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  • 1

    posted a message on Serum Visions vs Opt? You Choose
    It solely depends on the Control deck. For example, UW Control would rather play Visions, cause of the rather awkward mana curve the deck has and thus wants to hit its silver bullets more reliant. On the other hand, Esper Control might want Opt more, cause the deck is a classic draw and go one.

    Greetings,
    Kathal
    Posted in: Modern
  • 1

    posted a message on Most Fun and Awesome Self inflicted Loss
    Drawing with Griselbrand and than noticing, that you do not have 7 cards left in the library ^^

    Greetings,
    Kathal
    Posted in: Modern
  • 1

    posted a message on Grishoalbrand / Griselbrand Reanimator
    I tested baby Jace last year after the PT, since he looked rather great in the PT version (so Grixis no Shoal/Soul Spike/Fury version with Emmi). He was decent in there, especially since he bought a ton of time when you were able to flip him.

    However, the downside was, he was very clunky and didn't progress you game plan more often than not. Multiple times I just played him on turn 2 (since I had to play him to start looting stuff away), just so that he dies to a simple removal spell (afaik there is no played removal spell which doesn't kill him). To make it even worse was, that the turn 1 Lootings were most of the times really bad with him, cause he would flip on turn 3 pretty consistent, which sounds great, but than you release you just lost your "draw engine".

    You can see it with the "recent" developments of the Japanese guys, they switched the Jaces with Collective Brutality (this was pre Death Shadow Jund btw), since it was apparently just better than Jace in that shell.

    I tried him in the Shoal version too, but the tax of going into U (life and manabase) combined with the overall problems of that card I went back to the classic BR Shoal version.

    The only version, where I would play Jace (if I could find the room/a proper design for it) would be the Necrotic Ooze version. Here the question is, do you want to play G for Grisly Salvage (best cantrip for that deck) or do you want to go into blue for 1 mana cantrips + Jace (+SB cards), which is just nuts in that deck, since it is a combo Midrange deck.

    So, tl;dr: I wouldn't play Jace in any version atm but the Ooze version.

    Greetings,
    Kathal
    Posted in: Combo
  • 1

    posted a message on Grishoalbrand / Griselbrand Reanimator
    Regarding Storm, nope, only the initial card gets countered. If the Storm copies would get cast, you would generate an infinite loop with no stop (since the storm copies would trigger storm again) ^^

    Same reason, why you can Replicate through a Chalice.

    Btw. if you get a Chalice on 2 out vs Storm, they are most of the times dead either way. They cannot combo through a chalice on 2 at all and would need to find a bounce spell, which again is most of the times the Echoing Truth which is shut down too.

    Greetings,
    Kathal
    Posted in: Combo
  • 1

    posted a message on [[Official]] Legacy Ban List Discussion Thread (Read OP before Posting)
    I always hear that argument of "Chess clock this", "Chess clock that".

    In real life it is not possible, as simple as it is, as long as the stack exists. Just go through an average turn, how often does the Priority change between your Upkeep and the Clean up step?

    In the end, you would slam more on that darn clock than actually playing the game.

    Greetings,
    Kathal
    Posted in: Legacy (Type 1.5)
  • 2

    posted a message on Staff transition and farewell
    Sad thing to see you go, but that's life.

    Either way, when I'm thinking about Modern as a format, you are the first person, which comes to my mind. Just says, how much you did for this community over the years, when you are (at least for me) the poster child of a whole format ^^

    Greetings,
    Kathal

    Posted in: Modern
  • 1

    posted a message on Grishoalbrand / Griselbrand Reanimator
    Nice!

    Btw. if the burn player knows, what he is doing, he just goes Skullcrack in response to your Goryo's. In the end you will most likely only have a hasty 7/7 and that's it, cause you can neither draw cards (you normally die next turn when you burn yourself for 7) as chain Shoals.

    Greetings,
    Kathal
    Posted in: Combo
  • 1

    posted a message on What cards, if any, do you think should be unbanned/banned in Modern in the next announcement?
    The thing is, that a Stoneforge Unban attacks the fair aggro decks, be it Zoo, Burn, Meerfolk, Goblins, or co. However, it is a far worse card vs combo (but in some very special cases). This leads to his statement, that a Stoneforge unban would push back fair aggro decks while buffing the non-interacting and not fair aggro/combo decks (old DSZ, ADN, Infect, Dredge, Griselbanned, UR Strom,...) which give a poop about SFM and Skull.

    That is the real problem of the card and nothing else.

    Greetings,
    Kathal
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, reprints, new cards, and more!
    Quote from gkourou »
    Maybe we can unban Mental Misstep to help blue Evil Lol

    Good joke man Wink

    (Funny enough MM is not "that" big of an player in Modern NBL, which is quite surprising, when you think about how broken that card is).


