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Mar 13, 2018Interested to see if any of the red wizard tribal cards are worth-while. bear in mind that we have a fair number of wizards depending on the list. even boros reckoner is a wizard.Posted in: Control
nothing so far looks that great apart from copies 5-8 of lightning bolt.
Jan 10, 2018I'd imagine a post-modern format wouldn't include coldsnap. so we lose our draw-engine and our best removal spell. thus any future 'big red' would more likely than not either take the form of AiR or would involve some HEAVY splashes into white or black (probably black)Posted in: Control
Jan 7, 2018not to mention shocklands/dual lands in general. sun isn't a card i'd bother playing even if moon didn't exist.Posted in: Control
moon can auto-win vs nearly any multi-color deck that isn't careful about how it fetches, sun is a mild annoyance at best.
frankly these recent few sets have been disappointing me in the big red department. a couple wacky big cards like etali or form of the dinosaur, but nothing that would actually make sense to run in a real modern list.
we got nothing to add from this set or amonkhet save that new flavoring of 3-mana-3-point-sweep. and more importantly they're not really exploring any terribly interesting design spaces for red atm.
back when commune with lava ( a card i still recommend as a one-of ) was printed, i was excited/hopeful. it looked like WotC had found their footing with the 'impulse' mechanic and were finally going to be able to give red some ways of directly generating card advantage, but new chandra's been the last we've seen of it.
maybe i'm just dumb, but i'm not seeing useful utility spells being printed in red
Jul 3, 2017personally, my issue is it has too many MU's were the outcome is more heavily decided by the cards in the decks than by the pilots. your 30/70 & 70/30 MU's ala tron v GB/x.Posted in: Modern
it's annoying, but i don't necessarily think that means its ban worthy, though its been several months since i really tried to keep up with where the meta's at, maybe it's banworthy now? seems preeeetty unlikely tho
Feb 20, 2017i've been thinking about stone rain for a while, but have trouble passing up on the incidental damage. i still run reckoners so my list already demands alot of red mana regardless of molten rain vs stone rain, i think a list like mine is better off sticking with molten. but a sans reckoner list is better with stonePosted in: Control
Feb 17, 2017another successful FNMPosted in: Control
MATCH 1 loss 0-2 vs TitanBreach
G1 & G2 i couldn't find blood moon, i feel like this match is very winnable if we land moon. but alas, after mulling to 5 looking for moon both games, i just couldn't find it. it was a real shame cause this guy aggressively avoided fetching basic forests.
MATCH 2 win 2-0 vs kitchen-table-vampires
not much to really say here.
MATCH 3 win 2-0 vs kitchen-table-pariah-reckoner-madcap-experiement-combo
this was a weird week. dunno how he got his win.
MATCH 4 win 2-1 vs BG midrange
G1 land turn 1 relic, outvalued him for a couple turns before landing a moon.
G2 got my relic discarded turn 1, he then follows it up with a turn 2 bitterblossom. i draw tons o' lands before hitting a scrying sheets to help mitigate the issue. ultimatly it came down to him winning the race at 1 life. i feel like i played a bit too greedily overall and the game was still very winnable if i had to replay it.
G3 i had a snap keep of a nigh-unbeatable 7. 1 relic, 2 mountains, 2 jets, 2 moons. he had to mull to 5. aylmao.
overall a pretty odd week, but 2 real MU's is better than 0. i liked the scourges, as expected. didn't have a good chance to try out the needles in their intended MUs tho.
Quote from Jasper371 »Just 5-0'd another League. Shout out to whoever was in here playing a one of Commune with Lava. I'd been meaning to test it, and finally got around to it today. The online meta seems to have a lot less combo today, as I played against mostly fair decks. Commune was good in the grindy matches.
Trinisphere is good still as well. Playing 2, and it's solid vs combo decks. Also pretty good vs Burn and little Zoo, especially with Molten Rain to set up a bit of a lock on them.
ey im da commune guy! what's your list lookin like?
Feb 16, 2017Very sorry, you'd think with all that energy I put into it I could've just scrolled back up a couple posts and refreshed myself on your actual position.Posted in: Control
Anyway, still prefer needle + fallout plan, I don't feel we have the pressure needed to kill them in the time gained by stopping bloom. Maybe if you're already running SSG and rabblemasters. Otherwise something more long term like needle is the stronger option.
I've been looking for an effecient way to improve our MUs against Tron and combo after scrubbing out of my last open. Day 1 was actually all combo and Tron.
Feb 16, 2017Posted in: ControlQuote from Rakka77 »
Pretty sure you're right. To be fair, I think it sets Ad Nauseum back a bit further, but in general you're right that Pithing Needle is just better.
i'd like to respectfully disagree with the underlined bit.
with the pith naming lightning storm their only three options to kill us become
A) remove the needle
B) laboratory maniac
with hope of ghirapur they have the following options
A) prevent hope from dealing combat damage
B) wait/survive one more turn and combo out anyway
B part 2) combo off on your upkeep after the turn you silence them, the combo is instant speed, thus you've not actually slowed them down whatsoever.
C) combo off before hope can attack/before you decide to pop it
i just scoured the last 10 or so pages of the ad nauseum primer and here's what i found.
ad nauseum doesn't run conflagrate anymore, or at least, if anyone in that primer was running it (or even linking performing lists) i missed it
ad nauseum runs 2-3 ways to remove artifacts, and notably they all seem to be at the 2 CMC spot. (hurkyl's recall, echoing truth, wear // tear with the former two being the most common)
ad nauseum often runs similar numbers of fog effects
hurkyl's, e-truth, and co. all work against both hope and needle. however, ethereal haze, darkness, and holy day only work against hope.
already, you've given your opponent more options by running hope over needle.
hope is also a 1-turn silence. meaning you have to know exactly when to pop it or you lose, additionally, you need to be able to capitalize on that one turn (assuming they can't just kill you at upkeep, which they should) both of these points put additional pressure on you that needle doesn't. needle solely asks that you get it into play and protect it.
of course, needle doesn't stop maniac. but volcanic fallout does. and all the pact of negations in the world can't stop it.
in any case, the maniac is a moot point. maniac is their backup plan, it's what they resort to if lightning storm can't do the job. which hope doesn't adequately prevent as i mentioned above.
if you're running pithing needle in conjunction with a chalice on 2, they've got no way to kill you. unless they still run conflagrate, which seems to have fallen out of favor.
pithing needle > chalice on 2 > find a relic of progenitus (for when they discard conflagrate at EoT, if they run it, which they likely wont) & a volcanic fallout.
if you do all that, they cannot win. period. well, in the case of the vast majority of their lists anyway.
i know that's easier said than done (to say the very least), but it's at least a real line of play.
compare that to
play hope > connect with hope and pop it on just the right turn with the correct reads > hope they don't play lightning storm (???) > kill them from likely 10-15 life.
maybe mix in some chalice's for added security.
doesn't seem reasonable.
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