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  • posted a message on List of Stores that Support Legacy
    The Gathering Battlefield in Louisiana has been hosting weekly Legacy FNM's since the store opened and it should be added to the list. For some reason they don't advertise it though. No proxies allowed but the store has numerous Legacy decks for players to borrow.

    https://www.facebook.com/The-Gathering-Battlefield-691583234229288/
    Posted in: Legacy (Type 1.5)
  • posted a message on Burn
    Quote from SSquirrel »
    Had a pretty amusing mirror match last night. Game 2 I had pyrostatic pillar and my opponent played both an Eidolon and a pillar. I almost Fireblasted his Eidolon but held off. I was at 15 and he was at 7. I went ahead and Flame Rifted taking him to 3 and I took 10 to go to 5. We played draw go for awhile, just discarded straight to the GY eventually anytime we drew non-land. Finally he figured he could take me out and cast Fireblast, takin me to 1. I took it, then he tried to blast me again. I had been holding that single Fireblast and never found another, so I responded w/the kill. He had had a major brainfart and w/all the pillars forgot Eidolon could attack and I didn't remind him of that until after the game. Flame Rifting myself for 10 was pretty nuts and it was cool that the kill plan I had in my head ended up working.


    This is why you don't run Flame Rift and Eidolon in the same deck (taking 10 while he only takes 4 is extremely risky regardless of life totals here). Also, if you just Fireblasted him when he made his Eidolon/Pyrostatic play, he'd be straight up locked out of the game and his only out would be Eidolon attacks; even then you have 2x his life total and any burn spell or creature on your end almost wins you the game.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from Aazadan »
    Quote from BasedFuster »
    We already have tools in mono-red to stop lifegain (In fact, Sulfuric Vortex auto-wins us games 90% of the time if it isn't removed). The card is versatile but does an extra land or team pump really justify the potential of a wasteland blowout to you?


    I use Sulfuric Vortex too. The difference though is 3 mana and 2 life to deal 4 damage over 2 turns vs 2 mana to deal 4 damage that turn.

    I don't play many of them, just 2 but since I'm running the green for Revelry anyways I figured why not. It works out well enough but you do have to pay more attention to sequencing.


    This is what I said on splashing for revelry (and by extention Atarka's command too I guess) a few pages ago. Sometimes you're just in a situation where you can't sequence or hold back your taigas if you want to cast spells on time. Also, I feel that Vortex, as a non-targeted recurring source of damage is more efficient than Atarka's command if a game goes long. What did you even cut for that card anyway?

    Quote from BasedFuster »
    I don't like splashing either color just to get enchantment hate (I'm copying and pasting this upcoming spiel from my tappedout decklist btw). Not only do you give up percentage points against DNT/MUD/Eldrazi (decks you want to bring D-rev/Wear/tear in against) due to Wasteland, you also give up points against any random deck running Wasteland that you don't even bring D-rev in against.

    I was playtesting my Grixis Delver deck (yeah, I've been taking a break from playing burn) against a burn player who ran the Revelry splash package and there were a few games I won because he got mana screwed after I wasted his Taiga (In those scenarios, he naturally drew it and needed to play it in order to cast his spells on time). In addition, the 1 extra damage you get from Smash to Smithereens is relevant and was the difference between victory and defeat against MUD for me at least one time. As a result, I've decided to write off problematic enchantments (Leyline of Sanctity isn't one of them) as unwinnable because you lose too much against the rest of the field trying to beat said enchantments.

    Chill isn't even too bad as you can still blow it up with Red Elemental Blast. Heck, my deck doesn't run REB and I still beat Shardless BUG players that have played that card against me anyway. Enchantments like Leyline and Chill constrict my options to the point where my window for punting games via incorrect decisions becomes very small or even nonexistant since they slow me down so much. I've faced both cards enough to where I'm not even worried about playing against either enchantment at this point to be honest.

    TL;DR: The best solution IMO is to not worry about it as long as the only available solutions involve making your manabase worse (if Wizards ever prints mono-red enchantment hate though that's subject to change lol). I even have a song to help you with that if needed lol: https://www.youtube.com/watch?v=PD6AfcoG4o8
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from Aazadan »
    Quote from lord_darkview »

    There is a good reason, and that reason is Wasteland. Every turn your Taiga sits out there, it is vulnerable. This isn't necessarily terrible if you only ever expect to cast one spell needing G, and to cast it on the same turn. However, if you are also running Atarka's Command, you're now relying on having that G available when you need it for potentially multiple spells. At this point, you should be at least running a full playset of Taigas in addition to 9+ fetches.

    Yet I must ask: why would you bother with AC anyway? Is the odd shot of 2-for-5 worth all the vulnerability that comes along the rest of the time? And what are you playing it over?


    Once you've gotten a green mana out of Taiga, anything else is a bonus. You can think of green spells as having the Shard Volley clause attached, and when it doesn't happen you get a bonus.

    It's very much worthwhile though because it's almost always worth atleast 4 damage for 2 mana, and there's a limit of 4 PoP's. And often times it can be worth 5 when you count stopping lifegain.


