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  • posted a message on Grixis Death's Shadow
    Quote from Olorin85 »
    Yeah it looks like the deck lacks a second 'natural' threat (vs. Delve threats that need to be 'activated' through GY). Could Thing in the Ice do the job? Or Kiln fiend? To me it looks like the recent lists are slightly too control oriented (6x discard, 3x countermagic), I would replace 2x-3x of those with a fast-clock T2 threat. Lightning bolt+Fatal push+Dismember should take care of the possible blockers T3.


    On threats:
    Death’s Shadow and the delve threats are must-haves because they require little babysitting once deployed. They win combat against most creatures. They naturally dodge some forms of removal. You can slam them and attack without doing much else. Cast Stubborn Denial to foil removal and let them do the dirty work.

    TiTi and Kiln Fiend require more setup once they’ve hit the field. Kiln Fiend needs a TBR in hand to win combat, since it’s a 1/2 that basically dies to anything unless you give him Double Strike. TiTi is going to require 4 spells to become a threat, which forces you to dump your hand to effectively use him. You might be able to slot either of those into GDS with some success, but then I think the deck begins to lean more toward something like H0lydiva’s Bloo/UR Kiln Fiend deck, which is a good deck, but it focuses very heavily on scoring the TBR combo win.

    On control elements:
    GDS is an odd deck. You need to shift from control to aggro, or from aggro to control, in an instant. You need to disrupt your opponent just enough to eek out the win. You often have a short window of opportunity to win and success with this deck is largely tied to understanding when that window is open. The “control” elements that you refer to are necessary for this.

    Like discard. Thoughtseize clears out problem cards from your opponent’s hand and gives you perfect information as early as turn 1. It “protects” the threats you want to deploy in 2 ways. Thoughtseize also turns on Death Shadow earlier and in many games, you just want to run out a DS as quick as possible. Stubborn Denial just says “no” to so many cards that it’s hard not run it. It’s true that Denial is laughably bad in a couple of matchups… but it’s just THAT good in the matchups that it’s good in that you probably want 2-3 of them.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    Quote from Olorin85 »
    Quote from desertdrive »
    Quote from Olorin85 »
    Thinking of getting into the deck, how is the matchup vs. Humans?


    Not great. It is winnable, but difficult. Humans (and UW/Jeskai Control) becoming big are really what pushed Grixis Death's Shadow down a bit. Our deck already struggles with go wide strategies, and Humans' added disruption makes it a bad matchup.

    Trampling over is not enough against go-wide strategies?


    It is, but it requires you to have:

    1) Death's Shadow on the board, of which we have only 4 of in the deck.
    2) Temur Battle-Rage in hand
    3) A life total low enough that will ensure a kill in a single hit, through any potential blockers. This is particularly tricky, since if you're that low on life total, then you're usually running the risk of losing the very next turn.

    That's often enough to pull out a win against a deck like Humans, but setting up all 3 of those conditions so you can pummel through a clogged battlefield can be difficult. Sometimes, you fall short. You either dig for that TBR and fail to find it in time or you dig for threats and can only find a Gurmag Angler.
    Posted in: Midrange
  • posted a message on The State of Modern Thread (B&R 02/07/2018)
    Quote from cfusionpm »
    Quote from LeoTzu »
    The thing is, blue gets access to counterspells. Those have the ability to say “NO” to any card. The idea is that blue deals with problems BEFORE they’re a problem. It requires you to play reactively, which isn’t generally a great strategy in Modern, but it does have access to answers for any card type.
    Counterspells are temporary, pathetically bad as the game progresses, extremely narrow, or expensive / require additional costs, or narrow AND bad as the game progresses. One of the best spells recently, depending on the situation and board states, could vary in strength from incredible to unplayable.

    Let's not in any way insinuate that Blue has any reasonable advantage because it plays counterspells. Especially when cards like Cavern of Souls exists, as well as Aether Vial, uncounterable cards, and devistating on-cast triggers. Never mind the discard spells that can simply remove them or the huge number of recursion decks that simply don't care about things going to the yard.

    Edit: Forgot to also mention activated/triggered abilities that simply cannot be meaningfully or profitably interacted with by counterspells. Since we don't have Stifle, our only options are bad Counterspell, bad Vendillion Clique, or hope to draw some relevant, narrow hate card in games 2 and 3.


