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  • posted a message on [Primer] Goblins
    ^ Goblins without Aether Vial seems suboptimal indeed.

    @Piney_Tinecones
    Alright, i'll try to keep open mind regarding 2-ofs issue, maybe you're right.
    I see the Knucklebone Witch+Mogg War Marshal+Skirk Prospector potential of previous versions, but if i am not sacking Marshal i always feel like i am just upgrading my gobos without getting too much power, the Eldritch Evolution but it searches your hand only. I tried hidden sleeper instead - Facevaulter (half joke, it was suprisingly effective). Wort, Boggart Auntie is... probably classic "win more". When opponent was out of resources, it buried him deeper and closed the game. But it won't pull you ahead from losing position usually. Still i didn't give up on her.

    Since i got free time after uni exams and before holiday program, i can devout a bit more time to this right now, so i'll be just bouncing some ideas here:

    Le Fish Style...


    Blood Moon+Goblin King interaction reffering to merfolk lords (Master of the Pearl Trident). You can take it even further with Goblin Mountaineer(lol).Skirk Prospector powering t2 Blood Moons. Manabase worked alright so far, might be a tad greedy. Between functionally 10 Swamps and 4 Vials you can usually play your black cards. Tarfire for denial of early action before Moon gets out.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    I think this deck can be competitively viable only if we can make it so:
    1. It can put on enough preasure to, undisrupted, kill on t4 most of the time (Tron, Storm)
    2. Outgrind or outmanuever other midrangy decks (Humans, Rock) or rebuild after sweepers (Control decks)
    3. Have enough disruption in 75 to not die to heavy graveyard decks (dredge, hogaak) or faster linear decks (Phoenix, 8 whack, Burn,...)

    According to these lines i tried to come up with a deck that can with some consistancy do just that.
    1. Goblin Piledriver, while not stellar in fair mu's, is almost surely lethal on t4 if unchecked; Goblin Chieftain giving haste and buff makes it so you can dish the last big swing on t4 before you get Oblivion Stoned or Gifts Ungiven into lose
    2. New toys work here Goblin Ringleader, Goblin Matron, also my 1-drop of choice being Knucklebone Witch which allows you to swing into not so profitable blocks and come up with good attack next turn, keeps building up board power while chumping.
    3. This is mostly about interaction, mainboard it is Munitions Expert and/or Goblin Cratermaker, sideboard we prolly need at least 4-5 gy hate of our choice (Tormod's crypt, Relic of Progenitus, Leyline of the Void,...), some more removal/reach (Goblin Grenade), and than spell interaction (Thoughtseize, Earwig Squad, Cabal Therapist??,...), Burn seems like terrible mu - some lifegain or just forfeit it.

    My maindeck looks something like this

    Points of Interest:
    I keep swaping Pashalik Mons for Mad Auntie back and forth. Knucklebone witch+Mogg War Marshal cute interaction. Vial on 4, eot flash in Wort, Boggart Auntie, profit. Frogtosser Banneret gluing stuff together, haste for Piledriver attacks. I want to add some number of Tarfire, 1-of Legion Loyalist and 4th Munitions Expert dunno what to swap, be back after testing.

    In manabase i've been toying with some cards to make it useful, my lines were:
    1. Cavern of Souls, Unclaimed Territory, Sulfurous Springs + Sea Gate Wreckage
    2. Use lack of t1 plays to add some manland, or some number of Mutavault
    3. Solid color manabase with some number of land disruption Ghost quarter, or permanent disruption Blast Zone
    4. Add some nubmer of Sunbaked Canyon

    On other note, please don't play 2-ofs, it's imho total nonsense. Either you play 1-of to tutor it, 3-of to see it +- once per game, or 4-of if you want multiple. Go for consistency not "this might be useful when..." type thinking and hoping to draw the right half of your deck.

