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  • posted a message on Pre-poll thread(Next B&R Announcement: November 26, 2018)
    Thread locked and archived. Please see the main poll to vote.
    Posted in: Modern Archives
  • posted a message on [Read This] Deck Creation Stickies criteria and selection (Updated 02/03/2018)
    In an effort to maintain clean forums with the changing landscape (Removal of the Tier system, and creation of the Established section and archetype classifications) the Deck Creation Stickies program is getting archived. It has not been maintained in some years, so until we bring a program like this back it'll be nicer for the forums to not have this perpetually at the top of the page.

    If you have any questions/comments/concerns then please PM the mod team or direct them to the Modern Forum Helpdesk. Be on the lookout for new things in the Modern subforum coming soon!

    Thread archived.
    Posted in: Modern Archives
  • posted a message on The Rock
    Moved to Established - Midrange. We now have three threads for all BG/x flavours. See here for the Abzan Primer, here for the Jund Primer, and here for the Sultai Primer. Please post in this thread for all straight BG deck things.

    Rock on!
    Posted in: Midrange
  • posted a message on Scaled Affinity
    This should have been moved to Established months ago... Sorry about that. Fixing what I can now
    Posted in: Aggro & Tempo
  • posted a message on Modern Forum Helpdesk
    Quote from motleyslayer »
    what are the mods opinions on linking to a tournament report I posted on reddit in a deck thread?

    just wanted to ask before doing it just in case
    You can link to another site with content, but we ask that you also provide a sizable chunk of the content on here. If this is a one time thing, instead of just posting the link and saying "go read my writeup", we ask that you put at least an abstract so people can get the gist of it here and understand it without having to click on the link. We understand if you put a lot of work into it and don't want to copy over all of the formatting.
    Posted in: Modern
  • posted a message on GWx Vizier Company
    Played this deck for the first time in a while since I've been on GTron for PPTQ season. I got my Buglers which I've been itching to try out as I talked about here, and sailed to a 4-0 for the night! The deck felt super powerful, possibly the most powerful iteration of the deck I've played yet. My sample size is only 4 matches mind you, but I had some crazy games which are explained below. List for reference:

    Some notes about the deck before the games:
    - Yes that is a 14 card sideboard. I must have forgot one at home, but it didn't seem to matter at all.
    - Omitting the Finks + Seer package for Bugler + KotR. This allows Bugler to hit every card in the deck.
    - 1 Courser of Kruphix compliments the KotR's. Because of it's inclusion I am playing 7 dorks and 22 lands, as opposed to my normal 8 dorks and 21 lands. Yes I like to cheat on the lands, but not here.
    - KotR even acts as a dork in some cases, especially if you play it turn 2, so you are playing what is essentially 15 "dorks" not even inducing EWit getting fetches back. I never had mana problems.
    - Only 3 Eternal Witness. I always like 4, but I figured with Bugler I could drop one to make the deck a little less reliant on the graveyard.
    - I played before with 6 land destruction lands, but found that against the majority of decks they didn't do what I wanted them to do. Because of this I dropped to 3. This lets me still kill stuff like the random Inkmoth/Mutavault while also slowing down Tron and Valakut enough to win those matchups (in theory). With the 3 extra "utility land" slots I was able to include a second Horizon Canopy to help out the combo and flooding in general, and a Gavony Township for when the deck goes real wide.

    Onto the games:

    Round 1 vs Grixis Death's Shadow:
    Game 1 was a grind fest with him removing my Druids, but not having a fast start himself. Once I accepted that I wasn't going to combo I went all in on the KotR plan. The game was decided with him using a Temur Battlerage on his 8/8 Shadow to kill my 10/10 Knight. I then Companied into Knight + EWit, using the company again to hit another Knight and win the game since he ran out of blockers. Game 2 was more of the same with me boarding out the combo and into a midrange deck (everything but Kataki, Rec Sage, and Eidolon). I overwhelmed him with value and won with 2 11/11 Knights while destroying his lands thanks to Path removing his only two basic lands. Bugler kept on finding Knights or EWits that Companies couldn't and kept the value train going. 2-0

