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  • 1

    posted a message on [Primer] GW Hexproof
    GWGWGWGWGWGWGWGWGWGWGW HexproofGWGWGWGWGWGWGWGWGWGW


    Introduction:

    GW Hexproof is a non-interactive, explosive aggro deck that's based around playing a Hexproof creature (Slippery Bogle, Gladecover Scout or Silhana Ledgewalker) and arming it with powerful enchantments. In a few turns you'll be able to swing for massive damage, most likely with First Strike, Trample and even Lifelink. The deck is somewhat of an all or nothing deck, meaning that, if your opponent manages to handle your limited threats, the deck is often unable to stabilize and regain board position.

    Pros: fast clock, non-interactive, fairly easy to pilot and hard to disrupt.

    Cons: extremely susceptible to specific hate, difficult to come from behind, limited card draw and lack of late game stamina.

    The Mana Base:
    Blossoming Sands – Tapped lands, needed for the white component of the deck and gives 1 life as it comes in.
    Forest – Untapped lands covering the main color of the deck.
    Khalni Garden – Tapped lands, as well as producing green mana, produces a Plant token that can protect your creatures from edict effects.
    Plains – Untapped lands covering the secondary color of the deck.
    Creatures:
    Aura Gnarlid – Although not Hexproof, this creature can quickly grow out of removal reach and become evasive to boot.
    Gladecover Scout – Functionally operating as Slippery Bogles 5-8.
    Heliod's Pilgrim – Three mana but helps find our critical auras, effectively providing additional consistency to the deck.
    Silhana Ledgewalker – Two mana but with evasion against non-flyers, which may be useful when the opponent has many ground creatures.
    Slippery Bogle – One mana and Hexproof, our bread and butter creature.
    Auras:
    Abundant Growth – Mana fixing and card draw, also enables other colors to be played in the sideboard.
    Ancestral Mask – One of the main payoffs that can swiftly end the game when added to a board full of auras.
    Armadillo Cloak – Grants Lifelink which can be vital in races, as well as Trample.
    Cartouche of Solidarity – Power boost and further protection against edict effects.
    Cartouche of Strength – As well as the power boosts, this can act as a pseudo-removal spell, which the deck otherwise lacks.
    Ethereal Armor – Power boost that compounds as the game progresses for a single mana.
    Favor of the Overbeing – Gives +2/+2, Vigilance and Flying to Slippery Bogle!
    Rancor – The durability is not so important given that our creatures will not often be removed, and there is no toughness boost, but the Trample effect can be significant in winning damage races.
    Spider Umbra – Provides some much-needed defense against flyers.
    Utopia Sprawl – Mana fixing and ramp.
    Spells:
    Commune with the Gods – Improves consistency by finding whatever creature or enchantment you need.
    Typical Deck: Sideboard:
    The sideboard has to be adjusted to your meta. These are the most played side board cards in GW Hexproof; mix and match according to your expected meta.
    Hate Cards By Color:
    It is imperative to know your opponent's deck and in particular which key hate cards you have to take care of or play around, because those cards may completely destroy our linear strategy.
    B
    Chainer's Edict/Evincar's Justice/Geth's Verdict- to mitigate these, try to hold reserve creatures in hand and always aim for multiple creatures in play via Khalni Garden and Cartouche of Solidarity. Be careful because Chainer's Edict has Flashback and Evincar's Justice has Buyback.
    Echoing Decay- try to play different creatures and/or boost their toughness above 2.
    Pestilence- as with cards giving your opponent timing options, try to force it to fire ASAP. Beware that it can kill a Young Wolf by activating first for two and then again for one with the other trigger still on the stack.
    Shrivel- try to play your creatures along with toughness-enhancing enchantments, or hold reserve creatures. Play an unimportant enchantment first to try and bait it out. Once at toughness 2+ your creatures are reasonably safe.

    G
    Aura Flux- try to hold reserve enchantments in hand. Play an unimportant enchantment first to try and bait it out.
    Gleeful Sabotage/Natural State- beware these cards when calculating combat math!
    Moment's Peace/Tangle- these cards may affect damage race calculations.

    R
    Blazing Volley- try to play your creatures along with toughness-enhancing enchantments, or hold reserve creatures. Play an unimportant enchantment first to try and bait it out. Once at toughness 2+ your creatures are reasonably safe.
    Electrickery- as per Blazing Volley but can hit every creature in play.
    Krak-Clan Shaman- as your opponent has the option as to when to use it, it is best to force this to happen ASAP. Prior to his coming out, try hard to get your hexproof creatures to 2+ toughness.
    Swirling Sandstorm- use Relic of Progenitus. Failing that, a reserve of creatures and enchantments will come in handy.

    U
    Annul- provides a very efficient counter to our enchantments. Therefore, try to bait it out by playing the less important enchantments first.
    Aura Flux- you will need to keep only the most powerful enchantments, likely sacrificing those attached to your lands until you can blow it up.
    Fade Away- try not to play unnecessary creatures and maintain a minimum of powerful enchantments until you can blow it up.

