Magic Market Index for Dec 28th, 2018
 
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Ultimate Masters: MMI Review
  • posted a message on Abzan
    Wheel of Sun and Moon is pretty close to a silver bullet against Dredge and it is very good against any other graveyard strategy. One would need to run three to have a good shot at seeing it in the draw so I guess it's just down to how many slots does one dedicate to grave hate. One could run just one or two and hope for the best, I suppose.

    Wheel is Tarmogoyf friendly, unlike Rest in Peace. The latter is of course, better against the strategies one would want to use Wheel against except for the Goyf friendliness, which is actually pretty important.

    Wheel can also shut down mill decks.
    Posted in: Midrange
  • posted a message on Modern Humans
    Quote from TheLoneN00b »

    Also, has anyone given any look at Grand Abolisher? With Aether Vial it seems like it can be a decent damper to opposing control and midrange decks.

    I haven't seen Grand Abolisher since he fell out of Standard. He could be useful in some match-ups but it's not that big of a deal to make your opponent wait until their turn to cast Lightning Bolt or Fatal Push. The spells that really kick Humans where it hurts - sweepers - are mostly sorceries any way.

    I don't think it would hurt to test him out of the side-board especially against disgusting crap like UW Control, but it's not that big of deal for them to hold their Path to Exile until their turn. Still, I think this is the match-up where I would most want to try out the little guy.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Affinity
    Looting isn't the same as playing cards off the top of the deck. Smuggler's Copter requires you to have bad cards in your hand to discard to be useful. Copter is useless in this regard if you are hellbent.

    Experimental Frenzy is useful only when you are hellbent. It can allow multiple cards to be played at a go with the low land count in Affinity coupled with the low casting cost. The worst thing that can happen is you turn over another frenzy.

    It is easy to get hellbent in Affinity, you could hold up things like extra Mox Opals and Springleaf Drums, but you could probably just cast them and except for the Opals, you probably want to cast everything to increase the artifact count. There aren't enough lands to count on using them, and again, they are mostly artifacts or can become artifacts so you don't want to hold on to them either.

    Looting doesn't seem like a good strategy in Affinity. Playing off the top of the deck just might be.
    Posted in: Aggro & Tempo
  • posted a message on Abzan
    Quote from guitar90x »
    Wheel of sun and moon is so good righr now and this deck can cast easily
    It takes a good number of GW sources to drop it turn-two reliably, but I'm too lazy to look it up or do the math. I play the Wheel in a GW deck and I gave some thought to using it in the Rock, but the Rock doesn't really run enough G sources, at least typically.

    In addition to hosing graveyard strategies, it pretty much kicks Mill in the groin as well.
    Posted in: Midrange
  • posted a message on Jenara, Asura of War - Value Town
    Vizier of Remedies can enable a number of combos in addition to infinite green mana with Devoted Druid. She can enable infinite life combos with Kitchen Finks and a sacrifice outlet; infinite damage if that sacrifice outlet is Blasting Station - any Persist creature will do that; infinite damage with a sacrifice outlet and Murderous Redcap (obvious color issue here); infinite scying with any Persist creature and Viscera Seer. She basically does many of the same tricks Melira, Sylvok Outcast and Anafenza, Kin-Tree Spirit can do.

    In short, there are numerous combos she can enable. Notwithstanding, I agree that she doesn't belong in Bant Good-Stuff, although I do from time to time run combos with specific cards just to vary the win-condition and have a laugh.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jenara, Asura of War - Value Town
    Quote from Kitsune_18 »
    I think the combo is fine. Essentially it's an infinite mana combo that's used to fuel Walking Ballista for infinite +1/+1 counters/pings. The thing is, there are so many ways to generate infinite mana and just as many ways to abuse it. And although you could shoehorn that combo into a Jenara list, it would probably be better suited to a deck whose commander can take advantage of the mana; having a combo piece in the command zone rather than having to tutor another card. The commander that immediately comes to mind is Thrasios, Triton Hero paired with any of the W/x partners. Heck, you could even throw Ballista in and use the infinite mana and Thrasios to draw through your deck until you find it!

    In regard to Tooth and Nail: if you're looking to combo out and resolving Tooth and Nail doesn't win you the game on the spot, is it really worth it? Just my 2 cents on the card. I personally don't run it in any of my decks for the "anti-fun" it tends to generate.

    All good points. The Commander thing is certainly sensible but it would require building another Commander deck and that is pretty much out of the question for me. The Modern decks use Duskwatch Recruiter to find the Walking Ballista; that seems a little more efficient. There are many ways, I'm sure of assembling the pieces.

    I don't play Tooth and Nail in Jenara nor do I actually plan to try the Vizier/Druid combo in Jenara, I have it in mind for a Sigarda, Host of Herons deck. I just don't subscribe to any other Commander threads so I thought I wpuld ask about it here.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jund
    Quote from FlyingDelver »
    Thats what I am thinking too, BB can buy needed time. I will test the card against aggro a bit and see how it goes I think.

