The new menace online for us right now is all the GDS running around, packing multiple Hurkyl's Recall. Ugh, it's just the worst. Thanks a lot, Whir Prison!
So I'm on a chalice build for now, featuring Simian Spirit Guide to get under discard. The other option would be to go back to a discard package to fight GDS, but I'm not quite there yet.
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Mar 2, 2019Sweet! Good deck is good, and I'm glad to see people taking leads from our testing in terms of card choices, and doing well in tourneys.Posted in: Control
@Trav34 - I think Strix is certainly a possibility. I actually don't think it would be an auto-include, but more of a flex spot if more fair decks get better. Although going turn 1 Looting, bin sword, into turn 2 strix would be all the value.
Anyone know if Transmute Artifact is on the reserve list? THAT would be such a push for us.
Feb 27, 2019All right, been having more success online recently, with a few 4-1's and a 5-0. There's just so many phoenix decks in the meta right now, which we're just really well suited to play both games one and two. I (very luckily) dropped a turn-1 damping sphere on the play in a game one, and it was like the easiest game ever.Posted in: Control
I've been playing 2 Nahiri, the Harbinger out of the board (playing 8 rainbow lands, and a few stars at the moment). Because the sideboard has been offering better "plan B" alternatives to the thopter/sword plan, between Sai and grid and planeswalkers, and I really like having some of my anti-enchantment hate on a walker. Given that, I may try a more sultai land base and put in some Vraska, Golgari Queen to do the same role.
Feb 20, 2019I haven't been able to manage a 5-0 recently. Part of this I think, is the meta being too open. I lost to lantern recently, as well as to wilderness teachings because of infinite turns, and another turns deck. This will get better once the meta settles, because if there's one thing this deck is good at, is packing answers to the current meta. The KCI replacement, Clock of Omens, has been performing quite nicely. Thers's only been one opportunity where I wanted to whir for it and didn't have a mana rock.Posted in: Control
I've noticed a lot more GDS recently, which is always a tough MU. So, chalice builds could be extra nice at the moment.
Feb 16, 2019I don't think a chalice list is a bad idea these days, but I really don't like not having any turn 1 plays. The 4 welding jar seems totally out of place main deck, except outside of being a 0 cmc artifact to enable chalice. I would much rather just play 4 serum visions here, and accept that you will occasionally topdeck a dead card later (which is what drawing a jar would be anyway).Posted in: Control
Feb 9, 2019Cool, welcome aboard. Your analysis of the combo to prison aspect seems accurate and well thought out. I would offer this core as the "minimum" prison cards we hope to play:Posted in: Control
1 Damping Sphere
1 Pithing Needle (or in your case spyglass)
1 Ensnaring Bridge
These 3 cards provide answers, or large-enough roadblocks, to Tron, Storm, Creature Combo, Amulet Titan, Phoenix varieties, and tribal aggro. They do not help against burn, or scapeshift. I always start with those 3 cards, and then go from there. Graveyard hate is nice, but bridge and thopter/foundry answer whatever graveyard strategies are doing for the most part. Burn is tough, because I've never felt that Witchbane Orb is fast enough. But burn is answered nicely by Collective Brutality and Battle at the Bridge. And scapeshift is always a coinflip as to who is going to race to infinite first, and then Unmoored Ego can help a lot out of the board.
As for your list, I would recommend going down 1 bridge, 1 witchbane orb, 1 explosives, and 1 cage, and filling those slots with +1 foundry (always, always play 4 foundry), and then some combination of brutality and battle. There's a lot of red aggro decks running around, and having those spells main deck has been quite nice.
Feb 7, 2019Just wanted to drop in and say that I've been liking Clock of Omens as my infinite engine recently. It requires a mana rock in play (in addition to thopter sword), so the list I played with included some citadels and mind stones in addition to the opals. Clock is definitely closer to KCI in terms of speed to infinite, and it has even more utility as a stand-alone than either KCI or sieve, because it doubles as an expensive mana rock occasionally. Whether or not the down-side is too great, requiring a rock in play to infinite, is still up in the air for me, so I'll let people know with continued testing.Posted in: Control
Feb 4, 2019Thanks Heskatet for the info. I like clock of omens because it makes infinite thopters with sword + foundry + any mana rock, like an opal, without needing a mana rock with 4 or more charge counters, and because it isn't a creature.Posted in: Deck Creation (Modern)
I threw a list together and went 4-1 in a mtgo friendly league. The deck was way more swingy than a typical thopter sword list, ramping quickly, but having a harder time being consistent and assembling stuff. I really wanted another mana sink (1 inventors fair was always nice), or another thing to put charge counters on for value, other than mana rocks.
