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Treasure Cruisin' Modern UR Control
  • posted a message on Altar of Rai

    One question I have is if I'm going to mainboard the Thopter-Sword combo how many copies of each would you suggest. if I'm going toolbox I would only think 1 of either. Anyway, I'll get a few games in with some of these changes and get back with you.


    Usually, sword combo decks that rely on it to win run a split of 3/4 between Sword of the Meek/Thopter Foundry.

    I guess you need to test in your case how many is too many tho.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Spirits
    Quote from theonlyjf »
    Here is my decklist for an UW-Vial build. I havent played with Aether Vial before and piloted Bant for the last 6 Months instead. I am open and happy for any suggestions Smile
    I thought about cutting 2 Spell Pierce and 1 Path to Exile for 3 Curious Obsession, but I am not sure about how good CO might be in this Deck?! Any Thoughts about it?
    Is the land count too low at 20?



    Attending that you run 5 colorless mana sources I'd say you should run 21.
    Posted in: Aggro & Tempo
  • posted a message on Potentially the fastest and most regular combo deck in modern. (50% kill t3 or before )
    Quote from Searys »
    Personally i combo during the cleanup step OR i wait a turn and reanimate at the cleanup step.

    To me conflagrate is still bad, de only need one win condition (i'd rather play no card for that at all, it takes a slot and is really bad when you draw it...)


    Well the winning condition is secundary; What I'm really intrigued is how you combo off on cleanup step and/or how you deal with Emrakul being on the stack.

    EDIT: Is the idea to goryo's on EOT and then combo from there? Because on the cleanup step you can't cast anything.
    Posted in: Deck Creation (Modern)
  • posted a message on Potentially the fastest and most regular combo deck in modern. (50% kill t3 or before )
    Can someone explain to me how you keep looping whith Emrakul trigger? I fail to understand this point as I do fail to understand how can you win in the clean up step since Griselbrand no longer is on the BF (exiled EOT).
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Spirits
    Quote from Jobuno »
    Quote from ketoglutarate »
    Quote from Jobuno »

    The grafdigger's are actually meant to counter the Elves deck mostly, to counter Coco. But maybe a Leonin Arbiter would be better? That would counter any "search your library for en elf and put them into your hand"-cards.

    the only cards with that effect are Chord of calling and the newly printed elf lord (which may or may not be included in most lists) as Lead the Stampede and Collected company do not search the library: the effect of Leonin Arbiter is pretty narrow.
    Against those decks i would consider wraths like engineered explosives, or effects like ghostly prison. Beware of Worship! while being a strong option, Shaman of the Pack's effect overrides the lock because it makes opponents lose life instead of dealing damage.


    Thank you, Ghostly Prison looks awesome and very likely to piss my mate off haha Grin

    Regarding engineered explosives: With the Sunburst effect and this deck, the amount of charge counters will be two, right? From a blue and a white mana. So it will only deal 2 dmg, which might not be enough if his elves are pumped? Or am I getting the effect wrong?


    Yes EE will enter with 2 charge counters on it (from W and U) but it does not do 2 damage. It destroys every nonland permanent with CMC = 2. Yours and theirs.
    Posted in: Aggro & Tempo
  • posted a message on Potentially the fastest and most regular combo deck in modern. (50% kill t3 or before )
    Quote from Searys »
    Actually i'm really not sure we want to cut the footsteps of the goryo, 4 reanimate spell + 2 noxious? I think it's way to low to create a stable version, i could understand a 4 noxious revival 4 goryo's vengeance plan (full dredge until we got a vengeance in the grave then noxious on top to cast next turn) can work but i think it's more fragile or slower, but i quite like noxious and used it in my previous versions, i may prefer something like 3 footstep 4 vengeance 2 noxious, but i would personally not go down 8 potential reanimate spell.

    3 conflagrate seems really bad to me, what need?

    And another insight, if you want to stream it easily i would advise lightning storm, cost 3 as conflagrate, instant speed, and even better you can continue to combo when lightning storm in in the pile meaning you can discard infinitely dakmore salvage.

    Yes, 3 is too much. I cutted dow to two Conflagrate.

    You don't want to cast it from hand, you want to cast it from GY so it only costs you RR.

    When comboing off you usually don't have 3 mana up to spend if you go all in because the more you take to combo off, the more the opponent stabilizes his board, which will put you in check.

    I've trimmed the numbers of conflagrates to 2, upping noxious revival to 3 and including 1 footsteps of the goryo.

    I'll see out it works out because the combo is very easy to mess up once Emrakul, the Aeons Torn hits the GY and you have no way to discard dredgers and/or have at least 8 life to draw from Griseldaddy.
    Posted in: Deck Creation (Modern)
  • posted a message on Potentially the fastest and most regular combo deck in modern. (50% kill t3 or before )
    Quote from megatog201 »
    Conflagerate just seems a whole lot faster and easier. Especially for streaming. Just get to the stage where you have infinate life and discard Emmy to something. That shuffles everything back in. Now use gristlebrand to draw back to that stage so your hand is full. RFG a SSG to cast for 0. RFG two more to flash it back and deal them 30 something damage.


