Quote from steven11788 »I keep playing this, the young pyro, token version. The bob version, the nahiri version. Even my best build is lack luster. I love mardu but still. Cant put results up like with Boros nahiri or any black green deck.
I've tried basically every build you mentioned except the Nahiri one (but I've seen enough Mardu Nahiri videos to know it's not a Tier 1 deck). The most consistent build (by far) is using a BW Token shell and using red for bolt, helix, and better sideboard cards against combo. Not the most interesting way to take the deck but it's the strongest Mardu shell.
We can't play control as well as Uxx. We can't play midrange as well without Tarmogoyf because unlike Monastery Mentor or Pyromancer, Tarmogoyf doesn't require any situational synergy to be good. Not to mention Goyf is just much faster at putting out a clock and has greater resilience to removal.
So the idea is to cut all the token generator and use cards that will make your opponent's spot removal bad (lingering souls, bitterblossom, spectral procession, etc.). The only combo piece is an anthem, which you have 7-8 of in the deck. The rest of your cards are the best 1-for-1 removal spells in Modern to guarantee you will reap virtual card advantage. You should only play Pyromancer and Mentor in a format where you have insane card draw spells and protective counterspells (vintage/ legacy).
BW Tokens was always a powerful fair deck that you occasionally saw at world cup qualifiers and pro tours. While it was very good against the small aggro decks (affinity, infect) since you can chump X/1 creatures, it lost a lot against big aggro (merfolk, zoo, goblins, etc.) because it lacked the efficient burn spells. Adding red makes the deck better against virtually everything (even Jund which is already favorable) and makes the combo match-ups better.
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T-hulk is a good suggestion. It might be a better creature to help protect Quellers through flashing back Cryptics.
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Take a look: https://www.reddit.com/r/magicTCG/comments/4qfxil/haunted_dead_and_ingenious_skaab/
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3x Asylum Visitor
2x Vampire Nocturnus
3x Gatekeeper of Malakir
4x Bloodghast
3x Stromkirk Captain
2x Kalitas, Traitor of Ghet
3x Indulgent Aristocrat
Instants/Soceries: 17
1x Dreadbore
2x Faithless Looting
3x Terminate
2x Thoughtseize
3x Inquisition of Kozilek
2x Kolaghan's Command
4x Lightning Bolt
6x Swamp
4x Blackcleave Cliffs
3x Blood Crypt
4x Bloodstained Mire
2x Polluted Delta
1x Cavern of Souls
1x Ghost Quarter
2x Mutavault
3x Blood Moon
1x Bonfire of the Damned
1x Duress
1x Engineered Explosives
1x Grim Lavamancer
1x Nihil Spellbomb
1x Olivia Voldaren
1x Rakdos Charm
1x Shatterstorm
1x Slaughter Games
3x Vampire Nighthawk
Here is the breakdown of decks I've played so far.
Scoreboard: 15-4-0
Decks beat: Primal Command, RW Prison, Jund, Abzan, Naya Burn, Zoo, UB Thopters, U Tron, Affinity, GW Midrange, GR Land Destruction, RG Tron, B Tron
Decks lost: GW Tokens, Mono Red Burn, Boros Burn, Ad Nauseum
The burn MU seems good in theory, with 8 post-board lifelinkers, but it still hasn't been easy. What I've found so far is that the deck plays like Jund, but with a better clock and less controlling elements. 8 lords feels like a good number. Stromkirk is amazing in the aggro MU, and Nocturnus can steal wins easily. Indulgent aristocrat is still great, but he only really shines in grindy games and burn. I'm hoping there is at least 1 more lord that will be printed in the next set to replace 1 of the Indulgents. Blood moon really pushes this deck into the competitive range, it is definitely a must for the sideboard.
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You actually can cut a land for each playset of cantrips that you run, even if that is not why they are used. I did a pretty in-depth analysis of how Serum Visions changes your land drop percentage. Here was what the result:
"Running 3 Serum Visions increases your percent chance of hitting land drops 3-4 on time by a more than 4-5%. A full playset of remand increases your chances by about 4%. Each land increases this percentage by 3-4%."
I did it for 3 Serum Visions in a deck, but you can guess what 4 does. The full write-up is in the UWR Midrange primer on page 192.
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My model can't account for the scry part of the mulligan, but it can account for mulligans otherwise. It would just decrease your cards drawn by the number of times you mulliganed. But now that we know the percentages, you are still ~90% likely to hit two lands by turn 2, which is much higher than a Delver deck.
Welcome Rutherjc19! I remember seeing you around the Jeskai Prowess forum. I made the switch to midrange a few months ago and haven't looked back.
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Derivation
First off, It’s very straightforward to figure out how likely you are to draw a certain number of lands by a certain turn. You can do that simply with combination operators:
Where C(n,k) is the combination operator, landsDrawn is the number of lands you have drawn, cardsDrawn is the number of cards you have drawn in the course of the game, and landsDeck is the number of lands in your deck. This is useful information because it can tell you how likely you are to hit a certain land drop by a given turn. For example, if Deck A runs 22 lands, it is 87% likely to hit the second land drop by turn 2. If Deck B has 24 lands, it is 91% likey. Checks out so far.