Because thopter sword was my only combo, coretapper played a little poorly, whereas turn 1 surge node and rock was always sweet. I think I either need to up the number of payoffs, or cut the number of charge counter producers. Either way, deck was very fun to pilot.
Feb 3, 2019Hi guys, I'm interested in doing a thopter/sword dice factory smashup. I know thopter sword inside and out, but I'm not sure about the numbers on the dice factory engine. I would assume 4 nodes and 4 coretappers are essential, but do you have to play 4 copies of both everflowing chalice and cornucopia? What is like the minimum number to run if you're looking at the low end, like 4 and 2?Posted in: Deck Creation (Modern)
The reason I want to use a dice factory engine is because I want to use clock of omens as an infinite engine for thopter sword, which requires a mana rock, so I thought why not maximize how good your mana rocks actually are.
Feb 2, 2019I like the look of the list! My experience testing crucible was that it was totally win-more. We already are probably going to win game 1 when we get to the "grind" stage. The 1 ghost quarter is just going to muddy up otherwise keepable hands. Playing with a fair is totally fine, though. The lifegain can be quite nice sometimes. I'm also a little down on academy ruins. The decks that interract with our foundries are usually exiling them or tucking them into the library, like UW control, or have the ability to scavenge the graveyard away, like GB decks with the 3 scooze they typically pack.Posted in: Control
I also like the sideboard, with Defense Grid being the only card I might keep an eye on to see how its performing. I'd make a little room for some anti-burn/aggro tech, like Battle at the Bridge, or additional Collective Brutalities, and would probably cut your additional jar.
Jan 29, 2019I went 3-2 in the league with rampage in the SB. It was a weird league, because I dropped against amulet titan because of needing to leave all of a sudden, and I lost against traditional affinity in matches where I could have easily won if I'd topdecked even halfway decently.Posted in: Control
The two matchups where I brought in Rampage of the Clans were both against mardu. Rampage was really good against mardu, turning into a blowout one game when he attached with tokens and young pyro, and I turned my board into 3 3/3's to block profitably and swing back - and that was a game when he went turn 1 discard into surgical sword of the meek. Against burn and amulet titan, and against another aggro deck, I didn't want to bring in rampage.
Faith's Reward as a value spell was never very relevant, so I don't think I'll continue testing that unless I really want to go whole hog with an eggs-lite package and also include Lotus Bloom and reshape. Which I might do just to see, not sure yet.
Jan 28, 2019@systrill - I 100% agree with the 3 main deck needles. Needles are becoming more and more important to fight creature combo like the new pod creature, devoted druid, tron stuff, teferi, and scooze. And I'm kind of with you on 1 spellbomb, after playing the recent meta a little. If you're looking to drop sieve, I would keep the sieve over the orb every time - beating scapeshift is hard without an orb, but it's certainly possible to race to infinite with sieve, but the inverse is not true for tron or amulet titan.Posted in: Control
I would also switch a skite to a jar, like fullmetaltezzeret mentioned.
One thing that I've tried that I'd recommend, is a 3/1 Looting/Visions split. It doesn't HAVE to be 4 of one, 0 of the other. Looting is a much better turn 2-3 play than turn 1, because you have a better understanding of what to keep and what to bin.
I would say cut 1 jar for a Sai. To me, Sai is too good to pass up at least 1 copy out of the board. He blocks, he adds more blockers, he grinds through hate, and he dodges removal like a champ because of how your opponent typically boards.
Lastly, why not play at least 1-2 of wear//tear? You run 8 rainbow lands, so it's not so unlikely you can't cast the W half to get rid of stony silence or leyline of the void. You'll reliably be able to cast the wear side anyway, which can hit anything from Hollow One, Amulet of Vigor, opposing bridges, or affinity pieces.
Jan 27, 2019I have tested it a little. First, I tried putting it in an ensoul shell, but it was too clunky. Then, I tested it in a Gw pseudo enchantment build with ramp stuff like utopia sprawl and a smattering of Nissas, and it was a decent finisher. Now I'm trying it in a thopter sword build, 3 copies in the SB. I'm playing 4 stars and 4 terrarians, and I'll let everyone know how that league goes when I finish it. Of note: to make the 1 cmc cantripping artifacts better, I'm also playing Faith's Reward as a value/ramp spell that can have a mini-combo with a resolved time sieve. It's probably all a little janky, but you never know until you try.Posted in: Control
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Feb 3, 2014My favorite card of all time: Vesuvan Doppleganger. When I laid eyes on it as a 13 year old, MtG became the game that I played. Beautiful art, great power at the time, fun to play, and one of the first desirable rares I ever opened out of a pack.Posted in: Announcements
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