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  • 1

    posted a message on [Primer] Soul Sisters
    I literally just finished building Humans and now I want to build this list. It looks so beautifully janky.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Soul Sisters
    Only some goldfishing, which had some initially promising results. Right now my LGS is infested with big mana (Amulet, Tron), Phoenix, GBx, Burn and Jeskai Tempo/Control. Besides Burn, I can't say for sure which of those matchups are in my favor, and right now I'm hunting for a good deck that'll punish Amulet especially. I already own Ponza and Red Prison but I'd rather take a break from em.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Soul Sisters
    Thank you for the tips! How many lands should I go up to, 22 or 23?
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    In my case I do own a full set of Mutas, but I don't have enough money to splurge on a Minamo. In addition to the nice points about Conclave you posted, I also was worried about having a match where I wouldn't be able to turn on Island walk and would have to grind; I was expecting to face more creature based decks instead of the huge number of combo/big mana decks I went up against.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    So after discovering some cards I didn't realize I had while also discovering I lacked play sets of others, here's my updated list that I'm bringing to a side event tomorrow at GP LA.



    Will try and report back my results!
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Quote from rothgar13 »
    Feeling good about it. Those 3 matchups you mentioned are all in our favor, as are Burn and Shadow (two other major players). Various Merfolk pilots have been crushing it on Magic Online.


    I'll definitely give Merfolk a try at the side event I'm going to on Friday. If things go well (I've got a good feeling), I'm gonna go back to the Fish for the main event on Saturday. I've seen some recent lists not run the full four Spreading Seas in main because of all the island based decks. XD

    This is the list I've tentatively decided on:

    Posted in: Aggro & Tempo
  • 2

    posted a message on Modern Spirits
    I have both decks and originally started out as a Death & Taxes player, so I'll try and do a little blurb on both. Also read the primers for both decks, the two threads have excellent writers, and make sure to watch some YouTube gameplay of both.

    Bant Spirits
    Pros
    +Is easier to pilot than BW Eldrazi Taxes.
    +Almost all of the creatures have flying; the natural evasion is VERY difficult for many decks to deal with.
    +Manabase is more stable thanks to the ability to fetch all 3 colors and having no colorless mana restrictions.
    +With Noble Hierarchs/Birds of Paradise (budget), you can pull off some nutty plays like a turn 2 Geist of Saint Traft or a turn 3 Collected Company.
    +The deck plays at instant speed, through Aether Vial, creatures with flash, and Collected Company, making removal and counters much more difficult for your opponent, also lets you bluff or fake out an opponent just by leaving lands/mana up.
    +Since most lists runs about 10 or less non-creature spells, Bant Spirits is largely resistant to decks that focus on punishing non-creature spells, and will not necessarily lose if you're unable to play Vial or Company, or one of them gets Surgically Extracted.
    +Creatures have powerful abilities that allow for interaction with the opponent or protecting your board state, such as Spell Queller, Mausoleum Wanderer, Rattlechains, and Selfless Spirit, while acting as additional threats in the meanwhile.
    +The primary lord, Drogskol Captain, is capable of creating a "soft lock" where playing two will give all your spirits Hexproof, making them immune to everything except bigger creatures, sacrifice effects, or boardwipes.
    +Playing Green, Blue, and White gives us access to some of the best sideboard cards in the game, such as Rest in Peace, Stony Silence, Knight of Autumn, and counterspells such as Ceremonious Rejection, Unified Will, and Disdainful Stroke.

    Cons
    -Limited interaction with your opponent outside of creatures. Pre-board, there aren't many options for dealing with non-instant/sorcery spells outside of Spell Queller or Deputy of Detention. Furthermore, many of your creatures' interactions occur only once upon ETB, such as Spell Queller or Deputy of Detention, or require sacrifices to be used, such as Mausoleum Wanderer or Selfless Spirit. This can make matchups against big mana decks such as Tron or Amulet Titan, or combo decks like Storm, into races.
    -As a creature-based tempo deck, boardwipes can cripple us if we dump everything onto the field or have no means of interacting with them through a Queller.
    -In addition to the above point, the strength of the deck is manifested in our board state; if we're unable to maintain a good number of creatures, our deck loses out on power.
    -Manabase is three color, therefore you will be pinging yourself through shocks and fetches. Sometimes you might also have a hand you can't play due to color restrictions, and depending on the boardstate/lands we have, a Blood Moon can be crippling.
    -$$$$$$$$ - Many of the most important cards in the deck are expensive, such as Noble Hierarch, Aether Vial, Collected Company, and the manabase.

