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  • 1

    posted a message on Kari Zev, Skyship Raider [AiR]
    Quote from zerocreative »
    Totally agree with your analysis. That said, i wonder if you have matchup balance chart on this deck? something like:
    good matchups: leovold and prosh
    bad matchups: karlov titania
    neutral matchup: baral, doran


    Good: Any control with no lifegain outs (grixis, izzet, dimir, mono blue), animar, maelstrom wanderer
    Bad: titania, karlov, atraxa, gitrog, Kalitas monoblack control
    Neutral: Mirror match, MonoW aggro (we have additional avenues for offense in burn, but they have superior combat presence with first strike. Tie breaker comes down to how much life gain they have in the deck), partner decks


    These matchups to me are variable, which means they can range from bad to good to neutral depending on how the deck is built.

    Queen Marchesa control: If it's a superfriends control with a lot of mana rocks, zurgo's gonna have a fiesta. But if the deck plays with less rocks and more spot removal, mini-sweeps and lifegain (timely reinforcements, blessed alliance, etc), i would say the matchup is more balanced, though still slightly in zurgo's favor.

    Ojutai: If authority of the consuls comes down early, GG. But outside of that, if no lifegain is prioritized, zurgo is at a heavy advantage.


    Long story short: Outside of the inherently bad matchups mentioned, whether or not the matchup is good or not depends a LOT on how well prepared the deck is for monoR. Decks that are built totally ignoring the damage output of monoR will most likely be unable to take a best of 3, and are free wins regardless of how the matchup is on paper. Flip side, supposedly good matchups that find ways to compensate for red's damage output (playing blue elemental blast and hydroblast for example) can give us a hard time.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on Kari Zev, Skyship Raider [AiR]
    Ok, I tested a bit more with zurgo last night and I wanna share my takeaway and analysis.

    Here's the thing.. he actually plays a bit more smoothly. Let's go over the bans 1 by 1:

    1.) PoP is not as useful in mono colored decks. Titania is one of our worst matchups, and most of their nonbasics end up in the grave anyway. Another bad matchup where Price is not so useful is karlov. They can just fetch for basics all day without screwing themselves, and they have life gain outs. So losing PoP for another card that can function equally well across all matchups (AKA any generic burn spell) actually added consistency.

    2.) If you replace [card sulfuric vortex[/card] for a rampaging ferocidon, the pros of a 3 power body with evasion, a decent passive and the identical can't gain life clause hurts as much as vortex. Here's where the difference lies actually. Vortex requires a bit more timing than one would think. If the titania matchup turns out into a straight up brawl, vortex helps them more than it helps us. Same situation with karlov if he somehow gets big enough to escape burn range (probability of this goes even higher the less burn the deck has) and starts hitting like a truck. Casting vortex with an 8/8 karlov in play hurts your clock as much as it hurts theirs. The difference is, you're the one who tapped 3 mana for it. With ferocidon on the other hand, you just cast it and let them deal with the 3/3 body however they please, with minimal detriment to your own life total in case the race doesn't turn out in your favor. There's much less risk.

    3.) Eidolon of the great revel is the card most likely to backfire on us especially agianst titania. I apologize for bringing up titania every 2 sentences, but she and karlov are 2 of the most well-positioned meta decks today, and are coincidentally terrible matchups for zurgo. Anyway, when the midrange-y threats start coming out, there will come a point where eidolon will be dealing way more damage to us than to them. Same concept applies to karlov. Though their curve is lower than titania's, they can gain life. Point is, I wasn't so sad to see this go, as good as he is.

    4.) Which leaves us with fireblast. Losing fireblast is an obvious nerf, but this is one card, in a deck that has no tutors and does not rely on a single card to win anyway.


    Bottomline: Overall, zurgo as a whole was not nerfed, but rather a single aspect of his game was: burst. It's harder to win out of nowhere now via PoP for 14 damage against a 4 color deck, or by tapping out to all your burn and then dumping 2 lands for a fireblast. But losing access to 4 cards makes way for less burst-y but more consistent picks. Combined with the Edgar Markov ban, this announcement actually buffed MonoR's position in the meta.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO format] Edgar Markov Discussion (decklists, card choices, ban speculations)
    Quote from Cainsson »
    Next update they'll unban Mox Emerald, Natural Order and Gaea's Cradle.


    The zurgo nerfs too. Wow. Dc shifting the meta towards green it seems. Ironic considering they were vocal about B/G dominance way back.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO format] Edgar Markov Discussion (decklists, card choices, ban speculations)
    Quote from dachivale »
    Thanks for the Clarification what makes Fire Covenant a strong card, really didn't think it would be that great a card, but hearing what was said about it I do get its inclusion and why it would be a must include more now. Thanks again, defo putting it at the high end of my must get cards... ^^

    Currently not buying anything, hoping to maybe trade some cards first, but when I am that card is gonna be on the list for sure... Grin

    Authority is another card I really wanna have but don't own a copy off also... Really shows how good the card is when it can just outright stop Mike+trike.. ^^

    Congrats btw Cainsson, that is a really wel done FNM there... Grin


    Fire covenant is less than a dollar lol, the problem is finding one.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO format] Edgar Markov Discussion (decklists, card choices, ban speculations)
    Quote from 3drinks »
    Quote from Cainsson »
    FNM Report
    2-0 vs Arhabo
    2-0 vs Zurgo
    2-0 vs Edgar
    0-2 vs Kalitas
    1-2 vs Titania

    The other Edgar had like 42 creatures with Goblin Guide and Ball Lightnings, don't do that.


