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    posted a message on Mardu Pyromancer
    The general vibe ive seen from black-based discard players, myself included, is that its too slow in todays Modern. Discard is always at its best early, and the earliest this can do you any good is main phase turn 2, and it only gets slower trying to get more value outta him by waiting for elemental/spirit tokens to show up. If you get them on turn 3 (casting souls or pyro plus spell) it means you cant sac em till the turn after. And remember, this is with spending turn 1 commiting to therapist and not thoughtseizing. Storm has already stormed, Tron has already tronned, Ad has already Nauseamed, Valakut has already Molten Pinnacled (or is close enough that it doesnt matter) If the format slows down, like maybe Modern Horizens has in store, then i will revisit my analysis.
    Posted in: Midrange
  • 1

    posted a message on Mardu Pyromancer
    Bedevil seems like an... ok... sideboard option, definitely no more than a one-of. The flexibility is nice, i agree, but 3 cmc IS a lot. You also run into the "what does it replace" problem. Its not a true stand in for stony silence, abrade is a full turn faster which is a huge deal vs aggro, etc. I personally wouldnt fault someone for have a singleton somewhere in the 75, but i dont think its stellar by any stretch, anguished unmaking would be the closest comparison that also sees little to no play.
    Posted in: Midrange
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    posted a message on Abzan
    Not only was that a great read, but i was completely unaware of mtgrock until today. Thank you twice.
    Posted in: Midrange
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    posted a message on Sultai Midrange
    Quote from StreexGeist »
    Hi TheAller, I've been thinking of a Sultai list and I've heard you have really to decide whether you want to play with discard or counterspells, do you think counterspells are superior in this shell?
    Are 4x push necessary when you also have 6x trophy and decays?
    I very much like the 4 surgical, i think 4 surgincal + 4 snap can really provide good hate against graveryard and combo decks, so since you have this option and a lot of deck manipulation, don't you feel a couple field of ruins necessary to make the surgical even better.

    Two more questions: how do you feel about unmoored ego against combo and tron?

    Since you have this insane amount of instant and sorceries, how would you feel about playing thing in the ice in replacement of tarmogoyf? I can see thing having a good synergy with snapcaster too.


    Ok, in order:

    If youre going to run the big green beaters that have made BGx successful, then you are going to want discard over permission. There are some permission based sultai lists out there, but they usually forgo creatures in lieu of olaneswalkers and manlands as wincons. The issue is sorcery speed yhreats dont play well with holding up mana. That leaves you with either BGu midrange with blue for snap, serum, and sideboard permission, or BUg with green for trophy, decay, and sideboard artifact and enchantment hate. I believe the only possible exception to this is stubborn denial. One could make the case that at 1 cmc and all the creatures you run turning it on, its a fine 2 or 3 of in lists not running LotV. It works for deaths shadow, after all.

    The fatal push count is a meta call. If you expect a bunch of aggro or midrange then you cant beat 1 cmc. If its combo, big mana and control, then 3 is fine. Having visions and snap to get the most out of your list goes a long way.

    Im with you on the surgical plan. Having a build-your-own slaughter games that also hits land is powerful game. Ego's advantage of hitting thing proactively is largly diminished (in my humble opinion) by the 3 drop cmc. Storm can go off, dredge can flood the board, tron can do tron things, all within that time. Its great for kci, but i like extract snap extract better.

    Thing is a great card, but you would need to add a lot more cantrips (read:empty air) to an archetype that wants to function optimally in a topdeck war. Midrange needs to be able to turn the corner from control to beat down on a dime to function well. Flexibility is paramount. I feel that a card like titi needs too much support to be viable in midrange. But feel free to prove me wrong, i would love to be wrong. Wink

    Hope any of this helps.

    Posted in: Midrange
  • 1

    posted a message on Sultai Midrange
    Quote from FlyingDelver »
    It would be more constructive to state why you think it doesnt make sense. This way does not really help.


    I am also of the Jeff Hoogland school of thought that articulating one's argument is necessary to a constructive conversation.

    That said, i do like Tas over zombie fish, due to both an easier delve (one less card in the yard could make a world of difference with goyf) and his activated ability. Fish's upside, eating the average goyf instead of bouncing off of it, i acknowledge, but find to be outweighed. Midrange is all about the grind, and card advantage built in to a dude is a good thing.

