Ultimate Masters: MMI Review
 
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  • posted a message on [Primer] UR Storm
    i dont think scroll is needed, game one you can only search for gifts. Now storm runs more one mana cantrips than before, so that finding gifts is already a bit easier. In post board games, you can also search for bounce spells, but then i would prefer directly the bounce spell, since sometimes we also cut gifts
    Posted in: Combo
  • posted a message on Grixis Death's Shadow
    Izzet charm? There is one thing Ben said in the article i agree with, we rarely have the time to play the flash back cost of faithless looting. Still, i dont find it very appealing. 2cmc is a lot, being able to play looting into angler on T2 for example is a higher upside. To me you are trading versatility for speed, and i value more being able to play multiple spells in a turn. Im very happy with the 4 bauble 4 thought score 2 looting mix, i think it maximizes this line of thought.

    I am not into Apostle blessing either, protection against one color might not be enough to hit through humans or spirits, and stuborn and discard spells are already covering us against spot removal

    Posted in: Midrange
  • posted a message on [Primer] UR Storm
    Man ive been playing the deck for a couple of years now and never went 25-4. My advice would be to make a green splash to include naturalize in the main if everyone is playing rip G1. Or, you can stop playing the deck so wizards doesnt bring the ban hammer haha
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Hey actually there is a list with Pyromancer Ascension from William Jensen, a very different approach to what you see lately specially in the sideboard. Trying to read into it, i guess theyre more resilient to spot removal...? and present some sort of inevitability, thanks to the lack of graveyard hate in game 1. But i feel we already have that over time with pif. I dont hate it, actually if i would have to choose between bringing Ascension in the main or in the board, i prefer in the main, I dont like relying on the graveyard as an alternative win condition in post board games.

    Guys i have a question... why are people moving away from thing in the ice? I see Calebs list including flame slash and dismember as a concession to the increase in creature decks going over the top of bolt and abrade...arent we addressing the same problem with thing in the ice? Is working so well against creature decks that i started running 3 in the side. Against spirits for example, i go almost gy independant ( 4 pieces, 1 pif) and try to win with 3 titi and 3 grapeshot as wincon
    Posted in: Combo
  • posted a message on [Primer] Izzet Delver
    First, i love the card Fire/Ice. The question would be, what problem are we trying to solve by adding this card right?

    Either we want to improve our game against small creature decks, where fire is awesome, also giving some reach, or the ice part...that might be good to try to tempo out our opponent maybe?

    I kind of like it against kiln fiend, elves, mono green, in the mirror maybe... i dont like it against boros, dimir...tron.

    Ill give it a try but i doubt this should be a 4x, i feel its more a 0-2 depending on your lgs meta
    Posted in: Established
  • posted a message on [Primer] UR Storm
    Hey, ive been testing both cards lately. i think empty maindeck is huge, both defensivly and as a win con. Also the fact that graveyard decks are one the rise makes it better against maindeck relics or spellbombs.

    On the other hand, im not sure about ignite (i love the art so much). Can be nice, but seems a bit too random to me.. and not needed, like in those mu where it is needed, i had to leave something in the sb that was worth it as well.. I think 3 grapeshot, 3 empty and 2 thing in the ice are enough wincons .There is those mu where we loose to double surgical if we dont bring thing in the ice in...but is a risk worth taking imo
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Hey, I want to try out ignite memories, anyone can explain me where does it come in...?
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    I agree with what has been said about crackling drake... if it would have haste would be the perfect alternative wincon for the deck... but lets be serious, would be over powered!! I still think it deserves a try, is still a 2 for one in the grindy mu...can be worth it. Im also trying now one empty main. I got there just trying to fit more wincons in the sb. It feels pretty good to me, many times just buying few turns while blocking, can get you out of some situations gifting into it.


    4 scalding
    2 misty
    2 steam vents
    4 island
    1 mountain
    2 spirebluff canal
    2 shivan reef

    3 goblin
    4 baral

    4 serum
    4 sleight
    4 opt
    4 pyretic ritual
    4 desperate ritual
    4 manamorphose
    1 blink of an eye
    1 remand
    1 empty the warrens
    3 grapeshot
    4 gifts
    2 pif

    4 pieces of the puzzle
    2 thing in the ice
    2 blood moon
    2 bolt
    2 abrade
    1 empty the warrens
    1 echoing truth
    1 wipe away
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    Quote from Genu »
    Quote from Laskend »

    One note on the side plan : following Caleb's advices I decided to replace all 4 Gifts with Pieces, and now I do not think this is correct. I missed some card advantage pieces, some payoffs and I should have kept my plan of 4 Pieces 2 Gifts in the matchup. I did not see any Titi or Empty in G2 and G3 which was sad too.


    I've searched this thread and haven't found any reference to it yet, so i'll add this: theepicstorm.com has now a modern-storm section, and while i don't like the list in particular (I do think that chosing perilous voyage for the sole reason of playing a less common card for meddling mage to name is more than fringe, since you can't use it to bounce your own bears as protection and it doesn't actually draw a card compared to repeal), but i like some of the different approaches at sideboarding vs particular matchups - especially the control ones.

