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  • posted a message on Aetherworks Marvel Decks
    Been playing with Black/Green Marvel after the banning, and liking it. Sorry at work and don't remember tags, but this is the list.

    4 Aether Hub
    4 Blooming Marsh
    3 Evolving Wilds
    6 Forest
    5 Swamp

    4 servant of the conduit
    3 glint-sleeve siphoner (great at generating energy and using it to dig)
    3 Ulamog
    2 Noxious Gearhulk
    1 Demon of the dark schemes (could be 4th Ulamog)
    2 Ishkanah

    4 wood weavers puzzle knot
    4 vessel of nascency
    4 attune with Aether
    4 aetherworks marvel
    4 grasp of darkness
    3 Liliana

    I want to go to 4 Ulamog, but having one trapped in hand has been terrible. Siphoner has been good at getting in some damage, generating energy, and drawing cards. Kinda plays the role of virtuoso in the U/R version. Still fun to bin Ulamog with vessel or lili, then play demon and get Ulamog back.




    Posted in: Standard Archives
  • posted a message on Dredge
    Have had really good results with this list

    Lands 18
    3 wooded foothills
    3 bloodstained mire
    2 dakmor salvage
    2 mountain
    3 copperline gorge
    1 blackcleave cliffs
    2 stomping ground
    1 blood crypt
    1 steam vents

    Creatures 25
    4 bloodghast
    4 golgari grave-troll
    4 insolent neonate
    4 narcomoeba
    4 prized amalgam
    4 stinkweed imp
    1 vengeful pharaoh

    Other Spells 17
    4 faithless looting
    4 tormenting voice
    3 life from the loam
    2 darkblast
    2 conflagrate
    1 rally the peasants
    1 gnaw to the bone

    Sideboard 15
    3 thought seize
    3 ancient grudge
    3 lightning axe
    2 gnaw to the bone
    2 abrupt decay
    1 vengeful pharaoh
    1 darkblast


    No one else in my area is playing dredge so I don't run bojuka big or memory's journey. Thoughtseize helps against tron and decks that pack rest in peace. Lots of hate for other affro decks. Only downside is that I auto scoop almost to leyline of the void. If I was going into an unknown format I would board

    4 nature's claim
    3 ancient grudge
    1 bojuka bog
    1 gnaw to the bone
    3 lightning axe
    1 darkblast
    2 ghost quarter

    As far as the burning inquiry debate, it has hurt me more than helped. Especially game 2 or 3 where it discards my hate cards to stop that rest in peace or turn 3 Karn. If I was going for straight speed I would run it and street wraith taking out pharaoh, gnaw, and 2 darkblast from the main. I like this catch all version, almost never loses to aggro, has great control match ups, only has a problem racing tron or lots of graveyard hate

    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from TehCheator »
    Quote from ajacobik »
    Merfolk, for one, which is already a really bad MU for us. Usually against 'folk they will wait to remand the Scapeshift after we hit it with BTL, and I've snagged a few wins after grabbing Verdict instead and blowing out their tempo.


    That seems like a bad play, why would they Remand the 4 mana spell, instead of the 5 mana one? Especially once they know (or suspect) that you have Supreme Verdict in your deck?

    Most list have been running anger of the gods. So supreme verdict is usually a big surprise. And yes, almost everyone has been letting me resolve bring to light hoping to counter the searched spell. There is almost always 4 bring to light, and 1 bullet.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from Skitzafreak »
    Hey guys, new-ish Scapeshift player here. O was wondering if some people could answer a few questions for me

    1) With concerns to running 4-Colour Shift to make use of Bring to Light what are everyone's thoughts on W VS B? I've liked the idea of W for Supreme Verdict and Leyline of Sanctity, but I'll willing to defer to the more experienced players here.

    2)From looking at various decklists, I've seen no one running Serum Visions. Is there a reason for this?

    3) Does no one run Electrolyze anymore? Why is it this card seems to have vanished from decklists?

    1. I personally preferred black when we needed slaughter games to beat certain decks. Now white helps not only with wrath and leyline but also timely reinforcements for life gain.

    2. Serum visions is bad because of the amount of shuffling effects in the deck, making it hard to set up. 4 Sakura, 4 sft, 4 misty, 4 BTL, 1-2 farseek. That's about 18 shuffle effects, usually making serum visions just a draw 1.

    3. I never really liked electrolyze, 2 damage isn't enough now a days with Wild necatle and kird ape running around. You could sometimes get value versus affinity, but playing it on turn 3 is also slow.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    If you want clique run RUG, the mana base and premise of the deck suit it. I just don't see why you want to play clique, not really good right now
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    It doesn't, painful truths is the absolute worst in this deck.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    I was literally just wondering the same thing. I have been running 3 worldly council and would love to shave an extra scapeshift to get that 4th bolt or removal spell. Here is the current list I am liking and am going to test this weekend.