    BW Eldrazi and Taxes
    Pros
    +Has access to some incredibly powerful creatures main deck, such as Thalia, Guardian of Thraben, Thought-Knot Seer, Dark Confidant and Tidehollow Sculler. Furthermore, your white creatures serve as taxes that cannot be dodged until said creatures are killed or otherwise dealt with, as opposed to Spirits where their creatures usually only trigger their interaction with the opponent once.
    +A lot of the creatures are incredibly synergistic. Tidehollow Sculler can steal a card from your opponent/Flickerwisp can remove a card for a turn, allowing you to process the removed card with Wasteland Strangler. Not only does the exiled card go into the opponent's graveyard, but you've also killed one of their creatures! Using Leonin Arbiter, Path to Exile becomes arguably the best removal spell ever printed in Magic, and Ghost Quarter becomes a better Wasteland.
    +Since the deck runs a fair bit of hand disruption, you usually have an idea of what your opponent has in hand; perfect information is one of the most powerful assets in Magic.
    +Through Aether Vial allowing instant speed, uncounterable creatures, the deck is able to cripple opponents for making common Modern plays. Flashing in a Leonin Arbiter when they fetch usually means an opponent has time-walked themselves on mana and lost a life to boot. You can also flash in Tidehollow Skuller after they've drawn for the turn and steal their newest card. Another trick is one of the most complicated interactions in the deck, but flickering a Tidehollow Sculler with a vialed in Flickerwisp or through a Restoration Angel allows you to permanently remove one of your opponent's cards and steal another one.
    +Has more powerful finishers through Eldrazi than regular Death and Taxes, as Thought-Knot Seer is a 4/4 that can come down on turn 3 or even turn 2 depending on how many Eldrazi Temples you have online. Eldrazi Displacer also allows you to continuously recycle your own ETB effects, which can be incredibly powerful depending on the build you play.
    +White has some of the best sideboard cards in Magic, while black offers removal and hand disruption through cards like Fatal Push, Inquisition of Kozilek, and Thoughtseize. Kambal, Consul of Allocation is also an excellent card that punishes a wide range of decks for playing non-creature spells.

    Cons
    -The manabase. In my opinion, BW Eldrazi & Taxes has one of the worst, if not THE worst manabases in all of Modern. This is compounded by the fact that a good number of your creatures require colorless mana to be played or to activate their effects, and you cannot run fetches due to the nature of Leonin Arbiter. While Aether Vial can alleviate some of this, it also means that losing a Vial can be crippling or even game-ending depending on your mana situation, compared to Spirits or Merfolk where losing a Vial is annoying but not a serious loss. Essentially, you're playing a three color deck with no fetches, mana dorks, or other means of fixing your mana. I've lost games due to not having mana when I've needed it, or drawing it too late. Hitting my own lands with Ghost Quarter to fix mana is not an uncommon situation. Also, Blood Moon can be virtually game-ending, and Merfolk can be considered a poor matchup due to their ability to turn your lands into Islands through Sea's Claim and Spreading Seas, while also becoming unblockable.
    -Playing any Taxes style deck requires knowledge about the current metagame, popular decks, and common creatures/spells. The more you make an effort to learn the meta and how Taxes interacts with them, the better you will do. However, the reverse is also true. This is a deck that demands smart decision-making, sequencing, knowledge of triggers and the stack, and match-up knowledge. If you lack any of the aforementioned, matches will be that much more difficult for you.
    -Like Bant Spirits, the majority of your interaction and game plan comes from having creatures on the battlefield. This deck shares the same weakness of Spirits, Merfolk, and other creature-based decks to sweepers and mass removal.
    -Unlike Spirits or Merfolk, almost none of your creatures have flying or similar means of evasion, and your main win con is still beating your opponent down with creatures. This can lead to stalemates or even losses if your opponent has something like Ensnaring Bridge or an equal number of creatures. Furthermore, your taxes are creature-based, which means chump blocks can significantly hurt you if you use an Arbiter or Thalia to block your opponent's Death's Shadow or Awoken Horror.
    -Your creatures also cannot get nearly as huge as Spirits or Merfolk as you possess no lords, which requires smarter decisions about combat.

    Hope this helped inform you about the decks! Post in both threads if you need more advice or commentary, and have fun!
    Posted in: Aggro & Tempo
  • 1

    posted a message on Merfolk
    Quote from Shoebaccha »
    Hey Team,
    I'm new in MTG Salvation, newish to MTG again (I was into it during Invasion, took some time, bought a few packs of Shards, now I'm back) and as you can guess I'm getting into Modern by getting into Fish. I have a deck, but I'm wondering if anyone has any resources wrt current archetypes that I can read up on before bringing my deck to a FNM. (I watch Nikachu's awesome stuff when I can, and I'm only acquainted with how Tron and, like, 8-Whack Goblins works (and what cards they typically run).

    Does anyone know where else I can primers for the big archetypes in modern right now so I can study up before walking into a FNM for the first time in 15 years with a Merfolk deck? Any info would be greatly appreciated!

    -Shoebaccha


    It depends on your LGS meta, but to give you an example, my LGS has multiple KCI, Burn, & Bridgevine players, Jeskai Midrange, Jeskai Control, Elves, another Merfolk player, RG Ponza, Eldrazi Tron, Affinity, BW 8 Rack, and Humans. Besides Merfolk, I run Death & Taxes and UW Spirits.

    Generally if you hunt around the Modern forums here on MTG Salvation, you should be able to find a current tier list. One of the key questions you need to answer for yourself is whether you want to run Mono-U Merfolk, or Tropical (GU) Merfolk. Mono-U is much more tempo-oriented and requires good match-up knowledge, skill, and patience; Tropical is a bit more aggro, but has a larger variety of sideboard options and helps the deck have a more even playing field with some of the worst matchups for Mono-U, namely Affinity, and in my experience, KCI. I would recommend the below list from rothgar as a starting point for a customized Mono-U list and go from there.

    Hope this helps!

    Quote from rothgar13 »
    Hi all,

    Just wanted to pop in and report that I've had some success with a list going really heavy on the land hate, as follows:



    Pretty simple stuff. Lots of land hate, lots of beef, and just enough interaction to make it all stick. If your meta is looking heavy on the BGx, Burn, and Tron, give this a spin.
    Posted in: Aggro & Tempo
  • 2

    posted a message on Magic Memes
    Posted in: Magic General
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