    Regarding DTT and what influence it will have:

    There are three primary winners, and a lot of secondary ones. Primary ones are obvious Jeskai Ascendency (the UWR Tempo/Combo version), RUG Scapeshift (the secretly "best" deck in the TC/DTT area, since it had both a good Delver as Pod match-up) and Control (especially Esper Control would love that card). For the secondary ones only Delver decks have to get noticed, since it would allow the deck to be a solid Tier 2 deck, even though it struggles with a lot of things.

    Jeskai Ascendency was a good deck, especially since it was not an all in combo deck + played a relative high amount of interaction (6-8 removal spells and 4-6 counters). The earliest win was on turn 3 thanks to Probe, which is now no longer possible. Hence, the earliest kill would be a turn 4 kill which is more than okay (Modern is a turn 4 format), especially since you can interact quite easily with the combo elements (Bolt/Path vs Fatesticher, Decay/Remand vs Ascendency). Would develop into a solid Tier 2 deck, sometimes dipping into the Tier 1 scene, when the Meta is soft to it, sometimes going down to Tier 3.

    RUG Scapeshift would be the real winner. Everybody who followed the deck back in the DTT times knew, how good it was. However, the main reason, why it was so good was mainly of how the interaction from the deck aligned with the current meta. Anger was MVP (both against Delver as Pod), especially when you were able to cast it on turn 3 with counter back up. It still had a decent clock and the goldfish with a perfect draw was at turn 4 (needs a perfect hand and you cannot play anything else but ramp spells basically). Again, no problem with the Turn 4 rule. However, what the deck CAN do is, that when correctly build it can offer a decent choice against both big mana decks (as long as they do not sling Caverns and Ulamogs at you) due to the counter suite and have a decent match-up vs midrange esque decks. However, on the other side the control (lots of air) and aggro (again lots of air) match-ups are not great, this is especially true in the current RUG version. Hence, would establish as a solid Tier 1.5, sometimes dipping down to Tier 2 when there is more aggro and control and being at Tier 1 when there are more targets for multifunctional interaction spells (like Anger back in the days).

    Last but not least Control. I can only speak from my personal experience with UW Control back with DTT, have not played Jeskai or Esper Control with that card, so if somebody, who has played with DTT in the respective deck, can correct me if I'm wrong, please go ahead.

    In UW Control Dig was a okay-ish card. The problem was, that filling up the Graveyard was an actual problem. Due to the nature of the deck of playing more board based interaction spells (Wall of Omens, Detention Sphere, Vedillion Clique, Runed Halo,...) and the low number of Fetchlands (5 is the max you usually want to run) you had problems to get a "early" Dig off. Most of the times Turn 4 was a realistic Dig for 4 mana turn, which was nice but not close to game breaking. Hence, you had to build the UW Control deck still with the early game in mind hand had the Digs as a late game tutor for the silver win con bullets (be it WSZ or Rev in the more draw and go version or the Planeswalkers in the more tapout version).

    However, Dig would improve both Esper and Jeskai a great deal and would give them a real shot of beating things like the ramp decks or something like Cavern of Souls.


    Overall, while Dig is a broken good card (as most of the modern powerhouses) it would be INTERESTING to have it in the current Modern format and look, how it would develop from there. I honestly doubt, it would result into huge problems, it would just force a shift in the comfort levels from the players.

    Greetings,
    Kathal

    PS: And totally agree, MM3 is absolutely bonkers ^^
    Posted in: Modern Archives
  • 1

    posted a message on State of Modern Thread: bans, format health, reprints, new cards, and more!
    Quote from Barachai »
    Quote from Wraithpk »

    GBx below 10%. I can't remember the last time GBx was below 10%. Granted, this is just 2 top 32s, but I would still expect more. My guess is Death Shadow leached some Jund players since the decks share so many cards.

    Is Death's Shadow not a GBx deck? At least, it's a lot more like one than previous iterations.

    It's actually a pretty interesting question, come to think of it.


    Personally I would rate it as a Aggro Midrange deck. It employs early interaction in form of, most of the times multiple, discard spells and can slam "protected" high value beaters afterwards. Due to the nature of the deck however, it is more in the Aggro department, since it can actually take the Aggro role quite good with an early big Goyf or Death Shadow. The trade of for this better aggro is of course the late game. Jund and Junk can grind way better due to the access to both Manlands as high impact CMC cards like Huntmaster and Rhino. DSJ can trick a little bit by using Traverse to grab more copies of their good creatures but in general it will still lose the mid to late game vs those "pure" Midrange decks.

    In general, those articles are a great tool to actually rate decks properly (4 article series, this is the 4th part): http://modernnexus.com/wheel-of-fortune-riding-the-archetype-spectrum/

    Greetings,
    Kathal
    Posted in: Modern Archives
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