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  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    Quote from tronix »
    Quote from khaosknight69 »
    I wonder if it'll see play alonside Leonin Arbiter. BGW hatebears or something?


    unlikely. 3 color mana bases without fetches or shocks are gross. for example BW eldrazi and taxes has horrid mana. green lets you move into cards like teeg, but even still i dont think the payoff is high enough.



    green also lets you play mana dorks like birds of paradise to make that 3 color problem go away.
    Posted in: Modern
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    I wonder if it'll see play alonside Leonin Arbiter. BGW hatebears or something?
    Posted in: Modern
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    Ral is bad imo. I think people have teferi-colored glasses on while they evalutate 5 cmc pws based off the responses I've seen to Ral. They see a 5 cmc PW with +X CA, -X Removal, Game winning ult and think "Teferi was playable, that should be too!" But they forget the only reason Teferi was playable is because his +X also untapped 2 lands and you didn't have to "tap out" to cast him turn 5. If Teferi was exactly as he is now, but instead his -3 was more powerful (like exile nonland perm instead of tuck 3) and his +1 didn't untap, he'd see basically zero play.
    Posted in: Modern
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    From what has been printed so far, Jump-Start has clearly the most broken card potential. Here's hoping it ends up on a U cantrip or something similar. Lightning Strike with Jump-start or a Cancel with it both seem like they could be borderline playable in modern.
    Posted in: Modern
  • posted a message on Is this deck viable?
    So the first question is what you mean by viable. That said, the answer regardless is probably no.

    If by viable you mean fun, then you probably want a deck with a better mana base because it's not fun to sit there color screwed waiting to draw a land until you die. If by viable you mean competitive, also no. Your deck will not be able to beat any of the tuned competitive decks in the meta, unless your opponent loses to variance (draws too many lands or too few). If by viable you mean fun on the tabletop vs friends playing casually, then maybe it's viable, but thats the only circumstance I see where the word could fit. Playing vs competitive decks and you will get discouraged very quickly, it will not be fun to spend 100-200$ and lose, lose, lose.


    Here's the thing: If you are trying for competitive/fun viability, you shouldn't try to reinvent the wheel. Thats the biggest mistake I see newcomers making. They enjoy brewing and so they brew a deck and then go buy it for 100$ or so, and then get roflstomped by actual decks and get discouraged. Play a deck that has been brewed by someone with more experience then you. This site is great for that. It looks like you like black and red cards, gods, and a midrange playstyle. Funnily enough, the absolute best deck in standard right now is BR aggro/midrange, it plays with the best god card, has plenty of interaction, and can be bought for about $200 . You could pick up the midrange version and immediately get started. Here is a link to a good list: https://www.mtgtop8.com/event?e=19860&d=328266&f=ST


    If you're determined to invent your own deck, feel free, but don't expect to win even at FNM, and unless you are a masochist and glutton for punishment, don't expect to have that much fun either.
    Posted in: Standard Archives
  • posted a message on Cards that you wish were always Standard Legal
    Inquisition of Kozilek or Thoughtseize, although I realize the latter is probably too powerful. But Iok should be part of every core set, so that BG midrange can be a part of nearly every standard.
    Posted in: Standard (Type 2)
  • posted a message on Print this Wizards (so I can play it in modern)
    Mardu Talisman 1WRB
    Enchantment
    Flash
    When Mardu Talisman enters the battlefield, pick 1:
    - Exile target creature, it's controller may search their library for a basic land card and put it into play tapped.
    - Target opponent reveals their hand. You pick a nonland card from it and put that card in exile. You lose 2 life.
    - Mardu Talisman deals 3 damage to any target
    3WRB: Exile Mardu Talisman, then return it to the battlefield.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Removal from Time 1WUB
    Instant
    Split Second
    Exile target spell or permanent.



