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  • posted a message on [Deck] Modern Slivers
    Quote from Giulio »
    It really is a powerful sliver... But i'm not sure if i'll exchange 4 collective slots for 4 the first sliver.. maybe i'll try 2 collective and 2 first sliver
    maybe you are right... but IMHO, it’s one or the other, not both. The 1st Sliver is a dead card for CoCo, and CoCo needs colored mana (so less golden lands). I’m still trying to find the right mix of cards... not an easy task.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Slivers
    Quote from patbou »
    I’m more high on Necrotic and Darkheart Slivers + Athreos. There’s a lot more value in sacrificing a Sliver for a permanent or a card (than for mana or 1 damage).
    The above is all wrong. I somehow completely got confused between Darkheart Sliver and Mindlash Sliver. And even more, because I forgot that Mindlash is « each player » and not « each opponent ». Still, it is probably good to put together Darkheart and Athreos. Even if opponent chooses to bounce the Sliver back in our hand, we can gain 3 life per mana if we have any 1 drop in play. Basically, every Sliver becomes either a Lightning Helix or a repeatable +3 life sorcery.

    I just realized that multiple instances of Cascade stack. Playing 4 The First Sliver now makes sense. The first copy played is an overpriced/overpowered CoCo. But any additional copy in hand is not a dead card because you’ll Cascade twice before the legendary rule forces you to sacrifice one of the two (the tapped one, always). While CoCo may sometimes let you choose the best Slivers if you see more than 2 in the top 6 cards, cascading twice will never fizzle and always net you 2 cards (well, getting 2 Vial can be considered a fizzle, but that is less likely than hitting 1 or 0 creature with CoCo).

    I may be wrong, but I’m very high on The First Sliver. We may need full playset of both Manaweft and Gemhide to reliably cast it on turn 3, but I feel it is well worth it. Cascade into Cloudshredder, and you’re attacking for 8 with flying and haste on turn 3 (or 12 if 1-drop was played on T2 with Vial, and Predatory Sliver joins the party on T3, again with the help of Vial). Smile
    Posted in: Deck Creation (Modern)
  • posted a message on Instant speed flanking
    In general?

    In the specific case I mentioned in my post, if I understand correctly, it is already too late to add flanking creatures to the battlefield, right? The last moment in which I can do so and make sure flanking will trigger is before blockers are declared, right?
    Posted in: Magic Rulings
  • posted a message on Instant speed flanking
    I already know that multiple instances of flanking stack, and each are triggered separately. But I’m a little bit rusted (haven’t seriously played in about a year), and I just can’t recall if there’s a step in which I can do something at instant speed (say, put a Sidewinder Sliver in play with Aether Vial or Colledcted Company) after opponent has declared blockers but before said blockers actually become blocking creatures (the state that will effectively trigger flanking).

    Basically, can I ambush a blocker this way, or is it too late already by the time I get priority to do so, because the moment flanking would have triggered is already past?
    Posted in: Magic Rulings
  • posted a message on [Deck] Modern Slivers
    I’m more high on Necrotic and Darkheart Slivers + Athreos. There’s a lot more value in sacrificing a Sliver for a permanent or a card (than for mana or 1 damage).

    I’m seriously considering The First Sliver instead of CoCo in my deck. Even with 30+ creatures, CoCo can fizzle or hit only 1 creature (based on a true story). On the other hand, The First Sliver can’t miss and for 1 extra mana, will always add at worst 7/7 to the battlefield + Cascade on all future Slivers + Vial. At best, Vial will be any Sliver instead. Even at 5 mana, it can be cast as fast as CoCo on turn 3 (any 1 drop + Manaweft + 3rd land on T3 = tap for 5). Actually, I also think The First Sliver instead of CoCo can do wonders to our manabase :

    No more needs for non creatures colored mana = golden lands. And our manabase will be much better without Urborg and with the addition of Mutavault.

    Adaptive Automaton will have to replace Sedge Sliver. We’ll of course lose Regenerate, but it’s a nonbo with Athreos anyway.
    Posted in: Deck Creation (Modern)
  • posted a message on Burn
    Gee. You really overestimate the London Mulligan. Relax, my friend. It will be FAR less worse than you imagine, if it it’s bad at all. They’ve tested it for 6 months. You can trust their judgment. The decision to implement the new rule wasn’t based on theories, but on data and experimentations.

