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Mar 16, 2018Posted in: ComboQuote from Str1fe5 »@Torpf
It’s actually 2 Field 2 Ghost Quarter, but yes the idea is less to completely color screw the opponent than to attack Tron and Creature lands primarily. I’ve found myself in a position of choosing between casting a relevant spell or taking a turn off to trade lands too often. I also think it’s worth keeping the black mana in for sideboard options.
Yeah that 3 was a typo, I swear I can count.. If you are looking to attack Tron/Man lands I've found even 2 are going to be fine. With KotR that's like having 6 in your deck. It lets you play a more flexible landbase. I've done it with Kessig, Township, 2 Canopies, and it was great. Also with GQ but not FoR yet. I can see going to 1 Canopy, 1 Kessig, 1 Township, and 2 GQ/FoR or something even.
Regarding Township, I’ve found the games haven’t lasted long enough to make that a good primary plan. It’s possible I could shave a Tomb to make it a tutor target, but that doesn’t seem great either.
I'm thinking about the midrange decks where there is too much removal flying around to combo off. Against say Jund, if they get an Ooze out and you can't chain Witnesses and Companies (which you're already low on Witnesses) it can get hard. Without Finks, Township loses a lot of value, and you have Tracker as a manasink which is fine. I was thinking more along the lines of dropping 2 Trackers and still having a manasink.
Question: Do people get value out of tourney / match summaries or is that just a bunch of narcissim?
These days I'd say yes if you are playing in a large-ish tournament and placing high. There are so many "I went 2-2 at FNM" posts now that the internet really doesn't need more. If in each game you can explain key points of the matchup, some unique things you did to win, etc... and make it almost like a matchup guide so that people can get something out of it rather than what as been said time and time again. I don't really read many tournament reports anymore other than the larger tournament ones.
Mar 15, 2018Posted in: Combo
I like that list, and would even suggest replacing 2 Trackers with 2 Voice to allow you to grind better against Midrange decks. With less Witnesses you can't just keep looping Companies and outvalue your opponent, so adding in a few more 2-for-1's helps. Voice also easily gets to the point where you can trade with opposing goyfs, at least faster than Tracker. I'd want at least one Township in there too. Most decks play 2-3 lands, so if you're playing 3 LD effects are you really going to kill more than the amount of basics they're playing? Without the whole turbolands strategy you are just using KotR for killing Tron lands and manlands. Trying to commit to anything else will fall short I am expecting.Quote from Str1fe5 »Re:
The heavy Tireless Tracker / Knight build vs. Finks combo:
So I tried the list switching out the Finks for Trackers that GerryT posted on SCG earlier this week. 3 leagues, 5-10 record. I very much could be playing it wrong, but the deck felt clunky.
I agree that Tracker is a bad defensive creature and the increase in 3 drops is a concern. However, he is fantastic in grindy match ups. Knight has always been a card people have toyed with in these decks, but the idea of having a mana denial package as well as a card that can scale past Tarmogoyf or Gurmag Angler is pretty great.
That said, Courser of Kruphix was a mediocre card for me, I really missed Eternal Witness. I also really missed the Black for the sideboard, and 6 colorless lands felt like too many. People are playing enough basics because of Ponza and Blood Moon that you really need the Knight to punish them in multiples. So here’s what I’m going to try next:
Mar 14, 2018Posted in: Combo
Oh I totally agree that the way its worded is a huge downside. I was viewing it as a more proactive card to essentially lock down the game if they don't have removal the turn I played the Druid. Playing 2 of them in lists has been ..meh, since you either blow out the opponent when they don't have removal, or then do and it almost 2-for-1's yourself. Having a single one as a Chord target for metas where Anger of the Gods is low is what I'm looking at now. I can also see just replacing Forge Tender with it since it is more catch-all (stops Push) while you still have Selfless Spirit for the sweepers. At the end of the day its just as good to have a Renegade Rallier and a fetchland.Quote from Shelldell »@Torpf: if Dauntless Bodyguard's ability were templated more broadly as "Sacrifice Dauntless Bodyguard: Target creature gains indestructible until end of turn" I would be interested. But as it's worded now the combination of sequencing and single target restrictions as well as its arguably less relevant body stats compared to Selfless Spirit (flying) or Forge-Tender (pro-red) all offset the convenience of its lower casting cost to me. The fact that you have to sequence Bodyguard after the creature you're trying to protect is already in play gives your opponent a chance to remove that creature, so Bodyguard can only save the creature at instant speed if you have Chord ready to cast in hand. I'm glad you're testing it, though, good luck.