Serum Visions and Remand have some effect on these percentages because they act as cantrips and SV lets you scry 2. Before we start on how these affect the probabilities, let's list the basic assumptions:
1. You always cast both cards if you draw them
2. You always scry non-land cards to the bottom of your library and you always leave scryed lands on top
Without these assumptions, modeling their effect on lands drops would be much more difficult. With the first assumption, our model only really becomes useful after turn 2, since we need 2 mana to cast either card. We’ve already seen that both Decks A and B are likely to do this, so let’s move on to the effect of each card.
Serum Visions effectively acts to thin out your deck. It’s a cantrip, so you automatically draw a card, but by assumption 2, you will also move non-land cards to the bottom of your deck. For example, if you cast SV and scry into 2 non-land cards to the bottom, you will have thinned out your deck by 3 cards total. If you scry into 1 non-land card and 1 land card, you will have thinned out the deck by 2 cards. In the math, this modifies the number of cards in your deck:
Where,
The probability of drawing serum visions can be solved with Equation [1] by replacing some variables. The equation for SV Thinning Function is a bit more cumbersome to type out, but follows the logic stated above and is a function of lands in deck, lands drawn, cards drawn, and cards in deck.
Remand is much easier to account for, since it is a simple cantrip. You will always draw just one card when it is played. This also modifies the number of cards in your deck:
Both Serum Visions and Remand also increase the number of cards you have drawn in a game. Subsequently, in the math the probability of drawing either card has to be added to the number of cards drawn in a game:
(Side note: This last formula is actually a bit tricky, because it is recursive. The probability of Drawing SV and Remand increases with the number of cards you have drawn, which increases based on your percent chance of drawing either card, which increases with the number of cards you have drawn... etc. We would need to use an iterative method to solve this, but for simplicity we will just use the first term)
If we substitute Equation [4] and [5] into Equation [1] for the value 60, we have a function that tells us how often we will hit a land drop based on the number of cards drawn, lands in deck, and if we are running SV or Remand. Awesome!
TL;DR
So what does this mean? We can input some additional information to compare Decks A and B:
Deck A: contains 22 lands, 3 serum visions, 4 remands
Deck B: contains 24 lands, 0 serum visions, 4 remands
We already know that our model is only useful after turn 2, so let's look at how often both decks can hit their third land drop by turn 3, on the play:
Deck A: 80% (as opposed to 72% without SV and Remand)
Deck B: 83% (as opposed to 79% without Remand)
How about the fourth land drop by turn 4, on the play:
Deck A: 65% (as opposed to 54% without SV and Remand)
Deck B: 69% (as opposed to 63% without Remand)
All of these percentages go up if you are on the draw.
WayTL;DR
Running 3 Serum Visions increases your percent chance of hitting land drops 3-4 on time by a more than 4-5%. A full playset of remand increases your chances by about 4%. Each land increases this percentage by 3-4%. This analysis was strictly based on how these cards affect land drops, they obviously have their own very useful abilities. What we did see is that if you are running 4 cantrips, they will have the same effect on land drops as a single land would. This is why delver-style decks can get away with running a fewer land than necessary. Any less cantrips than that shouldn't be considered as having a significant effect.
For those interested, I have the calculator programmed in Mathematica. I can look into making some sort of web based form of it.
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You are totally right, the results surprised me as well. I've played with SV in the past and it did seem to do more work with hitting land drops than 1%. I think I made one error in my model and will be correcting for it once I get home. I need to be adding the probabilty of drawing SV and Remand turns 1 and 2 into the "Cards Drawn" variable. I'll let you know once I've edited the post above.
EDIT: Fixed the math in my equation above, sorry for the confusion. @TheAller was definitely correct that something wasn't quite right. With the fixed maths, the results show that 4 cantrip cards are equal to a single land in terms of hitting land drops. Thanks for tuning in and I hoped you find the information useful!
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Because TiTi can win games after it sweeps the board. It fixes the one problem our deck has when playing the control side - closing out games. I tested with this card all weekend, and it makes the aggro matchup closer to 70% when played with 3-4 in the deck. It is a bad card when there is plenty of spot removal, but that's why it is a great compliment to Geist.
I'm not saying to not run Timely Reinforcements and Anger of the Gods, they are both great cards. But, try running 1x Anger, 1x Timely, and 3x Titi in your sideboard and you will not be dissapointed.
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Since we're on the topic of cards that haven't been discussed in a while, how do you guys feel about Meddling Mage in the current meta? I am thinking of using it as a sideboard card against Tron, Scapeshift, Ad Nauseam, and maaaaybe Eldrazi decks. I have two mainboard Grim Lavamancer that are fairly ineffective in these match-ups, and Meddling Mage seems like it may be a good sideboard swap. Our decks use a decent amount of knowledge cards (mine uses 4x Gitaxian Probe and Mishra's Bauble), so I feel like he has enough support cards. Does anyone have good experience with this card?