx
    Marvel
    Can combo off on turn 4, which is faster than us.
    Blue Control
    Censor, Negate, Disallow and Brutal Expulsion will stop the main combo. Traversing for Sphinx of the Final Word and resolving a Drake Haven are good alternative plans.
    • Side in: Negate, Dispel, Drake Haven, Kefnet
    • Side out: Haze, Faith
    Black Disruption
    Transgress the Mind, Lay Bare the Heart and Pick the Brain (Brutal!) can eliminate your win conditions.
    • Side in: Drake Haven?, Negate
    • Side out: Sphinx?
    Post side-board, watch out for instant speed enchantement removal on New Perspectives: Appetite for the Unnatural, Cast Out, Forsake the Worldly, Commit // Memory and Anguished Unmaking.



    Overall, the deck is quite fun to play, and it gets very interesting when you are confronted with disruption or a hard to deal with clock. I'm not convinced it is has Pro Tour potential yet, but I'd be interested by the experience of other players with it. It might just be a worse combo deck than Aetherworks, but has the advantage of turning off all creature removal. Plus, drawing lots of cards never gets old.

    Reddit threads with more dicussion: here and here
    This is the head post of "4-color New Perspectives Combo Primer" that was incorrectly merged into the "Second sun approaches" thread. The following posts in that thread were also incorrectly merged. Apologies to all concerned, remediation underway. - hoser2
    Posted in: Standard Archives
  • posted a message on [Primer] Living End
    With the whole spoiler out, here are my conclusions:

    Cyclers that are definitively outclassed:
    • Every old 2 mana cycler (outclassed by either Archfiend or Sandwurm)
    • Architects of Will (outclassed by Horror of the Broken Lands)
    Desert Cerodon is definitely making the list too. It could take the place of the following:
    • Any non previously auto 4-of:
    • -Aforementioned 2 mana cyclers
      -SSG
      -Beast Within
      -Tech such as MB Faerie Macabre and Shriekmaw
    • Fulminator Mage
    • Deadshot Minotaur?
    • Monstrous Carabid?
    Street Wraith is safe unless Burn becomes Tier 0. I am also doubtful that the good hybrid cyclers leave the deck since they are still big enough and make colors less of a problem turn 1-2.

    I used to run 3 Jungle Weavers and 4 Architects. These will get replaced with the 8 new 1 mana cyclers. The last cut is probably the 3rd SSG since the "mana curve" goes down a bit.

    I am not positive that any 2 mana cycler is worth it. In the past they were a somewhat necessary evil to have a critical mass of cyclers. Any pair of 1 mana cycler is probably better than a Sandwurm. Archfiend of Ifnir is interesting, especially against decks with little removal. I can imagine situations where it would shine, but it needs to be tested. It might have place among the "tech" cards.

    Fulminator Mage is probably our best cards against control, BG and Tron, not cutting that.

    Testing decklist would be the following:
    • 19 Lands + 2 SSG
    • 16 Cheap cyclers + 4 Wraiths
    • 11 cards for the combo
    • 4 Fulminator Mage
    • 4 Removal/Tech among Faerie, Shriekmaw, Beast Within and Archfiend

    Posted in: Modern Archives - Proven
  • posted a message on Dredge
    Replacing Grave-Troll with dredgers is the obvious good decision. We might have to add 1-2 cards to our engine too, beyond just swapping 4 Thugs. Having the last 2 flex slots be more cards with Dredge or enablers might be more reliable then keeping Lightning Axe or Scourge Devil.

    It seems the main difference is that we don't have an easy mainboard out to Grafdigger's Cage and that we'll have to flashback Faithless looting on turn 3 and 4, something I often skipped doing since Cathartic Reunion has been printed.

    The deck won't be tier 1 anymore but that will cause a lower density of sideboard hate. I still plan on playing it in my next modern events after the bannings.
    Posted in: Combo
  • posted a message on Dredge
    Quote from jwelt »
    Conflagrate is not an enabler unless its in the yard. So definitely not keepable imo.

    Turn 1: Cast Conflagrate for X=0.
    Turn 2: Flashback Conflagrate and wipe their creatures
    Turn 3: Get dredging!

    As lvg mentionned, 2 lands that provide RR and G + a dredger + Conflagrate is reasonable keep against creature decks, especially if you are already on 4-6 cards.
    Posted in: Combo
  • posted a message on Dredge
    Quote from flea1251 »
    may I see your decklist? I'm really in the mood to build this, it looks ridiculously fun.

    Sure, here's what I ran:

    I opted for 5 extra draw/discard (4 Voice/1 Inquiry) and 1 Rally the Peasants with no other flex cards to have the fastest goldfish kill game 1. I think this is a good beginner's list because you have a bit fewer options than with Darkblast and Hunted Dead. I expected a lot of Tron, Ad Nauseum and control decks so Darkblast and Lightning Axe didn't feel optimal.
    I had doubts about Tormenting Voice because I saw many lists running only 2, but it seems miles ahead of Shrieking Horn and Burning Inquiry. I can't imagine running less than 4.

    For the mana, I tried to switch a Blood Crypt for Overgrown Tomb. This seemed inconsequential, both choices look neutral. The important thing is that both provide the 2nd fetchable swamp.
    Also switched a Mountain for Steam Vents, which was useful in a few occasions, although I could see preferring the Mountain against a lot of Path, Bloodmoon or Burn.
    This manabase was very reliable albeit a bit painful. I can imagine other schemes working just as well.

    For the sideboard, Ancient Grudge overperformed, I could even see cutting one as the affinity matchup is already pretty good. Decay and EE fulfill the same role of anti-hate and catch all answers. More or them felt necessary, especially on the draw when you can't Thoughtseize the opponent's Cage.