    First, no one will Mulligan more aggressively if they have a fine but not perfect 7 cards. The risk of trading that ok hand for a bad one with one less card is way too high.

    Second, if the Combo player needs to Mulligan down to 6, under both the old and the new rules, he would see the same 7 cards. The combo is in these 7 cards, or it is not. The odds are no better under the new rules than they were before (except when card #7 is that needed land #2). It is only when Mulliganing down to 5 that the odds are now better of assembling the Combo and the mana to cast it. But, really : who will voluntarily and aggressively Mulligan down to 5 cards? The odds of drawing a very bad hand are about as high as having the perfect mix.

    Finally, don’t underestimate the number of cards the fastest combos need to win. Abzan needs no less than 5 cards and 3 turns to Combo : 2 lands (or 1 Land and 1 Bird) + Druid + Vizier + Recruiter or Ballista. I’m ready to admit they may have 1% more chance of assembling the Combo now (because looting for 1 is better than scry 1). But that is *only* when Mulliganing down to 6 or 5. In the end, however, Magic isn’t played in a void. We, proud opponents of the hated Combos, don’t have any less chances of disrupting the Combo under the new rules than before. Quite the contrary, because the new rules may also benefit the player who’s trying to disrupt the Combo.
    Posted in: Aggro & Tempo
  • posted a message on [Deck] Modern Slivers
    Athreos, God of Passage + Necrotic Sliver = OP? Or cute?

    Last time Slivers were Standard, I used to play the tribe along with 2 or 3 Athreos. I was effectively locking Midrange and Control in a situation where they were at first bolting themselves every time they were trying to remove a Sliver, until their life was getting too low. Then, each removal or sweeper was just bouncing my Slivers in hand. This translated into inevitability after a few turns. I cashed in more times than I recall with that strategy. Wink

    The fact that Athreos is within Vial range, and can be played with CoCo, makes the God of Passage a real possibility for this deck.
    Posted in: Deck Creation (Modern)
  • posted a message on Burn
    I don't think it's a meta call to say that this hurts Burn more than any other deck in the format. Combo decks can more easily sculpt hands, and fair decks can more easily find silver bullet answers, or have to mulligan to 5 less often. One of Burn's biggest strengths is consistency, due to the nature of the deck. Everyone else just got consistency baked into their game plan, which is arguably a good thing. But it also means everybody got a shot in the arm but us. We're already suffering in terms of how often we show up versus how well we do. We did get Skewer the Critics, and that definitely helps. But other game plans are getting more amd more tools, and we didn't really get much in Horizons. The land helps but we really did need something that hits harder. We don't have the speed and game-breaking ability of traditional combo decks. And we can't afford the answers of traditional fair decks. Graveyard-based strategies have gotten stronger and faster, giving aggro decks another avenue aside from the traditional curve-out route (and will benefit strongly from the London mulligan). What's worse, Burn LOOKS like it's doing really well, because people still play it all the time, so I'm not expecting a fix any time soon. I think we're in for a bumpy ride.


    I don’t see things that way. The new London Mulligan will only make other decks more consistent when they are at less than 7 cards. Since Burn is renowned for being consistent with the opening 7, and the new rule is likely to encourage players to Mulligan more aggressively, we should have more gas than them to close the game in our favor. This is more true with the new Horizon Lands. Trading lands for Burn spells is what we always wanted. But on top of that, opponents will also play these lands in their decks, and take damage every time they tap for mana. The extra card for us and extra damage self-inflicted by opponents will both play in our favor.

    I’m very happy with the new Mulligan. For each free wins we’ll not get to opponents that screw up, flood out or short out, we’ll not get a loss in similar fashion. All in all, we’ll play more Magic (and less rage), and this is very, very, very fine with me.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from icehippo »
    I’ve noticed Burn decks lately on MTGO and some SCG events have cut Skewer down to 2 in favor of more Helix and Chained to the rocks over path in the sideboard. Any thoughts?