    Going to test mana leak vs Remand this weekend, but I love drawing that card with Remand. Also the Naya Charm is going to be a blank proxy, seeing if a 4x Worldly, Lightning Bolt, Cryptic, or a single Naya charm would be best. Sideboard is a work in progress, I love Leyline of Sancitiy, Baloth are for the lifegain, Tefari is for control, and the single swamp is help me assure 5 color mana for fracturing gust and Teferi while also making sure I cant cast that naturally drawn slaughter games.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    In bring to light the blue isn't a big deal, it's the double white like wrath. As of right now only 2 creatures regenerate in modern now a days and that's experimental one and thrun. With delver being a deck, they usually will let you cast bring to Light playing to remand the spell you search for . Supreme gets around remand.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    I'm running 3 bolts, 2 Izzet charms, 1 supreme, 1 timely, took out the slaughter games main. Fracturing gust has been huge against affinity, and going into games 2 and 3 I always play with the goal of casting it turn 4 so I position my mana that way. Between that and 2 ancient grudge I'm hanging in there with affinity. It's probably the hardest matchup right now.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    1 plains, hollowed fountain, and breeding pool make casting the supreme verdict easy while maintaining the rest of your spells. 90% of scapeshift is planning ahead, 10% is counting to 7 lands
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Bring to light answers the problem this turn, where with gifts it's the next.

    I have been preaching supreme verdict but no one seems to listen. I want to run path, but scaredof getting early white.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from mario_dude »
    I have to agree on BTL being to slow, it was before against the decks we needed most speed, and is worse now that those decks are played even more.

    Turn 4 bring to light against affinity, is just too slow. You are also taking even more damage from lands that RUG, so surviving to cast that BTL shatterstorm (that sometimes isn't enough if you are playing against a good Affinity player), is not possible.

    Turn 4 bring to light against eldrazi = too slow;
    Turn 4 BTL against Grishoalbrand = too slow;
    Turn 4 BTL against Tron = Usually too slow;
    Turn 4 BTL against Burn = too slow;
    Turn 4 BTL against Infect = u are more then poisoned;
    Turn 4 BTL against... = what is it that good against? Jund?

    Not to mention:
    The hands where u are clogged with BTL and no ramp spells
    The loss in consistency, having +3 or +4 cards that cost >= 4
    Added damage by being 4 colors

    Trust me, i've been there, tried it, and over the course of a long tournament BTL brings nothing, that typical RUG with cryptics dosen't solve faster and better, in a faster enviroment.


    But if people want to insist in BTL i'm fine with that. By my testing, i just don't think it's the card that makes a positive difference and that it will "bring light" to the archetype in the new meta.

    Remember that we are at our core a control deck, with a combo finish. Control is very hard to play in such a diverse meta and where most of the meta, for the time being, is full of fast decks that win from many different angles.

    Just my 2 cents.

    EDIT: For the RG version, i just feel you are a combo deck that is a 1 or 2 turn too late then the rest of the format, without any form of disruption whatsoever.



    Bring to light is added versatility, usually acting is scape shifts 4,5, & 7 as well as running 2-3 main deck silver bullets. The extra snapcaster, Izzet charms, and electrolyze I cut never performed as well as bring to light. In no way does the deck get Slower, it gets more consistent. Play game with maindeck supreme verdict or timely reinforcements, and you will never miss electrolyze again
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    R/g isn't bad, don't think relic is necessary main. Rather add another primal and 3 bolt for the Aggro matchups
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Sorry on cellphone and I guess I got the wrong html tags. Bring to light offers you the silver bullet aspect that rug can't. You can only dig so deep with RUG, but you always fetch what you need with BTL.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    My list after tweaking
    [deck]
    4 Sakura tribe elder
    1 snapcaster Mage
    4 remand
    4 search for tomorrow
    1 farseek
    1 hunting wilds
    3 lightning bolt
    2 Izzet charm
    3 cryptic command
    4 bring to light
    3 scapeshift
    3 worldly council
    1 timely reinforcements
    1 supreme verdict
    4 misty rainforest
    4 stomping grounds
    4 steam vents
    2 valakut
    1 temple garden
    1 watery grave
    1 hallowed fountain
    1 breeding pool
    2 forest
    2 island
    2 mountain
    1 plains

    Sideboard
    4 leyline of sanctity
    3 dispel
    2 obstinate baloth
    1 ancient grudge
    1 krosan grip
    1 fracturing gust
    1 crumble to dust
    1 Slaughter games
    1 surrak dragonclaw
    [\deck]

    Timely and main deck wrath are huge in beating Aggro. Fracturing gust helps immensely in the affinity matchup, and the extra baloths are for burn. Still need to work sideboard a little better. Leyline helps the eldrAzi matchup
    Posted in: Combo
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