What about Bedlam revelers and satyr firedencer(In sideboard)?
Bedlam: My main problem with him was being unable to hold back skullcrack when I wanted to cast him
Firedancer: I loved him, had a lot of fun against human/merfolk/eldrazi/elves (decks with a bunch of creatures and little to no removal); Currently I dropped them in favor of Ensnaring Bridge.
hey guys i was trashing around with some cards and i tought could this work? vexing devil and temur battle rage are those cards more suited for a rakdos burn than anything else because of claim to fame, i mean vexing devil turn 1, turn 2 cast temur are 8 dmg turn 2, otherwise, u get to deal 4 dmg to your opponent, worst case escenario it gets bolted or pathed
If you have a vexing devil, it's worth 4 damage (assuming they don't kill it in response)
If you have a swiftspear it's worth 2+ damage (assuming they don't kill it in response)
If you have a guide/eidolon it's worth 2 damage (assuming they don't kill it in response)
If you don't have a creature, it does 0
Even if we assume that your opponent will never kill the creature in response, I believe it will do less than 3 damage in average, if you factor in that they might kill it, it's probably worse than a shock
Hand 1: 7 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Rift Bolt, Lava Spike, Boros Charm, Skullcrack. Mull; not a big fan of 1 landers on the play
Hand 2: 6 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Rift Bolt, Lava Spike, Boros Charm.
Would keep if the land wasn't a fetch and we could actually profit from the scry... without the scry... I would probably mull, missing a land on the second turn would hurt, but if we also miss it on the 3rd turn we probably lose; still feel like we could do better at 5
Hand 3: 5 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Rift Bolt, Boros Charm. Keep; can't imagine it will get much better at 4 cards, hopefully we draw a land in the first couple of turns
Hand 4: 7 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Searing Blaze, Rift Bolt, Boros Charm, Skullcrack. Mull; only 1 land, and 4 2-drops, way to risky
Hand 5: 7 card hand, game 2, Affinity, you're on the play. Fetch, Mountain, Goblin Guide, Spike, Spike, Boros Charm, Skullcrack. Keep; even though it has 0 removal; it has the T1 goblin guide, 2 lands, and 13 points of burn (including a skullcrack vs lifelink or pro red), great if we draw a land, great if we draw more burn
Bump in the night is strictly superior to Lava Spike (dodge red hate, loss of life vs worship effect & flashback)
Yet why are we playing Lava Spike instead of Bump? Color
Even if we don't factor in the damage we take from splashing a third color, GETTING the 3rd color can be a problem in itself
Consider this hand:
Mountain,Fetch,GG,Bolt,Blaze,SkullCrack,BorosCharm
Great hand, no foreseeable problem with it!
Now consider:
Mountain,Fetch,GG,Bolt,Blaze,AC,BorosCharm
What color do we fetch for?
Looking at most list, we should probably get a white source since we have 8 white spell and 4 green spells
Then until we draw a green source, our AC and all future AC we draw are dead
And by the time we draw it, we might have multiple AC in hand, meaning we can only cast 1 per turn
and let's not forget, we're also much more likely to get screwed over by land hate like Spreading Sea/Ghost Quarter/Etc
NOW the big question:
Is losing a few more lives and opening our-self to be colored screwed (via land hate or simply not drawing it) worth playing a slightly stronger spell?
As far as Forsake the Wordly, I'd rather play Shattering Spree or By Force (spree is obviously better). If I'm going to spend 3 mana to blow up an artifact, I want to be able to blow up several.
That said, I don't feel compelled to jump through hoops to get rid of Chalice against a deck that can easily strip it from my hand. Chalice comes out of a deck that's a bad matchup for us, and marginally improving a bad matchup isn't going to make it a good one.
But neither of those kills enchantment; the main reason was to have an answer to leyline that can be cycle if your opponent doesn't have it. Killing Chalice is just a bonus
It won't be a popular answer, but I'm currently running a mix of Forsake the Worldly and Smashes
The logic behind Forsake the Worldly was:
-Being able to completly cut green
-Being able to cycle it if need be (because some match only has 1 target you really want, and revelry was often just rotting in my hand)
-Being able to get Chalice (at least I have yet to face one on 3)
-Being an Exile effect (which comes up against Wurmcoil)
So far it served me well, but I din't have anywhere near enough matches to reach a proper conclusion
Sonic seizure would be great with Fiery Temper and Alms of the Vein
Sure, it's random, but it should be simple enough to wait until we only have madness spells and or lands in our hand
Seems like it's at it's worst point ever. Bad against Eldrazi Tron, Death Shadow. Bad against UW control.
Clunky at times because we can get constricted on lands and draw multiples. For now, I'm at 3 copies and running a shard volley instead.
Would love to hear everyone else's thoughts.
I'm not sure I want 4 in the main, but I really want 4 in the 75.
And of every card in my sideboard, it's probably the easiest to justify playing mainboard
Even against Eldrazi & DS, it won't be able to kill most creatures, but it will at least be able to do 3 to face (assuming landfall)
Likewise, while UW doesn't run a lot of creatures, it will still usually have snapcaster & wall of omen (& at some point it's going to start attacking with colonnades or gideons)
As of now, I still think it's worth leaving in the main, but I wouldn't be shocked if the next list to top 8 a big event skimmed on them
Just played a game against Scapeshift. He was at 7, I had a Boros Charm in hand, and a Machinations on the field with one energy in my pool. I passed the turn to my opponent. He cast Scapeshift and went off, aiming six triggers at me. I cast my Charm in response, let one trigger resolve (gaining an energy counter), and popped the Machinations for the win. He called me out for slow rolling--I call it making him commit to his triggers.
