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Treasure Cruisin' Gifts Storm
 
The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
  • posted a message on [Primer] U/R Delver
    No Remand?

    There might be too many pump spells here for me. I'd rather have more protection for my stuff. Personally, I like the Disrupting Shoal package, as it allows you to tap out and still protect your threat.


    Anyone going to jam JTMS in light of the unban? Or maybe change a few flex slots to deal with an influx of them?

    I've thought about putting one or two in the side for grindy matchups. But I'm probably going to add another threat in place of the third Vapor Snag. I've toyed with Nimble Obstructionist in the past, and having an answer to a Jace activation or fetch plus a draw, or a 3 power evasive threat, or a 3 drop to pitch to Shoal seems good to me. Will test at FNM and report back.
    Posted in: Developing Competitive (Modern)
  • posted a message on [POLL] What cards do you want banned or unbanned in the February 12, 2018 announcement?
    A deck won an event. Is that all it takes to get ban talk going these days? Silly. This pro tour's metagame and top 8 is fully indicative of a sweet, healthy format.
    Posted in: Modern Archives
  • posted a message on Pro Tour Rivals of Ixalan Modern Discussion
    De-sideboarding seems important.
    Posted in: Modern
  • posted a message on 10 years under Cube drafting's belt what are the most surprising changes to you?
    I've only been cubing for two years, but one thing I've noticed is just how outclassed formerly amazing cards have become. Poster child for this is Genesis, which was a great engine years ago that isn't in very many cubes anymore. Lots of these value engines have just been replaced by planeswalkers.
    Posted in: The Cube Forum
  • posted a message on [[Official]] Modern Prices Discussion
    Scapeshift seems pretty far from a deck I'd worry about getting hit with a ban.
    Posted in: Modern
  • posted a message on [Primer] U/R Delver
    I went 2-0-1 at my first FNM in 2 years tonight.



    Round 1 was against a guy who almost always plays Soul Sisters, but he was on a RUG Assault Formation list with Ornithopter and Goldnight Castigator. Seemed like a sweet brew, really, but I drew well in game 1 and flipped 2 Delvers by turn 3 and finished him with a Vapor Snag for the last point. Game 2 I kept an iffy mull to 6 with 3 fetches, Bolt, Snag, and Chart a Course. Scryed a Swiftspear and drew another one and rode them to victory with two Bolts and a Chart a Course somewhere in there.

    Round 2 I was against the slowest player I've ever even heard of. He was on a Naya Zoo list with Nacatl, Goyf, Swiftspear, and Rancor. Game 1 I lost steam after some Remands, Snags, whatever, and couldn't get a threat to stick long enough to do much. Game 2, after siding in Anger, Melody, and Blood Moons, I played the control game after a mull to 6. I Entrancing Melody'd his Nacatl, which after hitting him once, he Pathed. So that was super fun. Eventually I went all the way down to 3 but with options in my hand. Epic misplay: He attacks with a Swiftspear and two cards in hand. I had 2 Islands and a Polluted Delta available. I go to fetch so I can flash in Snapcaster to block and Opt to try to set up a way to win, only to realize all my Islands are on the field. Ended up getting Breeding Pool tapped and not flashing back anything, but I did eat his last threat. Turn the corner the next turn, when I went Pyromancer into several cantrips and a Bolt, and killed him two turns later. We were just shuffling up for a third game when time was called, so we drew. Apparently this guy is notorious around the shop for being slow. Like, I hardcast Disrupting Shoal on a Swiftspear, and he kept trying to pay 1, as if it were some Mana Leak variant. I kept reading the card to him, handed him the card, got two other players, and he just didn't grasp it for like a minute. Every play was agonizingly slow. I was very polite, let him have the prize pack rather than flipping a coin for it, but did say to the employee running the event that we really need a chess clock. I would've won this match on MTGO.

    Round 3 I get paired with a guy on an odd RW burn list with Boros Reckoner. Guy's mostly a standard player, and when I laid an Island, he did the sigh thing. Seems like he was having a bad night. Fought through a bunch of Bolts and Helixes and finally managed to get a Pyromancer to stick and protect it with Disrupting Shoal. Game 2 was a quick one where I got two Pyromancers and ran him over in about five turns, although he was tilted pretty hard at the end and feeling sorry for himself and scooped a turn before I had lethal. Sick of getting his stuff countered, he said. But he was sick of the BR Hollow One deck he had just lost to, too, so he was just salty all the way around.

    Takeaway: next time I'd like to get paired against the Death Shadow, Affinity, Jund, Elves, Tron, or Mardu decks I saw. I played against two brews and won pretty handily, and felt really good about beating Zoo in 3 if my opponent hadn't taken for literal ever to play his cards. But the deck seems sweet. Chart a Course feels great, even if you have to discard a card for a prowess trigger. Shoaling something when you're tapped out feels insane, and Chart helps the card disadvantage. At times I wished I had another threat, and maybe I'll cut a Snag to add in something like Nimble Obstructionist, Vendilion Clique, or maybe even Bedlam Reveler as a 16th creature. But it feels really good getting to see half the deck in the grindy games, more or less ensuring you'll hit many of your sideboard bullets.

    tldr: smashed jank with sweet blue cards, and slow players suck.
    Posted in: Developing Competitive (Modern)
  • posted a message on This or That discussion.
    Helix and Nahiri would be my cuts.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Primer] U/R Delver
    Got to shuffle up and play my first game today, just testing with a friend who played Green Devotion. I went 1-2 in the games. Game 1 was close, but I ran out of Remands for his Genesis Waves and got Hoofed out for like 48. Game 2 I put a ton of pressure on with Swiftspears, Vapor Snags, a Serum Visions, and a Lightning Bolt. Was all over on turn 4. Game 3 I mulled to 6 and kept a hand without much pressure and eventually got run over again.