    That's what I put in my list (removed Soul Spike) when I gathered this deck together:



    EDIT:

    Current list goes as follows:



    This list is more all-in and has made me win faster and able to fight through hate games 2 and 3.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Spirits
    I think that decks that base their engine on Tallowisp should follow this thread instead of this one. There's already plenty variants of spirits decks, being UW, Bant an Esper the most commonly used. There's no need to mix Tallowisp in this thread since there's already one dedicated to it. In the future, if needed to be, the two shall be merged (but imho I don't think they have the same play style).

    Regarding wide decks such as Elves and/or tokens, I think that the best option would be EE and/or Wrath effects such as Supreme Verdict or Settle the Wreckage.

    In general you'll deal far more damage to Elves and pinpoint them much before they can establish a wide board. Inb4 Christmas Land hands comments, remember that you can 2:1 theirs.
    Posted in: Aggro & Tempo
  • posted a message on Mardu Pyromancer
    Congrats on (one of) the most complete guides/primers I've ever seen on the history of this forum. Really nice work! Smileup
    Posted in: Midrange
  • posted a message on Modern Spirits
    Has anyone tried out Simian Spirit Guide in UW?
    Here's my thoughts:

    One of the things that is nice about bant spirits is access to our 3 drops on t2 thanks to noble hierarch. With SSG, we can do the same thing. We can also now do something that bant can't do which is put down a 2 drop on t1, which could be super sweet with supreme phantom... something like a selfless spirit on t1 and a supreme phantom on t2! The ape isn't even a terrible top deck late if you have vial out as he is a spirit you can flash in without any red mana. I might even put a single red fetch in the deck to cast him in a pinch later in the game.

    Yes, he is card disadvantage, but he is a shot in the arm for tempo and we ARE a tempo deck.


    There's nothing better than to try and see how it pans out.

    Imho opinion, ramping or mana accel is not a problem on UW builds - neither any of the spirit builds afaik - and cutting something that has real value for some ramping doesn't seem the way spirits should go. He does nothing by himself which has no value in late game making him a bad top deck
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Quote from maartendq »
    Quote from 0wnjei »
    Quote from theonlyjf »
    Quote from redtwister »
    [quote from="0wnjei »" url="/forums/the-game/modern/established-modern/aggro-tempo/792118-modern-spirits?comment=297"]Ofc Smile
    Tron
    IN:
    2 Damping Sphere
    2 Stony
    3 Negate

    out?:
    4 PtE
    1 Kira
    2 Mausoleum Wanderer

    I'd never board out Mausoleum Wanderer against Tron. It countered Ancient Stirrings and Sylvan Scrying so many times for me and even caused some T3 concede against Tron after I completely screwed their mana ^^

    I do not side out MW:

    Tron
    IN:
    2 Damping Sphere
    2 Stony
    3 Negate

    OUT:
    4 PtE
    3 Nebelghast
    Quote from StreexGeist »

    Getting back on the 'shaving the Rattlechains or not' dilemma, I'm strongly convinced the correct number of Rattlechains is four, and four is always going to be as long as Spirits will be a reactive tribe. When you are looking at having something to finish your opponent off instead of the 4th copy, you're trying to force the tribe down the aggro route.
    If you feel it's too passive/reactive, recall to yourself we have no proactive-disruptive plan like the one Humans pull off via Meddling Mage and Kitesail Freebooter .
    I strongly recommend reading the paragraph about Rattlechains in the first post of the primer.
    Selfless Spirit is a form of pro active protection you want to land before a more important piece ( Spell Queller or a lord) comes down. It beats and forces your opponent to spend their destroy-effect removal on it, because it will sacrifice to save another spirit eventually. I see no reasons to shave it in UW, nowadays.

    Well I'm not the most experienced with the deck but as far as I've played, I feel confortable by trimming one of each RC and SS for the Nebelghasts since they're some form of reactive threat by tapping opposing creatures.

    Regarding Vendilion Clique its a nice card but, like said before, I think it fits better on bant versions for a T2 hand disruption.

    Spell Pierce I've not tested it yet since I've not find the control matchups to be that hard imho.

    Guess we all have our experiences Smile
    </blockquote>

    The thing is that Rattlechains gives all spirits in your hand flash. With a Rattlechains on the battlefield you can flash in Drogskoll Captain to give your whole team hexproof, Selfless Spirit to give everything indestructible, Mausoleum Wanderer as a 1CMC mana leak etc etc. Rattlechains is the reason why opponents need to worry when we pass the turn with 3+ mana open. The effect is indeed superfluous when you've got an Aether Vial in play, but having redundant effects that allow us to play at instant speed at all times is hardly a luxury when playing a tribe that depends on the synergy between different cards rather than the individual power level of every single card. The former is where Spirits excel, while the latter is Humans' territory.

    Nebelgast Herald is a fine card in creature-heavy metagames, but I still consider it one of our weaker pieces all in all. At 3CMC Spell Queller or Drogskol Captain(and even Geist of Saint Traft) are far more impactful than a 2/1 that taps a single creature your opponent has when it enters the battlefield.