    While playing with Scherer's Sideboard guide i've had a similar Issue against Control and BGx, and yes, while they can still disable Gifts with hate, they still need to have it - and gift's makes going off so much easier that i do think it's worth keeping at least some. Worst case Scenario you can still gift for 4 Lands to increase velocity while building your mana, and that has been okay enough for me.

    Manabase Rambling

    As far as Fetch-Manabase goes: I really like it and i can recommend reading the Card explanation of Scalding Tarn - or the Paragraph's Following "Why do you play fetchlands?" - while he does partially use examples to prove his point, equal scenarios to counteract this one do exist and how to wheigh them seems to be up to opinion and personal draws.
    We are not Ad Nauseam, who don't shuffle their library at all.

    The Landpocket-Problem and the increase of velocity is mathematically sound. The fetchless unfortunately has too much if's and when's to be consolidated into a working model, but that doesn't mean it's worse, just that mathematically determining the better version is hard to impossible.
    So in the end either way is more feelcraft than anything.

    That said, i wonder if anyone of you often encouters the Problem of Spirebluff Canal slowing you down for a turn since it enters the battlefield tapped. I've found myself often enough being one turn to slow or losing a crucial turn because of that as i feel that hitting the 4th Land is quite important. I've found spirebluff canal often actively loosing me games - and that quite a lot of times (though i might be on a bad pocket of variance).

    I know that a checkland manabase was played before spirebluff canal was printed (often 4 Basic Lands, 3 Steam Vents, 1 Sulfur Falls, rest fetchlands), but i haven't found any information as of why spirebluff manabase should be better: There's basically 1 sentence without further reasoning of Jon finkel that got accepted without any examination at all. There's no comparison of average damage taken or how often a Turn 1 tapped Checkland loses the game compared to a Turn4 tapped fastland. Personally i feel that getting away with a turn 1 tapped land is easier compared to a turn 4 or later tapped land.

    I'd like to hear some feedback regarding the land configuration and how often you do stumble on landdrops with spirebluff canals.



    I have to say i mostly agre with everything he says in the update. I naver liked fetchless version, he explains all the arguments that support the fetch version in a clear way (though hedoesnt mention you can also run blood moon.. Which former world champio William Jensen did, just saying)

    Another point, i run 2 shivan reef to assure the 4th untapped land. About perilius voyage... Scry 2 sounds quite solid, but with similar line of thougt i im playing blink of an eye instead. Which is very simmilar to repeal but ac bit easier on the mana

    4 scalding
    2 misty
    2 steam vents
    4 island
    1 mountain
    2 spirebluff canal
    2 shivan reef

    3 goblin
    4 baral

    4 serum
    4 sleight
    4 opt
    4 pyretic ritual
    4 desperate ritual
    4 manamorphose
    1 blink of an eye
    1 remand
    1 unsub
    3 grapeshot
    4 gifts
    2 pif

    4 pieces of the puzzle
    3 empty the warrens
    2 blood moon
    2 bolt
    2 abrade
    1 echoing truth
    1 wipe away
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    I think is a busted card that might be useful as an alternative wincon against some control or midrange strategies. But, actually, its weak to countermagic... And with assasins trophy in the meta,i dont see exactly where it fits. At least, niv mizzet cantrips and shoots for one when gets killed, and cant be countered
    Posted in: Combo
  • posted a message on [Primer] UR Storm


    Huge WTF OMG
    Posted in: Combo
  • posted a message on Grixis Death's Shadow
    Quote from gm_jack »
    Delve threats are our best ones, as they have limited answers. We have to head into a protect the queen strategy, and start pressuring them fast enough they can't set up profitable chumps and attack back. If the game goes really long, we are likely to lose, but they are often clunky in the opening turns, so getting ahead will let us dictate the flow of the game better, to limit their ability to get into the late game.


    I absolutly agree with this. We are not winning the long game, so we should try to close the door asap. Tbr may seem counterintuitive in an atrition game, but i think is our best answer to wide boards. I take out k commands and 1 fatal push and bring in 2 stubborns and liliana of the las hope...sb configuration may change, but the strategy is well defined for me
    Posted in: Midrange
  • posted a message on [Primer] Izzet Delver
    Then i would go for duress, for the reason mentioned above. But in general, as an izzet player i feel favoured againsr golgari... We have better grinding tools i think
    Posted in: Established
  • posted a message on [Primer] Izzet Delver
    Depends on the deck we play against. I would say, agaisnt mono black where they already have many ways to deal with out creatures, duress offers a way to deal with our spells, so gives them more options. Against adimir shell though, would be pretty much the same and would depend only on the board state
    Posted in: Established
  • posted a message on [Primer] UR Storm
    Im hyped with niv mizzet, parun... Wow. Willing to give it a try
    Posted in: Combo
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