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  • 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
  • 1

    posted a message on Magic Memes
    Need some laughs to calm my nerves before FNM. Let's do dis.

    Posted in: Magic General
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    I talked about this standard version earlier and I have a link to their thread in my decks signature. That Jeskai Elder or Mage-Ring Bully should be Elusive Spellfist. Tormenting Voice could be Magmatic Insight. And they don't have 4 Slip Through Space... and could lower Expedite copies. Could be a much better and just the same Tix deck.

    AND NO Titan's Strength wtf!?


    Yeah, now that you reminded me, I did question some of their choices when it came to cards. Although now I am pretty fired up to try building a Prowess deck. I've been experimenting on and off with Grixis Delver as well.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    Hey all, sorry for not posting recently; lots of things have been going on in my life right now, for better and for worse.

    Saw this little gem on MTG Goldfish:

    http://www.mtggoldfish.com/articles/budget-magic-58-19-tix-standard-ur-prowess

    And though it's geared towards Standard mainly, I see a few parallels between it and some of the builds in this forum.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    I do eventually want to try a Shotgun version pilot at some point, but I'm gonna need to get some more Death's Shadow once they go down in price; I traded my only two a few months ago for a Spellskite, and now I kinda regret that decision.

    If the Shotgun is your prized pet deck, however, then my Ele-Combo is definitely mine. I've gotten so comfortable with the deck that I can even take on people in free for all multiplayer matches and still come out on top, not to mention I'm a terror with it at my LGS's FNMs, when I have the time to go. I've said it before, but it's quite enjoyable to see the amount of disbelief and salt that pops up on people's faces when they run decks that cost half a grand, yet still are taken out before turn 4 by the jankiest deck they've ever seen. XD
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    I'll repost my Ele-Combo build here:



    My list is focused entirely on getting a turn 2 or 3 knockout by slamming down a Nivmagus Elemental first turn and then beefing him up for the kill in any number of ways by the 2nd or 3rd turn. It's an all in combo, so I'm only concerned with really trying to knock out my opponent ASAP. It's "all in" in the sense that if I don't win by turn 3, it's gonna get a LOT harder for me to take the momentum back. I don't care about my life that much, as it's another expendable resource to fuel spells so I can get them out as quickly as possible.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    Quote from Ihramoukari »
    Greetings all!

    What do you think about playing 1x Ingot Chewer in a sideboard with other artifact removals and Flamekin Harbinger in maindeck? I think it sounds good to tutor a artifact removal if you need one or you can't draw one in time. Bad thing is that it doesn't trigger Kiln Fiend or Nivmagus.
    Have anyone tested this?

    I play:
    x4 Nivmagus Elemental
    x4 Kiln Fiend
    x2 Flamekin Harbinger
    x2 Deaths Shadow



    Thing is, a deck like this requires every slot to be immediately useful; the purpose of Harbinger is to mainly fetch Nivmagus Elemental, Kiln Fiend, or Death's Shadow. If we want artifact removal, we usually side stuff in. I can't speak for people who lean more towards the Shotgun side of the spectrum, but I run the Combo variant, which means I usually don't have to worry about much besides removal and beating my opponent before turn 4; otherwise, I usually have far more problems than just artifacts and such. Using the Combo variant, I have beaten Affinity on multiple occasions, so the only artifact hate I really have in my board is Hurkyl's Recall. Those are my two cents though. What does everyone else think?
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    If concerned with theoretical multiple threats then run more protection or counters. I run 2 Pact of Negation for this reason. Also, if they burn 2 paths on 1 threat and a protection spell, cool. Durdle for another threat.


    I should prolly invest in some of those soon. They're still mad expensive on a college budget, but I do want to use my wombo combo again sometime. :p
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [[Primer]] Elemental Shotgun
    Quote from olopi »
    About the whole T1 Kiln Fiend: How do you deal with a potential path to Exile? Unless you have 2 Spirit Guides, and then use your land for a potential Apostle's Blessing/Emerge unscathed.
    And while we're on the matter, how does one deal with an opponent potentially having 2 Path to Exile on their Hand? I can T2 Simian Spirit Guide into a Kiln Fiend and have one mana open to counter a Path, but what if they play another one on their turn?
    Does anybody know a way to deal with threats like this, apart from just playing the Fiend on T3-4 or having a really great opening Hand with 2 SSGs and 2 Protection Spells?

    (Replace Path to Exile with any other 1 Mana Removal we can't deal with by just playing a Mutagenic Growth )


    In this kind of situation, the best I could really hope for is having something like one or two protection spells (Apostle's Blessing) in my hand, along with two Spirit Guides. I'd break it down like this:

    T1 - Me: Play Kiln Fiend, using one of the Guides.
    T1 - Them: They attempt to Path; I counter by using the second Spirit Guide in order to protect myself. 99 percent of the time, they'll be tapped out and forced to pass.
    T2 - Me: I hit my second land, play a few pain spells to pump Kiln Fiend, and they should be dead or near death.

    Alternatively, let's say I only have one Guide. In this case, I'd attempt to use a Probe if I had one, to see if I should play or not, otherwise I'd wait til my second turn so I'd have three mana available; two for the Fiend, one for protection.

    Honestly, it's both luck and knowing what kind of deck your opponent is using. Is he/she playing a deck with white in it? Is it the first game or not? Did they sideboard in more threats?

    The thing I've noticed with my build especially is that since it's so rogue, not many decks have an answer that's right on the spot for me. Yes, they have creature removal, but nothing like Smother, Last Gasp, or even Slaughter Pact. Most people I've encountered run Abrupt Decay, Dismember, etc, and those are cards that in my opinion are still a gain for us if used on our dudes, because they're forced to waste a spell that they'd rather play on something else or prefer to sit on. Instead, I'm coming at you with a double-striking, unblockable 18/19 on turn 2 and you have to pay four life for a Dismember that only mitigates a single point of damage; they have to pay four life and tap themselves out just to barely stay alive. That's an amazing tempo gain in my opinion.

    Long post, I know, and I'm halfway sure I might've made an error or mistake somewhere along it. I've only recently returned to MTG after a hiatus, so advance apologies. Sweat
    Posted in: Deck Creation (Modern)
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