    Please, let me know what you think!
    Posted in: Aggro & Tempo
  • posted a message on Counter-Cat (Nacatl Delver)
    I did indeed. Very much so actually. Lot of the stuff is very outdated and different opinions tend to stand against one another, so when you read a lot of them in short time period you might get mixed thoughts. Sorry for bothering and thanks for your time, i just wanted to clarify the general consensus on these.
    Posted in: Deck Creation (Modern)
  • posted a message on Counter-Cat (Nacatl Delver)
    Hey Everyone, i decided to pick up the deck and try it out, i have some questions about few cards:
    - When playing Tribal Flames version, is it too harsh on manabase to switch 2 out of 3 Hooting Mandrills for Tasigur, the Golden Fang? Is it even worth it to get +0/+1 and abillity to maybe get some CA?
    - Might be Worldly Counsel better than Chart a Course in the same spot? Is the "filling graveyard" part of Chart a Course that important? or is the superior card sellection more valuable?
    - Can you get away with 3-4 delve threats and 2+Snapcaster Mage?
    - How is Counter-Cat's matchup vs midrange (Jund, Abzan,...)? Do you need to devote some sideboard slots to it?
    - With prevelance of Path to Exile and Assassin's Trophy should we consider to run a basic in sideboard?
    - With running 4 Tarmogoyf and 3 Hooting Mandrills is Stubborn Denial better than Spell Pierce most of the time?
    - Is there any chance to go more control build with Ionize?
    - Can you keep 3 lands 4 spells hand without threat in the dark? (e.g fetch, fetch, shock, Bolt, Visions, Path, Spell Pierce)
    Thanks for any answers Smile
    Posted in: Deck Creation (Modern)
  • posted a message on MartyrProc- A Modern Control Deck (UPDATED!)
    I side it in:
    Scapeshift: naming Valakut doesnt win you a game, because you can die to random beats and you cant make any board presence, but it buys you a time when they go off until you find maybe GC.
    Tron: it sucks, too diverse threats, the i win card is Ugin and you cant do anything about it with halo
    Storm: its probably delaying them by one or two turns - preparing more so they can find answer, but when they go off, Echo it back and finish. If they dont manage to find echo (but they will) Empty 1000 tokens so you better have Wrath and they no remand. generally it goes in if you have more cards you want side out than you side in, but don't count on it as i am now immune to grapeshot
    Against Death shadow naming Death shadow goes a long way, it's getting discarded anyway, but it's good when it hits board
    Against affinity, it's good matchup anyway, and it sucks
    eldrazi tron: i bring it, it's bad removal, if you want to go down some 1 drops bcs of chalice you can diverse your curve a little, it dies to all is dust and rachtet bomb if need be
    UW control: well you can name Gearhulk or Colonnade, its probably worse than path and so, they can just bounce it and counter on next cast, try to not bring it in
    Burn: it's good matchup anyway, you can totally backfire Eidolon, when you name it, so only they take dmg.
    Copycat: yes please, name Felidar G
    Vizier Company: you can name balista for no instant death, but you better have wrath in hand for sweep or they just swing in with 1000/1000 balista, and theyc can basically pick best 7 cards from their deck so you'll have trouble getting back
    Death taxes: no good target
    Lantern: meh... i mean you can name that one mill stone with targeting, but they play abrupt decay anyway if it's being too effective, so no
    Dredge: well... It's better than normal removal bcs they will for sure got 3-4 of the same creature, be it Bloodghast or that UB 3/3 (can't recall name now)
    Merfolk: not really, you wont win 1 for 1 destroying creatures, you need wrath (especially now with branchwalker)
    Living end: nope
    All junk/jund/abzan: it's actually pretty good removal, so i bring it in instead of serra's which i can have like 1 postboard, they die anyway, and it's terrible card if you are not specifically searching for it

    That is my point of view anyway...

    Generally, it sucks against most planeswalkers (which i find a problem) beacuse Chandra will kill you with emblem if unchecked, Karn will eat it it first and so on. Use it as additional removal if you feel like you need it. It doesn't save your planeswalker from named card. And of course you can hose random combo decks with it or other janky brews.

    Posted in: Control
  • posted a message on MartyrProc- A Modern Control Deck (UPDATED!)
    Seeing so many deck lists, i will throw my in as well, maybe it will help brew some ideas.