    I learned some things about the deck. Planning to take it to my first Modern FNM in two years this week. We'll see how it goes.
    Posted in: Developing Competitive (Modern)
  • posted a message on [RIX][CUBE] Ravenous Chupacabra
    Purphoros is definitely an enchantment and I think he's 360 material. It gives red something to do other than hard aggro or Wildfire. We play lots of RW, BR, GR, Naya, and probably best of all, Mardu shells. The best lists splash white or black for Enlightened Tutor or the black tutors to find Purphoros, then curve into Angel of Invention or Siege-Gang Commander. Rabblemaster, Blade Splicer, and the token making planeswalkers are great, too. It's just such a cool card.
    Posted in: Cube New Card Discussion
  • posted a message on This or That discussion.
    Cryptologist for sure, if only because it's a wide-open spot in cube.

    I like Miscalculation over Forbid and way over Pact.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on The State of Modern Thread (B&R 15/01/18)
    Green Sun's Zenith and Stoneforge Mystic are some sweet cards but I don't see either of them breaking the meta these days. Lots of turn 3-4 combos that win on the spot. I'm fine with a few added value engines in the format, especially in white.
    Posted in: Modern Archives
  • posted a message on [[MCD]] The Cult of Rakdos (BR)
    Vial Smasher is one of my favorite recent Magic cards. I loved Mengucci's various Legacy videos with Smasher, Temporal Mastery, Thunderous Wrath, Fireblast, and of course Force of Will. But it's so odd in cube and doesn't quite fit the guild. It's really a Grixis card, I think. That's why I built my main EDH deck around it. Having your Dig through Time burn an opponent for 8 is awesome. Mystical Tutoring a Bonfire and miracling it for x=11 is a great feeling. But I think it'd only go into a very few decks in cube, so as cool as it is, it's just too narrow there. Certainly not as good as Cackler, Kommand, and Daretti. I might consider it as the 4th card.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Primer] U/R Delver
    I think I'm going to try out a bunch of singletons in the board to see what I want to play more density of. Harvest Pyre is a great find, especially since it's an unused resource for us. I know I'm going to need at least one sweeper and probably two in my the local meta, but I'm not sure if Pyroclasm or Anger of the Gods is going to be better. I've even toyed with the idea of a singleton Bonfire, since we can set it up with Serum Visions, and even Miracle it on opponent's turn if we hit it with Opt. That's probably about 95% too cute, though. Not sure how much grave hate to pack locally, though I'm inclined toward at least 2 and probably 3 cards. Cages are probably good but I'm also interested in Surgical Extraction for the free Pyromancer token. Two Blood Moons for sure, and possibly also a Crumble to Dust if Tron is huge, because **** Tron. Ceremonious Rejection could be as many as 3, I think. And definitely two pieces of artifact hate, and I'll probably join you all on the Ancient Grudge plan.

    Fifteen cards just isn't that many, but we're actually a little better off than many other decks because we get to see way more of ours in most games.

    What have you all found the nightmare matchups to be? The board looks flexible enough to have game against most things, but I imagine traditional Jund with its infinite removal isn't great. But Chart a Course seems great against them, too. My previous Modern decks, Loam Pox and 8 Rack, were dogs to Tron, whereas this seems much better.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] U/R Delver
    Thanks for the sideboarding tips. And thanks for convincing me to try out a Deprive. I think there are some flex spots in the list, especially with the counter suite, and I'm just going to have a stack of cards to try out. Forked Bolt and Electroyze seem like options in certain metas, too.

    What's your land base look like? I'm at 3 Tarns, 3 Deltas, 4 Canals, 3 Steam Vents, 4 Island, and 1 Mountain. I'd probably cut a Steam Vents for a Breeding Pool if I went that route, but could also see a case for cutting a Canal, an Island, or both and adding a 7th fetch.
    Posted in: Developing Competitive (Modern)
  • posted a message on [Primer] U/R Delver
    Couple of questions of varying importance:

    1. What's the general sideboard plan versus various popular decks? Seems like Shoal comes out quite a bit against stuff like Scapeshift, Tron, etc, but against something like Affinity where you want them still, what do you take out? Shaving threats seems rough in a threat-light list like this. Remand seems like a decent cut against aggro, especially if you're replacing them with Ceremonious Rejection or whatever.

    2. What are you folks using for basics? I'm a nut for sweet basics. My cube has 35 of each basic, singleton-style, with Arena promos, all the full arts available, sweet old foils, Beta, Euro lands, etc. I fell in love with the Euro lands my last time playing Modern in 2014-2016 with Loam Pox, so I got to play gorgeous Swamps and a Forest.

    Here's what I'm playing in this deck:

    Posted in: Developing Competitive (Modern)
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