    Round 2 vs Mardu Pyromancer:
    More of the same as round 1. The dude went Lootings into Pyromancer and I won some turns after with the combo by casting some Companies and Bugler finding what I wanted. Boarded the same as against Death's Shadow since I figured I couldn't combo again through all of the removal. The game this time went pretty long with him killing my turn 2 druid and resolving a LotV which I had to then throw away a Knight and Ewit to. I eventually got there though as he couldn't discard my companies, and I started chaining them to fill up the board. I found my Scooze and kept his graveyard out of relevant stuff while I had a Spellskite and Forge-Tender as backup. The Scooze then went on to continually attack him and win. 2-0

    Round 3 vs UG Infect:
    This was the guy I lost to in the top 8 of the PPTQ on Sunday. Game 3 was the only relevant one and super intense with him on the play. Turn 2 he has a Blighted Agent while I have a Temple Garden and Horizon Canopy to play a Devoted Druid. His turn 3 he hits me for 7 infect, and will hit me for a guaranteed 3 more the next turn so I have to win. I untap, and my hand is Vizier, Ghost Quarter, Bugler, and some other not relevant stuff. I play the Vizier with the Temple Garden since I can draw a card with Canopy. This is only better than playing Bugler if I draw a Chord or Company, so I figure I'll Bugler instead sine I can hit 2 Recruiters and 1 Ballista in 4 cards. I miss, but hit another Bugler. It then dawned on me that I could Ghost Quarter my land to get an untapped Plains and cast the second Bugler to tray again. Lo and behold it hits a Recruiter and I get a clutch win! You can watch the video of the match here. 2-1

    Round 4 vs Eldrazi Tron:
    This is the guy I beat in round 5 of the PPTQ. Games were grindy with me eventually using a Chord to get through his Chalice on 2 and win the game. It was weird since he know the Chord was coming but didn't Dismember the Druid... Game 2 was won off of the back of KotR and some land fetching shenanigans to block Reality Smashers after the wiped my graveyard. Again a misplay on his part as he should have waited and he would have won. Re-watching the footage I also missed a Duskwatch trigger, so I'll have to remember that for the future. It didn't matter though as it died the turn after. You can watch the video of the match here. 2-0

    ---

    Thoughts on the deck:
    - I really really liked Bugler. The deck has been getting away from the graveyard more and more, but is still dependent with Eternal Witness and Knight of the Reliquary. It's not the worst is hate is brought in for it, but it certainly is annoying. Bugler helps get away from this (replacing Finks).
    - Hitting a Bugler off of a Company almost guarantees hitting something that you need since you get to keep digging. I found if I was ever wanting a card I could always find it within the next 1-2 turns. It also makes the combo much more consistent meaning you will fizzle less when getting infinite mana.
    - A downside with Bugler is that you are more dependent on W during the combo, so you have to be mindful to fetch it out.
    - KotR is a beast, and is often the biggest thing on the battlefield. With Finks I found I was using it to chump and stay alive until I could squeak out a combo. Now for the same mana cost I am winning combats, ramping, and thinning my deck. You lose life gain in the deck, and if anything take more damage from fetches, so I can imagine the Burn matchups is suddenly harder.
    - The plan of going super-combo maindeck and transitional value-midrange deck in the sideboard worked out well. I was able to race things like without interaction like Infect (and Affinity in pre-event games) while absolutely destroying the opponent with value post-board.
    - I'm not sure what I want sideboard card #15 to be. Perhaps a Pridemage, or another Scooze...?

    I will hopefully play this again Wednesday and see if I can replicate the results.
    Took the deck to a 3-1 tonight, which puts Bugler version at 7-1 overall. Only changes were +1 Selfless Spirit MD, +1 Courser of Kruphix & +1 Qasali Pridemage SB so I had 15 cards this time. List for reference:
    Wins were 2-0 vs taking Turns. I won the match in about 10 mins total with a turn 3 combo each game. 2-1 vs G Devotion. I kept a slow hand game 1 hoping I could just get there, whereas games 2 and 3 I forced the combo and blew him out of the water. 2-1 vs Scales Affinity, with game 3 him mulling to 5 while I had the turn 3 win. He didn't have removal on his turn 2 so I won.

