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  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from The Fluff »


    I think it's good that it won't see widespread play like it used to, because it would be off the radar and people would be less prepared for it. It's no longer the "best deck", it's just a "normal deck" in modern now - which makes it safe from bans. Smile
    Honestly, it is quite sad that the first thought of many about a deck is, will it get banned or not. Shows how hard wizard drilled many players on that aspect with their policies in the last years.

    Greetings,
    Kathal
    Posted in: Modern
  • posted a message on BUG Wilderness Teachings Turns
    Sadly no, I just played the BUG version so far. I have seen some RUG versions, but I never liked them, cause they have worse man lands (Ravine vs Tar Pit) and I have the opinion, that Bolt sucks atm.

    I would run BSZ above Rev, cause it is the primary win con for me, so while the Life gain is nice, I would rather want the BSZ win con instead. I'm also not that sure anymore regarding Nexus. It has some things going for it and I like it in some match-ups, the big question (at least for me) is, if I can get away by cutting it and add a different high impact card to the deck (or just another cantrip Grin ). I like Eternal Witness, especially with Pulse of Murasa (cause you can set-up an "infinite" loop, by blocking with Witness and than rebuying it via Pulse). However, I find Witness to clunky, even in the Eternal Command deck (which plays Vial to mitigate that problem). Than again, need to test it with WR to get a better grasp of it.

    Greetings,
    Kathal

    PS: Eternal Witness is cool with Mastermind's Acquisition, although to cute Grin
    Posted in: Deck Creation (Modern)
  • posted a message on BUG Wilderness Teachings Turns
    The "easiest" way to win vs aggro decks I have found so far was: chain cryptics, especially with Snappy to tap + bounce (the Snappy) to generate a value chain to grind them down. I only use the counter mode against things, which I have to counter, things like Walking Balista or Ravager from Hardening Scale are prime examples here. In general, Hardening Scales is iffy due to their amount of Manlands combined with the Balista one-shots. This gives you several time walks basically, which with Wildenress Reclmation and Teachings should pull you far enough ahead to go for a big BSZ on yourself (after all those Cryptic Chains) into a win via Nexus loops.

    That is the prime tool I use vs every kind of creature decks but Burn, cause against Burn it doesn't really work (since they can kill Snappy).

    Edit says: That is also the reason, why I upped the Opt count (running 4 now) and also kinda want the 4th Reclamation, so that I can set it up easier (the value grind you down chain).

    Greetings,
    Kathal
    Posted in: Deck Creation (Modern)
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    The non Spectacle cost is irrelevant. The Spectacle cost for it and Light up the Stage are the issues. No one is casting for the actual cost, its creeping chill 2.0. It could cost 20 non spectacle and only very rarely impact edge cases. I mean do Burn decks even want more then 3 lands anyway. Isn't four lands basically flooding for them. They both be fine at a spectacle cost of 2.

    Black is Black. Red and Green are constantly pushing the bounds while White and Blue get shackled.
    Can you please continue your constant whining somewhere else? It gets tiring reading the same stuff over and over again without any meat behind it...


    Regarding Burn: It won't be a problem with those two cards, something like Price of Progress would push it into the problematic tier. I mean, the same thing (aka huge uptick in Burn) happened when Atarka's Command or Skullcrack got printed and it died down after a few months while the deck still remained competitive.

    Also, what is nice about Burn is, that you get rewarded against it by playing actually good (and fair) magic cards. Things like Kitchen Finks or Knight of Autumn are good magic cards, that they somewhat cripple Burn in the process is also something nice Wink . Burn just punishes those, who try to greed to much, same thing as Tron basically, just on the opposite side of the spectrum.

    Greetings,
    Kathal
    Posted in: Modern
  • posted a message on BUG Wilderness Teachings Turns
    I want to draw at least one Reclamation, two more often than not. Why? Cause than I can abuse Snappy and Teachings. Without them, those two cards are clunky to say it this way (and of course Tar Pit). For Snappy it is kinda strange, but since you want to do Cryptic Chains I need 6+ mana in their turn, so if I want to do anything else (aka Cantrips/Teachings/Tar Pits/other stuff) I cannot do it. The play I did most often (especially post board vs Phoenix) was tap or counter + bounce snappy to re-use the same Snappy several times (peak was 6 times in a pre-board game, he never drew a Burn spell after the 2 Bolts + 2 Gut Shot from the early game). It just buys so much time to get the Teachings engine rolling.

