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  • 3

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    Why should the graveyard be the exception? In certain metagames, it's completely reasonable to play 4 Fatal Push, but that's a sign of a healthy metagame, but 4 Surgical Extractions main is for some reason a symptom of unhealthy decks. If you get run over by a creature deck… but you don't have a single piece of creature removal, the response is really "Sorry, Charlie. You should've packed some creature removal in your mainboard. Them's the breaks!" If you get run over because someone goes buckwild with their graveyard it's, "The format is a hot dumpster fire." That's the part I have difficulty with.

    Hogaak takes it too far, that's for sure. That's a deck abusing a zone beyond the limits of what the format can handle. I doubt we see that deck for too much longer in the format. But is it immediately wrong to have to pack grave hate, perhaps even mainboard? Most decks utilize their graveyard as a resource, so maybe we should be more open to interacting with it in general. Graveyard usage and creature prevalence both seem to be high. What truly separates them? Because we're just more comfortable with creatures being a core mechanic?

    I'm curious to see the reasoning on why we should have such opposition to having to run gravehate. On a personal level, I don't enjoy having to run so much gravehate in the main or side. I'd be fine if most of the heavy grave-abusing formats left the format, but I just wonder if our mindset is what needs adjusting, instead of trying to force the format into a box that it used to fit inside of.
    Posted in: Modern Archives
  • 1

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    The Force cycle doesn't do enough. Force of Despair is much better than people are giving it credit for, but most of the decks you need the speed of a free wipe against can just reestablish their board.

    Force of Despair is barely a speedbump for Hogaak, Bloodghast, Vengevine, and Gravecrawler, along with Phoenix. It's hardly a decent safety valve for Hogaak. Force of Vigor might help you stop the combo kill using Altar, but you're 2 for 1ing yourself against a deck that can recur the entire grave against you.

    Against fair-ish creature decks, Force of Despair is a decent safety valve card. As long as at least 2 creatures hit the battlefield, it's an even trade on card resources. It's the dredge problem. It's fine if a deck is resilient to removal, or fast, or has a combo kill… but when it has all three that require different hate pieces, the deck is much harder to keep in check.
    Posted in: Modern Archives
  • 3

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    Quote from tronix »
    just gotta say wizards missed an opportunity with force of despair. could have easily tagged on an exile clause to give it applications against GY creature decks.


    Totally agree on this one. I was really expecting some better safety valve cards from Modern Horizons, but all we got are highly situational cards that don't truly address some of the issues in the format. I like the design of Force of Despair, and I even think it's a decent card as it is... but an exile clause would have went a long way on that one.

    My overall feeling about Modern Horizons, as a mostly fair deck player, is that it feels like Christmas... except all of your friends got really cool toys when they opened up their presents and I got a pair of long underwear. Force of Despair? Sort of cool I guess, but most of those creatures I just killed for zero mana are just coming back the next turn. Force of Negation? It's okay, but totally overhyped. Archmage's Charm? Um, neato... a really hard to cast Cancel that sometimes turns into CA when I need it. Seasoned Pyromancer? Again, cool, but nothing that really makes me feel any more equipped to take on linear decks. The Horizon lands are awesome, but they slot right into the linear, unfair decks too, so it doesn't really fee like a win.

    Don't get me wrong, I'm going to continue playing Modern and I think the format is still fine, but I just can't help feel a tinge of disappointment at the whole set.
    Posted in: Modern Archives
  • 3

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    I don't find the idea of restricting cards in Modern elegant at all. It just adds to the variance and lopsided nature by allowing some decks to have more busted than average hands. What purpose does that serve in the format? For example, if we restricted Allosaurus Rider, does it help the format to have a deck that sometimes can have a turn 1 kill "oops I win" mode, but has to grind out its wins some other way when it doesn't have the broken opener? I just want to know HOW it's better for the format?

    I think it's fine in Vintage, but the goals of Vintage are different than those of Modern.
    Posted in: Modern Archives
  • 2

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    Quote from DaveJacinto »
    I was discussing this event with a couple of friends and for some reason I ended up defending the deck. I surely believe it's way too early for a ban but it's a deck that is doing really obnoxious things. It attacks through multiple angles and it's required a considerate amount of hate/interaction to win.
    Regardless, the discussion was that the deck that was in number one on the Challenge was a UW Control with 4 snapcasters and 2 surgicals mainboard. One of my friends reply to that was that if we are mainboarding hate it means that the format is busted. That made me wonder...

    Is the format broken? If we look at legacy... Force of Will is the safety valve of the format, a free spell that interacts with the degenerate stuff that happen in the format. In legacy the stack is where the degenerate decks win from... In modern our stack is the graveyard. Can't we accept that maybe we should just be playing Surgicals main?
    If we really think about it Surgical is 100% analogue to Force of Will in legacy. It's card disadvantage, free, instant speed, costs life, deals with the degenerate stuff that happen in the format while being somewhat mediocre to bad in the fair match ups. It's also a card that we sideboard out in a lot of matches.

    Probably I'll get some bash over this but it's a different point of view. To be honest it eases my mind looking at things this way. My only grief is that surgicals are super expensive (same as force of will) and playing 4 is a big hit in the budget.