    Ideas behind Mikaeus, the Lunarch and Godsend is to make our hawks and Inspectors into real threats. I swapped Lunarch in place of Figure of Destiny just recently, so can't tell if it's any good. Abbey is here for testing as well instead of 1GC (ye i resigned on tron). So far i made it work on front half as value grinding creature engine, and flipped it once against Jund, but alas i had exactly 5 creatures and opp dropped Liliana of the Veil very next turn and made me sad :(. Elspeth is maindeck answer to non-creature pernaments. (hopefuly they dont have token copy of Ensnaring Bridge). On empty board it's real clock and with some board pressence it has synergies with Serra A. Comments appriciated.

    Edit: Elspeth also holds godsend sword! FLAVOUR!!!!!!!!
    Posted in: Control
  • posted a message on MartyrProc- A Modern Control Deck (UPDATED!)
    @tumorbr

    Congratz on your wins in tourney! your deck seems nice. I agree with your point on Gideon of the Trials. I made same conclusion about it, and i like that it's a bit more proactive Prison. Is there an idea behind ORing and Banishing Light split, because imho Oring is strictly better in world of Abrupt Decay. Also i am not quite sure, but i prefer Runed Halo in place of Nevermore because it's not dead in topdeck and it deals with threats even when already casted.Nevermore is sometimes more valid tho, so i don't know. Are there some specific cards you are worried about? I'd be afraid of 7 colorless lands, as you said, mulling because of not having a color in monocolored deck seems akward and having only one source in early game can prove game changing (losing tempo). I don't think Field of Ruin will make the cut, but you are surely welcome to test it, i could be wrong. I like procing even for 3 mana, so it's usually not a problem of drawing multiple.

    About Bant:
    I must say i don't want to criticize only, but at least maybe we can get more creditable results that way. Anyway, Trace of Abundance. I admit i don't like it. Why? It's dead topdeck 95% of the time. In bant you are ramping exactly into... 2 Cast out or 2 Supreme verdicts, beacuse Ranger needs another turn anyway to make profit. Nevermind killed turn 2 when you cast it, which is huge deal in some matchups. You already have so many good options on turn 2 like Martyr with mana up, crack clue, play hawks, keep up path or play more 1drops. It's only ramp in the deck as 4-of so you can't really count on it either. Sometimes you just randomly shroud your land and ramp. Ramping after turn 3 seems just like pure card disadvantage without getting tempo advantage.

    In Naya ramping into Nahiri seems okayish. Thing is, that martyr is not exactly build for defending planeswalker. If your goal is to wrath and slam Nahiri, you can add 4 martyrs in those Sun and moon prison decks. Suggested line T2 Wish for Trace, T3 do the land drop and cast Trace of Abundance is basically: Pay 4 mana, discard a card, skip 2 turns: you get a land that can add any mana with shroud. Awful. And i am sure, there are better options in sb than Safewright Quest.
    There is a thing called Opportunity cost. When you play Blood moon you should be able to slam it T3 no matter what. To do that reliably, you would need to tweak your manabase a bit. You can't hope to support it with 3 basics of two colors. http://www.mtgtop8.com/event?e=16956&d=304905&f=MO - this is manabase that can support t3 blood moon no matter what. I understand it's overpowered card but...

    I am not saying that Karametra is strictly bad, i am only saying, that you can play better card in 5drop slot, like any white planeswalker.

    Don't take me wrong, i like trying new things. And i also think i provided some constructive criticism. Keep up the work Smile
    Posted in: Control
  • posted a message on MartyrProc- A Modern Control Deck (UPDATED!)
    @Lear_the_cat

    Is Serra Ascendant really so expandable? What i like about W martyr (in my case WB) is, that it can sometimes switch to super aggresive deck with Serra T1, T2 martyr - sac and attack with 6/6. Dispite having strong late game, some decks, especially in g2 with gravehate, can overpower it. Being able to switch to aggro is most useful. You cant hope to win late against tron, some versions of Titanshift with Prismatic Omen, storm etc.