    Don't get me wrong. I agree with you. I wasn't trying to claim that Counterpsells are great in Modern. I've sleeved up counters in Modern enough times to know exactly how limited they are. My argument wasn't for how strong blue is (because it's resoundingly mediocre in Modern), but that it doesn't necessarily deserve to have "destroy target enchantment" added to its color pie. Counterspells were supposed to be their relevant interaction for enchantments, but they've made counters increasingly less useful over the years, but I think that's a separate issue. Counters SHOULD be better in Modern. I'd like to see blue get more of the "exile target spell" phrasing on Instants... and not stapled to creatures like Spell Queller.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 02/07/2018)
    The thing is, blue gets access to counterspells. Those have the ability to say “NO” to any card. The idea is that blue deals with problems BEFORE they’re a problem. It requires you to play reactively, which isn’t generally a great strategy in Modern, but it does have access to answers for any card type.

    Its removal of choice is bounce effects, which makes sense in conjunction with counterspells... it’s a solution set that has a very small window of time to work and they become very inefficient if you miss that window.
    Posted in: Modern Archives
  • posted a message on [POLL] What cards do you want banned or unbanned in the August 20, 2018 announcement?
    Banned: Ancient Stirrings, Krark-Clan Ironworks

    Ancient Stirrings is currently enabling a lot of the top performing archetypes in Modern and it’s “drawback” of having to build with colorless isn’t much of a deckbuilding requirement any more.

    I added KCI, simply based strictly out of my own bias. I do not like how the card promotes very unintuitive interactions and adds an odd “faster than instant” speed element to gameplay. Based on this alone, I’d like to see the card just gone.

    Unbanned: Stoneforge Mystic

    SFM needs no explanation. I doubt it’s even that good in Modern.


    Of course, I think what's more likely to happen is either no changes, or an Ancient Stirrings ban.
    Posted in: Modern Archives
  • posted a message on The State of Modern Thread (B&R 02/07/2018)
    Quote from cfusionpm »
    Honestly I think Stoneforge would be equally bad in Modern. But it's on the banned list, so it's all the rage and calamity. Other than for curiosity's sake, I can't think of much a reason I actually want to play that card with either Batterskull or the Swords in the super hostile format meta we have today.


    This is kind of where I’m at.

    SFM takes 2 turns and 4 mana investment to impact the board. That’s 2 turns of NOT advancing a proactive gameplan, or 2 turns of NOT interacting with your opponent if you’re playing Midrange/Control. That’s a lifetime in Modern. Decks are either too fast to even care about SFM, or they're packing so much removal/artifact that the SFM/Batterskull package is probably mediocre at best.
    Posted in: Modern Archives
  • posted a message on Cascade replicate kicker
    This is the Modern forum, so it might not be the right place for this question. But, anyways…

    Let’s look at the rules for each! The Cascade reminder text is as follows: Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.

    Now, let’s take a look at some Kicker text, from the card Into the Roil: Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
    Notice anything? I’ve bolded the important parts.


    Now, let’s take a look at a card with Replicate. Here’s the text from Gigadrowse: Replicate {U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

    Again, I’ve highlighted the important part. So, can you do it? Cascade allows you to cast the card that you've exiled as a part of the triggered ability. Both of the other keyworded abilities take effect as you cast it. So, that means you cast the spell and decide whether you will be paying the kicker or replicate costs at the time you are casting it.
    Posted in: Magic Rulings
  • posted a message on The State of Modern Thread (B&R 02/07/2018)
    Complaining will never end… but that’s because the format will never be absolutely perfect. Everyone sort of has their own idea of what a “perfect” modern means and it will rarely match what the next player has in mind.

    Conversation about format problems is good as long as it’s constructive though, even when the format is doing pretty well. I don’t think there’s anything wrong with discussing the potential for more targeted hate cards for specific strategies. The format does a better job of regulating itself when it has access to more safety valves.
    Posted in: Modern Archives
  • posted a message on Collected Company Elves
    Quote from discomute »
    I like Freyalise. Tick up with a druid a turn is a good ability, and an underrated -2 as well. Ultimate isn't great but it's easy to get.


    Freyalise is not Modern legal.
    Posted in: Aggro & Tempo
  • posted a message on Grixis Delver
    It’s bad. Really bad. Against Storm, it just counters the original Grapeshot. The storm trigger still happens and all the other copies get set at your face. You do get to “copy” Grapeshot, if that’s the spell you target with Psychic Rebuttal. You don’t get the storm trigger, since you’re “copying” it and not “casting” it.

