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  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    You hit it right on the nose for the no fast-land reasoning Smile but there's a few more you missed out on.
    • Fetches with Bauble give more card selection.
    • Fetches with Delver give more card selection.

    Other than that, I want to keep the deck at 16 lands to support a delver flip ratio of juuuuust under 50%. Which is more than the UR decks out there right now. So there's realistically not enough room for fast lands.

    The amount of card selection this deck has going on is one of the reasons why it's super good. Lots of times I'll just sit at three lands and just tempo out the opponent.

    I think Jace Beleren and Jace TMS are contenders for sideboard stuff. But funny enough, the midrange/control matchups are most of the good matchups. So I don't even know if I'll need them.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    So far, sideboard cards are definitely the biggest backlash to not including red, but I don't think it kills the deck. There's been a lot of consideration to just completely replace the Blasts with Bolts, but in interest in maxing out shoal, I decided to keep the 3cmc spell. Maybe someday I'll just make the swap and adjust the manabase accordingly to support bolts. Another thing to consider is that I don't have snapcasters in my list. That makes bolt a little less attractive.

    The original list played with a basic forest actually! It was terrible lol. Did nothing but hinder me playing spells and whatnot. My threats typically come out before a Blood Moon hits the field, and the deck is base blue, so when it does the moon doesn't hurt as much. Things like PTE just never resolve because Shoal on 1cmc (when it's most active), Denial, and Simic Charm.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    KCommand and Liliana of the Veil or Liliana the Last hope are pretty frequent targets for the Shoal on 3. But there are other pilars of archetypes that it hits that basically determine the match.

    Ensnaring bridge: a huge issue for my deck in particular. That's because Goyf and Mandrills are big boi's. The card is basically counter or concede depending on how many blasts they are away from dying. Or if I can manage to get under the bridge with unflipped delvers. I've had to improvise with simic charm pumps after swinging with a 1/1, which isn't a terrible line, but it sucks that I have to do it haha.

    Azusa: This is something you can blast, but you'd rather not letting hit the field if possible. Especially considering the deck it's played in is Amulet Titan.

    Oblivion stone: This is very often a game ending play against Tron. When I'm about to kill on turn four and they choose this card to deal with my threats.

    Various 3cmc burn spells: It's very relevant pitching Psionic Blast to save me 3 points of life for 0 mana instead of taking damage from Rift Bolt or Skewer the Critics, or nabbing the occasional Light Up the Stage when the OP is running low on steam.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Just read up on the past ten pages or so on the thread, I can definitley say that I'm also seeing what @MikePemulis is saying with the UG aspect of RUG delver right now.

    Mandrils is a house, and backing it with denials and shoals are pretty insane. Simic charm has been nothing but an allstar, and helps the deck not lean on countermagic so much. Remand would be the normally be in its slot, but simic charm actually solves the removal issue instead of returning it to their hand, and deals with resolved creatures, and of course combat tricks.

    Bauble is pretty cool too. Fuels the goyf, mandrils, and helps flip delver when you crack it on your opponents turn. Also helps decrease our land count. That's my adaptation.

    The addition of Psionic Blast gave me a 3 drop that I can pitch to shoal, have some reach to finish off the opponent, and give me actual removal in the color suite. It was the perfect addition that put this deck from "okay" to "competitive". Makes dropping red pretty easy and helps us not take damage or overcomplicate our manabase. It does loose good sideboard cards though, which is why the sideboard isn't finished atm.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Hey guys, I've been working on a UG delver list that I posted in this thread awhile ago. Since then, I've discovered a few cards for the list and have streamlined it to a pretty well-oiled machine. I've gone anywhere between 2-2 to 4-0 local events without a sideboard in the few tournaments I've played so far. Just gonna leave it here for people to look at. The discord delver group wasn't so happy with it, but it's putting up results for me.

    Posted in: Aggro & Tempo
  • posted a message on Jund
    I agree with @Junderandblightning Smile I will always have Jund sleeved.
    Posted in: Midrange
  • posted a message on Jund
    Quote from Aazadan ยป

    I'm 25-22 in games, 10-9 in rounds, which isn't too surprising since I'm not a very good player.


    Hey man, give yourself a break. Live, learn, and Jund em out Smile it's all well and good here. Glad someone is testing frenzy. We need people to sleeve up new cards and evaluate them. Might be time to jump ship on that card tho.
    Posted in: Midrange
  • posted a message on Jund
    I'm also convinced 24 lands is where we want to be, but having 25 isn't necessarily a bad thing either. It really depends on
    what a player wants to include in their 75. I think if someone has an affinity for BBE's and different 4+ cmc cards in their sideboard they should push up to 25. On the other hand, if they're just packing the elfs and staying relatively low on cmc (somewhere between 6-8 3cmc spells), they should be fine on 24.