    Nayasaurus Rex 1GRW
    Creature
    When Nayasaurus Rex enters the battlefield, pick 1:
    - Exile another target permanent, then return it to the battlefield.
    - Create a 2/2 Dinosaur Token with Vigilance
    - Nayasaurus Rex deals damage equal to it's power to target creature, then that creature deals damage equal to it's power to Nayasaurus Rex.
    2/4

    Posted in: Modern
  • posted a message on Understanding the risks of reprints, which deck would you buy if you’re brand new to modern?
    Burn fits every criteria of yours. It's been a top tier deck since I first started playing years and years ago and stayed tier 1/tier 1.5 through all sorts of crazy metas, through eldrazi winter, through splinter twin, through git-probe deaths shadow, etc. It's a fairly cheap deck as far as Modern tier decks are concerned and it doesn't hinge upon one key card, so even if something crazy were to happen and a card were to get banned from it, the deck would survive.

    There are also plenty of variants, so if RW burn fades or they banned bolt or something crazy like that, you can just sleeve up Bump in the Night or something and still have basically the same deck.
    Posted in: Modern
  • posted a message on God Pharaoh's Gift Decks
    Quote from Yorutenchi »
    Pretty sure this belongs here. Its a brew on GFG that I've been kicking around. It sacrifices a little bit of power for more speed and doubles down on goblins more than the other decks I've seen. It runs almost purely mono red but I play 8 dual lands for a splash of white only for anointed procession and a few sideboard cards. The deck runs pretty spicy with the discard outlets mainly being bomat courier. I had originally ran tormenting voice and then switched to the flame of keld as playsets before removing them for the 4 abrade. The neat thing about the deck is that it runs like mono-red goblin aggro till you want to play some GFG shenanigans. Best interaction in the deck is if you grab a Siege-gang with GFG while procession is on the field you get 2 siege-gang and 12 goblin tokens. I'm gonna test this a few weeks to see if it has potential or I need to just run a more standard GFG build for GP Orlando.



    Looks spicy, but I feel like the best way to use GPG is to res an Angel of Invention, and that's so often what helps me pull ahead in matchups like aggro where the 6 point lifeswing and lifelink blocker really makes a huge difference.
    Posted in: Standard Archives
  • posted a message on God Pharaoh's Gift Decks
    Stitcher's Supplier seems like it would help the refurbish builds the most. 8 1-drop enablers is a great start for a deck with Minister of Inquiries back it up with fumigate and settle the wreckage, use Strategic Planning and Chart a Course to dig for and discard the combo.
    Posted in: Standard Archives
  • posted a message on [Primer] Dragon Gifts
    Do you want to play a deck that can smash face with the coolest creatures in the format like Nicol Bolas, the Ravager, Glorybringer, and The Scarab God?
    Do you like playing decks with versatile gameplans that can grind with the best of them or start pumping out 5/5 fliers as soon as turn 4?
    Are you metal enough to throw dragons at your opponents and then put on your best alduin impression and resurrect them to keep fighting?

    If you answered yes to the above questions, Grixis Dragon Gifts is for you.




    The basic idea is use the powerful GPG-enabling 1-drops in Minister of Inquiries and Stitcher's Supplier to power out an early GPG, and in lieue of or alongside that, slam some dragons on the field. Champion of Wits and Sarkhan, Fireblood both rummage and help you fill your gy/search for gate to afterlife, and in the meantime clog the board and buy you some time against aggro (or in Sarkhan's case simply win with a 20 power dragon ult if unanswered after 3 turns).

    Stengths:
    - Metal as f*ck.
    - Also resilient as f*ck. Control will have to draw very well to be able to answer all our threats, prevent GPG from going online, and also not let Sark ult.
    - Best lategame in Standard. It's down to turns and the board is clear because your opponent just used a topdecked wrath. You have 9 mana on the board as does your opponent. Do you want to be playing a deck where you topdeck Llanowar Elves, or a deck where you topdeck Glorybringer?
    - You can play a grindy midrange game and win, a combo game and win, or a long game and win. Champion of Wits, Glint-Sleeve Siphoner, and the recursive engine of GPG and Gate should more than equal the card advantage control can generate, and eventually they will topdeck one of their 27 lands or other non-answer cards while you topdeck a Glorybringer or something else. It's the same reason Tron is favored vs Control in modern. Over time our topdecks beat theirs.
    - Transformation Sideboard Against RB or Mono Red or other abrade-heavy decks you can simply cut the 7 card gifts package along with the 8 1-mana enablers and transform into Grixis Midrange with dragon flavors and suddenly be very favored.