    My loss was to UW Control, 0-2. Game 1 I kept a 1 land hand with Hierarch, Druid, Druid, Vizier, Chord, EWit, Forest. On turn 2 I drew a second Chord, and he Logic Knotted my Druid for 1. If I had drawn a land it would have resolved and I was pretty confident in my chances, but alas I didn't. I went on to draw Chords for 2 more turns, so I had all 4 in hand before I got my second land. Wasn't winning that one. Second game was more of the same, with a T2 Bugler finding Druid, playing the Druid T3, and him wrathing the board on his T4. From there he stabilized with a Teferi and then Jace, so I was lost at that point. I hoped to see a Company so I could start trying to flood the board with it and EWits, but never saw either card and was grinded out.

    The control matchup was pretty bad, especially with them playing Terminus now. My strategy was to force the combo and hope they can't Logic Knot for enough on Turn 2, as we aren't going to win the long game. Their Planeswalkers out value us, unlike other midrange decks that we can play the grindy-value game with. Perhaps adding a Breeding Pool and 3 Unified Will to the sideboard is the best bet for this matchup. Countering their first wrath or PW will give us a window to try and win. Thoughts on the matchup?
    My list was unchanged from the one I played when I went 3-1. Matchups went as follows:

    2-0 vs Eldrazi Tron, 2-1 vs Infect, 2-0 vs Hardened Scales Affinity, 2-1 vs Bant mirror (he played Queller's instead of Bugler's). Not a ton to talk about since the games are really playing out the same each time. With the addition of Militia Buglers I can slam the combo pretty much whenever I need too since digging for it is really easy, and this was a night of playing very uninteractive decks allowing me to combo as fast as I wanted. Pretty much every match I was sideboarding out the Knights and bringing in Spellskites and Paths, among other things. I didn't really get to play vs any midrange decks which my sideboard is tuned for. The good thing about that is that it means the maindeck is good enough to combo at the speed of some the best. Only changes to the deck I would do would be the addition of another Militia Bugler since that card has been insane and helps the deck be less graveyard dependent.

    If you want to watch the Infect match you can here, and the Bant Company match here.

    I have a player of the year championship on Saturday I may take this too since it's been doing so well, but I'm expecting a lot of UW Control to show up. At the last PPTQ at this store there was 6/47 pure UW Control which is scary. This will be an invite only tourney though, so possibly more KCI and Humans (less pet decks) which I'm fine with. I guess there are no haymaker cards that can beat UW Control while staying pure GW eh? Something like Pharika, God of Affliction vs GB decks.
    My main LGS has a bi-annually "Players Championship" which is a 24 player invite only tourney and you get there by a point system from playing events. First place was free events for a year, and second place was free events for a year but you had to pick week days or weekends. It was a three format tournament of Standard, Modern, M19 draft. I hadn't touched Standard cards since ~2012, but managed to go 1-2 and made the cut to the Modern round. Continuing my hot streak lately, I went 3-0 in the Modern portion (putting my record at 13-1 match wins in the last 4 events since a guy dropped to me round 3) to make top 8 and drafted a pretty average BW Lifegain deck that was pretty weak individually, but had a billion synergies in it. Had a super grindy 3 games against RW Aggro, and then lost to the most disgusting UB deck I've ever seen. He curved Walking Corpse into Death Baron, into Skeleton Archer which killed my only creature, and then into Bone Dragon. Game 2 wasn't much different and I lost that one real fast. Still ended up with $100 in credit which was a good result for a free tournament.

    I played UW Control winning 2-1, and Boggles winning 2-0. List was slightly changed and optimized:

    There are 2 Field of Ruin and 1 Ghost Quarter maindeck now because FoR keeps your lands and you have lots of basics so it's fine, and you can still hit Tron before they Tron you but you have that 1 Ghost Quarter in case you reeeally need it. Sideboard is the same since the combo is so damn fast game 1 now I want to just side into an unbeatable midrange deck.