A quick note, even after he puts the trigger on the stack and assign the target, he only has to decide whether or not valakut deals damage once the ability resolve. So you should have waited until you get the 1st energy before firing the boros charm
For future reference, I would side out Eidolons against Affinity, and keep in the Lava Spikes and Boros Charms. I would side out the black cards and Eidolons, side in the Blazes, the Wear//Tears, the Paths, and a single Skullcrack to hit 60.
I think Skullcrack should be at 4 against affinity, stops the lifelink & occasionally allows you to kill a blocking etched champion
all 5 had at least one lavamancer in the main
all 5 had destructive revelry in the side
all 5 had searing bloods in the side
none had vexing devil
EDIT:
forgot about the the 24-26 pts, he also had lavaman in the main, drev & blood in the side, and 0 devil
Bedlam: My main problem with him was being unable to hold back skullcrack when I wanted to cast him
Firedancer: I loved him, had a lot of fun against human/merfolk/eldrazi/elves (decks with a bunch of creatures and little to no removal); Currently I dropped them in favor of Ensnaring Bridge.
It was near the end of round 15; here is the reddit topic with the clip and the judge's point of view in the comments
https://www.reddit.com/r/magicTCG/comments/7otixg/korey_mcduffie_angle_shooting/
edit: and as some users pointed out in the comment, korey is currently banned from playing yugioh for cheating
not legal in modern
otherwise it would be auto included
If you have a vexing devil, it's worth 4 damage (assuming they don't kill it in response)
If you have a swiftspear it's worth 2+ damage (assuming they don't kill it in response)
If you have a guide/eidolon it's worth 2 damage (assuming they don't kill it in response)
If you don't have a creature, it does 0
Even if we assume that your opponent will never kill the creature in response, I believe it will do less than 3 damage in average, if you factor in that they might kill it, it's probably worse than a shock
I wouldn't recommend it
Mull; not a big fan of 1 landers on the play
Hand 2: 6 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Rift Bolt, Lava Spike, Boros Charm.
Would keep if the land wasn't a fetch and we could actually profit from the scry... without the scry... I would probably mull, missing a land on the second turn would hurt, but if we also miss it on the 3rd turn we probably lose; still feel like we could do better at 5
Hand 3: 5 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Rift Bolt, Boros Charm.
Keep; can't imagine it will get much better at 4 cards, hopefully we draw a land in the first couple of turns
Hand 4: 7 card hand, game 1, unknown opponent, you're on the play. Fetch, Goblin Guide, Eidolon, Searing Blaze, Rift Bolt, Boros Charm, Skullcrack.
Mull; only 1 land, and 4 2-drops, way to risky
Hand 5: 7 card hand, game 2, Affinity, you're on the play. Fetch, Mountain, Goblin Guide, Spike, Spike, Boros Charm, Skullcrack.
Keep; even though it has 0 removal; it has the T1 goblin guide, 2 lands, and 13 points of burn (including a skullcrack vs lifelink or pro red), great if we draw a land, great if we draw more burn
Yet why are we playing Lava Spike instead of Bump? Color
Even if we don't factor in the damage we take from splashing a third color, GETTING the 3rd color can be a problem in itself
Consider this hand:
Mountain,Fetch,GG,Bolt,Blaze,SkullCrack,BorosCharm
Great hand, no foreseeable problem with it!
Now consider:
Mountain,Fetch,GG,Bolt,Blaze,AC,BorosCharm
What color do we fetch for?
Looking at most list, we should probably get a white source since we have 8 white spell and 4 green spells
Then until we draw a green source, our AC and all future AC we draw are dead
And by the time we draw it, we might have multiple AC in hand, meaning we can only cast 1 per turn
and let's not forget, we're also much more likely to get screwed over by land hate like Spreading Sea/Ghost Quarter/Etc
NOW the big question:
Is losing a few more lives and opening our-self to be colored screwed (via land hate or simply not drawing it) worth playing a slightly stronger spell?
But neither of those kills enchantment; the main reason was to have an answer to leyline that can be cycle if your opponent doesn't have it. Killing Chalice is just a bonus
It won't be a popular answer, but I'm currently running a mix of Forsake the Worldly and Smashes
The logic behind Forsake the Worldly was:
-Being able to completly cut green
-Being able to cycle it if need be (because some match only has 1 target you really want, and revelry was often just rotting in my hand)
-Being able to get Chalice (at least I have yet to face one on 3)
-Being an Exile effect (which comes up against Wurmcoil)
So far it served me well, but I din't have anywhere near enough matches to reach a proper conclusion
Sure, it's random, but it should be simple enough to wait until we only have madness spells and or lands in our hand
It's still worse than a regular burn spell, but I'm wondering
I'm not sure I want 4 in the main, but I really want 4 in the 75.
And of every card in my sideboard, it's probably the easiest to justify playing mainboard
Even against Eldrazi & DS, it won't be able to kill most creatures, but it will at least be able to do 3 to face (assuming landfall)
Likewise, while UW doesn't run a lot of creatures, it will still usually have snapcaster & wall of omen (& at some point it's going to start attacking with colonnades or gideons)
As of now, I still think it's worth leaving in the main, but I wouldn't be shocked if the next list to top 8 a big event skimmed on them
A quick note, even after he puts the trigger on the stack and assign the target, he only has to decide whether or not valakut deals damage once the ability resolve. So you should have waited until you get the 1st energy before firing the boros charm
I think Skullcrack should be at 4 against affinity, stops the lifelink & occasionally allows you to kill a blocking etched champion