- Registered User
Member for 4 years, 9 months, and 4 days
Last active Sat, Oct, 20 2018 22:52:33
- 0 Followers
- 261 Total Posts
- 29 Thanks
Oct 20, 2018So this may be wrong in practice, but I actually don't deploy Thing in the Ice until I am in my combo.. since it is only 2 mana to cast and flips so easily in the build, I wait until the coast is clear with a gigaadrowse or remand mana plus time warp effect/exhaustion. It has been very similar to waiting on Part the Waterveil but a lot more consistentPosted in: Combo
Oct 14, 2018Interesting!Posted in: Combo
So my new list as of current is at 61 and I think it works fine
And it has been the nuts!
Oct 13, 2018Hey congrats on third place! Always awesomePosted in: Combo
I've never seen Emrakul as a win condition before although looks pretty cool!
So against Bant Spirits, that is one of those decks that you really can't plan around too much.. you just have to hope on not getting matched up against it. Game 1 they already have interaction and then after side boarding it gets worse..
With Humans on the other hand, I've been playing against it a lot lately to practice and there is a way around it. I find that going mono blue helped me because I was wasting life on fetching and whatnot - and then Echoing Truth has been working really well.. Since a lot of their deck is just in redundancy it helps to be able to bounce multiple creatures and follow up with an Exhaustion. Although Aether Vial can be annoying. Other than that, I think it's like you said - it's all about flipping Thing in the Ice honestly
Oct 12, 2018The reason I prefer it over condemn is because it guarantees their draw is a waste (usually the turn before I go off.. Like being able to Oust turn 1 means they can't accelerate into anything..Posted in: Combo
Plus, game one they won't, but after they see condemn they will play safe in what they send in for attackers
Oct 10, 2018So I have a couple updates on my list... I like to experiment with cards/changing things around a lot and keepin' it fresh hahaPosted in: Combo
I started running Oust over Path and can't believe I didn't make the switch sooner. Like in control path is fine but with this deck especially, allowing them access to additional mana is a problem. Plus Oust has been really good from my play testing at guaranteeing that they either have a dead draw in three turns or that they shuffle away a creature with a fetch.
I played around with echoing truth a little, and boomerang. I liked the clever "bounce ya land" plays but overall I definitely prefer Echoing Truth in that it isn't color restricted as heavily and it has the potential to bounce multiple threats... Plus (super small upside - but still relevant) it acts as a way to prevent decking in situations where there are too many mine effects since you can bounce all of your dictates back to hand.
Honestly, the way i've been playing the deck has been more about guaranteeing mine effects. I've now went up to 4x dictate, 3x howling mine, 1x ancestral and I have trimmed on cantrips. And my interaction has been: 2 Remand, 3 Gigadrowse, 1 Oust, 2 Echoing Truth, 2 Cryptic -- But I may end up going to 3 Remand and 1 Echoing Truth over time..
Oct 8, 2018@zdarketethemightyPosted in: Combo
The only problem I have with the card is that there is never a time where field of ruin is better then what the deck is already doing.
Like if you're playing against an Inkmoth Nexus - gigadrowse/exhaustion/boomerang/path if you splash white/fatal push if you splash black
and vs tron we are already favored so we don't really need to dedicate additional hate cards in the way that a traditional control deck would need to
Like Grim Flayer says in his videos a lot, we only need to hit that "magical five mana" lol
So if one of our turns is spent hitting one of their lands then it needs to completely neutralize them for a turn in the process as our other forms of interaction do.
Oct 7, 2018Also, I hate to double post and I avoid it when I can but I always lose my train of thoughtPosted in: Combo
So I switched back to mono blue for a bit and have been testing with the mainboard Thing in the Ice and have found that going down the snapcaster mage and instead running Mission Briefing from Guilds is absolutely insane! Not only does it flip Thing quicker but the Surveil trigger is so good at digging in the early turns
I feel like it is almost consistent enough to cut down on the Part the Waterveil win condition
Oct 7, 2018I don't think that you necessarily need UUU though on turn 3, I'd argue that just 2 blue sources is what we need...Posted in: Combo
Almost all of our games we want to be casting a Dictate on their end of turn.. not gigadrowsing their board down. And if they are super aggressive then you would most likely be digging for exhaustion instead.