    I beat UW Control in a super grindy game 1 where he just bricked after his first miracled Terminus. Game 2 he brought in Spell Quellers (??? why???) and they caught me off guard and beat me down. Game 3 was super grindy and I eventually out-valued/outplayed him to win on Turn 4 of turns since we went to time.

    The second round against boggles was quick since I combo'd on turn 3 each game. They don't have any interaction to stop it. And my third round never happened because the person wanted to go home.

    I'm sticking with this list for a while as it's been doing great, and I liked the land change. Now if only they printed Sumala Woodshaper at 1GW it would have broken the format in half (I can dream).
    Skipped a week of Modern and played for the first time last night to a garbage fire 2-2 record, dropping the deck winrate from 92.8% to 83.3% Frown

    Lost round 1 to Hardened Scales Affinity. I won game 1 when he couldn't find a Ballista, and lost game 2 when I untapped with infinite mana and only a Company which missed big time. I then went on to draw 3 lands in a row while he grew his team and beat me down. Game 3 my Druids met 2 Dispatches before I could get some protection down, and then he landed a Ballista which locked me out. I've been having such a good run of Company and Bugler flips recently my luck was bound to run out eventually.

    Round 2 was vs Mardu Pyromancer in which KotR's and Scavenging Ooze beat him down both games.

    Round 3 I beat Revolt Zoo in some close-ish games. I just threw chumpblockers infront of his guys until I could combo off. Post-board, my Knights and Spellskites, and Buglers were able to stall and widdle down his board while keeping me at a reasonable life total the whole time.

    Round 4 I lost to Humans. Won game 1 when he drew all 4 Vials and 3 Hierarchs. Games 2 and 3, I mulled to 6 and never had a turn 1 dork but wasn't about to push it further. Missed some landdrops and got overrun pretty bad.

    Still like the configuration of the deck, but I was thinking about dropping Knight of the Reliquary from the main once Knight of Autumn is legal. It does a bit of everything but nothing great. Moreso, it would open up 3-4 sideboard slots for other things that I can play which is big. I could even drop the 2 Voice of Resurgence I have for midrange matchups and have lots of space for Tireless Trackers to grind out midrange harder.
    I've been quite busy and not playing much lately. Managed to get out after about a month or more and went undefeated 3-0-1. Beat BG Rock, Drew with UW Control, Beat Burn, Beat Humans. You can see the Burn match here and the Humans match here. I'm playing the same list as before, but with 3x Knight of Autumn in the sideboard instead of Pridemage, Recsage, and Kataki.
    Posted in: Combo
  • posted a message on [Primer] Green's Sun's Zenith
    So, what are our thoughts on expansion//explosion? It's a modal counterspell (I would like to point out it CAN hit cryptic). Double blue can be a hindrance but I find that I tend to go more for islands than forests in the early/mid stages of the game.
    Expansion // Explosion is neat, but without playing R it's not going to be better than Twincast. I could see adding a single Mountain for the double red, and then playing 4 of these to either duplicate an Early Harvest or using it as a Blue Sun's Zenith. I don't know how much less consistent it would make the deck by requiring the Mountain... Could be worth a shot.

    Quote from Juicebox360 »
    hate to rain on the blue parade, but i've thought a lot about cutting the blue, adding red and going experimental frenzy.

    it might be sacrilegious but hear me out. i love the ug list, and trying it with precognition field just made things feel a lot smoother. however, the deck being highly uninteractive felt difficult at times, as well as hitting "bricks", such as lands and other unplayables like dictate of karametra and heartbeat of spring. thankfully, the combo was able to produce enough mana to put the activated ability to exile cards to good use. still, the lost value can still be felt sometimes, and the downside of being unable to play from hand can be mitigated by having graveyard-castable spells.



    the idea is to ramp and/or dig in the first few turns to hit a mana doubler and a frenzy. from there, the game plays like green sun's zenith: untap your lands, see more cards, cast an x-spell and win. the means of doing so are slightly different here, however. instead of reality spasm, rude awakening is played. it also has the upside of being a win condition on its own if the opponent lacks blockers and/or faces lethal with your ramped manabase of 2/2s. instead of cantrips and draw-sevens, methods of playing multiple lands are added, such as explore, search for tomorrow, and journey of discovery to help blow through or shuffle away potential blocks on top of the library. faithless looting can help unclog the top of the library from the graveyard, and act on impulse acts as a very interesting way to "draw cards" and play them without actually drawing the cards. the downside is that the card is relatively weak outside of combo turns or the turn of setting up the combo. past in flames lets us do it all over again.