    It also allows an early BSZ to restock your hand, which I value extremely high.

    Otherwise, I have not played against Whir Prison so far, however, due to Cryptic being able to bounce their Witchbane Orb pre board combined with our win con of BSZ it is quite easy to win game 1 (at least I think so). Game 2 they will bring in Spellskite to combat the bounce, which makes it a little bit more iffy. However, since they cannot mill us out (due to Nexus of Fate) they are required to win via Spellbomb or Grid, Spellbomb can be dealt with (Surgical/Crypt Incursion) Grid is a problem, but can be dealt with the Decays/Trophies. Hence, I honestly do not think that this is a bad match-up for this deck.

    Hope this answer those questions.

    Greetings,
    Kathal

    PS: Note: I'm rather new to the deck, so I will need way more games in to get a better feeling, so in the end I might cut the third Reclamation. Currently it just feels right to say it this way. That I only play the deck in Paper doesn't really help (have no MTGO) regarding the amount of testing I can get in.
    Posted in: Deck Creation (Modern)
  • posted a message on Grishoalbrand / Griselbrand Reanimator
    If your only problem is Death Shadow itself (the card not the deck) than Devour Flesh is a good out. Otherwise Chalice was the main tool to fight GDS (cause it turns off 90% of their deck). Ensnaring Bridge was a tech I also tested back in the days, but it was kinda iffy cause they played K-Command MD and they had so many bad cards they needed to cut before they actually started cutting K-Command, hence they still had outs to it even though they didn't expect it.

    Note: It was usually either W-Leyline or Chalice in the board for GDS, cause bringing both resulted into a very week combo plan (7 slots are hard to gobble up).

    I never had troubles with Leyline of Sanctity, cause a resolved Griselbrand is still game (cause you just chain draw into cheat spells + creature). Sure, it is not as nice and clean as a simple Borbo kill but not many decks are capable of winning through a draw 14 from this deck. It only ever was a problem if it was combined with things like RIP or Needle on Griselbrand.

    If you really want a decent out to it but not invest into a full splash (which I would do), add a Watery Grave to your MD so that you can cast Dispersal (card still sucks, but can deal with a Leyline). Should be a more elegant solution imo.

    Regarding your deck, not that big fan of the single Emmi MD, but I can understand it and several players really liked it (I never was one of them ^^ ). Otherwise the MD is quite the stock list to say it this way. It seems to me that you are missing 3 cards, I assume they are 3 Desperate Rituals.

    For the SB, since you are already cutting back on the Vengeance (which I also do in several match-ups) you can think about adding a Quicksilver Amulet to your SB, which is a more robust way to cheat in the creatures (although obviously slower). Would be basically a 5th TTB. Otherwise there is the discussion between Chalice of the Void and Leyline (you can hardly afford boarding both of them in the match-ups you want them). If you want to hedge purely against DRS than Chalice is better, Leyline offers Discard protection from turn 1, Chalice needs to get handled or they lose. Of course, you can be greedy and play both (and go -2 Vengeance, -1 Looting, -1 Desperate Ritual, -1 Shoal, -2 Lightning Axe when you board), but it is REALLY cutting deep into the meat of the deck. Keep in mind that usually any kind of TTB creature is game against them. Also, if you bring in Chalice vs them then you usually do not bring in Pact (cause it would be redundant to say it this way).

    Regarding Pact, there is always the possibility to run Defense Grid, however I steered away from it since it makes EoT stuff harder, which is something you always want to do vs Control decks (where you would bring in Grid).

    Not really a fan from the two Brutalities btw.

    Oh, and I would play one Shatterstorm in the SB, 4c Whir is on the uptic and it is a REALLY good deck, hence, having an "oops I win" button is always nice to have (it is also a good card vs Affinity/Hardening Scales).

    I'm not really a fan from the Brutalities. I know their value, but I never boarded them in in the match-ups where I would have wanted it, since I had higher impact spells (Chalice e.g.). So that would be a card for me to cut.

    That's it I think.