    W
    Celestial Flare- use Plant and Warrior tokens as support and fodder.
    Coalition Honor Guard- even worse than Standard Bearer as it doesn't die to Gut Shot! Play your own Standard Bearer.
    Holy Light- try to play your creatures along with toughness-enhancing enchantments, or hold reserve creatures. Play an unimportant enchantment first to try and bait it out. Once at toughness 2+ your creatures are reasonably safe.
    Kor Sanctifiers- represents a good body that can also remove a powerful enchantment from play at sorcery speed.
    Standard Bearer is a must-kill creature that can single-handedly wreck your whole game plan. Either kill it, or play one of your own.
    Match-up Analysis:
    Burn: You are favored in this match, with the priority being to make use of life gain effects. This tends to increase your life total beyond the reach of the Burn opponent. Since they are R, be careful of sweeping damage effects such as Electrickery. Note that duplicate copies of Armadillo Cloak stack in terms of life gain!
    Delver Variants: You really need to make some key enchantments stick to win this one. Beware of cards such as Spellstutter Sprite, Counterspell and Daze and try to play your key enchantments when their shields are down. This may necessitate deliberately playing less important enchantments into counter magic.
    Elves: You have to race in this one, and it can be difficult. As they have limited removal, you can place your enchantments on non-Hexproof creatures. Circle of Protection: Green and Tangle/Fog are strong options.
    Goblins and RG Aggro: Although this is a damage race of sorts, you are likely to need to hold back your creatures in defensive positions in the early game. Your opponent will keep attacking in and thus you will gradually deplete their resources. Ideally you can find some life gain and then start fighting back after a few turns. Since they are R, be careful of sweeping damage effects such as Electrickery. Note that duplicate copies of Armadillo Cloak stack in terms of life gain!
    GW Hexproof: The quintessential race! Post board the game may be decided by Standard Bearer so you may have to mulligan aggressively.
    Mono Black Control and Variants: You are at risk to edict and sweeper effects here, so try to keep out additional creatures. For example, play out two creatures at once before equipping anything to avoid getting hit with an edict on the opponent's turn. Life gain plays a role as the B decks may try to drain your life with spells. You generally need to establish a fairly fast clock as they will become quite powerful as the game progresses.
    Stompy: In this match up you have to carefully defend your life total early on. Be very wary of their instant speed tricks to avoid getting a key Hexproof creature killed. Your best option to win may be a suited up Silhana Ledgewalker since they have very few ways to interact with it. Due to the racing nature of the match-up, life gain is very important and you should try to kill their Vault Skirge before its toughness can be increased.
    Tron: In this match you have to be aggressive and try to close out the game early, before their inevitability sets in. You can smash through Moment's Peace with Flaring Pain or else Dispel/Negate. Use this carefully and when their card is exhausted (remember that it has Flashback). You can also consider graveyard control via Relic of Progenitus to manage their looping effects. If playing on mtgo, absolutely make the Tron player finish their wins, because there is a reasonable chance that they would face time pressure in the later games.
    Useful Links:I have started work on this and will aim to update one section each day. In this way we will have a finished primer quite soon!
    Posted in: Established
  • 1

    posted a message on Burn
    A few observations based on recent games I played...

    1) Against lifelink creatures such as Wurmcoil Engine...even if you do not have a Skullcrack or Atarkas Command, you can chump block with a creature and then kill it with a burn spell to avoid your opponent from gaining any life. I won a game in this manner- opponent at 5 life with Wurmcoil Engine, facing double Goblin Guide. I have Lightning Bolt and a land in hand. He attacks, I chump and Bolt my Goblin Guide. Next turn I draw a Lava Spike and hit him for 5 and the win.

    2) I am finding Atarka's Command to be a very good spell, as recommended by others. It functions like Skullcrack but also leads to blazing fast wins in conjunction with creatures (I won on turn 3 due to this recently).

    3) Considering why I lose matches, the main reasons (in order) are: life gain, creature beat downs and enchantments. Therefore, I changed my sideboard accordingly to include 2x Skullcrack (to support the 4x Atarka's Command in the main deck), 2x Deflecting Palm [take that Reality Smasher/Wurmcoil Engine!] and the usual 4x Destructive Revelry. I removed graveyard hate as I concur that those decks are usually slower than we are to begin with.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] Gx Tron
    Quote from Rafael_Remy »
    Hi guys, how are you ?

    I would like to take a question, i currently play R/G Tron and would like to hear from you guys if in my SB I should put Pithing Needle or Sorcerous Spyglass.

    I think Spyglass is very good for giving information about the opponent's hand (and consequently the deck), since with these unbans and the great diversity of decks in the modern, having information of the opponent's hand/deck is very strong, however it comes in the turn 2.

    Since the Needle is faster by entering Turn 1 and so it makes you interact/disrupt your opponent earlier.

    I would like your opinion Smileup
    I prefer Spyglass. First of all we are not guaranteed to see either card in our opening hands. Secondly, seeing the opponent's hand is extremely valuable and well worth one mana IMHO. Thirdly, the art is better Smile
    Posted in: Big Mana
  • 1

    posted a message on Burn
    I'm delighted to report that thanks to the valuable help received via this forum I was finally able to 5-0 a friendly Modern league on MTGO!