    Also, how good is Skewer? I’ve run into trouble casting it against Grixis Shadow because creatures just can’t get in for damage when I need them to. Always getting stopped by removal or giant blockers.


    I think Skewer is better in a deck with a higher density of 1 CMC spells, to enable Spectacle. Removing Helix for Shard Volley and Light Up The Stage serves both purpose (Light Up to get more spells, and Shard + Skewer to end the game fast with a flurry of cheap but effective spells). BTW, you know that you don’t have to deal combat damage to trigger Spectacle? Burning the dome, or opponent triggering Eidolon on your turn will allow you to cast Skewer for 1 mana.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    What’s that thing with Island replacing Seachrome Coast #2? Most lists on MTG Top8 features an Island in the main deck now. Is it because of the prevalence of UW Control (Path to Exile, Field of Ruin)? Any other reasons?

    Could Kytheon, out of the SB or in the main deck, be a solution against UW Control? Flip it ASAP, and you have a 4/4 immuned to most of their sweeper...
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Quote from Wesste »
    One of the guys at my local FNM plays an Allies deck, with champion of the parish, student of warfare, brave the elements etc. I don’t think I’ve ever seen him win, but has a blast and has beaten everyone that plays a Tier 1 or 2 deck at some point. If you want, I will grab his list for you?

    Check my signature for a link to my 4 colors Ally deck. I played it against a number of Tier 1 decks during the holidays (not tournament), and results continue to surprise me. It's aggressive enough to win on turn 3 (usually turn 4), and it can switch strategy post SB (milling out Hollow One out of nowhere thanks to instant speed Allies on turn 3 at the end of opponent's turn, and main phase turn 4). I'll probably soon revive this deck. There's a few combo imprinted in this deck that probably mean it can perform well in the metagame).
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    I let the salt get out a bit there, lol.

    It seems that I have gotten worse the more Modern I play. Maybe it is not the format where I personally can do better as I play it and many other decks much more. I have come to learn that. I play Combo decks quite often and I am used to tossing hands back much more than my opponent and playing on the draw, but I play decks that I perceive as "consistent" when I'm tired of the 5 card hand grind. I tried Grixis Shadow and I realized that it can be much more inconsistent as Grishoalbrand. I tried Humans now and mulliganed more often than I do with Bogles. OMG Small sample size you know?

    There's 2 ways to look at it. I should stick to 1 deck like I have done usually during PPTQ season before. I know many of the players who have won their respective PPTQs and most of them are not regulars with their decks. Many are very new to Modern and I believe that actually helps! I know 2 players who have won that have been on their decks forever and haven't had this type of success before, so I see that. But I also see someone who played his first PPTQ and ended up beating me in Round 1 due to 4 and 5 card hands out of BridgeVine, which admittedly is glass cannon as ****, but he won the freaking thing! It only had 59 players, but still. That was 58 other players that he was "better than that day." So, I personally feel that sooner or later something will click and I will mulligan not quite as much and get there. Until then, I am having fun with the variance and trying to figure out how to beat my opponents with 5-6 card hands. I could go back to Titanshift. I mulliganed almost the same amount as my opponents, but I would like to do it with another deck now, the decks me qualifying with having been Bogles, Bogles, Grishoalbrand, and Titanshift.

    It's hard to tell because we don't know the hands you mulliganed, but maybe you mulligan too agressively? Combo players often have to mulligan aggressively to have a functionnal hand that can combo off. This trait is often imported to other strategies, but it's a huge mistake to have such an attitude with Humans. One-landers are usually just fine if you have Vial or Hierarch. And 100% lands should be kept if you've already mulliganed down to 6­.

    Basically, I try to keep any 7 cards that can play 2+ creatures in the first 3 turns. I ran thousands of simulation once, and this "rule" meant that about 75% of all 7 cards hands are good to keep.

    You should also know that Humans are *really* bad at mulligans. The odds of having a keepable 6 cards or pretty low (under 50%, if I recall correctly ; *actually 40%, see below*). And the odds of having a keepable 5 cards are abysmal (avoid at all cost mulligan to 4).