That being said, I do like the math! I've often referred to that site for building EDH decks and in building three color modern decks. I just think that these lands offer enough utility
(except Field of Ruin. Im not convinced on that one yet)
Oct 6, 2018Totally agree! In all of my time playing the deck, I still haven't found a Gemstone Caverns at my LGS and ive been stingy on buying cards online for a while lol because I would buy them all hahaPosted in: Combo
But I played mono blue tonight at FNM and came in second place! Felt good, got myself my millionth Chord of Calling lol
Oct 4, 2018Wow im amazed you have that much content already going! Keep it up man I subscribedPosted in: Combo
If you have the access to do it over time; you should post coverage of UW/UB/UR and see how they work... Personally I'd love to see a Chandra version since she is a far more efficient game finisher then Jace's ult
Oct 4, 2018@Charlieguide I am horrible at formatting quotes on here so I'll just address a couple random things you mentioned.. Now keep in mind that I play UW so the deck is a little different but not really (especially in game 1 before side boarding in the white cards lol)Posted in: Combo
Nexus of Fate:
- The main problem with this card is it's mana cost as you mentioned, but it's more than that.. At 7 mana you potentially need 9 to cast it because you don't want to run into a counter spell that ruins everything (you want to be able to Remand their counter, etc).. Yes in a perfect situation where you beautifully set up a gigadrowse or exhaustion the path is clear but realistically there are many games with this deck where the opponent has open mana and you need to play around the fact that they may have a dispel or something to interact. That's why in my opinion the card is bad. They will allow you to resolve all the time warps in the world but the second you go all in on an extra turn spell there will be a lot of times you get punished. Especially with the popularity of UW control right now. That's why I always wait on Part the Waterveil until I've completely reduced my chances of it being countered. Plus it's shuffle effect is just a cute bonus, it really isn't that important.
- I think Snapcaster is super important in this deck. Unlike control I don't think you should be running 4 or 3 but 1-2 is really good. Now I do think the deck can get away with not running them like for budget reasons and whatnot but they do two really good things: A) it's an early pressure in the combo, swinging for 2 each turn does a lot when you factor in that they had to fetch/shock some of their life away also. and B) all of our spells are excellent when cast a second time. Being able to chain Exhaustion or even instant speed counter/gigadrowse. Plus each one effectively counts as an additional time warp effect in essence.
- Also kind of irrelevant but has come up in playing the deck.. A lot of people play way into snapcaster mage in modern. They see it and immediately think "graveyard hate" so they sideboard in Rest in peace and Relic of Progenitus which effectively are useless because we don't rely heavily on our graveyard. I've had so many games against BR Hollow One at my LGS where the guy sideboards in a full playset of Leyline of the Void and clogs their deck up for it to do nothing relevant
Fetches: Not as important, but in two colors they are kind of helpful in that they smooth out the colors. I agree in mono blue it isn't as important.. I mean like without them you can run more nonbasic utility lands in essence while keeping the same high amount of islands.. Someone mentioned Field of Ruin previously, I think as a one of it could make sense but I don't think it does anything we REALLY need. Like our tron matchup is already strong and I think if color denial was our route it would make sense to instead run like a playset or couple Spreading Seas in the side/or main...
But i do think that mono blue should take advantage of like Inkmoth and Mikokoro and all
Also, @Chriselbrand.. that looks pretty awesome! I love unique twists on decks and that is just that! Would be interesting to see how it goes up against all the crazy artifact removal that KCI brought into the meta lol
Oct 3, 2018Ooh I forgot about Torpor Orb! May start running 1 in the side to smooth the humans match upPosted in: Combo
The only problem is that it is incredibly narrow.. It doesn't do much outside of hitting them and Spirits
Like I wouldn't really sideboard it in against Snapcaster decks
Oct 2, 2018Blacklotus, if you look back within the past two or three pages, you'll probably see the lists that all of us are currently running.Posted in: Combo
Do you have any idea whether you want to run mono blue or add a second color? We could probably steer you in the right direction depending on what you're thinking
Sep 30, 2018@Grim FlayerPosted in: Combo
I agree with that wall of text haha. I ran the As Foretold build a while ago and it was fun but there were situations in which you just cast a time warp for free but then had no big follow up with your mana. That being said, I think I may go back to mono blue for a while. The white splash has been really strong but everyone in my area expects it lol
also can you post your current list please?
- To post a comment, please login or register a new account.