    Greetings,
    Kathal

    Posted in: Combo
  • posted a message on BUG Wilderness Teachings Turns
    So, got a couple of tests in:

    -) I never got mana screwed even though I cut a Fetch. However, what I noticed was, that the mana became a little bit more iffy (not having access to B e.g). Reason for this was mainly the Flooded Grove, so I might switch the Flooded Grove over to a Polluted, if I get the feeling that Flooded is more of an liability than anything else.

    -) 4+1 1CMC Cantrips was bonkers, kinda wanted another one since I was able to find the stuff I wanted quite reliable (Teachings/Snaps/Cryptics)

    -) Echoing Decay > Devour Flesh MD if your meta is not invested with Shadow. It is better in so many darn match-ups (but Shadow and BGx), so I will stick with it MD.

    -) 3 Wilderness felt clunky, but I wanted to draw two more often than not, so I will stick with 3 to get them more reliable (and no, switching one for a Sorc speed tutor (Cluthc of the Undercity) is even worse, cause it is Sorc speed. I would rather play a Mastermind's Acquisition above it and even that one sucks balls.

    -) The more I play with the deck the more unnecessary it feels to play Nexus. Sure, there were a lot of times where looping turns was cool, but more often than not it is simply not needed (also a reason why I board it out every time). I might put in the SB for the match-ups where I really want it and instead add another form of interaction (need to ponder about which one), but more testing needed on that end.

    -) Got 6 pre and post board games in vs UR Phoenix with 2 MD Ascension. MD Echoing Decay helped a lot, but I still went 2-4 pre board. Problem is: No permanent out vs Phoenix. Wins involved looping of Nexus with Wilderness to pull far enough ahead to be able to BSZ yourself for a bunch to get a Cryptic Chain going. Post board it was 4-2, should have been 5-1 but messed a game up. Surgical (on Phoenix) is the most important thing, everything else can be dealt with quite easily (Ascension via Decay/Trophy, Pyro via Echoing Decay, Drakes/TiTi via Push/Trophy/counters). Note: They are starting to play Pyromancer in their MD/SB, so some form of sweeper (aka Echoing Decay) should be in the 75 to deal with the Tokens/Pyromancers. Hence, I might upp the count of Echoing Decay to two going forward.

    Overall felt quite comfortable in that match-up, even though due to their recurring creatures it is kinda iffy.

    Greetings,
    Kathal

    Posted in: Deck Creation (Modern)
  • posted a message on BUG Wilderness Teachings Turns
    The version I'm currently playing:



    Most noteably I cut a land and added a Opt (to compensate) since I had a serious flooding problem so far. Not exactly sure if Polluted Delta is the correct cut or if I should go for the Field instead. Needs more testing (liked the Field so far).

    Otherwise relatively "stock" list to say it this way. I kinda want to squeeze either the Crypt Incursion or the Surgical MD, since there are a lot of match-ups where I would want it. Than again Consume the Meek has been pretty bonkers so far too, so I really need to figure things out on what silverbullet I exactly want in the MD. Btw. I would play the Consume above the third Push MD, since they fulfil a similar role.

    Greetings,
    Kathal

    PS: And the deck is so much fun Grin
    Posted in: Deck Creation (Modern)
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from gkourou »

    ~stuff~

    Some times, I wonder, what would people call Modern if we were to watch Bant Company vs Abzan Company vs Jund vs Abzan vs Eldrazi mirrors all day long...

    There was a short time of this, after the Eldrazie ban (Abzan vs Melira CoCo vs Midrange Eldrazie vs Bant CoCo with some sprinkels of Burn and Affinity) and people called it boring.

    Than again, been a while since than.

    Greetings,
    Kathal
    Posted in: Modern
  • posted a message on Grishoalbrand / Griselbrand Reanimator
    Grixis Death Shadow (as every Tempo deck) is a nightmare to play against. Only pre ban Infect (aka with Probe) was a worse match-up. The one thing which helped historically against it (besides praying that you dodge them) is Chalice of the Void and slamming it on turn 1 (with SSG). Otherwise it is quite brutal to play against it, as you already said.