    I am also a growing fan of tracker. Having them in deck makes lands held in hand less of a dead draw. It is should noted, as well, that tracker is a threat that is independent of the graveyard, which is important when opponent boards in a RiP. It does put you a little heavier into green, but not prohibitively so.
    Posted in: Midrange
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    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Hail Jeskaites, and greetings from planet Mardu. Just a quick hypothetical, on the subject of possible unbans in the near future. Bloodbraid is all the chatter at the moment, but should wizards release stoneforge mystic into the modern pool instead (having never had her chance and wotc's desire to strengthen white's presence being my rationale) would Jeskai Geist, Tempo, and/or Prowess be interested in finding room for her? The mystic package is a powerful thing without any need for synergy in-deck, but there is an opportunity cost to the 6 card (minimum) slots dedicated to misty's and equipments, neither of which can be snapped back or grabbed by azcanta. Thoughts? Or even better... hypothetical deck lists?

    I love popping in here, y'all are always so upbeat and friendly. Maybe thats a jeskai thing. Not that my folk are mean, but when your wedge's underlying philosophy is "kill anything that moves, and some things that dont", your people tend to be a bit... brutal. Taker easy.
    Posted in: Deck Creation (Modern)
  • 5

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Greetings from Planet Mardu. Saw the matchup guide, thought id offer some insight from the other side of the table. Selfeiseks list has been getting a bunch of spotlight as of late, but as Corbin Hostler showed with his list (Thank you mr hostler for playing midrange for a change) youre probably going to see a lot of variation from deck to deck. I personally run pack rat over pyro cuz they end games faster, and i have a planeswalker suite to back it up, but thats just me.

    Anyway, i first have to give Curd a nod on the counterspells, after the initial discard barrage there isnt a whole lot Mardu can do about them. Cryptics in particular are crippling due to the inherent card advantage. Longer games tend to favor jeskai as well, so dont be afraid to slow roll threats and drag it out, we have no cantrips and cant refuel without (usually) sorcery speed spell and creatures. Your manland (collonade) is also leagues better than vents as the game grinds on, so protect that as much as possible.

    The burn is incredibly relevant. Bolt snap bolt to the dome is great against everyone (except maybe souls sisters) but Mardu in particular is notorious for punching itself in the face. I run a playset of helix and burn is still a problem match up, that carries over to jeskai when im taking 6 a turn from geist, or even 2 a turn from a queller holding my removal.

    Mardu beats Jeskai tempo by stripping its answers early and overwhelming it before it can recover. If you run spell pierce, dont hesitate to stop a Thoughtseize or IoK. Just keeping that hand info away from Mardu is sometimes enough to slow them down and get it into your court. Save remands for the back half of souls, thats all its really good for against us unless your coming in for the kill. Dont assume that Lily isnt in the 75 when getting ready to drop a geist, i dont think selfeiseks list is the final iteration and she is too powerful to be completely left out. All in all, play patiently, embrace the grind, and know that the longer the game goes the better your chances.

    I leave you with this final bit of spice to warn you of the unfinished nature of Mardu. Guttural Response is a card, and i have ran them in my 75. It has made for some game ending plays and eyebrows raised through their hairlines. =)

    Hope this wall of text has some value for you all. From all of us at planet mardu: Safe Journies, and Kill All the Things.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Sultai Midrange
    Quote from WolfJulio »
    Is it possible a draw go style of this deck? Anyone working on it? Maybe some mystical teachings list


    The inclusion of green largely forces you to play at sorcery speed, particularly while deploying your threats. It doesn't mean you can't run some counter magic, but there not a whole lotta flash in green worth running in modern.
    Posted in: Midrange
  • 2

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Logged in just to congratulate Curd on the reprint. You've waited long enough buddy.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    More permission? Seriously, though, if wizards is gonna keep pushing walkers we need more answers printed in every color. If only void snare was instant. If only anguished unmaking were a 2 drop. If only a green fight mechanic could target a walker. If only a red burn spell existed, costing 2, doing 4 or 5 damage to creature or walker. You listening wizards?
    Posted in: Deck Creation (Modern)
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