    finally, instead of blue sun's zenith, the deck plays a banefire to present lethal, though red sun's zenith is a prospective option depending on your meta, and would more aptly fit the deck's origins.

    one final touch to the deck i'd like to point out is the inclusion of two blood moons. playing a lot of basics for early harvest also allows the deck to dip into the moon gameplay. game one, can catch a lot of opponents off-guard, and depending on the matchup, you can bring in up to two more to hose the opposition more consistently, or you can cut it in favour of other answers.
    Seems neat! Let us know how it works out.
    Posted in: Deck Creation (Modern)
  • posted a message on GWx Vizier Company
    Quote from Havrekjex »
    Are you guys off Militia Bugler?
    Nope. Still been good as ever for me. Played an event with some Knight of Autumn's in the sideboard and KotR main still, but I want to try with KoA main and some other stuff in the side. Possibly just 3-4 Tireless Trackers to side in for the midrange/control matchups when you can't reliably combo.

    Quote from mirrislegend »
    I chickened out on abandoning Finks because it had been so good for me. But it couldn't save me last Friday, so I'm finally caving to the wisdom of Laplasjan.
    I was doing it before it was cool Frown
    Posted in: Combo
  • posted a message on DredgeBrand'Z (Fast and resilient combo deck)
    Quote from Searys »
    Torpf:

    Actually we don't need any self exiling cards to make our deck a 7 multiple, we just have to adjust the number of cards using the phantasmagorians.

    Just imagine we are comboing with the emrakul trigger on the stack, we have at this moment 29 cards in our library+grave and obviously a phantasmagorian in hand, and another in the grave. we can adjust by discarding 2 cards by 2 cards (if we discard gorian in hand and allow the other to get back in hand.

    Well about it i'm 99% sure that i can attain a 7 multiple with only the 2 phantasmagorians with any library/grave state, prove me wrong :p
    Unless I'm understanding the Gut Shot kill wrong I believe you need 7 to discard to hand size in order to make it a deterministic loop in order to get around slow play rules.

    In the end step after having infinite life allowing for infinite Griselbrand activations:
    1) Activate Griselbrand X times to draw you deck (which is divisible by 7). You whole deck is now in your hand
    2) Discard down to a any 7 card hand that includes Gut Shot still in it. Your graveyard now has your deck -7 cards in it.
    3) Emmy triggers, giving you priority to cast Gut Shot. Do that, and your graveyard now has your deck -6 cards in it.
    4) The Emmy trigger resolves and shuffles your graveyard back into your deck. This creates a new cleanup step and priority for both players, allowing you to start steps 1-4 over again.

    The number of cards shuffled back in during stop 4 must be divisible by 7 in order to repeat steps 1-4 "infinite" times since it's a requirement for stop 1. You can't have more than 6 cards in your hand since you have to discard down to 7 cards in the cleanup step, and then you still need to cast Gut Shot.

    This does mean my numbers were kindof wrong, since you need a 56/49/42/35 card "deck", but 6 of those will be perma stuck in your hand. So looking at it again the possibilities are:

    - 56 is out of the question for a 60 card deck, and so is 35 really.
    - 49 cards means we have 55 cards not in play or in exile. This ranges from 2/3 play/exile (possible with just SSG) to 5/0 in play/exile.
    - 42 cards means 48 cards not in play or in exile. This ranges from 2/10 play/exile to 12/0 in play/exile.

    So we have a combo range for cards in play/in exile when they equal 5 or 12. with 8 exile effects (SSG/CC) that's 4 cards that need to be in play to hit the 12 card mark. Mind you 5 is easy to hit with only 1 SSG at that point, but if you somehow play 4 lands, have a Stinkweed Imp, and Griselbrand in play then you'll be stuck and need to exile up to 12 cards.