    I also believe 3 Trophy's is the right number. I started at 4, and while it being a great catch-all, it's still just a removal spell. I felt that my opponent was getting ahead of me easier than normal, so the 4th trophy quickly turned into a 3rd KCommand; putting me somewhere near @FlyingDelver 's numbers.

    On that topic, noting the balance of KCommand and Trophy is pretty important. Having 3 of each basically solves any problem in modern with terrifying efficiency without overloading on either spell. I would urge people to give it a shot in their lists before totally knocking the ideas Smile has worked very well so far.
    Posted in: Midrange
  • posted a message on Jund
    Holy smokes! 4 KCommand??!!?
    Posted in: Midrange
  • posted a message on Jund
    @EPICAS22 I've actually found that a 3/3 split on Trophy and KCommand solve most of our issues almost outright!

    With the minimal playtesting, I've settled on a main 60 like this...



    I haven't really looked at what I want to be packing in the sideboard quite yet, but with a few more games under this 60's belt I'll probably start focusing on it a little more Smile good luck testing, everyone!
    Posted in: Midrange
  • posted a message on UG Delver/Tempo
    Thanks @CurdBros. I tried many iterations of delver in the past, and this has felt like the best shell in a long while. I prefer it to the UR Wizards deck currently.

    After some testing I've came to this main board...



    And now I'm looking at possible cards for the sideboard. Some of the options I'm thinking of are the following...



    It's coming together slowly but surely. Might "sleeve" this up on MTGO and start grinding Competitive Leagues soon. Stay tuned.
    Posted in: Deck Creation (Modern)
  • posted a message on UG Delver/Tempo
    Great suggestions! Thank you so much for the input. Let me address my thoughts on the ideas individually.

    Traverse the Ulvenwald was actually a serious consideration while making the deck. It didn't make the cut for this initial build because I really wanted to maximize being able to cast Disrupting Shoal as much as I could. The Traverse won't always be on, so I just assumed having the creature would be better in its place, but I could be plain wrong. Further testing will have to be done. I can definitely see this deck playing that card.

    Vendilion Clique is also another great suggestion. I initially turned to the Stifle-Bird so I can basically have a little of that ability in the deck, but maybe Clique is just a strict upgrade? I think Gnarlwood Dryad, Cryptic Serpent, and Narnam Renegade don't really "add" anything to the deck. Our beaters (mandrills and tarmogoyf) do exactly what these cards do but but better in my opinion.

    Blossoming Defense and Mutagenic Growth seem sweet! Maybe the Defense is better than the two spell pierce? I like the versatility of Pierce, but the Shoals and Denials should be enough countermagic to take care of most spells. My only reservations on cards like these is that I can't pitch either of these to Disrupting Shoal.

    While Disrupting Shoal is basically always card disadvantage, I think it's one of the reasons to pick up the deck. I'd prefer to build around it before dropping to 3 copies because it's just that good. The deck doesn't need card advantage in most games, it just needs it's creatures to stick and turn sideways.

    The land count in the deck is perfect at 17. There's actually a ton of card selection in the deck that you can kind of organize where you start/stop with land drops. In my experience so far, having land starvation isn't anything critical; but being flooded looses you the game.

    As far as adopting other colors go, I think I'd adopt red purely for Lightning Bolt before adopting black for the cards that are mentioned. My only reason to say that is because the deck just needs reach. It already has the beaters to be efficient and it has the disruption to take care of what the opponent is doing; it just doesn't have removal that doubles as reach.

    Dismember is more of a sideboard card for this deck. Dismember is something that I can't utilize in lets say, a control match. Whereas, in that same match up, Vapor Snag can be utilized for returning my creatures to my hand and countering CMC1 cards with Shoal. I think Dismember will have two dedicated slots in my sideboard for sure.

    And finally, I think Mishra's Bauble is justified in the list even without any "Delirium" cards in the deck. It grows the Tarmogoyf, fuels the Mandrills, and gives the deck more card selection. The card selection the bauble provides helps flip Delver even though it's an artifact, and also helps keep our non-land spellcount high throughout the game.
    Posted in: Deck Creation (Modern)
  • posted a message on Jund
    I'm not saying that KCommand alone is what makes Jund great, it's just another card among Lightning Bolt and BBE to play Jund over GBx decks. That's all.

    On another note, what are people's mainboards going to look like when testing this new card? I'm quite curious to what you guys are going with!
    Posted in: Midrange
  • posted a message on Jund
    I think KCommand is worthy of being a reason to play Jund over GB. That card is pretty good.
    Posted in: Midrange
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Hello RUG Delver players!

    I'm looking to do something similar to your RUG Delver lists in Modern, except without the Red. I think I finally hammered out a main 60 that I like, but I'm having issues building the sideboard. Would you guys mind aiding me in some suggestions for the sideboard? Here's the list for reference...



    Sorry if this isn't exactly in line with the primer... If there's a better place to post this, I'll take suggestions where and remove my post from the thread. Thanks everyone!
    Posted in: Aggro & Tempo
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