    Among the worst feelings in the world is to see Liliana, the Last Hope across from Bitterblossom. I played against Faerie Tribal a few weeks ago and his Bitterblossoms contributed significantly to his loss.

    One game, I snatched his BB on turn one and he snatched my LoTV on turn-two. My turn-two Goyf was HUGE!

    Another game, he played BB turn-two and I played Lily turn three.

    BB requires some life-gain to balance the slow bleeding. I don't think Jund typically runs enough. Scooze and Collective Brutality are about it. Scooze's ability to gain life is highly match-up dependent and Jund doesn't seem to like CB the way Rock does.
    Posted in: Midrange
  • posted a message on Jenara, Asura of War - Value Town
    While I don't think I will try it in Jenara, I am thinking about using Vizier of Remedies and Devoted Druid along with Walking Ballista. Has anyone ever tried it in Commander? It works in Modern, you know?

    I'm asking here because there's some activity here and it's perfectly viable in Bant. Would it be completely absurd to use Tooth and Nail to get those two punks and another tutor to get the Ballista?

    There are of course many ways to assemble the combo. I was just wondering if anyone had tried it in Commander.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Primer] GW Hatebears
    Friday I played a jank brew that started out as GW Hatebears. The relevant thing is that when it works, it's usually the remaining bits from the original that get the job done.

    Against Hollow One, Scavenging Ooze is really, really good. Maybe you already knew this. Smile There are, I'm sure, some other match-ups where Scooze is good. I would not want to have a shortage of Scooze these days.

    The other card frequently played in GW Hatebears that is really good against Hollow One is Loxodon Smiter. But maybe you knew that too. Smile My opponent played Burning Inquiry twice while I had a Smiter in hand and he hit it once. Exalted Smiter > Hollow One. Smile

    It feels really good to beat Hollow One. I've had trouble doing that with my other decks.

    I think I should give up on the brew and go back to GW Hatebears.
    Posted in: Aggro & Tempo
  • posted a message on BW Tokens
    Rest in Peace is pretty much the best shot against Dredge. Settle the Wreckage might work once. Relic of Progenitus has been used to combat Delve back when Treasure Cruise was a thing, but I doubt it's good enough against Dredge. One could try it he were excessively attached to his Lingering Souls, but I think one has to bite that particular bullet and play RiP.

    Surgical Extraction is another card that probably isn't good enough. But it might help a little and it does have application elsewhere.
    Posted in: Midrange
  • posted a message on BW Tokens
    Collective Brutality is a reasonable card in BW tokens. It isn't much but it provides a little reach. I think it's important to have especially if one sees decks with Worship. It's almost never really completely dead and it gives one another card that can discard Temur Battle Rage.

    We have here in the past sort of joked about using Sign in Blood for reach, but CB is legitimate.
    Posted in: Midrange
  • posted a message on BW Tokens
    Quote from MarcWizard »
    The way BW tokens is currently built, no. You're only using half of her ability, which isn't impressive since there is no power gain, just lifelink, in which cast Sorin is better in most respects, strictly better if you consider that virtue already supplies the vigilance.

    Teysa makes aristocrat's blood artist and other such effects stronger by doubling them. That is arguably the stronger of her 2 abilities, and we don't have that as-is.
    What he said.
    Posted in: Midrange
  • posted a message on The Rock
    Quote from SpinifexV »
    He is referencing this article: https://www.channelfireball.com/articles/how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells-a-guilds-of-ravnica-update/

    To cast a GG card reliably on turn 2, you need 20 sources of green, on turn 3 it's 18 sources and on turn 4 it's 16. Playing that card is risky, and you are generally better served by Nihil Spellbomb, Surgical Extraction, or Extirpate.

    There's no real misunderstanding. I was momentarily seduced by the possibility of a one-side Rest in Peace but it isn't reliable with the currently fashionable Rock mana-bases.
    Posted in: Midrange
  • posted a message on The Rock
    Very unreliable but only a bit risky? You're waffling on me. Smile
    Posted in: Midrange
  • posted a message on The Rock
    Quote from FlyingDelver »
    Double green on turn 2 is more demanding than a turn 3 Liliana in terms of mana sources. You would need 20 green sources to fulfill it. If we take into account that most lists play 16-17 green sources this seems very unreliable. You would need to cut FoR entirely for that probably.

    You would go so far as to say very unreliable? Not just a little unreliable?

    I don't play Field of Ruin, I play Ghost Quarter. I know, that makes it even worse.

    Yes, one would probably need to eschew colorless lands to reliably hit it when it's needed. It's rather a shame; it's a kick in the groin for a couple of match-ups that ought to be kicked in the groin.

    Wheel will probably remain in my GW jank.
    Posted in: Midrange
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