    I had a feeling this deck would lose to Titania. Moreso thanks to Fastbond, but still.


    let's not forget ancient tomb lol.. but it's more than just those unbans. titania's board state in general gets scarier than edgar's 1-2 turns after she shows up. the resilience of said board state may be a tie, but in the end 5/3's >>>> 1/1's, and that's hard to deal with, unless edgar gets her down to less than 10 life before the first cast.. even then, zuran orb is a lethal out in a race.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO format] Edgar Markov Discussion (decklists, card choices, ban speculations)
    if bruse stayed legal it would have turned into a partners vs eminence meta which could be a problem of its own.. i'm really anxious to see the next announcement.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO format] Edgar Markov Discussion (decklists, card choices, ban speculations)
    Quote from 3drinks »
    Quote from yujipooji »
    not sure if face burn like pulse of the forge is worth playing since we're blitzing via swarm and not burn.. the only big burn spells i'd consider playing are fiery confluence, violent eruption and stoke the flames.


    Personal preference I guess. I've been running Pulse in Alesha as clever planeswalker removal at instant speed that also goes to the dome. For me, this works as I'm pretty aggressive with my life. But then it also works for me because I put more weight to burn-based removal.


    zurgo in your veins lol. but for this build i'd definitely play boros charm over pulse. it cracks the dome, can hit walkers too, costs 1 less, and is almost a wincon if you leave 2 mana up and telegraph a sweep.
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on [MTGO banlist] 1v1 Wizards discussion thread
    these bans will annoy blue players for sure, but it won't really do much imo. cantrips don't make blue stronger, bringing life totals up to 30 does. i would have even preferred it if they kept the cantrips legal and just say "uh guys it's 30 life what do you expect just play blue lol" at least that way they'd be calling it like it is
    Posted in: 1 vs 1 Commander
  • 1

    posted a message on Kari Zev, Skyship Raider [AiR]
    Quote from Myrmadillo »
    Thanks for the response!

    Out of curiosity: If life totals started at 30, how would that impact Zurgo's effectiveness? Would the increased life totals make Zo-Zu more viable?


    well in theory you'd think zo-zu would be the better choice, but you'll need to get damage in as early as humanly possible, making bellstriker even more essential to the gameplan.

    As for the impact, well let's put it this way. MonoR bellstriker is painfully simple, it's about counting to 20 ASAP with cheap burn and cheap creatures. Take note i said simple, not easy. There is a lot of micromanaging and math involved figuring out where to point your burn spells, or what to cast first. One simple miscalculation with the offense could actually cost you the entire game. By adding 10 life points it just destroys the math of everything, and you'll need more sustained offense to close out games. It gets harder to calculate damage output because the game is guaranteed to last longer. And with weenie hasty creatures, they are not likely to go through blocks during the midgame onwards. So punisher cards like zo-zu etc (in the 99) become more important, and more value-for-mana 4 drops like chandra, torch of defiance, even chandra, pyromaster become more viable. Overall though, the power level is definitely not tier 1 anymore at 30.
    Posted in: 1 vs 1 Commander
  • 2

    posted a message on Kari Zev, Skyship Raider [AiR]
    Quote from Myrmadillo »
    I've had the PureMTGO version of the first post ("So You Want to Play Red in Commander?") saved as a favorite since 2014, but I somehow completely missed this thread until now. I'm a mono-red player from the days of Revised and 4th Edition, but I sold my collection over a decade ago. I started up again in 2014, casually playing multiplayer EDH/Commander. I picked up Kazuul, Tyrant of the Cliffs, Jaya Ballard, Task Mage, and Zo-Zu the Punisher as commanders, but before Zo-Zu ever hit the table I learned that punisher style decks are liable to get hated off the table, so Zo-Zu remains unplayed to this day. However, 3drinks' PureMTGO article inspired me to gradually accumulate cards for a Duel/French Commander Zo-Zu deck.

    I noticed that this thread appears to have moved on from Zo-Zu to Zurgo Bellstriker. Are Zo-Zu decks still open for discussion here? (I greatly appreciate that the Zo-Zu decklist is still retained in the first post.)

    Also, I'm an ultra-budget player. I never spend more than 50 cents on a single card for EDH/Commander, but I'd be interested in attempting to generate the most effective 1v1 Zo-Zu decklist possible within that constraint if those on this thread would be willing to advise me at that level. (I don't want to disrupt this thread if that would be inappropriate.)


    They still are, but zurgo bellstriker at the helm as a consistent 2 power turn 1 option with zo-zu in the 99 has been established as the optimal choice in duel commander. It's also a budget build anyway. As for a zo-zu build, just get any zurgo decklist and put zo zu at the helm. If you want it on theme and make your damage output more of a punisher build, just play pyrostatic pillar, ankh of mishra spellshock, etc and you're good to go. Problem is, with a 3 drop commander, your deckbuilding options become tighter. you need to fill in that 1 drop spot with goblin guide variants like monastery swiftspear or god forbid firedrinker satyr. No consistent one drop in the command zone significantly nerfs the deck.
    Posted in: 1 vs 1 Commander
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