    I'll test with the 8/8 SSG/CC split and see how the combo works. I've been liking Insolent Neonate too, since it has Menace you can get in the 1 damage for the Griselbrand + 4x CC kill if the opponent is playing a painless manabase. It also makes Emrakul kills trivial.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Green's Sun's Zenith
    Quote from GrilledCheese »
    Thanks for the reply! I agree with you on Grapeshot, but not because of the Storm comparison. It has drawn me cards to keep the combo going enough times to make it relevant. The Blood Moon plan was not as good with just the the Morphose, it was better with the Utopia Sprawls, but I took out the Sprawls due to nonbo with Precognition Field. I may put them back in and try to speed up the deck a bit - it's too slow for modern (but let's be honest it's mostly a fun deck, i'm not telling anyone anything they don't already know). I'll let you know how it goes.
    Yeah the deck is going to be slow no matter what right now. We're basically waiting for a new mana doubler effect, or something that can put a ton of basic lands into play like Veteran Explorer or better yet, Far Wanderings. With the way WotC is moving towards Basics being more encouraged in the game (like Field of Ruin, Assassin's Trophy, Unmoored Ego) it's only a matter of time before something good happens. The deck can only get so incrementally better with it's spells until then.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Four Horsemen
    Quote from x1uo3yd »
    So... any new builds now that Creeping Chill can deal up to 4x3=12 points of damage for zero mana?
    It's there if we really want it, but where is the last 8-ish damage coming from? We'd have nothing to follow it up so I don't think it's a fit for this deck.

    Quote from dos_rogue »
    why hasn't Traxos, Scourge of Kroog + Banishing Knack taken off?

    or even the battered golem? keep bouncing mox opal for mana?
    Same reason Tidewater Minion, Fatestitcher, Kiora's Follower, Grand Architect + Pili-Pala, Palladium Myr + Voltaic Construct, etc... haven't. They're creatures, meaning they will probably be dead before you get the combo going since the opponent has nothing better to use their removal on. In all cases you need 2 cards to untap, and 2 more to win. Perhaps some huge redundant amount of untapping creatures can get the job done, but with Mesmeric Orb being necessary, might as well go all in on the artifacts as they are easy to search out.
    Posted in: Deck Creation (Modern)
  • posted a message on DredgeBrand'Z (Fast and resilient combo deck)
    I'm curious about Creeping Chill. People thought it might be good in dredge as reach.. but I don't see it being overly useful as they have Conflagrate for that. Why I think it could be different in this deck comes in 3 reasons:

    1) We only care about our life total, and having more of it is beneficial as we can potentially activate Griselbrand again when we are trying to dredge our library into the graveyard.

    2) The possibly more important clause is that the text of the card reads "When Creeping Chill is put into your graveyard from your library, you may exile it. If you do, Creeping Chill deals 3 damage to each opponent and you gain 3 life." It's the may ability which is relevant here as it allows us to permanently remove a card from our deck. If we need a deck which is divisible by 7 in order to do the Gut Shot kill, so having cards which can be exiled to reduce our deck size is key here. Simian Spirit Guide is another card that allows us to do that, making 8 cards in the deck which can modify its size. In a typical game there will be ~3-5 permanents in play, meaning your deck will have at most ~50-48 cards in it. We need to get to 42 cards at this point, so having 8 exile effects comfortably gets us there. Even playing 4 SSG and 2 CC should be able to get us at 42 cards in the deck with anywhere from 2 Lands + GristleB in play to 5 Lands + GristleB in play.

    3) You can surprise kill with dredging 4 Creeping Chill (12 damage) + a hasty Griselbrand (19 damage), and assuming they cracked a fetch/took a shock they will be dead.

    So what I'm wondering is, is it worth it to play essentially a "dead draw" that doesn't have Dredge, with the upside of potentially smoothing the combo for both combat step and making a consistent infinite combo with Gut Shot.
    Posted in: Deck Creation (Modern)
  • posted a message on Rakshasa Vizier and Jump-start
    Moving this to Magic Rulings as it has more to do with that than Modern.
    Posted in: Magic Rulings
  • posted a message on [POLL] What cards do you want banned or unbanned in the October 1, 2018 announcement?
    Thread locked. The new B&R thread is here. Please continue the discussion there and don't forget to read the rules before posting!
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 01/10/2018)

    Welcome to the State of Modern Thread!