    Regarding a possible G splash. Way back in the days, when the deck first cropped up I played the G splash with Time of Need and Decay (and for possible Borbo hard cast, which came up a few times). Time of Need was rather clunky and Decay didn't offer much back in the days (not a lot of RIP cause not a lot of dedicated Graveyard decks). Nowadays Time of Need is even worse (cause it is clunky and basically a timewarp on yourself) while Decay/Trophy got better (cause rise in RIP/Leyline). Than again, Surgical is nowadays the premier graveyard hate card, so again, those two do not really work against them. Hence, I honestly do not know, if you really need them, or if the increased damage of your mana base (combined with the cut of Temples to be able to support the splash) doesn't hurt the deck more than the gains you get from running Claim/Trophy.

    Would need to dig up an old list of mine for the exact mana base, but finding them after 3+ years is kinda hard XD

    Greetings,
    Kathal
    Posted in: Combo
  • posted a message on The State of Modern Thread (B&R 21/01/2019)
    Quote from Wraithpk »
    So, does this GP result solidify for anyone else that GB Rock is the best build of the GBx Midrange decks? I know people have been trying to force Jund for the past year, but the consistency and power you get from the two color manabase seems to be where it's at.

    The Rock was a "better" choice since Bolt lost it's appeal in Modern. When the format is either T4+ creatures (H1, TiTi, Goyf, Delve creatures, Crackling Drake, Death Shadow,...), re-curable creatures (Dredge creatures, Phoenix,...) or bring a massive ETB effect (Snappy e.g.) Bolt looks not that good anymore. Especially the combination of having to splash for a colour which doesn't offer a lot otherwise (K-Command (lost value since the printing of Lilli Last Hope), BBE (which is meh) and some SB cards (Anger, Magma Spry, Ancient Grudge,...)) makes it even worse.

    Hence, I was on the Rock Train since BBE got unbanned, played a lot against Jund (with BBE) but always dreaded The Rock way more.

    Quote from cfusionpm »

    Is there a script someone could write to parse the data than look and compile automatically? If you have the text of every person + deck name, you could go round by round pairing players together and swapping for deck names. I know enough about programming to know this is likely possible, but not enough to actually do it. Would be great instead of doing it by hand in Excel (what I usually do).

    As long as the decks can be extracted in a nice way (aka not via the website as an HTML mess, which would make it still doable but turn it into a huge headache) as the parings (which have already a nice format), it is quite easy to pull it off. Sadly, I have no time and willingness to do it atm.

    Greetings,
    Kathal
    Posted in: Modern
  • posted a message on Grishoalbrand / Griselbrand Reanimator
    The deck used to play 3 Shatterstorm and 1 Shattering Spree back in the days, so if you have room you can increase the amount of hate cards for those match-ups.

    @GolgariMage, Dispersal is garbage, you would only cast it when you are losing to begin with, where you can also go for Discovery and try to win instead (bin Grisel, draw Goryo's and hope it is enough).

    Greetings,
    Kathal
    Posted in: Combo
  • posted a message on BUG Wilderness Teachings Turns
    Oh btw: https://www.twitch.tv/sheamtg

    Greetings,
    Kathal
    Posted in: Deck Creation (Modern)
  • posted a message on Bant Draw-Go Control
    Quote from idSurge »
    What in Bant, would we want as a 'wish package'? There are plenty of multi-colour cards, but I'm not sure there are a ton in bant that are premium sideboard material or hosers.
    Sigarda, Wheel of Sun and Moon, Fracturing Gust, Supreme Verdict, Sundering Growth, Geist, Detention Sphere, Sphinx Rev, Knight of Autumn, Teferi, other multicolour PW,...

    I would never play the playset, max 3 realistically. Also, I wouldn't put 10+ wish targets in the SB, just those who you really want (like Sigarda, Fracturung Gust, Verdict and Teferi). More often than not, even if you are only playing two Wish you should be able to find them relative fast so that you can go e.g. turn 3/4 Wish into turn 4/5 bomb, if the match-up demands it.

    Greetings,
    Kathal
    Posted in: Deck Creation (Modern)
  • posted a message on Bant Draw-Go Control
    Everytime I see Bant Control I have the following two questions:

    a) Why should I play Bant above UW or Esper? Is Growth Sprial (aka the only reason to play Bant in your versions) really enough of an reason for a worse mana base?
    b) Does Glittering Wish fit in the deck?

    I have not played the deck, so I cannot answer those question, but just something to ponder about.

    Greetings,
    Kathal
    Posted in: Deck Creation (Modern)
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