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    posted a message on Skred Red
    Bit of a delayed mini-report for y'all from GP Toronto. 4-3 main event, but I was 4-1 going into round 6.

    Here's what I ran:



    Overall I went 3-1 in the last chance qualifier (almost securing 2 byes for the main event), 4-3 main event, 3-2 in the Mythic Qualifier the next day. I was really hoping to Day 2 again this year, but still not a bad showing. Had an absolute blast and I've been felt pretty motivated to play some Modern again.

    As has been tradition, Skred is a pretty meta dependent deck. The top meta is (or was at the time of the event) Phoenix, Burn, Dredge, Amulet, Grixis Death Shadow. Main deck Angers and Relics clean up Phoenix and Dredge, Blood Moon is basically a win against GDS and Amulet, and Magma Jet helps us find what we need while taking care of the weenies or being incidental damage to face.

    Let's talk cards.

    4x Magma Jet: Shoutout to thnkr for testing and pushing this. I've consistently been surprised at how handy they are and how much you can count on them. Starting with 4x Magma Jet informed the rest of the tuning choices we made.

    21 lands: I'm still not totally sure about this, but over the course of the weekend I honestly still felt like I flooded out more times than I was in a drought. Magma Jet and the usual Relic/Mindstone cycling are of course a huge help. I feel like maybe like .3 of a land extra might have been nice, but I didn't have time to experiment with 61 cards lists to find the perfect balance.

    2x Hazoret: Goes toe to toe with almost any threat, the current meta has very little Path to worry about, and she's a complete stone wall with a built-in win con. I've gone up to 2x because of her value and ability to still weaponize the second copy if you happen to draw it.

    1x Lava Coil: Mostly for the early Thing in the Ice or Prized Amalgam, but this could have easily been a Roast.

    2x Goblin Dark-Dwellers: Cutting Stormbreath was a tough call, but again, with the lack of Path in the top meta, I just wanted the extra spot removal, Anger, Molten Rain, Surgical, and to be honest, even a free Magma Jet feels pretty good sometimes. The Menace is also quite relevant for pushing damage through. Really recommend trying it - Relic is not the obstacle you think it is when you plan accordingly.

    2x Surgical Extraction (SB): I tested with a control expert who highly recommended this. It has relevant applications in a ton of matchups, but to be honest I still need to learn how and when to use it. I did get to use it against Dredge and Phoenix to great effect so I think it's worth the slots.

    6x Lifegain artifacts (SB): This was kind of a trolly meta call, but it totally paid off since I ran into Burn twice. And to be honest, I had just accepted the combo deck losses if I ran into them (even though they're not great right now), so I felt I could afford the slots. See below for a hilarious board state against a poor Burn opponent. Smile

    This thread has been pretty inactive lately, but I really hope I can encourage you guys to start Skredding again - the time feels right!
    Posted in: Control
  • 1

    posted a message on Skred Red
    I made Day 2 of GP Toronto with Skred! Smile
    Posted in: Control
  • 1

    posted a message on Skred Red
    Had a fun experience at FNM the other day. Crowd has been bigger lately because of the Fatal Push promo and we're seeing a mix of people coming in, including the hyper-competitive types from another shop that I don't usually play at.

    The guy is on BG Rock and already I can tell he's the type of player I hate because when I cut his deck, he takes mine and shuffles it for like 30 seconds. It's an FNM bro.

    Game 1 he's on the play and plays a Verdant Catacombs, passes. I play a Snow-Covered Mountain. End of turn, he foolishly fetches an Overgrown Tomb and mash shuffles 10+ times after doing so. Turn 3 I drop a Blood Moon on him, no response. I ride a turn 4 Koth to victory.

    He comments, "Fun and interactive Magic..." while admitting he should have grabbed a basic.

    Next game is even funnier to me. He actually fetches for basic Forest and Swamp this time, and has a Bob on the field by the time I drop a Blood Moon. You can see he's irked, but on his first Bob trigger after the Blood Moon, he finds a Maelstrom Pulse and has the mana to cast it. I figure he would want to actually play a game of Magic this time, but he decides not to play it. Next turn I Molten Rain his Swamp and lock him out of the game again and ride a Stormbreath to victory.