    Glittering wish utillity package seems good. I love these cards (best engine imo Mystical Teachings). Can you give expamples what match up's are better with it?

    Karametra seems too cute on 5cmc imho. I can't imagine where it helps being creature. With 7 devotion you're prob winning anyway. Maybe try Hour of Promise ? Grin

    On other note:

    I see why having Nahiri, the Harbinger must be awesome. I tried to solve problem of closing game without going more 4 cmc cards. I hate that feeling when you look at your opening hand and you see 2 Rangers and Wrath, and you're like - do i get to turn 5 to actually do something? I tried to give my deck options to close out game without hindering main plan. That means adding 3 Gideon of the Trials which is fog big creature or 5 turn clock. Blood Baron of Vizkopa on top of curve. With 30+ life, protect from path, he is monster. 1 Godsend in flex slot to make attacking for opp very bad and getting in for 4 with hawk. Finally adding 1 Figure of Destiny for Ranger. Shambling vent proved to be worth entering tapped.

    I am used to play true control decks with 4 snaps and 30 instants. That means i am not used to have autolose matchup's. But that is how tron feels. Is there tech to deal with it?
    Posted in: Control
  • posted a message on MartyrProc- A Modern Control Deck (UPDATED!)
    Hey guys,

    i was wondering
    1) is Settle the Wreckage really that bad? I mean, yes, it gives basic per creature, but when you look on top of metagame: Eldrazi tron - 2 wastes, Grixis Death's Shadow - 2(+-1) basics, Burn - who cares, its win anyway, Abzan - 4 tops, Affinity - 1, Elves - 3, mabye 4. Is hitting only attacking creatures not worth making it instant? it's usually enough to stabilise anyway, and NOBODY expects it so they don't play around it (at least until they see it once)
    2) can't Deadeye Tracker function as little Scavenging Ooze? Tutorable
    3) is there any synergistic CA engine in black?

    P.S. i am testing one Settle instead of ***, it seems good so far
    Posted in: Control
  • posted a message on New Aristocrats (Orzhov, Abzan, Mardu variants)
    I don't think its better either, just couldn't resist to try it out. It has few problems, namely elves, misses walking balista and kinda misses affinity. on the other hand when you look at modern meta, you can see it has potential: Abzan, Jund, Death Shadow's, Merfolk, Eldrazi tron, Bant eldrazi, Death and taxes. What i hate is when on other side of the table is sitting scooze eating your grave and healing, Endbringer chewing your board, Reality Smasher which you can't chump. Against Deathshadow Jund, you cant risk to chump 9/9 shadow and get Temur Battle rage and chumping each turn 2 Goyfs and 1 Shadow usually won't win you game without Artist, which you don't have bc Fatal Push Thoughtseize. If merfolk has more than 1 lord, its one sided wrath. When rules said 4 damage by Bob, i played 3 maindeck to test it. Now its a bit risky and that might be the reason to put it in side.
    Posted in: Deck Creation (Modern)
  • posted a message on New Aristocrats (Orzhov, Abzan, Mardu variants)


    Latest addition was Champion of the Parish, it provides nice beatdown plan and draw path's or bolt's from dark confidant. Sideboard is a bit messy. I always get wrecked by some deck and instantly tweek side to beat it, so... Thalia, Burrenton and stony silence are there from the beggining tho. I also decided to get rid of 3 Return to the ranks and trying new Amonketh card. So far it seems to always have bad timing, so can't decide. Be carefull that Dark confidant drains you for 9 when revealing it cause of new rullings. Found out the painful way.
    Posted in: Deck Creation (Modern)
  • posted a message on New Aristocrats (Orzhov, Abzan, Mardu variants)
    @Jim_Prov
    Looking at your list, i would be afraid to play with this manabase - 4 colorless, 6 basics and you have 7 twodrops with WB cmc. As i am playing this deck, i generally dont like Ghost Quarter here, because you dont care about creature lands that much and against tron that one or two turns won't win games often enough. If you are on budget, i would definitely add Caves of Kolios, if not, fetches and Shrines. As for maindeck, i am on 3 Liliana, Heretical healer myself. Best line ever is T1 Viscera seer, T2 Dark Confidant T3 Liliana, Heretical healer, sac seer, ressurect seer or confidant if dead. T4 go off. In a lot of matchups she outvalues opp (Jund, Abzan, with 5 counters any control really). Next point Fragmentize > Disenchant and stony silence is must imo.