    Here, I found this old post I wrote about mulligans... I hope it helps :

    ---------------

    18 lands feel very wrong to me. I've done some really serious maths over this, including Monte Carlo simulations of what are keepable hands, and what's not. First, you have to realise that Humans doesn't take mulligans very well. IT IS NOT THE TYPE OF DECK THAT YOU MULLIGAN AGGRESSIVELY WITH. In fact, you should avoid a mulligan with Humans, unless your hand is downright unplayable. By that I mean :
    • No land
    • One land, no Vial (or a non-castable Vial, because Ziggurat) and less than 2 castable one-drops with that single land (ex. : Seachrome Coast with two Hierarch is not good).
    • Two+ lands, and less than 2 creatures that are castable with these lands and that can be played in the first 3 turns. Ex. #1 : 3 lands with 4 three-drops is not very good, because you'll play only one creature per turn starting turn 3 and this is too slow for Modern's metagame. Ex. #2 : Two Canopy, 2 Freebooter and/or Meddling Mage, and 3 three-drops... you just can't cast a card AT ALL with this hand ; even if a Coast replaces a Canopy, only the Meddling Mage is playable, and the rest is probably dead cards for some time. This is a hand that can make you lose a game.
    With these requirements, only 75% of all 7-cards hands are keepable. This number is not very good, and Humans are prone to have bad starting hands (most of the time because of zero or one-landers). If you mulligan, only 40% of 6-cards hands are keepable (which is an insanely low number). Scry will help, and you shouldn't be picky on 6 cards, because the odds go downhill from there. Mulligan to 5 only if the 6 cards are REALLY bad. And never mulligan down to 4, even if you have no lands (or just lands) in your 5-cards hand. The odds of top decking what you need are better in that case than of having a keepable 4-cards:
    • With 5-cards, only lands ; creatures density is very high in the library : 90% chance of top decking a creature, because of Scry 1. And you're 75% likely to draw 2 creatures in the first two turns. Following that metric, a 6-cards hand that is 100% lands is probably better to keep and scry 1 than mulligan down to 5 (the above odds are only better, because there's one less land in what's left of the library).
    • With 5-cards, and no lands (and some one-drops) ; land density is very high in the library : You'll get a land on the top deck 58% of the time, thanks to Scry 1. You'll hit land #2 43% of the time in the first 3 turns (on the draw), also thanks to Scry 1. These odds are not great, but they're better than having keepable 4-cards. This is a game you're likely to lose anyway, so go with the better odds and keep.
    That being said, mulligan is not only bad because odds of keepable hands are increasingly low the less cards you have. But because with less cards come less synergy, something that Humans needs. Champion and Lieutenant are worse, Meddling won't be preceded by Freebooter, Rider won't be exalted by Hierarch, etc.

    Avoiding mulligan becomes primordial for Humans pilot. With odds so low of having keepable 7, and mulligan being so bad for us (because of synergy), it is suicidal, IMHO, to go below 19 lands. Keepable hands will be even more rare, and you don't want to reduce an already low number (some other decks have keepable 7-cards in the 90% range).

    Of course, you still have to mulligan about 25% of the time, so you should work to recognize the unkeepable hands. In my case, I never ever assume top deck will save my starting 7 (but I'll go with that assumption if I mulligan). These cards, by themselves, have to put two Humans in play by the end of turn 3, that's my law. If they can't achieve that, that's probably a mulligan. 4 Mantis Rider, 2 Lieutenant and one land is really bad, even if it's explosive if things go well. Five lands and 2 three-drops is probably bad too. One land, a Vial, and no one-drop is unkeepable IMHO (because the best you can do is play a two-drop from Vial on turn 3, and then you're at the mercy of having the right number of counters on Vial to play the rest). If that fits the definition of mulliganing aggressively, then so be it. In my opinion, it just means that I don't want to be relying on the top deck to have functional hand.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Quote from Cyphers »
    1. At first my Question is about Kitesail Freebooter, in Paper this Card is Awesome and i often see Plays with it that Perform perfect. But in a Situation where my Opp has 2 or more Removals, so the Thing is i know that he is forced to Remove the Freebooter and looses one of his removals but that doesn't feel right, what would you do if you cast a Freebooter and the Opp's hand (Jund) is something like this: BBE, Maelstrom Pulse, Abrupt Decay, Land and Thoghtseize.
    What would you take? My choice would be Pulse most of the Times.
    2. Whats your Oppinion about Militia Bugler and the Rest of the Main Deck. I Tested him now and i am blasted of how awesome he is. I used two Flex Slots and 1 Mantis Rider + 1 Reflector Mage to Play four Copies. What do you Think? are four Copies of him to much and did i cut the 'right' cards? most players cut Image but i thinks Image is too good to cut cause you can copy the best card in play and change the board situation with just one card.
    3. I play 18 lands that look like this: 4 ancient Ziggurat, 4 Unclaimed territory, 4 Cavern of Souls, 4 Horizon Canopy, 1 Plains, 1 Seachrome Coastand
    I think about Cutting one ziggurat and playing a Creature more to get more Topdecks. Do you think it is Worth it or should i stay at 18.
    4. I have that feeling that my sideboard is Pretty weak, no matter if i play a stock list or customized for my local meta. what do you think are the most important cards in the Sideboard and what are 'flex' Slots ?