    He goes on a small rant about how Blood Moon is his most hated card in Magic and how all the other "unfun" cards at least end the game quickly. I'm biting my tongue trying not to laugh, and all I could say after is "You had a Maelstrom Pulse."

    I probably could have said more, but the salt was palpable. This was clearly the type of guy who felt he should have won because he had 4x Goyf and 4x Lily in his deck, and taking the win from him with a deck that costs less than those cards alone was so satisfying. Really refreshed my love for the deck even though I've been on it for over a year. Smile
    Posted in: Control
  • 2

    posted a message on Skred Red
    Not related to spoiler discussion, but I tried out a one of Hazoret the Fervent this week and want to echo the people who have been recommending her. Unbelievably good top deck, and to be honest even in the opening hand it's quite easy to sequence her. I played her after dropping P&K or Koth/Chandra, and never had a problem hitting 1 card in hand to activate her. Every time she came up I was happy to see her. I'd like to try running 2x but I'm unsure what to cut.
    Posted in: Control
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    posted a message on Skred Red
    Skred coming in 22nd at this weekend's SCG Modern Open. Anyone in here? Smile

    http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114166
    Posted in: Control
  • 2

    posted a message on Skred Red
    Really enjoyed reading all the recent tournament reports guys, thanks for taking the time to write them!
    Posted in: Control
  • 1

    posted a message on Skred Red
    If Tron gains strength, personally I'll probably just go up to 4 Blood Moon main and 4 Molten Rain SB. I think we're still in good shape in the meta.
    Posted in: Control
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    posted a message on Skred Red
    The main disadvantages of Fulminator are that you don't do damage and can't hit basics.

    Fulminator could theoretically offer more beats and a potentially useful chump block + sac. But you lose the ability to take out their basics when under Blood Moon, or redirect damage to a planeswalker when you destroy a non-basic. (Relevant, in my opinion.)

    You can definitely try it out. I don't see it being significantly better or worse, though I feel like Molten Rain is a better fit.
    Posted in: Control
  • 1

    posted a message on Skred Red
    I've been playing the Adonis2k list (minus a couple substitutions because of availability: +1 Snow Mountain -1 Scrying Sheets, +1 Magma Jet -1 Roast, and some SB cards) for the last several weeks and I have to say I'm loving it. In paper events I've gone 3-1, 4-0, 3-1, so 10-2 overall. The deck is so insanely efficient that it feels like it plays itself sometimes. The meta is definitely ripe for us right now. One loss was the first time I played the deck in paper so I made some mistakes, and the other I had to mull to 5 twice in a row. Every Tier 1 deck is beatable, if not favored.

    The more I play the deck, the more I respect both P&K and Eternal Scourge. Pia and Kiran are all-stars in this deck and I'm almost always happy to draw them. They clog the board and let you ult Koth most of the time, but also make combat tricky for the opponent, and they're just a huge swing against decks like Affinity, Infect, and Jund. Eternal Scourge is a sleeper, too. It's a surprisingly relevant body, and the synergy with Relic/Anger is fantastic. Someone I played against just gave me a pre-release promo copy of one the other day because he said it's the first time he'd seen anyone play the card and was impressed with what it did.

    Thanks for sharing the list, Adonis2k, it's been a blast!

    I'm wondering what the cuts would be for +2 Chandra TOD. I'm using her on Xmage and I think she's quite solid. I went -1 Chandra Pyromaster and -1 Mizzium Mortars but I'm not sure. I wouldn't feel good cutting a Koth or P&K - I really like these as 4-ofs for the consistency.

    I'm also considering Obliterate as a 1-of because T2 Mind Stone, T3 Koth, T4 obliterate seems too fun to pass up.
    Posted in: Control
  • 1

    posted a message on RW Norin
    Hello, fellow Norin enthusiasts! Been lurking for quite some time, but thought I'd join the discussion at this point what with the shiny new thread. Smile

    After playing the game on and off casually for ages, last summer I finally started getting into some competitive play at a LGS. I've always been a fan of strange card interactions and love eternally tweaking/brewing, and Norin has been my project for the past several months. I've had success in beating some high tier decks like Twin and Junk, and figured I'd share my take on everyone's favorite cautious adventurer:

    Norin's Toolbox



    As with most Norin decks, the base is there. Norin, Soul Sisters, Champion of the Parish, and Ajani's Homeboy, and Purph are all in the party. Where I've diverged a bit is by taking it in the enchantment direction. (Shout out to cloudman for the inspiration in the old thread!)

