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  • 15

    posted a message on Sphinx with Embalm via TokyoMTG
    I'm not an interpreter or anything, but I'm pretty sure that says 5/3. Wink
    Posted in: The Rumor Mill
  • 1

    posted a message on Mouth/Feed
    Quote from RedGauntlet »
    I think im underestimating these aftermath cards but i just don't see how these cards are rare worthy.


    They're basically uncommon in power level, but the fact that two different spells exist on one card is what makes it rare. You still can only cast them in order, but if you wanted to add both spells to the same deck it would eat up twice as many slots. The question is do you actually *need* both.
    Posted in: The Rumor Mill
  • 1

    posted a message on Floodwaters
    They brought back cycling because they knew these cards were trash and wanted to make it easier to throw away.
    Posted in: The Rumor Mill
  • 1

    posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    So I'll definitely be main-boarding a single Trophy Mage as of next week. Treasure Mage and the win conditions it fetches out are nice, but I far more often than not need to find some way to fetch out the one-of Oblivion Stone so as to stay alive long enough for those win conditions to actually come out (especially at my local meta). Looking forward to seeing the results.

    Also, I'm still of the opinion that Talisman's are helpful if not outright necessary enough to keep mainboarding, and have found that two is the right number (three is too many, and one is pointless).

    Finally, is there an argument to be made for just sending Platinum Angel to the side? It's dead before it hits the ground in anything in Jund or Abzan colors, and even worse, exiled by most things in white. The best matchups for it are blitz decks like Infect, Burn, or Affinity, which don't have a game 1 answer to it, but the Angel making an actual difference in those matchups relies in the improbable circumstance of either opening with or drawing it in the first couple of turns and having enough mana to cast it. Yes, it's largely our only line of defense against those decks, but I feel like I'd rather refine the deck overall than to include a single card that makes almost no difference against many archetypes, and has an unlikely chance of showing up in the archetypes against which she's relevant. It seems to me that she's best when backed up by Chalice of the Void, and I feel as though if you're not mainboarding Chalices you probably shouldn't mainboard the Angel either.

    Quote from KatotohanaN »
    So here's the situation: your opponent casts a spell and you have both remand and condescend in hand. Which one will you use?


    There's a lot of game-state factors involved in that decision, and I've done one or the other based upon those wildly differing factors. In general I prefer to Remand before I condescend, as doing it in the reverse order often sinks all your mana into one Counterspell. I especially rely on Remand if they can't recast the spell on the same turn and if I have Thirst For Knowledge with enough mana to cast it, which lets me Remand, draw a card, and then Thirst EOT; at that point you've just gone four cards deep and are well into the driver's seat by the time you untap. You also need to sometimes pair Remand and Condescend together in order to answer a re-castable threat you don't have enough mana to just straight-up Condescend, which revolves Remand for two mana, and then Condescend for usually 1 or 2 when they try to recast.

    That said, there's also times when your opponent is either at or ahead of you on land drops, and if they're trying to resolve a serious problem for you and you have an opportunity to counter it with Condescend, you probably should before they can afford the X.
    Posted in: Control
  • 1

    posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from valentine69a »
    Quote from typo_kign »
    Quote from valentine69a »
    Quote from cksboy15 »
    So I've been struggling super hard vs our GR brother. In fact It's the only matchup I have yet to win I'm starting to think k it's my list but the local tron players in my area have discovered world breaker is a huge problem that I just can't answer efficiently.
    Chalice on 1 is good but they always have scrying in hand vs me.
    I tried both Squelch and trickbind to no success.
    Jesters cap never did enough even when I was able to recur it with ruins.

    Here's my list. Also how should I board for the matchup? It's always had me a little lost.


    I dont want to sound mean but maybe its a piloting issue? are you making the correct plays at the correct time? we have a really great matchup against them? i dont understand how you couldnt of atleast beaten them once? maybe your not playing the matchup correctly? just practice more this deck rewards tight gameplay and the more you use it the better it will get. also study your meta. a good control player has too study the decks he is vsing to be effective. try the talisman build as well. you do realise if you run solemn simulacrum and talisman of dominance you are actually capable of ramping harder then G/R Tron right? solemn simulacrum is better then TKS look up shoktroopas list. it performs better. also run a minimum of 3x repeals and spacial contortion is terrible against them. also run another ghost quarter or put a crucible in sideboard so that you can recur it. tron only runs a maximum of 2 forests anyway so after that they become strip mines. also i dont see squelch or spreading sea's in your sideboard? those cards are amazing against them.


    How do you find this to be a favorable matchup for us? We stall, they ramp into cards that can sometimes finish us with cast triggers alone. Mono-U Tron cannot contain RG Tron beyond the first several turns. Remand is miserable against them, their one mana ramp spells easily sneak under all of our counters, and since we take so long to close out the game they don't even need to ramp all that hard, as they use that pace to their advantage. And don't even bother trying to outramp them, as that deck is built to Tron out as fast as possible, and even if you do manage to sneak in a Wurmcoil before they land any of their finishers, it's not going to do much against the Karn or Eldrazi cast triggers that are to soon follow.