Mar 12, 2018I haven't seen any discussions about it yet.. so for those of you who have looked at the spoilers what do you think of this guy? (If you want to not be spoiled then stop reading now)Posted in: Combo
This has some neat uses as a Mother of Runes sort of creature. It needs a creature in play before you cast it to get full value which means hitting it, and say a Devoted Druid, off of Collected Company won't allow you to protect the Druid. It is an easy Chord target game 1 to protect Druids since you are not as worried about sweepers. If you play a T1 Dork you can follow it up with a T2 Druid and Dauntless Bodyguard protecting the Druid. If you get past their removal, as T2 Druids sometimes do, it gives you a bit of insurance if you can't find a win on T3. It plays well with Forge-Tender and Selfless Spirit as you won't always have the extra mana to get Spirit into play, and Anger of the Gods won't always be relevant in metagames which makes this new guy outclass Forge-Tender a bit. The 2 power can be relevant for trading with some random cards too. Overall I really like it and will look to squeeze in 1-2 in the maindeck depending on how they perform. I've been trying them out a bit so far and they seem decent. As long as they keep printing creatures with cmc <= 3 the deck will keep getting better.
Mar 10, 2018Here is what I have been trying with the new Precognition Field:Posted in: Deck Creation (Modern)
Mar 10, 2018Posted in: Modern
Yeah that's exactly what I said, although I had a typo of an extra "Karn" so I can see how it may have confused you. Edited for clarity.Quote from Walk »
It's says with a silver counter on it, so only card exiled with him and only when you use is -1.Quote from Torpf »It should be noted too that any
Karnfuture small Karn can pull a card exiled by his[the original small Karn's] +1 back to your hand since it doesn't have the [same way of naming itself as Karn Liberated's ultimate ability. ie:] wording of"[...] with Karn, Scion of Urza" [in his +1 ability]. Later in the game you actually have a large virtual hand of all the best cards which were exiled [with small Karn's +1 ability].
Only ''cheat'' here would be -1 play the exile card, play an other New Karn and -1
Mar 9, 2018Torpf posted a message on Changing how the forums are structured - Looking for community feedbackIt has been one week. There have been no massive complaints about the new forums structure, and if anything I've seen much more positive feedback about it. I suppose for now we will keep it as-is but leave the thread open for another while.Posted in: Modern
Mar 9, 2018Posted in: Modern
I jammed some games with 3 of him in ETron and it was very good. He was the top end of the curve alongside 2 Endbringer and a big Karn. Every time he came down there was already some sticky eldrazi card to protect him and the extra cards just let you pile on threat after threat. It should be noted too that any Karn future small Karn can pull a card exiled by his +1 back to your hand since it doesn't have the wording of "[...] with Karn, Scion of Urza" Later in the game you actually have a large virtual hand of all the best cards which were exiled. His -2 also works extremely well with Hangerback Walker out of the board. I am optimistic about him if the deck doesn't get crushed by the new Orb, which I was finding it doesn't.Quote from Lectrys »Quote from izzetmage »Big leak, so this post is gonna be long.
Karn doesn't seem that good. The good 4-mana walkers have the same template: 1 ability for CA, 1 ability to defend itself. Karn doesn't have the latter.So far the best card seems like Damping Sphere, though I also like Seal Away, History of Benalia and Steel Leaf Champion.
Dauntless Bodyguard may have use as a Chordable Selfless Spirit. Those decks could play a split of Spirit (vs wraths), Burrenton Forge-Tender (vs Bolt, Anger of the Gods), and Bodyguard (vs spot removal).
Healing Grace is a marked improvement over Chaplain's Blessing. That said, it's still mostly a dumb lifegain card. Could see limited SB play against Burn.
History of Benalia feels like a 3-mana Gideon, Ally of Zendikar. Getting two 2/2s for 3 mana is a pretty good deal, even if it's over 2 turns. The III is icing on the cake.
Damping Sphere is a great SB card. It nonbos with Snapcaster Mage and the recently-unbanned Bloodbraid Elf, but it'll hurt your opponents more than you.
Goblin Chainwhirler ironically does not chain into itself since it costs RRR instead of 1RR. Cost reduction is only good if you're playing multiple spells per turn (like in Storm), otherwise you could play a mana rock instead. Unfortunately, Modern lacks the Goblin Matron/Goblin Ringleader engine which would be allow Chainwhirler's full potential to be realized.
Seal Away seems like good removal. It can get attacking creatures before they deal combat damage, as well as mana dorks. Path will still be the #1 option in white due to its mana cost and ability to hit anything, but this is a close contender for #2.
Mox Amber doesn't seem breakable with the current card pool. There are a lot more 0/1-mana artifacts than legendary creatures. There are some pretty nutty starts you can get (e..g T1 Isamaru + Kytheon), but Affinity does all of those better, I think.
Precognition Field has combo potential (Future Sight sure did). The cards that made Future Sight work aren't in Modern though, and Modern is a lot faster that I wouldn't be sure it would still work even if they were.
Steel Leaf Champion is a 3-mana 5/4 that can't be chump blocked by tokens. Plus, it's an Elf. Good to play off T1 mana dork, good to hit off Collected Company, and unlike Elves-matter cards it doesn't get worse in postboard games where you side out Elves for interaction.