    Quote from tiago_oldman »
    This deck is not fun. You fold to GY hate or steamroll them. Also tons of mulligans.

    To my surprise, the deck is actually quite interactive and decision packed. I had a lot of games decided on the last draw. Playing around hate and controlling the board with attacks+conflagrate is very tricky.


    One interesting idea I saw in this thread was to play more than 60 cards. One of the best performing decklist seems to do just that, adding a 21st land + an extra flex card.
    Cutting a key card, an enabler or a dredger for a Vengeful Pharaoh or a Darkblast feels wrong, but diluting them a bit with 1-2 additional cards that works from the graveyard seems sensible. Anyone tried that?
    Posted in: Combo
  • posted a message on Dredge
    Tournament report @ FNM: Only 10 people, but the most hardcore crowd I could expect of modern experts.

    Round 1 against Affinity: Both of us played this matchup the previous day when I played the deck for the first time, and it ended badly for me. I tuned the deck and studied it a lot before the FNM, I felt much more ready.
    I expected a good game 1 but got blown out when I tried to clean his Master and Vault Skirge with Conflagrate and he activated a man-land in response. Game 2 was a freebie where he drew 4 Ornithopters but no lands. Game 3 I cast a total of 4 Ancient Grudge while he drew no sideboard cards nor Etched Champion. (2-1)

    Round 2 against UW control: Game 1 was done by about turn 5. I'm not sure he got to cast spells, maybe a Supreme Verdict on turn 4 that prolonged the game by a turn. Game 2 he Surgically Extracted my Grave-Trolls and it took a while to find Imps to fill my graveyard. He defended well using Walls of Omens, Finks and Restoration Angel, almost managed to kill me, but the pressure of 6+ creatures and Conflagrate was too much for him. (2-0)

    Round 3 against Grixis Control: I faced the local hero/pro tour participant in the finals. Losing to him was almost a habit but I tried to manage the pressure. Game 1 was a steamroll of zombies where I could only see that he played Grixis color lands and Serum Visions. Game 2 he boarded in Grafdigger's Cage while I had nothing in my deck able to handle that. I fetched blue source to cast a few creatures, but my huge turn 5 Grave-Troll got spot removed and Kalitas quickly ended my game. Game 3 started great for me, but Anger of the Gods stopped the first wave. He didn't manage to find a Snapcaster and his Kalitas died multiple times to Conflagrate. (2-1)

    Round 4 against Elves: Turns out that a final round was needed even though I was the only undefeated player. Game 1 I took out his board with a turn 3 Conflagrate and that was the end for him. Game 2 he gained millions life with Essence Warden but didn't find anything beyond 1/1 and 2/2 and I could still race faster by threatening a lethal Rally the Peasants and wiping the board with Conflagrate. (2-0)

    Went undefeated, even after an extra match!


    Final notes:
    • I did not miss Hunted Dead once even though I cut him. Conflagrate did about the same thing, maybe better.
    • The deck often has a lot of decisions at every point in the game and can be overwhelming at times. I went close to time every round. Definitely needs a lot of practice to mulligan faster/sequence late game Loam actions.
    • I got lucky no one played Rest in Peace or Leyline of the Void.
    • The deck is definitely very good and fast. Feels unfair like affinity, but more consistant and resilient, though hardcore hate cards also wreck you.
    Posted in: Combo
  • posted a message on Dredge
    Quote from Louie »
    I'm having a bit of trouble cutting that last card from my deck. Could you who've been playing the deck more than me be so kind to help a fellow dredger out? I'm taking this deck to a tournament this Sunday, hoping to get as far as I can.

    You can cut a land. 20 lands is all you need to almost always have 2 mana by turn 2 (source). You can get your 3rd land by dredging loam/dakmor or on the draws provided by Looting or Tormenting Voice.

    You can also cut Vengeful Pharaoh to the sideboard. You already play Darkblast and Haunted Dead to provide some defense. I would only play a maximum 2 out of 3 these cards. Darkblast and Haunted Dead are better in meta with a lot of small attackers like elves, infect and affinity. Vengeful Pharaoh is better against big attackers like Grixis and Jund.

    Instead of Vengeful Pharaoh, the 3rd Life from the Loam or 4th Tormenting Voice seems much better.
    Posted in: Combo
  • posted a message on Magic 2.0 (AKA screw the mana screw)
    chochky, your EDH system seems fine as long as you play decks with many color (and thus not many basics to remove), otherwise you will need to sacrifice many cards to cast most of your stuff. If you go down from 40 to 30 lands, it helps remove mana flood quite a bit, but at only 20-10 lands you might start to get color-screwed quite a bit.

    Also, you need to watch out for bounce/graveyard shenanigans since you don't replace the cards. Making the original card unusable for the rest of the game seems key to avoid unintended effects (though it might be interesting to discover these).


    While I'm at it, I tried out the original Magic2.0 idea and I discovered it makes the decks that rely on combo/synergy much better. For instance, UW Heroic where you need to draw a good balance of creatures and spells to target them is much more forgiving when you can balance your hand by turning some into land drops. The consistency is also miles better when you turn a 60 cards deck into a 36 cards one, and still quite noticeable when you add the sideboard to that (51 cards).

    That means you really can't turn a normal deck into a Magic 2.0 one without great imbalance. 2.0 really needs other deck building rules like 60 cards, no sideboard, maximum 3 copies of each card.
    That makes the format much harder to try and test out.
    Posted in: Homebrew and Variant Formats
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