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  • posted a message on [Idea] Grand Architect
    Quote from Willmar93 »
    Hello everyone,
    I have a doubt, how can the copter crew itself?


    It cannot.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from potdindy »
    With the new Revolt Zoo seeming to be blindingly fast, is there still a reason to be on the big zoo plan? It seems that this Gruul zoo varient is pretty much what Lantern was playing before Nacatl got unbanned. Play tons of small dudes and goldfish turn 3-4. What does bigger zoo offer, unless you just like playing with fatties, which I understand


    I've been playing a budget version of Revolt Zoo (Kird Apes instead of Goblin Guides) and my assesment is that it has a very good Zoo game coupled with the odd hand (20%-ish) that can't be beaten by most decks in the format. Any deck that can race Burn with the Average hand is very good.

    I haven't come across an unwinnable matchup yet, though I feel Ad Nauseam might be bad.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Living End
    We can run Wear // Tear in our sideboard. It should 100% replace Chewie if you are already splashing for Recluse. Oddly enough we can now run a pseudo Pyroclasm in the manner of Rough // Tumble.

    I don't like ditching Recluse in favour of Ifnir just yet. Recluse gives us Blood Moon protection. Nothing feels worse than being cut off from Green early on. It 100% Replaces Jingle Weaver though. That card can get binned.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Restore Balance
    I used to run Boom // Bust to beat Tr0n. It's significantly worse now with the Split card changes.

    Just run Blood Moon in your side to get an edge on them. You can rush it out with Simian Spirit Guide.

    As Foretold works better in this deck than say Living End.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    *Cough*

    Rough // Tumble
    Wear // Tear

    These are real now.
    Posted in: Combo
  • posted a message on Blitzkrieg - B/R Control - Shock and Awesome
    I am looking for a good source of videos for this deck. Does anyone have any links they could provide me? Please and thank you. Smile
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Restore Balance
    Quote from nhyx3 »
    why would you do so?


    Goblin Dank Dwellers, and the life gain matters.

    Traditionaly this deck used Riftwing and Clique together because Beast Within had not been printed. They were played together to Clique your opponent, Clique yourself, bounce problem permanents, bounce your Clique or Ardent Plea for a redux Balance.

    Now we have more options, and maybe better options that have been printed.

    So there's a history lesson.


    2. Cascade into restore balance allow u to control the opponent cards in hands and also his/her lands. The lands destruction is not the deck main priority. Its main priority is number 1
    15. Most of the time u dont want to suspend Restore Balance, for the best practice is NEVER suspend Restore Balance


    Disagree on these two points. Hitting all three things is the most important aspect. Denying your opponents resources is what this deck is all about.

    I have to date only won a handful of games without a successful Balance. Most games end off of two balances, one of which may have come off an early suspend.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Is anyone here running Pulse of Murasa?
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    A thought came to me tonight. Maybe we have been going at this all wrong. You see, I've been looking at this deck in a super linear way, trying to "solve" the deck.

    What if that is the wrong approach? What if this is one archetype with three to four sub archetypes?

    What if that is the actual strength here? You can't hate out what you can't fully anticipate.

    In the future, depending on card to be yet printed we may have a solved deck... but that seems far off.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Quote from Phelan93 »
    Restore balance grabs first place at Melbourne WMCQ link to list underneath

    https://drive.google.com/file/d/0B5-L70hPFKE0QmFLYnoyNjJaa2s/view?pref=2&pli=1





    Why there is no name?

    Its about goddamn time this deck upgraded


    Ryan Cubit?
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Quote from pacm »
    Resounding Wave seemed to be the best card I could run with 3cmc without black


    Skip it and run Riftwing Cloudskate if that is the effect you want.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Quote from Morimacil »
    Quote from Spitlebug »
    You 100% want the Simian Spirit Guides. The number of games I have finished with a single Simian Spirit Guide on the battlefield is on the order of like 10%.

    but it could be another win condition instead in that slot, and it might work better. if everything goes according to plan, and your opponent has nothing, then a 2/2 wins the game, but when things arent going according to plan, drawing a spirit guide instead of more action isnt amazing. And when everything is ok and a 2/2 wins the game, anything else would have won the game too...


    I get this line of thought, but Modern is a format of turns. One turn too late and you lose. Simian Spirit Guide tips the turn scale.
    Posted in: Combo
  • posted a message on [Primer] Living End
    I feel like we haven't gotten any love in the last little while.

    Why do you hate us so, WotC?
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Gx Tron
    I came here for lists and chill and found there was no chill.

    I am also on the World Breaker and double Newlamog bandwagon, for what it's worth.
    Posted in: Big Mana
  • posted a message on [Primer] Restore Balance
    Quote from julgrahn »

    Your deck looks fine. The only card I'm kinda iffy about is Thieves' Fortune. I found that we rarely have time to dig for answers/cascaders. It was the first card I sideboarded out. Every game.


    Thieves' Fortune and Perplex are always my go-to cuts. Doesn't mean they are not the best choice for the Mainboard Game 1.

    Do y'all think 4 Simian Spirit Guide is a must for the core of the deck? It's a solid card in the opening hand but I don't see myself ever wanting to draw one during a game. I'm thinking of dropping it to a 3-of main deck and add an extra removal spell main deck...


    You 100% want the Simian Spirit Guides. The number of games I have finished with a single Simian Spirit Guide on the battlefield is on the order of like 10%.
    Posted in: Combo
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