    Weaknesses
    - Aggro. Not an unwinnable matchup g1 but they are heavily favored, that said, Stitcher makes a great chump blocker and if Sarkhan, Fireblood survives to untap you'll start pumping out creatures ahead of the curve with significantly higher creature quality than anything in RB or mono red. Game 2 & 3 you bring in the Sweltering Suns, Vraska's Contempts, and all sorts of other shenanigans to even things out, but so do they.



    Where to go from here

    I'd love to see some different takes on the deck. Specifically whether it's worth it to have Angel of Invention in the deck even though we can't cast her, as it would help the aggro matchup tremendously. Another question is whether the current removal package of 3x Spit Flame is worth it mainboard, if we should cut some creatures to include Fatal Push, or other directions. (Like for example, is Combat Celebrant worth it for the GPG synergy, or is it just win-more?)

    Posted in: Standard Archives
  • posted a message on Core Set 2019 Spoiler Discussion Thread
    I really think people are sleeping on Stitcher's Supplier. Vengevine will probably want it, dredge might too, hell if you are sure it'll die it's better in GDS than thought scour at pumping out anglers (although scour replaces itself).

    It's very efficient. B for a 1/1, 3 in gy, then 4 more cards in gy when it dies, plus whatever damage it blocks
    Posted in: Modern
  • posted a message on Primer: WB Midrange (Dead Guy Ale)


    WB Midrange - Deadguy Ale

    What is Deadguy Ale?

    Deadguy Ale is a midrange WB deck that exists in Legacy, Modern, and now Standard. It can be classified as either midrange or control/aggro. This deck is decidedly midrange, with an aggro flavor. You spend the first few turns controlling the board with W & B's best removal spells, and establishing a board presence before finishing out the game with cheap & efficient threats backed by our two big guns: Resplendent Angel and Lyra Dawnbringer.


    Why play Deadguy Ale?

    Simply put, it's well positioned in the current meta and uses some of the most format-changing cards from the past few sets. When building a deck in the current meta you need to plan for two completely separate lists: RB Aggro and it's variants, and zero-wincon control.

    This list boasts a solid matchup against both, with plenty of recursion, card advantage, and the ability to sideboard into significant hand disruption that really screws with UW's gameplan. The lifelink sub-theme of the deck plays very well vs aggro strategies, and having 4+ 2 drops with 2-3 power and first-strike allows you to brick most creatures in RB aggro. Running 3x Settle the Wreckage helps clean up unfavorable board states, and by far the best 1-for-1 removal vs RB is one we can include in our maindeck : Seal Away.

    This list is also an absolute tank versus the rest of the field. Resolving a Lyra Dawnbreaker or a Resplendent Angel represents a must-answer threat to nearly all decks, especially when you have either 6 mana or both out at the same time, and Angel starts pumping out 4/4 flying vigilant angels at each end step.


    Decklist:



    Where to go from here:
    Pick a lane and drive in it. Deadguy Ale can work as a Control/Aggro Deck, and Aggro/Control, or pure midrange. The build I linked is very midrange oriented, focusing on efficient creatures, 2-for-1s, and a strong removal suite. There are more than enough strong black and white creatures to make it more aggro-focused, and there is more than enough removal and disruption to make it more control-focused.

    Given an aggro-filled meta, the build with access to early first-strike blockers, settle the wreckage, and lyras will probably be best, but if control takes over as the top deck to beat then you can swap out the early 2 drops for more hand-disruption, and more recursive threats like Scrapheap Scrounger.
    Posted in: Standard Archives
  • posted a message on Esper/UB control
    Thoughts on Aether Meltdown ?

    I think it's the instant-speed replacement for Grasp of Darkness that we should use. It's not quite as good, but it's easier to cast and gets the job done just as well against 99% of creatures we would have killed with grasp. Hazoret can still activate his ability but he can only swing with 1 power, and enchantment removal is verrrrry uncommon in the current meta.
    Posted in: Standard Archives
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