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  • posted a message on Mardu Pyromancer
    Nice work on the primer FlyingDever! Though there is no entry for blood moon under the non-creature section, which seems like an important card to address.
    Posted in: Midrange
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from Algernone25 »
    Quote from FlyingDelver »
    Also in my mind, when you look at the top decks of the format, there is not really a deck BM is completely dead against at least, against affinity you can shut down manlands, against burn you can shut down white, against Hollow One/Mardu you can also shut them off white or black. Against KCI you can turn off Inventors Fair. So the downside of having BM main is not that low in my mind. At least not too low to not run BM maindeck due to the way higher upside.


    I do want to point out, though, that against several of these decks (Affinity, Burn, and KCI especially) slamming a turn 3 blood moon can very much be a recipe for dying on turn 4. Yes it's a powerful card, but in matchups where we always need to hold up mana for removal (or tap out for removal as the case may be) blood moon loses a lot of its bite. I'd still keep it against KCI but I'm immediately cutting it every time againt burn - though that's also because of all the white cards I bring in that can't be cast under blood moon (Many more burn decks locally play Rest in Peace as their hate enchantment of choice over Stony Silence which warrants boarding in Wear//Tear. I also need white for Kambal.


    Slamming blood moon turn 3 is almost always correct against burn. They tend to deploy their cheaper spells and creatures during the first two turns, so you have a good chance of stranding some number of Lightning Helix/ Boros Charm/ Atarka's Command in hand, which can really pump the breaks on their momentum. Worth noting that their only answer to moon (Destructive Revelry) cannot be cast under moon because they run no non-mountain basics.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from Ayiluss »
    There are lists of other people playing Lightning Helix besides Selfeisek but he's indeed the only one to do this since the beginning. It's definitely an interesting approach but I'm not sure how good it is. Lightning Helix definitely helps against more aggressive decks like Humans or Burn but it doesn't hit bigger threats and I'm more concerned with these.


    Helix is in the slot that is normally taken up by Collective Brutality, which is even worse at dealing with big threats.

    On balance, I think that Brutality is better due to a less prohibitive casting cost and the ability to remove threatening instants and sorceries, however in a situation where mana is not an issue against a creature based deck Helix is stronger.
    Posted in: Modern Archives - Proven
  • posted a message on Modern Hollow One discussion
    OK, so I love Raph's Jund Hollow Vine list from TCGplayer, but there are a few things I plan to change about it for my own deck.

    Firstly, I agree that the fastlands are less good here and I would much prefer to have 5c lands such as City, Confluence or gemstone.

    Secondly, I think that Scourge Devil is a super loose include in the deck and doesn't really do enough to justify its mana cost (both front end and unearth). The deck has 12 creatures that can return a Amalgam more efficiently, so I think it is by far the worst card in the deck. The reason I am posting here is because I have multiple options to replace these 2 slots and I want to hear your thoughts. In no particular order, they are:

    Ghor-Clan Rampager
    Pros - Allows our larger creatures to punch through trample damage, can trade for a blocking Tarmogoyf and generally further supports the all in approach of the deck.
    Cons - Bloodrush ability costing two mana does not support early Hollow One casts very well.

    Collective Brutality
    Pros - Acts as a discard outlet, snipes out cards like Anger of the Gods/ Settle the Wreckage, all modes are generally useful.
    Cons - -2/-2 only clears small blockers and not larger problem creatures.

    Dismember
    Pros - Kills almost everything for one mana.
    Cons - No other synergy with the deck.

    Gurmag Angler
    Pros - 1 mana 5/5...
    Cons - most of the deck is made up of recursive creatures, would feel real bad to have to delve away Vengevines.

    Cathartic Reunion
    Pros - Discard outlet, draw machine, general gas.
    Cons - One of the worst cards to play into a counterspell in the format.

    Simean Spirit Guide
    Pros - Helps cast early creatures/ chain creatures to trigger vengevine
    Cons - Doesn't interact with anything and backup mode of a 3 mana 2/2 is laaaame.