    Honestly, at 2 mana, you’re better off just running a Negate. It’s going to counter everything that a Psychic Rebuttal counters, along with planeswalkers, random problem artifacts and enchantments, etc.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] U/R Delver
    Ick. 22 Lands? Only 19 instants and sorceries? Looks very unfocused.
    Posted in: Aggro & Tempo
  • posted a message on $165 Grixis Death's Shadow
    Not having the fetch-shock combo is going to hurt you quite a bit. It allows you to eat up to 3 of your own life points per turn, accelerating your Death’s Shadow at a much faster rate than painlands could ever hope to. Fetches also help fill your graveyard to rush out Gurmag Anglers by turn 2. Combine this with the fact that you’re only running 2 Thought Scours and you’re REALLY going to have trouble getting Gurmag Angler out quickly. I would get rid of Thing in the Ice. It has some anti-synergies with your delve threats, which isn’t necessarily a problem, but since you’re already not running fetches, it makes it even clunkier. If you need extra threats, I would grab Young Pyromancer over Thing. Also, Thoughtseize. This card is part of the reason that GDS is playable. It enables Death’s Shadow and allows you to clear any problematic cards out of your opponent’s hand.

    GDS is already a deck that needs to scrap for its wins. At its heart, it’s a fair deck. Fair decks sort of need to use the most efficient cards in each slot if they want to win, so by cutting some of the most important cards, you’re going to lose a lot of games because of it.

    All of that being said, here are some of the easiest budget-friendly improvements you can make to this list. You need 4 Thought Scour if you ever want to hope to cast Gurmag Angler on a reasonable turn. I would even consider running some amount of Faithless Looting to help fuel the grave, since you’re not running fetches. Yes, yes. It's card disadvantage, but if we've learned anything about the recent days of Modern, keeping Tempo is often more important than CA. Also, since you’re not running a fetch-shock land base, I’d recommend using Dismember as your removal of choice. Cut some of the Fatal Pushes and/or Terminates for Dismember. It gives you another way to control your own life total while clearing the board for your threats.
    Posted in: Budget (Modern)
  • posted a message on [[Official]] Modern Prices Discussion
    I doubt it. Deathrite was ubiquitous in Legacy because it was reach, grave-hate, life-gain, mana ramp, and mana fixing, all rolled up into a one mana creature.

    Heirarch is good, but fits into much fewer decks. The price might move a little, but Legacy folks who try to slot Noble as a DRS replacement are going to be sorely disappointed.
    Posted in: Modern
  • posted a message on Core Set 2019 Spoiler Discussion Thread
    If this is what theyre gonna do with with Core sets, they might as well go back to not printing them. What a waste of time and cardboard.
    This is not what a Core set should be used for (yes i know we havent seen everything but I dont suspect we'll see the things I think we should)


    We got a couple of expensive reprints and a handful of cards that might see play.

    Core Sets have never been designed for Modern. What, pray-tell, SHOULD the purpose of a Core Set be by your standards?
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 16/04/2018)
    Quote from mapccu »
    Quote from Sabertooth »
    to me, the best shells for GSZ are gw company (and it will be like legacy's maverick, something that seems interesting in modern), elves (but i doubt that chord/company are worst to run than the zenith) and maybe amulet titan/scapeshift. The only thing that seems to keep zenith out of modern is the "all games plays the same" that wizards seems to hate


    I'd jam GSZ in elves all day long over chord, all day. Not sure about coco as spitting out two dudes is still relevant a lot of the time.

    The card is probably fine? I'm pretty sure jund shadow drops traverse though, so zenntih becomes shadow 5-8 for 2 mana and can find higher cmc threats as the game goes long (goyf, scooze, etc.) maybe not, I have no exp piloting the deck. Seems groovy on paper though.


    GSZ doesn't find Death's Shadow. GSZ only finds green creatures, so it's at best Goyf 5-8. (If it could grab any creature, we wouldn't even be having a conversation about it coming off the list.)

    The card provides a lot of raw consistency to color that doesn't necessarily need it right now. Not to mention that it shuffles right back into your deck. It's basically never a dead draw and there are ALWAYS 4 copies of it in your deck.

    I don't know that it's anything that's too powerful for Modern, but it does anything really all that good for the format.
    Posted in: Modern Archives
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