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  • 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
  • posted a message on Burn
    This was spoiled today

    2R
    Creature - Devil
    Menace
    At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.
    http://imgur.com/G02u9ha

    I think this is much more viable than SDT in a burn deck. Yes it's weak to removal, but so it SDT. It's a 3/2 so it swings for 3 if needed and has evasion, it gives you an extra card or free damage or thins out land draws (face it, once burn hits 3 land, we should be in full swing), it also fuels lavamancer. As a one off in legacy burn, this card I think is a new staple.



    SDT is actually not weak to removal at all (basically the only way to remove it after it resolves is with Krosan Grip or in response to an activation of the draw ability).

    The extra draw is pretty nifty, although I see this as more of a synergy than a replacement for Top. The stats and menace aren't too relevant when it doesn't have haste because it's easy to remove. I agree with the guy who said at 2cmc it's a broken dark confidant though. At 3CMC it's questionable because we are a 19 land deck after all.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Had I found a land with SDT early on I could still have bolted his guy despite all the tempo loss and I would be on track for at least a solid game. Elves doesn't play that tempo game like RUG delver does.

    Mostly I just view top as something to help me get what I need in a timely fashion (this obviously applies more so late game when I'm topdecking and want spells over land but I figured it could have worked here as well). Top was actually not my turn 1 play, I ended up playing it turn 2 for a prowess trigger then I finally got around to spinning it on my turn 3. I feel like it was just unfortunate variance that I didn't see a land in my top 3 cards.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    Given what my opponent had drawn his first few turns I definitely would have won if I had gotten a second land. He had to use Glimpse of Nature turn 3 to set up the win and given that I had Eidolon, that would have shut off his glimpse turn had I gotten a second land, so it didn't really matter that searing blaze would have been somewhat dead without a third land.

    I know I definitely would have mulliganed that hand vs a blind deck as I generally don't keep one-landers for the exact reason I lost that game.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    I took the unmodified build I listed above to an IQ last saturday. Didn't do too well and didn't stick around past round 4 but it was an interesting experience.

    Round 1: Elves (0-2)
    Game 1 (draw): My opening 7 is solid but I don't see any removal spells this game and he combos off on turn 4. I don't remember the exact contents but it contained guide and swiftspear, and was definitely a hand I would normally keep blind.
    Game 2 (play): My opening 7 is this hand: Scalding Tarn, Monastery Swiftspear, Sensei's divining top, Lightning Bolt, Eidolon of the Great Revel, and 2x Searing Blaze. I keep this hand because I know I will definitely win if I can draw a second land. However, I fail to draw a second land even after spinning top and I die turn 4. The kicker? The land was 4 cards down before I spun top. I don't know if keeping the 7 was a mistake or not but either way it sure blew up in my face. Thoughts?

    Round 2: RUG Delver (0-2)
    I don't remember much either game except I have no way of dealing with his Nimble mongoose, and he was able to land multiples of each against me both games. I think he had 3 out on game 2. I've only played this matchup once so I ended up getting some key spells countered.

    Round 3: Bye. Played some commander while getting the fuming about going 0-6 with burn over the past 2 days out of my system before round 4. If you want, I could probably recall some of my matches on Friday where I played MUD, Jeskai stoneblade, Miracles, and Loam pox.

    Round 4: Shardless BUG (2-0)
    Game 1: I end up landing an early Sulfuric Vortex and I end up redirecting its damage to his planeswalkers. Sensei's Divining Top single handedly won me the game here. The turn after I played top, I spun it and saw I was about to flood out with 3 land on top, so I shuffled using a fetch and spun again. This time, top shows me a Lava Spike, Lightning Bolt, andPrice of Progress. I pass the turn and my opponent goes to 13, while upticking Liliana and casting Jace, the Mind sculptor. On my next turn, I draw bolt, and then use top to draw a lethal Price for 8.
    Game 2: I don't have top this time around but it was ok this time because my opponent met a swift death.

    Top definitely has put in hella work over the weekend for me, and it only ever disappointed me once against the elf deck, but that's not even the card's fault. I've loved playing with it every single time I've drawn it, and I don't see it going anywhere anytime soon. I also like it as a 2-of. Even though I wish I could draw it more often, it's probably for the best if I keep it at 2, and I feel like 1 isn't sufficient enough to add to the deck's consistency. There's few games I've actually lost when I've played it and it's definitely single-handedly won me more games than just the one against Shardless BUG. Since you're a burn deck, nobody's going to side in Top hate against you for the time being at least since nobody expects it and it's generally not worth doing so. I will try Nevelo's modded main next Friday with 2 REB sideboard and see how that goes.
    Posted in: Aggro & Tempo
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