Wizard's Retort is like Silumgar's Scorn, but with Wizards instead of Dragons. Ideally you'll want lots of 1-mana Wizards so you can start Counterspelling as early as turn 2. Grim Lavamancer has proven its worth. Delver of Secrets is a Wizard, but the flip side is not (although you can next-level them and not reveal). Sage of Epityr looks like a joke, but he can put a Wizard's Retort on top of your library. Although it must be said that playing Counterspell is a pretty miserable payoff if the cost is putting Sage of Epityr in your deck.
Karn is pretty good. He can protect himself with his -2. That token is a 1/1 at worst (unless shenanigans that remove artifact typings from permanents happen).
IMO, Karn, Scion of Urza is pretty close to being a colorless Jace TMS...that draws worse but might actually protect himself better. Jace TMS is better overall, but not every deck can play enough blue to support him.
Mar 9, 2018This thread is almost a year old. Look at the dates before posting!!! The topic isn't exactly relevant anymore, and if you really want to talk about underrated decks just start a new topic.Posted in: Modern Community
Mar 9, 2018Posted in: Big Mana
I think this is going to be the main deck Karn fits into. Imagine playing a T3 Matter Reshaper or TKS, then following it up with a T4 Karn. Depending on how many copies are played I can see that being a common play. New Karn works better with Eldrazi Temple hands and gives the deck a card advantage engine which it didn't have before. His -2 is going to be useful as it can protect him, and will most likely be a ~2/2-3/3 most of the time. I really want to use it with a large Hangarback Walker that gets killed and suddenly makes all your Constructs giant.Quote from DavidYeh »Is it worth it to play a couple of Karn in our 75
as some kind of card advantage engine?
Legendary Planeswalker : Karn
Mana Cost : 4
Loyalty : 5
+1 Reveal the top two cards of your library. An opponent chooses one of them.
Put that card into your hand and exile the other with a silver counter on it.
-1 Put a card you own with a silver counter on it from exile into your hand.
-2 Create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."
@ Radekas, As for the new Damping Sphere, if the deck goes G to fight it then you can't really play Chalice and Stirrings. People have had success before with non-chalice green lists but that defeats the purpose of the deck. Just getting in a creature ahead of the curve before they play this, then playing on curve for the rest of the game should be enough. If they take off their T2 to play something that won't really affect you (when prepared) for the rest of the game they're going to fall behind.
Mar 8, 2018Well I had comments on almost every card from the release notes and then my laptop crashed from what seemed like overheating.... Frustrating, but here's a the most immediate standout things from the notes and I'll do a full list later now.Posted in: Modern
- Broken Bond, removal and ramp for Tron and Bloom. Reactive though, and worse than existing 1 mana options. Neat to have however.
- Broken Bond very targeted hate card for Tron, Storm, Shops, Eldrazi, etc... Will see tons of sideboard play. At least artifacts are easy to destroy.
- Dauntless Bodyguard kind of like Mother of Runes. Could see play in Devoted Druid lists as a way to protect the removal magnet that is Druid.
- Jaya Ballard good for red prison decks. Can either do a Ancestral Recall or add mana for a boardwipe like Anger of the Gods.
- Karn, Scion of Urza is not the giant Tron monster that I was hoping for. It's a nice callback, and I can see it in the sideboards of Tron when you try to lower the curve postboard. He does what you want your PW to do, draw cards and protect himself, even if the +1 is a punisher effect. I think he is best in ETron where they have trouble drawing cards. Playing a Reshaper or TKS on T3 followed by this on T4 should give you a nice little card advantage engine with protection. He has a lot of loyalty too much like the OG Karn. Overall I like him.
- Merfolk Trickster is a great sideboard card for Merfolk. Lets you stop a creature combos, or stop the opponent's biggest threat allowing you to win on the crackback. I'm no Merfolk player, but I'd guess it's arguably a better Harbinger of the Tides.
- Mox Amber is a mox, so it must be broken somehow.... right?
- Powerstone Shard + Sculpting Steel + Mirage Mirror. We're bringing Cloudpost back to Modern!!
- Precognition Field is almost a Future Sight, meaning Green's Sun's Zenith can almost be a port of Tight Sight! I AM SO HYPED RIGHT NOW
- Steel Leaf Champion, Stompy will sure like this.
- Wizard's Retort, Snapcaster is a Wizard.
Mar 5, 2018Posted in: Aggro & Tempo
At the moment I'd say it's strong contender, but Eldrazi Tron is still probably better. The cool thing about Eldrazi is that they can be paired with pretty much any colour and provide a great creature package for the deck.Quote from Kizzel »So is this the new best Eldrazi deck? Is it better than Bant and BW Eldrazi?
On a side note, I am finishing the primer for this thread. I started it like 6 months ago but never finished it because the deck was dead... Is there anything new that should be included other than the obvious stuff? I'll probably just end up posting it then adding stuff later.
Mar 3, 2018Sorry for moving the threads around so much guys, but it's now in Midrange as it does align more with what we were going for. I see the argument for classifying it as a tempo deck but since it is more midrangy out of the gate we are going to move both flavours of Death's Shadow into the Midrange section for now. If you have any complaints/comments about it just direct them to this thread. Thanks!Posted in: Midrange
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