    Lately, Modern community members have expressed interest in talking holistically about the challenges and problems facing Modern. Whether or not Modern has "challenges" or "problems" is up for debate, but what is clear is that people want to talk about all of these issues in one unified setting.

    As such, Modern staff are opening this thread as a replacement for the old "Banlist Discussion" thread and the "State of the Meta thread." You can use this thread to talk about any and all of these varied Modern issues and their intersection. This thread will be heavily moderated, so be sure to read the rules before posting; anyone who posts in this thread is assumed to have read and understood these rules.

    Allowed topics
    1. Bans, unbans, and all things related to the banlist and banlist policy
    2. Metagame health and diversity
    3. Reprint suggestions and reprint philosophy
    4. New cards and design philosophy
    5. Prices and Modern finance
    6. Archetype definitions
    7. Format health, successes, and challenges
    8. Anything that constructively relates to these different issues

    Prohibited topics and behavior
    1. All MTGS forum rules and Modern subforum rules apply here.
    2. Rules spotlight: No flaming (insulting other users) or trolling (baiting other users into a hostile response). Posts must be civil and respectful.
    3. Rules spotlight: No spamming. Posts must be constructive, on-topic, and supported with evidence and argumentation.
    4. No format bashing. If you don't like Modern, that's fine, but constructively/respectfully explain why and be optimistic.
    5. Similarly, do not use this thread to voice grievances, complaints, and personal gripes without constructive/respectful suggestions.
    6. If you see a user flaming, spamming, trolling, or breaking any other rule, report him/her instead of responding to it.

    The mod team will strictly enforce these rules. Please make this a place where people are unafraid to post constructive thoughts.



    Update from the October 1, 2018 B&R Announcement:
    No Changes

    Next B&R Announcement:
    November 26, 2018

    Current DCI Modern Banned List



    Here are some reasons that cards are banned in Modern:


    The following are links to WotC's in-depth explanations as to why cards have or have not gotten banned since the beginning of the format:

    Jace, the Mind Sculptor and Bloodbraid Elf unbanned
    October 2017: No changes
    March 2017: No changes
    Gitaxian Probe and Golgari Grave-Troll are banned
    Eye of Ugin banned, Ancestral Vision and Sword of the Meek unbanned
    Summer Bloom and Splinter Twin banned
    Birthing Pod/Treasure Cruise/Dig Through Time banned, Golgari Grave-Troll unbanned
    Bitterblossom/Nacatl unbanned. DRS banned
    Addition of Second Sunrise
    Addition of Bloodbraid Elf and Seething Song
    Removal of Valakut, the Molten Pinnacle
    3rd Banned List change with explanations
    2nd Banned List change with explanations
    1st Banned List change with explanations
    Community Cup Announcement with the Initial Ban List.



    Old threads:
    08/20/2018 - 01/10/2018
    07/02/2018 - 08/20/2018
    04/16/2018 - 07/02/2018
    02/10/2018 - 04/16/2018
    01/15/2017 - 02/10/2018
    10/27/2017 - 01/15/2017
    7/18/2017 - 10/27/2017
    3/23/2017 - 4/24/2017
    3/13/2017 - 3/23/2017
    1/9/17 Banlist Update
    12/8/2016 - 3/13/2017
    9/28/2016 - 12/10/2016
    7/18/2016 - 9/30/2016
    4/4/2016 - 7/18/2016
    1/16/2016 - 4/4/2016
    7/13/2015 - 1/16/2016
    1/19/2015 - 7/13/2015
    7/14/2014 - 1/19/2015
    2/9/2014 - 7/14/2014
    1/20/2014 - 2/10/2014
    6/23/2014 - 1/20/2014
    4/22/2013 - 6/23/213
    1/27/2013 - 4/22/13
    9/20/2012 - 1/27/2013
    7/19/2012 - 9/20/2012
    Posted in: Modern
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