    @Fincown
    Hangarback walker is slow. If you are paying 2 mana, you get overpriced Doomed traveler. If 4, its overpriced lingering souls. The ability to put counters is so clunky, imagine, you drop it T2, T3 you cant play 3 drop, because you want to pump walker and you cant atack with it. T4 it will maybe payoff provided it lives that long, and you live that long. Ayli, eternal pilgrim with no tweeks in maindeck is worse Cartel Aristocrat. I feel you need to utilize her next ability to get her above average sac outlet.
    Posted in: Deck Creation (Modern)
  • posted a message on New Aristocrats (Orzhov, Abzan, Mardu variants)
    It is 4 piece combo. And very fragile to removal unless its done unexpected via CoCo. Don't use it as a deck only plan. I know it is played even by few famous players, but you need at least 6 Rally effect to make it worok imo. I would rather include finks+anafenza+sac outlet if you want to combo ppl. You can definitely get away with 7 sac outlets, especially with coco. Rally vs Return i dunno its both different card. i feel like Rally the Ancestors is more Blood artist (combo) oriented, when you go midrange/combo deck i like Return to the Ranks more beacuse it gets a great value with those Satyrs.

    On other note, is it only me or do you do half of those 20 life through combat damage as well? Also i must ask, where are 4 copies of bob in every aristocrats? so low curve, i understand that 2cmc slot is a bit occupied but i value Dark Confidant more than eg Voice of Resurgence. Also i don't like Tidehollow Sculler. It has 2cmc so it's on occupied spot and when is it good? i feel like aristocrats are already favorable against pure creature deck so maybe something like Path to Exile=1cmc (imho if you go competitive you need at least 4 spot removals unless you full combo ala Ad nauseam). I see Tron and those Sun and moon, skred decks as worst matchups, because when they wrath of god and drop Nahiri, the Harbinger, Chandra, torch of Defiance its almost gg. And there is always a way to get that Sculler first or with the rest of creatures with Anger of the Gods This is reason why i dropped all Sculler and have few Thalia, Guardian of Thraben and Sin Collector in side.

    What do you feel is bad matchups and what does your side looks like guys?

    P.S Bone Picker seems awesome, just not for us; Bontu seems good as one, two-of as top of our curve and mana sink when out of gas with some board. those 3-4 extra drain from him can be game.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] UB/x Faeries
    Honestly, i cut Slaughter Pact from mainboard myself, exactly for reason Hateradio stated. I am nearly always more happy to tap one colorless and pay 4 life, than 3 mana in my upkeep. I play more controlish version, so i want every turn untapped at least 2+ mana, so pact, which doesn't win me game right away, opens great window for opp next turn. But i need to say i play only 2 four drops (sorcery speed 4drops), so i can hold mana pretty much whole game. That's why i don't like opening this window. But it depends on build and preferences ofc.

    Edit: The two 4drops are Kalitas himself twice. I am pretty happy with him. The lifelink with good body is so needed with so much life losing spells. Helps racing, helps stabilize, pretty much kills burn, kills creature-based graveyard strategies and synergy with mutavault - zombie is also notable.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] UB/x Faeries
    Bringing land destruction (considering seas as LD) against eldrazi is not very efficient. Imo it's totally wrong. In games you are on draw, casting t2 seas is relevant only for reality smasher, and it costs your whole turn doing basically nothing and not reacting to board state. On play you just slowed yourself and him equally. Eye of Ugin is degenerative only in first two turns when it allows you to play 2 drops for free, and 4 drops on T2. Presuming Seer doesn't take it, it slows only very few creatures in the deck by the time you land it. If you want to get your sideboard ready for eldrazi, just go and put 4x Doom blade + 4x Go for the throat in. It's much more effective.
    Posted in: Aggro & Tempo
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