    You mentioned two important points:

    1. RC gives flash to all spirits but so does Aether Vial and taking your example, when you have Vial and 3+ mana, your opponent is always wondering what he should do. I've never stand still with spirits to cast because they didn't have flash. Like you said, redundancy is good, so that's why I just cutted one. Same goes for Selfless Spirit.
    2. Indeed Nebelgast Herald is the "weaker" card in our list but do not underate its ability. I think meta is plenty full of creature-heavy decks and many times I found myself racing with my opponent where a single NH made the difference between winning or losing by tapping his stronger creature on my opp's pre combat phase for then in my turn I could swing for lethal. I'm not comparing it to Drogskol Captain because they serve very different purposes. Regarding GoST, he's very powerful - that's why I didn't cut him out completely - but I always find him "too slow" in my games.

    Like I said, those are my choices and, as I do own 4-of of each, I can change my list anytime as I seem fit. For now, I'm sticking with this list until I find necessary to change.

    Everyone has their own experience piloting the deck and they adjust accordingly to their meta. One of the upsides of Spirits is that there are a bunch of them that gives you the opportunity to enjoy the game as you please (i.e. the current 4 builds going around - uw, bant, esper, uw, tallowisp).
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Quote from Shogo »
    Quote from 0wnjei »
    Quote from Shogo »
    This is the first(updated with new lord) 5-0 spirit list on MTGO Smile
    https://www.mtggoldfish.com/archetype/modern-wu-53805#online

    The first list I started with was exactly like that only different in number of PtE and LS (I was running 4xPtE and 3xLS). Nice to see it is working Smile


    Same mana base?

    Yes. I think that the only difference was that I runned 4xSeachrome Coast and 2xMarsh Flats
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Quote from Shogo »
    This is the first(updated with new lord) 5-0 spirit list on MTGO Smile
    https://www.mtggoldfish.com/archetype/modern-wu-53805#online

    The first list I started with was exactly like that only different in number of PtE and LS (I was running 4xPtE and 3xLS). Nice to see it is working Smile
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Quote from theonlyjf »
    Quote from redtwister »
    [quote from="0wnjei »" url="/forums/the-game/modern/established-modern/aggro-tempo/792118-modern-spirits?comment=297"]Ofc Smile
    Tron
    IN:
    2 Damping Sphere
    2 Stony
    3 Negate

    out?:
    4 PtE
    1 Kira
    2 Mausoleum Wanderer

    I'd never board out Mausoleum Wanderer against Tron. It countered Ancient Stirrings and Sylvan Scrying so many times for me and even caused some T3 concede against Tron after I completely screwed their mana ^^

    I do not side out MW:

    Tron
    IN:
    2 Damping Sphere
    2 Stony
    3 Negate

    OUT:
    4 PtE
    3 Nebelghast
    Quote from StreexGeist »

    Getting back on the 'shaving the Rattlechains or not' dilemma, I'm strongly convinced the correct number of Rattlechains is four, and four is always going to be as long as Spirits will be a reactive tribe. When you are looking at having something to finish your opponent off instead of the 4th copy, you're trying to force the tribe down the aggro route.
    If you feel it's too passive/reactive, recall to yourself we have no proactive-disruptive plan like the one Humans pull off via Meddling Mage and Kitesail Freebooter .
    I strongly recommend reading the paragraph about Rattlechains in the first post of the primer.
    Selfless Spirit is a form of pro active protection you want to land before a more important piece ( Spell Queller or a lord) comes down. It beats and forces your opponent to spend their destroy-effect removal on it, because it will sacrifice to save another spirit eventually. I see no reasons to shave it in UW, nowadays.

    Well I'm not the most experienced with the deck but as far as I've played, I feel confortable by trimming one of each RC and SS for the Nebelghasts since they're some form of reactive threat by tapping opposing creatures.

    Regarding Vendilion Clique its a nice card but, like said before, I think it fits better on bant versions for a T2 hand disruption.

    Spell Pierce I've not tested it yet since I've not find the control matchups to be that hard imho.

    Guess we all have our experiences Smile
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Quote from Pavian09 »
    Quote from ketoglutarate »
    Interesting. How to build an uw manabase with mutavault?


    Has anyone tried it out? How was it?


    I´m not sure you really need 4 Mutavaults. Why not play 2? I´m glad to pay the cost of less consistancy for a smoother UW Landbase. A late game Mutavault is almost always better than a basic Island. And I wouldn´t like to disclaim Field of Ruin altogether. But I also don´t want to play with 5 colorless resources so I guess less Mutavault could be the way to go. In the end the Mutavault is just in addition and shoudln´t change the character of the Deck too much. But I didn´t try it out yet, so this is only my guess.




    This is my current landbase which does not differ too much from what you posted. Regarding the 4xMutavault, I've never felt like I was short on colours to cast anything.

    Anyway, like I said previously, I don't own Cavern of Souls but once I do, I might jam 1 (or 2) taking out 1xMoorland Haunt and/or 1xMutavault
    Posted in: Aggro & Tempo
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