    So our usual game doesn't work, and we're outmatched if we try to play their's- what's left to do? Well, you can get lucky with your early draws and counter their attempts to Tron out. It's not going to stop them, but if they miss enough on natural land drops it can buy you some time. You can hope they just get unlucky with their draws, as most of our cards bounce off their threats like rubber bullets in the later game. You can try to creature kill, but trying to 'aggro' them (in our own pathetic way) means either tapping out and just hoping they don't play Karn, or holding up counter-magic and giving them more time out-ramp us (and then losing to cast triggers anyway). Outside of luck and outside of creatures, then, your best actual strategy is to just Slaver lock them as fast as possible, as it just ends the game before it grows out of your control and is a combo they have no way of interacting with.

    It may not be as downright unwinnable as this overview might make it sound, especially in light of the bannings, but the last thing I would call this match is 'really great.'
    Wow. are you serious?

    R/G tron is powerful for 1 reason only: Its consistency!
    RG Tron is all about consistency. turn 3 or 4 tron every game right?
    what could we possibly do against a deck that powerful?
    hmmmm.
    Wait a second.
    every single cantrip in there deck is a 1 drop?
    and every single method of getting tron turn 3 is a 1 drop except sylvan scrying you say?


    Way too many individual points to address in one post, so I'm just going to focus on what seems to be the basis behind most others: RG Tron's consistency. It's consistent at being explosive, which means it generates 7-8 mana and lands a top of the curve finisher often while their opponent's are just beginning to assemble their gameplan, but it doesn't need to be explosive against us because they know their threats, in addition to being much more powerful than ours, can wreck us on cast triggers alone, and they have all the time in the world to get there because Mono-U Tron tries to play out over the long game. How many times has your opponent said 'cast trigger' while you're gripping Remand, Repeal, or even a hard counter like Condescend? You're in trouble no matter what.

    If you want a recent-ish example of why we have such a hard time playing our game against RG, look at how Esper Dragons faired off against Eldrazi Ramp in standard: it just has no game. Esper can't control cast-trigger ramp, especially in the long game and when those cast triggers (now) exile one of their lands. Their only hope is to slam a turn five Ojutai and hope they can ride it out ahead of Ulamog. Not exactly Esper's usual game, but you can't play your usual game when it's doomed to failure: you have to scramble for your outs and end the game fast as you can. Their 'I play Infinite Obliteration' is our 'I play Spreading Seas;' you need to draw it, you're dead without it, and even then you're still dead in one or two other ways.

    So you can Remand all the Sylvan Scrying you want, Repeal all the Chromatic Stars you want, and you can even slam a Chalice on 1 and have a perma-counter for all those one mana ramp spells: it's not going to make a difference, RG Tron always has inevitability over us in the long game unless their natural draws suck or we Slaver lock them before they get out of control. If you counter their ramp spells and their draws are really bad, you can sometimes get their with Wurmcoil or Sundering Titan, but I can tell you the one thing a RG Tron player is happiest to see is when their opponent goes turn 1 Island into Expedition Map. If they go off early, they win. If we try to go long, they win. Anyone who claims to have an amazing matchup against RG Tron is either facing bad opponents or just deluding themselves.
    Posted in: Control
  • 3

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  • 4

    posted a message on Triskaidekaphobia (LoadingReadyRun)
    I want to run this card for the same stupid reasons I want to own a pet elephant.
    Posted in: The Rumor Mill
  • 1

    posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    What am I missing about the Eldrazi ramp matches that cause you to believe we're favored? I haven't played against them in modern, but it seems fairly clear that those cast triggers just spell death to any deck looking to play the long game and grind an opponent out, and speeding out our own Ulamog sounds like the opposite of how this deck wants to play, not to mention unrealistic considering how much harder and faster other decks ramp into their's.

    I'm also not sure what the consensus on Collected Company is, and my opinion may be against it, but I can't say I agree that this is a favorable match for us: instant, EOT spells in creature heavy decks have always been serious problems for control decks in every format, as countering an EOT Collected Company is essentially tapping on your own turn, and that's to say nothing of the existing creature threats that have been on the field for the first three turns and beating you down up until then. It's one of those decks that can play in two different ways and will beat you on whichever line you lack the resources to deal with.
    Posted in: Control
  • 4

    posted a message on January 18th Banned and Restricted list
    I just wish they could have used its MMII slot to print something they just wouldn't ban three months later.

    A banned Splinter Twin, cool cool that's much better than Damnation.
    Posted in: The Rumor Mill
  • 3

    posted a message on January 18th Banned and Restricted list
    Twin was always a borderline case since the beginning. Yes, it's a consistent turn four deck that has consistently dominated the meta for years, but there wasn't a single archetype that didn't have access to some kind of reliable hate for its combo end game, and it was a deck that could even board out its combo to still win a game on UR tempo burn.

    At the same time, it could have far too much of a game 1 advantage against decks that have no mainboard answer, and the range of anti-Twin tech in the sideboard was always an issue, forcing players to build sideboards with cards that had relevance to only one deck. But then again, how 'limited' is the range of Twin hate when every third match was Twin? Tough call, one that I'm sure Wizrds has been wrestling with for years, and they may or may not have made the right one.
    Posted in: The Rumor Mill
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