    This is where my mind has been going lately.
    People often tout that "Surgicals main is a symptom of an unhealthy format" but I've really been wondering if that's even a reasonable statement. We accept creature "hate" as fine and normal, because most decks feature a heavy creature element. Occasionally, your Path to Exile and Fatal Push cards will be dead, but no one laments about that. We've sort of come to accept that creature removal is just a part of the format. Perhaps we should be just as open to grave hate being "just a part of the format." Maybe that's just where the format needs to go.
    Posted in: Modern Archives
  • 1

    posted a message on The State of Modern Thread (B&R 20/05/2019)
    I do think Wizards has been trying when it comes to land-hate. We got fairly recent additions like Alpine Moon, Field of Ruin, and Damping Sphere, which were all aimed at decks that leverage lands to win. I like where their head is when it comes to cards aimed at taking out lands and I'd rather see them continue going that route instead of letting Sinkhole loose into the format.

    And Hymn? You're a true madman Shocked
    Posted in: Modern Archives
  • 1

    posted a message on Grixis Death's Shadow
    Steam Vents is by far our worst shockland. I'd almost even say it's our worst land period (Basic Swamp is certainly better than it... Island might be a toss up). I'd cut it if there weren't situations where one is absolutely necessary. In our current iteration, I just don't think we want it… even though I want a reason to play the UR Canopy Land soooo bad.

    It lets you control your life total AND you can ditch it to draw a card. Too bad they didn't print a UB one.
    Posted in: Midrange
  • 1

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Ended up playing Modern at the LGS this week. Went 2-2. My list is mostly just modified from old lists I played and I tossed it together with a few additions of newer cards I had laying around. The sideboard was hastily thrown together.



    Round 1 vs GW Tokens 1-0
    This games was an easy win. It looked like the guy had grabbed a Selesnya Guild kit and added a few cards, so I handily won both games without much problem.

    Round 2 vs UW Control 1-1
    These were close games. I won the first game by dropping an early threat and slinging counters to get the win. Chart a Course was pretty great in this game. Games 2 and 3, I decided to double down on the aggro plan. I only boarded in one Disdainful Stroke and took out a Bolt. In hindsight, I should have added some cards that help me keep pace with card advantage. Both games played out pretty much the same. I went on the aggressive, but ran out of tricks by the time late game hit and got outvalued. I'm considering the possibility of adding more Chart a Course either in the side or in the main because the card felt really great in this matchup.

    Round 3 vs UW Control 2-1
    Went to 3 games. Game one I scrapped a victory by sneaking in a bolt-snap-bolt for the kill after a Supreme Verdict cleared out my board. After the last round against UW, I tried to switch to a more midrange gameplan. Game 2, Supreme Verdict, followed by a Teferi I had no answer for lead me to scoop after it was clear that I wasn't going to pull back into the game. We went to time and ended up having a messy judge call after I tried to Simic Charm an unblocked wolf token for the win. Judges ultimately ruled in my favor, but I didn't feel great about the win because of it. Swapping in the grindy cards and getting rid of Shoal seemed to be the right call. Crackling Drake is a house. He's a sweet top deck that can the turn the game around in a single combat phase.

    Round 4 vs Humans 2-2
    First game was close. I landed a Tarmogoyf which was beating down pretty hard, but he couldn't outrace the double Mantis Rider beatdown. Game 2, I went on a full midrange plan. I did a good job of keeping the board under control, landed a Huntmaster and began flipping him, but a well-timed Meddling Mage via Aether Vial stopped me from Snapping a bolt from the grave. I had the means to turn the game around in my hand, but I needed to use that bolt to get rid of a Mantis Rider to not die from lethal.


    All in all, I'm rather surprised how strong the deck felt. With some tinkering, I can probably tool it the meta a little better for some better results. There are definitely some holes in the list I played (no grave hate and no hard removal for bigger threats), so when I break this deck out again, I'll definitely be making some adjustments. The main deck felt okay, but I need some more reps in with it to really adjust numbers and cut the fat, so to speak.
    Posted in: Aggro & Tempo
  • 2

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Yeah, the enthusiasm in this thread has really gotten to me. Definitely going to sleeve up my Italian Disrupting Shoals.

    There's just nothing quite like casting a "Branco Smembrante" on someone.
    Posted in: Aggro & Tempo
  • 2

    posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Control matchups seemed pretty good back when I was exclusively on RUG Delver, but that was when we had Gitaxian Probe (man, do I miss that card). That made it easy to line up your counterspells perfectly to answer their removal and threats. Supreme Verdict was a pain, but often times, just sequencing your threats correctly could help keep a Verdict from wrecking you.

    Basically, you stuck a threat by Turn 1 or 2, then used counter magic to muck up any plays that would let them stabilize or neutralize your board presence. If they hit Cryptic Command range and you don't have interaction for it, that's when the game can turn ugly pretty quickly. Basically, you needed have that clutch Stubborn Denial/Mana Leak to hit their 4/5 mana way of turning the tables and be close to killing them so you could finish the game up in a turn or 2. Post board, Blood Moon was a house against most Control decks.

    Control has more toys now. Teferi and Search for Azcanta can be pretty rough when those are both online. It's probably a tougher matchup than it used to be, since RUG hasn't gotten much to work with.

    I'm glad this thread is still so active. I've been on GDS, UR Moon, and Phoenix lately, but I think I'm going to sleeve RUG up for old time's sake. Nothing feels as quite as good as jamming a Hooting Mandrills on turn 2!
    Posted in: Aggro & Tempo
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