    With Freebooter, you should take Abrupt Decay. That way, opponent is left with Maelstrom Pulse, and has to pay 3 mana to get back a spell that is at best a spot removal. Just make sure you don't play same name creatures until Pulse is cast. If you take Maelstrom Pulse instead, opponent can quickly kill the Freebooter with Abrupt Decay, which means they get back a spell that can remove more than one creatures.

    I'm not totally convinced Humans need card advantage to win a game. Thus, Militia Bugler is only 2 in my deck, or 3 at worst. Never ever play less than full copy of Mantis Rider. It's your finisher, 95% of the time.

    18 lands is not enough. Play 19. The whole community agrees it's the right number. I ran thousands of simulations, and 18 lands is not enough for consistency. You'll mulligan too often, or have trouble finding your 2nd or 3rd land. On the other hand, we *very* rarely flood out. And when we do, Horizon Canopy can be cycled away. (Edit : to make my point more clear, I shall quote myself from next post... With odds so low of having keepable 7, and mulligan being so bad for us (because of synergy), it is suicidal, IMHO, to go below 19 lands. Keepable hands will be even more rare, and you don't want to reduce an already low number).

    About the SB, I think Gaddock Teeg has to become a new staple for the time being. UW Control is our new predator, and Gaddock Teeg alone is like a Super Meddling Mage naming Cryptic Command, Terminus, Wrath of God, Supreme Verdict, Jace, Teferi *and* Settle the Wreckage. Unless opponent can remove it with Path to Exile (which we are free to name with Meddling Mage, or exile with Freebooter), we probably have inevitability from there. Gaddock can also prevent Karn and Ugin in Tron matchups.
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Ari Lax wrote a good Premium article about Modern matchups (including Humans) a few weeks ago on SCG. These Premium articles are unlocked after 14 days, so it's free to read now.

    Also, Cedric Phillips’ article provides interesting arguments between two different lines of play vs Green Tron : Hierarch + Rider for 4 on turn 2? Or Vial + Meddling Mage and Hierarch on turn 2? I guess this article can trigger a 10+ posts storm here about what's the right line of play... my 2 cents : I would aim for Meddling Mage on T2 to name Sylvan Scrying, hoping to disrupt their whole plan. I've always been in favor of making sure they can't assemble the combo lands. After all, naming any of their threats or sweepers in the blind is a hard to win lottery (name Karn, they'll play Ugin ; name Oblivion Stone and they’ll play Walking Ballista, etc.).
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    Mike Sigrist wrote an excellent article about the Pro Tour and his deck of choice : Humans. You can read it here.

    He played 4 Buglers in the main deck, but according to the article, he would reduce that to 2 or 3 in favor for full play set of Image or RefMage. Seems on point with what I've experienced. Humans don't really want to pause mid game to get an extra card, and would rather play the above mentioned cards right away than a Bugler to hopefully play these a turn later. Makes sense to play Bugler #3 in the SB for the grindy matchups (Jeskai, Mardu and Jund), but we don't see these decks a lot recently. Could help also digging out our precious SB cards...
    Posted in: Aggro & Tempo
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