    We already have tools in mono-red to stop lifegain (In fact, Sulfuric Vortex auto-wins us games 90% of the time if it isn't removed). The card is versatile but does an extra land or team pump really justify the potential of a wasteland blowout to you? The difference between Shard Volley and this is that you choose when the land goes away when you cast Shard Volley, and believe me that is a huge difference when your land gets wasted on turn 3.

    As for running Wasteland, playing Grixis delver has changed my perspective on the card. Wasteland is basically a 0CMC uncounterable spell that destroys target nonbasic land since colorless mana isn't really relevant to us. Therefore it's not a relevant effect since it doesn't deal damage to our opponents. Wasteland was played in mono-red a long time ago because the spells weren't as efficient (they had higher CMC and had colorless mana requirements that wasteland could fulfil), and slowing them down by destroying land helped the red decks do well since the decks then were slower than they are now. I asked the same question about running wasteland a while ago. That said, it is pretty solid as a sideboard card should certain decks become dominant in your local meta.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] - Grixis Delver
    Can someone give me a comprehensive list of the applications of Winter Orb in this deck? I'm seeing a lot of players use it but I don't know what it's used for aside from Miracles and Lands, which seems pretty narrow.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from lord_darkview »
    Anarchy, duh.

    (Yes, I'm mostly kidding.)

    GLM, Searing B., and StS generally mess them up pretty well, but it's not an easy fight.


    I saw a few players actually use this at GP columbus, It's actually a fairly nice catch-all outside the DNT matchup, especially against Enchantress. The problem is that it's too expensive, however.
    Posted in: Aggro & Tempo
  • posted a message on [Deck]Merfolk
    Quote from Magicman657 »
    Quote from Curby »
    Just curious what kind of KMCs you use, and how you shuffle. Dragonshields are probably best for riffle shufflers, as they are pretty much bulletproof. I happen to dislike the feel. I pile shuffle and mash shuffle, and my KMC Perfect Fit + KMC Hyper Mat combo has never seen a split sleeve across 30+ rounds. My sleeves generally need to be replaced because of eventual stickiness and grime rather than damage. I'm not lobbying for you to give KMC another try; just trying to understand what led to the poor sleeve performance that you saw.

    I pile shuffle to count my deck at the start of each round, and mash shuffle as I don't like bending my cards. I am pretty gentle on the cards while shuffling. This is the exact one that I had; I don't care for the matted version of sleeves, I like the smooth feel.


    http://kmcsleeves.com/gallery/KMCMetallicBlue.png


    Supers are pretty eh, Hyper mats are way better for mash shuffling than both supers and Dragonshields. I also notice dragonshields tend to get bent corners after a while mash shuffling; Hyper mats are the only sleeves I've used where this doesn't happen to me at all.

    Edited to remove image tags from post due to quoting image leeching. No warning issued.
    - Teia
    Posted in: Aggro & Tempo
  • posted a message on Burn
    I don't like splashing either color just to get enchantment hate (I'm copying and pasting this upcoming spiel from my tappedout decklist btw). Not only do you give up percentage points against DNT/MUD/Eldrazi (decks you want to bring D-rev/Wear/tear in against) due to Wasteland, you also give up points against any random deck running Wasteland that you don't even bring D-rev in against.

    I was playtesting my Grixis Delver deck (yeah, I've been taking a break from playing burn) against a burn player who ran the Revelry splash package and there were a few games I won because he got mana screwed after I wasted his Taiga (In those scenarios, he naturally drew it and needed to play it in order to cast his spells on time). In addition, the 1 extra damage you get from Smash to Smithereens is relevant and was the difference between victory and defeat against MUD for me at least one time. As a result, I've decided to write off problematic enchantments (Leyline of Sanctity isn't one of them) as unwinnable because you lose too much against the rest of the field trying to beat said enchantments.

    Chill isn't even too bad as you can still blow it up with Red Elemental Blast. Heck, my deck doesn't run REB and I still beat Shardless BUG players that have played that card against me anyway. Enchantments like Leyline and Chill constrict my options to the point where my window for punting games via incorrect decisions becomes very small or even nonexistant since they slow me down so much. I've faced both cards enough to where I'm not even worried about playing against either enchantment at this point to be honest.

    TL;DR: The best solution IMO is to not worry about it as long as the only available solutions involve making your manabase worse (if Wizards ever prints mono-red enchantment hate though that's subject to change lol). I even have a song to help you with that if needed lol: https://www.youtube.com/watch?v=PD6AfcoG4o8
    Posted in: Aggro & Tempo
  • posted a message on Burn
    At the last FNM I played at, I was paired up against a Lands player in my last match and I actually learned some things from that matchup. I lost game 1 to Marit Lage, but I ended up taking games 2 and 3. The biggest thing I learned is that Sensei's Divining Top is really good against Rishadan Port. Having access to an instant speed mana sink like that went a long way to minimizing the impact of my opponent's ports during the game, and I ended up winning the game despite Chalice of the Void and Sphere of Resistance also being on the board. I had Vexing shusher out so my bolts essentially cost 3 to play, and due to top, I was able to find a 4th land and eventually the game-winning Price of Progress.