    What do you guys think?
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    It's definitely an odd one but it does happen. According to the current mtggoldfish page for burn, 41% of the burn winner's meta have 2x Ensnaring Bridge in their sideboard.

    https://www.mtggoldfish.com/archetype/modern-burn-46478#paper

    They can get hellbent pretty quickly and it is really handy against a big chunk of the meta.
    Posted in: Modern Archives - Proven
  • posted a message on Nicol Bolas + The Scarab God
    This was what I thought, but I wanted to get some proper clarification because it is likely to come up over the next 3 months of standard.

    Thanks!
    Posted in: Magic Rulings
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from FlyingDelver »
    Quote from Algernone25 »

    That's a fair assessment now that I've had a nap to sort things out. I think the reason I kept it against jund was he never saw a single basic or fetchland game 1, and maybe if I get lucky I can just lock him out. Most of the time I was bringing in the other 2 fatal push and anger of the gods, only twice did wear//tear come in (bogles and burn), only once did kambal come in (burn), and only once did surgical come in (dredge). I also suppose there is some value in having a card you can discard with no real consequences game 1.


    For which reason did you bring in Wear//Tear against Burn? I only could imagine hitting Eidolon, but since we are basically a mono removal deck this doesn't make much sense imo.



    I personally always bring in Wear // Tear against burn. Generally speaking, the sideboard always has some combination of Rest in Peace, Ensnaring Bridge or Leyline of Sanctity. Failing this it is always live against Eidolon of the Great Revel and can replace Kolaghan's Command to lower our overall curve.
    Posted in: Modern Archives - Proven
  • posted a message on Nicol Bolas + The Scarab God
    Hi,

    Quick question which I assume that I know the answer to, but I thought I would check it out with everybody else.
    If you exile Nicol Bolas, the Ravager from a graveyard using The Scarab God's activated ability and subsequently use Bolas' activated ability to transform him, will the token just exile itself or would it successfully transform?

    My assumption is that it would just exile.
    Posted in: Magic Rulings
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    So, Humans is an ok match up, but they have definitely adapted to Mardu over the last several months which has made it tougher.

    Has anybody toyed with the idea of Torpor Orb in the sideboard for them?

    Downside: it turns off Bedlam Reveler's draw. It is also extremely narrow, only really good for targeting this one deck.
    Upside: It shuts down 80%+ of their deck. As far as i can think off the top of my head, only Heirarch and Mantis Rider are unaffected.
    Posted in: Modern Archives - Proven
  • posted a message on Mistcaller (Strictly Better MTG Spoiler)

    Plus Goryo's vengeance, aether vial, chord of calling and collected company.
    Posted in: The Rumor Mill
  • posted a message on Mistcaller (Strictly Better MTG Spoiler)
    I love the irony of a merfolk that hates on Aether Vial.
    Posted in: The Rumor Mill
  • posted a message on [M19][CUBE] Vivien Reid
    This looks like a fine Ob Nixilis style 5 mana value walker, but nowhere near inclusion for my 360+ cube.
    Posted in: Cube New Card Discussion
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from Skamler »
    Hi guys,

    I'm new on this thread, nice to be here!

    I don't own any Blackcleave Cliffs, and I need to replace them with something else. Using this list as starting point, what do you think is the best way to substitute them?



    Thanks!


    1 extra blood crypt, another swamp and maybe 2 more fetches (mesa or any black fetch). You really need to maximise the chances of having both red and black untapped on the first turn to play looting/ discard/ bolt/ push. The full fetch shock mana base works but you loose more life, which makes burn and aggro harder to win.

    @Pe7er89 I do not think we should be racing against control. You need to attack their hand aggressively with discard and hold back your threats until you can deploy multiples in the same turn. If you deploy your threats early they will just get countered or picked off 1 by 1.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    I agree that molten is too low impact into the decks we need it against. I have run it into jund a few times in the past and it was brutal under a blood moon, but I was already winning those games anyway.

    I cut them from the board a couple of months ago and haven't really missed them.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from Click5 »
    What match up are you looking to play Blood Moon, Rain, and LtLH?

    Humans.
    Posted in: Modern Archives - Proven
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