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  • posted a message on Mono snow-U tempo
    Predict is cuter than good. Besides Ponder and Brainstorm, Delver of Secrets also allows you to know the top card of your library. If casting Thought Scour during your upkeep might be awkward, tapping two lands to cast Predict isn't exciting. That to not mention those times when you cast it blindly (had the sensation it was close to half the times in the few testing games I tried). In a vacuum, Thought Scour is a worse card than Preordain; however, with so many ways to know the top card of your library, being an instant and the occasional opponent who seems hesitant to crack his fetchland after brainstorming, I like it even more. I don't think you need to pack 8 Mental Notes in this deck and play them recklessly though.
    Posted in: Developing (Legacy)
  • posted a message on Grixis Death's Shadow
    Since I took Shadow few months ago, I've tried several cantrip configurations. So far I'm pretty happy with 4 Scour, 4 Bauble and 2 Visions (and 4 Street Wraith, don't forget them). I've prioritized their utility early game over their quality; I find it odd playing with just 3 Thought Scour, though late game Bauble is a disgrace and I could understand not playing 4. This deck can't take advantage of Faithless Looting as Phoenix and other degenerate decks that play with their graveyard, and for every game that goes long and you get flooded, there'll be plenty in which you'll find Looting in your hand early and it will simply be card disadvantage. If I was playing Looting and got flooded late game, I would hold my lands instead of playing them just in case I drew it (you can also draw Street Wraith and wish you had the mana to play it). I saw in the past the reasoning that you could use Looting to discard Leyline of the Void and that kind of sideboard cards, which was very poor to begin with, and is obsolete now that Surgical Extraction is the graveyard hate card we use. Serum Visions is also slightly worse than it reads early game, as we'll likely shuffle very soon after playing it, but if you're looking for any specific play for the next turn (e.g., the second land after taking some mulligans) it digs deeper than Looting and replaces itself, and is the best cantrip you can draw late game. To me, Looting is a clear 0 of, while Serum Visions might be a 2.5.
    Posted in: Midrange
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from 13055 »
    Quote from spellcheck »
    If the problem with KCI was only power-level, banning Scrap Trawler would have been the solution, if there even was a problem to begin with. KCI was not only being the best performing deck of the last year at premier events, but it took very long time (even in the hands of expert players) and was not attractive in live coverage (as if official Magic coverage was any appealing to begin with, at least when there is game action it shouldn't be dreadful). I just hope KCI players don't start playing Lantern, because that's actually a miserable deck no matter what you play.

    Regarding Forsythe opinion on Stoneforge Mystic, his reasoning for not unbanning it is as silly as if they banned it in Legacy to stop Miracles.


    Are you sure you're not thinking of Eggs? KCI was not really that slow of a deck, especially in experienced hands.

    An experienced player knows the infinite loops of the deck and that could save you a lot of time... once you got there. But with combo decks there are many games in which you are forced to go off without knowing beforehand if you'll succeed, but it's that or losing next turn, and those turns can take long. KCI goes faster than original Eggs, but still slower than Storm.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    If the problem with KCI was only power-level, banning Scrap Trawler would have been the solution, if there even was a problem to begin with. KCI was not only being the best performing deck of the last year at premier events, but it took very long time (even in the hands of expert players) and was not attractive in live coverage (as if official Magic coverage was any appealing to begin with, at least when there is game action it shouldn't be dreadful). I just hope KCI players don't start playing Lantern, because that's actually a miserable deck no matter what you play.

    Regarding Forsythe opinion on Stoneforge Mystic, his reasoning for not unbanning it is as silly as if they banned it in Legacy to stop Miracles.
    Posted in: Modern Archives
  • posted a message on Print this Wizards (so I can play it in modern)
    I play random Deprive in my sideboard (card capable of countering both Living End and Primeval Titan) and the most annoying part is getting double blue in Shadow deck, and not so much returning land to hand. Could we push the theme a bit more?

    U Bounce Negate
    Instant
    As an additional cost to cast this spell, return an Island you control to its owner's hand.
    Counter target noncreature spell.

    This one can't counter Primeval Titan, but could compete for the maindeck spot with Stubborn Denial. Problem with cheap counterspells is that you never know when they'll backfire, and the card you intended to be played by non-blue decks ends up consolidating blue dominance or something that should help fair decks gets abused by unfair ones.

    B Bounce Thoughtseize
    Sorcery
    As an additional cost to cast this spell, return a Swamp you control to its owner's hand.
    Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.

    Tempo loss is more significant with discard spells, as you play them proactively. Against a fast aggro deck, losing one land can be more devastating than Thoughtseize life loss. However, this card has good synergy with Liliana of the Veil, Collective Brutality and Tireless Tracker, and I could see it getting some room in Rock decks alongside Inquisition of Kozilek.

    W Bounce Flash Morningtide
    Instant
    As an additional cost to cast this spell, return a Plains you control to its owner's hand.
    Exile all cards from all graveyards.

    With Rest in Peace in the Modern card pool, original Morningtide would have no room in this format. However, this version could become the most devastating graveyard hate spell due to instant speed and just requiring to leave one land untapped to exile Phoenixes or Dredge creatures about to enter the battlefield.

    R Bounce Bolt
    Instant
    As an additional cost to cast this spell, return a Mountain you control to its owner's hand.
    Deal 3 damage to any target.

    If Shard Volley got to be played in Burn, this is an improved version that combines well with Searing Blaze. If we intended to help control decks instead (I'd never play this in a deck with Cryptic Command), it could deal more damage (4? 5?) but only to creatures or planeswalkers.