    In this regard I feel like the fact that top is essentially a mana sink to us is another reason is another reason why running this card is correct.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from Soldier »

    PS: I would suggest Vexing Devil over Rakdos Cackler... but I'm so damn tired in defending vexing so I'd suggested Rakdos instead.


    TBH I would be OK with using Devil in a budget burn deck, except Devil is somewhere in the $9-11 range depending on where you look (TCGplayer median as of this post is about $10). Considering the fact this guy does not have Eidolons yet, I'd rather spend my money on a playset of Eidolons instead of a playset of Devils. Heck, maybe I could spend a few extra dollars and get me a set of SP-MP Chain Lightning instead of Devil. Essentially the problem with using the Devil in a budget list is that you can pick up sets of way more crucial staples for burn for about the same price as a set of Devils.

    If we're going to go down your route of using more creatures, he might as well run the 11 pillars deck that was posted about 20 or so pages ago. Conceptually it seems like a solid deck in that it can potentially hate out combo turn 1.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from Nevelo »
    Quote from r00dris »
    This is more or less what I'm looking into atm. Any suggestions of what to put in or take out?

    Also do you think Eidolon will increase in value as Goblin Guide did? In that case it might be a good investment.



    You could run 4x Exquitie Firecraft main. It usually gets play in the sideboard, but it should be a fine stand in for Chain Lightning.

    You'll also definitely want 3-4 Grim Lavamancer. This is a very important card for certain creature based matchups.

    Eidolon is also really important. It will keep going up as long as it isn't reprinted. Though you could run Pyrostatic Pillar as a budget stand in.

    To make room, I would cut Figure, Hellspark, and Marauders.

    As far as filling out the sideboard. Red Elemntal Blast and Tormod's Crypt are good additions that are not pricy.


    Building off what Nev said, you'd probably want to run 21 Mountain because you're going to be running a ton of 3cmc spells (at least 6 if you're also running 2 Vortex which you need to be doing) so hitting that third land might be way more crucial. You don't want to be running Teetering Peaks, because +2 is not worth the land entering tapped. Because we're running extra land and cutting guide/chain lightning Figure might actually be OK as a 2-3 of just because he's a mana sink if you get flooded out.

    Eidolon is very crucial though, I suggest picking up your playset ASAP before the price shoots up again. The set wasn't really opened that much if I recall, and I think the only reason it hasn't spiked yet is because it just recently rotated out of standard, and that's typically the price floor for most cards.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from gypsyhummus »
    Quote from BasedFuster »
    There's also probably some critical mass of creatures we'd need to run to be able to get use out of skin invasion, and I'm pretty sure 12 doesn't cut it. I could see it used in modern where it could combo with spark elemental/hellspark elemental/Keldon Marauders though, since the mono-red version of burn in that format loses a ton of our cool spells.


    Whoa. I didn't even think about that. Such a cool combo!


    I'd probably rather have Collateral Damage with those three creatures.


    Why not both? Could be a replacement for shard volley if you're worried about landsac.

    Quote from nhan »
    Not to detract from Legacy burn, but Collateral damage is dead with out creatures on the field, skin invasion is still live on their creatures, which does matter in that deck since you depend on ground damage, and play more removal then the multi color burn, so there is more favorable interactions.


    In the context of Legacy we have Reckless abandon which is a way better card but also sees no play. You're probably right about Modern though, I'm not too familiar with the meta outside of the Eldrazi deck.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    There's also probably some critical mass of creatures we'd need to run to be able to get use out of skin invasion, and I'm pretty sure 12 doesn't cut it. I could see it used in modern where it could combo with spark elemental/hellspark elemental/Keldon Marauders though, since the mono-red version of burn in that format loses a ton of our cool spells.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    I'm surprised you haven't given up trying to convince us to run Devil yet. By all means play 4x of it if you love it so much but I think after numerous pages of you not getting anyone to play the card with you, there should be some point where you should consider us a lost cause and just give up on convincing us to play your amazing tech lmao.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Quote from nhan »
    This looks like another trap. Three mana is a huge investment, you're basicly skipping a big turn to put this on the field, and it suffers the same issue every other 'almost' playable creature does, it doesn't do anything the turn it hits. You won't net gain with this until you untap.
    If browbeat is unplayable in burn I don't think this will either. Both are the same casting cost, there is a chance that browbeat does 5 damage, but only when its irrelevant, otherwise you draw three cards, you still have to untap to take advantage of these three cards(unless you drew into fireblast). My point is that if three mana for potential three cards is unplayable, then three mana for potential 1 card is even less playable. I can go deeper into this, but I don't think its necessary.

    Why couldn't they have made this 1R, 2/1 menace with said ability. Thats the two mana powerhouse red needs.


    That would basically be Dark Confidant on steroids. However, Browbeat is only unplayable because it's an opponent's choice card. It would be very playable if it was just 3cmc for drawing 3 cards.
    Posted in: Aggro & Tempo
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