    I don't mind stalling for a while with life gain while baiting out removal with Champion and Pridemate. In fact, usually the longer a game goes, the better it is for me. Idyllic Tutor works as a wild card to fetch either Purphoros or important hate in game 2/3, while Heliod's Pilgrim has access to an assortment of tools to buff up the team while being a Human to trigger Champion of Parish and be uncounterable with Cavern of Souls. Ajani Vengeant is always nice to find - slow down the game until you can ultimate, or just use him for the Lightning Helixes. I'm running City of Brass because with the amount of life this deck can gain, it's totally manageable and allows me to explore splashes more easily. (Also I've been a bit paranoid about the Pacts since the recent Pro Tour.)

    Why enchantments?
    Typically I see Norin decks run the one-of Legion Loyalist to grab with Ranger of Eos for the finish, but if it gets countered or bolted on the spot, then what? I like having some redundancy and a toolbox to pull from:
    Angelic Destiny - Used when you have a small number of creatures on the board to make a Sister or Myr into a threat. Also relevant with Champion or Ajani's Pridemate on the field to give them evasion/first strike. Coming back to hand on death can be nice when it works, or will make the opponent groan to waste a Path to Exile on an enchanted Myr or Sister.
    Elemental Mastery - If you have a big Champion or Pridemate on the field, this ends the game.
    Fallen Ideal - When you've got a swarm of Myrs or Sisters, this can be used to essentially fling them all in one fell swoop. Also can give Champion/Pridemate evasion. (If you have City of Brass on the field.)
    Blood Moon - Shuts down certain decks as we all know. Make sure to grab basic Plains in advance.
    Mark of Asylum - This is more of a local meta call as I run into a lot of burn - especially Electrolyze which hurts our poor ladies quite a bit. Post board combines with Worship for a near auto-win against many decks.

    In reference to the City of Brass above, I've also been looking into other options for these slots. Because we usually fetch these enchantments anyway, I'm slowly experimenting with things like Phyresis, Unflinching Courage, or good old Rancor. Just fetch the appropriate one based on what land is available.

    Sideboard
    Having a bunch of these enchantment fetchers also lets us have a huge sideboard toolbox of one-ofs to deal with lots of problems:
    Aegis of the Gods - Discard/burn effects. Leyline is probably better but out of my budget for now.
    Spirit Mantle - Relevant to defend against Infect or to push damage through.
    Suppression Field - Shuts down Splinter Twin, can help a bit against Affinity.
    Wheel of Sun and Moon - Prevents graveyard/Snapcaster shenanigans. This one's also an aura, meaning you can grab it with Heliod's Pilgrim as well.
    Curse of the Nightly Hunt - Pretty much an auto-win against Soul Sisters and Merfolk in my experience.
    Ghostly Prison - Generally useful against fast aggro, also against Splinter Twin.
    Curse of Exhaustion - Slows the pace of things down to go in our favor, but particularly relevant against Control match ups. They now have to choose very carefully what to counter/bounce on your turn.
    Worship - This will grind the game to a halt (works in our favor) or cause the opponent to concede outright. Hilarious if you can also have Mark of Asylum on the field.

    Tough match ups
    The decks that have been giving me the most trouble are Affinity, Infect, and various U/R variants that run burn with counters/bounces. (Though I haven't faced many control decks since adding the Caverns of Souls, which should help a lot.)

    Conclusion
    This isn't a deck that tries to win especially quickly, but it can take a beating and keep going - Norin is a survivor, if nothing else. Of course, an opening like Champion > Champion + Norin can win on turn 4 if you get the draw. I find it's just a ton of fun to play. Opponents are rarely prepared for the bag of tricks accessible with Idyllic Tutor and Heliod's Pilgrim. Being able to choose the most relevant win condition based on the current board state is a boon - if I already have Norin + Genesis Chamber, I'll pull Purphoros. Sisters + Ajani = Elemental Mastery. Random junk = Angelic Destiny.

    Any feedback (especially about my trouble match ups) is very welcome!

    Posted in: Deck Creation (Modern)
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