    G Bounce Pump
    Instant
    As an additional cost to cast this spell, return a Forest you control to its owner's hand.
    Target creature gets +3/+3 and gains trample and hexproof until end of turn.

    This should be an upgrade to Blossoming Defense. In a deck with as few lands as Infect, the bounce clause can be helpful if you cast this on your main phase and replay the Forest to cast a Might of Old Krosa or Groundswell.
    Posted in: Modern
  • posted a message on Grixis Death's Shadow
    Whether Jace, Vryn's Prodigy or Snapcaster Mage #4 are the best card for grindy match-ups is debatable. I think that for that purpose alone, Jace is slightly better, although Snapcaster Mage is a more versatile card (hence you play 3 maindeck and 0 Jaces). However, some people in the past experimented with 1 Jace, the Mind Sculptor in that slot, and that card doesn't belong in this deck.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    Grixis Shadow is probably the deck running Snapcaster Mage that less profit can get from them, basically because you play so tight on mana you rarely can give flashback to anything that costs more than one mana. Being able to split the payment of replaying expensive spells with Jace is certainly useful, and the looting is also welcome.
    Posted in: Midrange
  • posted a message on Print this Wizards (so I can play it in modern)
    1U The Shell Game

    Choose One:
    -Counter target spell unless opponent pays 2
    -Return target creature to its owner's hand
    -Scry 2 and then draw a card


    That's the general vibe of the card, a blue answer where you choose between slightly less powerful options than what you'd usually get for the same CMC but you get the flexibility to choose. The finer details are all up for debate and balancing.

    The idea is good, but this card is better than Izzet Charm with an easier to pay mana cost. I'd downgrade it to choose between Dispel, Envelop, Unsummon and Opt to imagine it being printed.
    Posted in: Modern
  • posted a message on How to improve Mono-Blue Control decks to against Human decks in Modern?
    Torpor Orb. I think the problem of Humans is they outvalue you by playing creatures, and this is the best way to solve it. Also useful against hyped Vannifar decks that will sprout next week and could even get more uses depending on how the B&R announcement goes this Monday.

    Though best advice is play with red.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I saw Warrant // Warden and I thought why this Warrant half had to be limited to combating creatures. If it could target any creature, it would become great removal in combination with opposing fetchlands. Looking for this effect in Modern, the most playable card is Jeskai Charm (and I guess that mode is often overlooked). Would 2 mana be too few for this? I don't think so.

    WU Submerge into Light
    Instant
    Put target creature on top of its owner's library.

    Probably UW doesn't need much removal now, but it's an effect barely used and it fits those colors in the color pie.

    After playing some Legacy and seeing Baleful Strix in action, I agree with the Faerie crew that Faerie Miscreant was a wasted opportunity. I guess the design team believes this is too good (I find it hard to understand why):

    U Miscreant Sprite
    Creature - Faerie Rogue
    Flying
    When ~ enters the battlefield, draw a card.
    1/1

    So if we can't ensure the card draw for 1 mana, what about increasing the cost to 2? If it's a Faerie, I wouldn't mind trading deathtouch for flash, even if the bonus is as tiny as Peek that doesn't care about Leyline of Sanctity.

    1U Peeking Faerie
    Creature - Faerie Rogue
    Flash
    Flying
    When ~ enters the battlefield, look at each player's hand, then draw a card.
    1/1

    Btw, there are Faeries in Ravnica, and one pending expansion set in there.
    Posted in: Modern
  • posted a message on Mono snow-U tempo
    I also thought of building Monoblue Delver with Pteramander as a budget option. I'd try to take a more tempo approach.

    The core would be:


    This still leaves you with 18 spells to add. I think True-Name Nemesis is the best extra threat you can play if you want to take the tempo approach. Thought Scour also plays well with many cards in the deck. Many could argue Stifle might fit into this deck, but as Team CFB claimed, that card makes you lose win% and I guess they were right. A few extra counterspells and some removal (playing just blue will usually be bouncers, Dismember or stuff like Piracy Charm) and the deck should be finished.

    I guess that given that Ptelamander won't adapt until late, getting value from it with Ninja of the Deep Hours might be a good idea. However, I believe that the right way to play ninjas is with value creatures (Spellstutter Sprite, Snapcaster Mage, Baleful Strix...), and not cheap evasive ones, which would force the deck to go in a different direction.

    This would be my first draft: https://www.mtgsalvation.com/decks/9031-monoblue-delver
    Posted in: Developing (Legacy)
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    I wouldn't play Twin with white precisely for that. However, Twin requires less set-up than Death's Shadow, although I'm not entirely sure it's a superior strategy.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    The problem with Twin is that it was starting to become an auto-include in every Snapcaster Mage deck as a way to improve your % against the bad match-ups. I think the goal of diversifying finishers for Snapcaster Mage decks has been accomplished since Twin banning: in Grixis you have Death's Shadow, in Jeskai Nahiri got played for a time until better planeswalkers appeared, and straight blue red has Thing in the Ice and Through the Breach. Another issue is how competitive are those strategies, and Snapcaster Mage is probably at one of its lowest moments in Modern.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 26/11/2018)
    Deathrite Shaman wasn't just an answer.
    Posted in: Modern Archives
  • posted a message on Grixis Death's Shadow
    Better card selection or extra threats are welcome, but I don't think this card is neither of these.
    Posted in: Midrange
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