    Smile

    The matches were as follows:

    Bant Eldrazi: 2-0
    Affinity: 2-1
    UW Smallpox 2-0
    Jeskai Tempo 2-1
    UR Gifts Storm 2-0

    In the Affinity match the decider was extremely close when my opponent made a misclick, clicking on the wrong Inkmoth Nexus (which had summoning sickness). Had he not done this I may not have won it; it was really on a knife edge. Overall, I won this match by following the hints provided here.

    The other games went extremely well. I recall one game where I had the opponent down to three life after just three turns via a turn one Monastery Swiftspear.

    Against the Jeskai control deck I made good use of the excellent article on Burn versus Control.

    Thanks again to all who helped me out!
    Posted in: Modern Archives - Proven
  • 1

    posted a message on Burn
    Thanks for the comments! I agree on the Guide play. Then it would look like this instead:

    Opening Hand
    Rift Bolt, Shrine x2, Boros Charm, Arid Mesa, Vantage, Mountain

    Turn 1
    Opp: Eldrazi Temple.
    Moi: draw Goblin Guide. Vantage, Goblin Guide (attacks).
    18-20

    Turn 2
    Opp: Urza’s Mine.
    Moi: draw Boros Charm. Mountain, Shrine, Guide attacks.
    16-20

    Turn 3
    Opp: Urza’s Power Plant, TKS (steal Boros Charm).
    Moi: draw Helix. Mesa, suspend Rift Bolt.
    Shrine: 1
    16-20

    Turn 4
    Opp: Urza’s Tower, TKS attacks (I sack Mesa for a Mountain), block with Guide and Helix TKS (draw Helix), Relic into exile and draw, Endbringer.
    Moi: Rift Bolt face->countered by Warping Wail. Draw Guide. Guide, attacks.
    Shrine: 5
    14-19

    Turn 5

    Opp: Endbringer draws a card, Ballista (4/4), I play Boros Charm.
    Moi: draw Spike. Spike, Endbringer damages Guide, Ballista kills Guide (3/3), Helix opp.
    Shrine: 9
    4-25

    Regarding the various options of playing cards, I believe we play Guide on turn one not simply because it causes two damage (which is less than Lava Spike), but rather due to the possibility of future damage. If unanswered for two more turns then a single mana would have contributed six damage. However, creatures can be shut out by larger creatures or simply removed, so there is considerable uncertainty as to how much damage will go through.

    Therefore I am not sure why Boros Charm would be a priority in turn two over Shrine, give that Shrine is likely going to do much more than four damage during the game, and most likely will not be answered. Note additionally that the speed of damage is irrelevant any time before the opponent dies, so for instance, five damage over two turns is better than four damage in one turn if they don’t die this turn.

    Finally, thanks to everyone for contributing to this forum. It is a great learning experience for me and motivates me further to explore the deck Smile
    Posted in: Modern Archives - Proven
  • 1

    posted a message on Burn
    Ladies and gentlemen!

    Here is the log of the game against Eldrazi Tron…

    Opening Hand
    Rift Bolt, Shrine x2, Boros Charm, Arid Mesa, Vantage, Mountain

    Turn 1
    Opp: Eldrazi Temple.
    Moi: draw Goblin Guide. Vantage, suspend Rift Bolt.

    Turn 2
    Opp: Urza’s Mine.
    Moi: Rift Bolt face->countered by Warping Wail. Draw Boros Charm. Mountain, Shrine.

    Turn 3
    Opp: Urza’s Power Plant, TKS (steal Boros Charm).
    Moi: draw Helix. Mesa, Guide.
    Shrine: 2

    Turn 4
    Opp: Urza’s Tower, TKS attacks (I sack Mesa for a Mountain), block with Guide and Helix TKS (draw Helix), Relic into exile and draw, Endbringer.
    Moi: draw Guide. Guide.
    Shrine: 5
    20-22

    Turn 5

    Opp: Endbringer draws a card, Ballista (4/4), I play Boros Charm.
    Moi: draw Spike. Spike, Endbringer damages Guide, Ballista kills Guide (3/3), Helix opp.
    Shrine: 9
    10-25

    From here you can see that the Shrine will finish the opp in turn 6 no matter what they do.
    Posted in: Modern Archives - Proven
  • 2

    posted a message on Burn
    On the other hand, we are better off being open about new cards coming in because if not, we will shut down the possibility of the deck ever developing. Just as the (current) lone GP win does not prove that Shrine is better than Eidolon in all cases, nor does the (currently) limited experience indicate that Shrine is strictly worse.

    As such I much prefer testing over theory-crafting, because we can accidentally miss many considerations with our theories. Magic is a complex game and it seems very hard to demonstrate with reasoning alone why card A is superior than card B. I for one have no idea how the Shrine may fare, but will find out for myself over time. And even then, my results will be based on my own style of play, and my personal conclusions may differ from those of another player.

    At the very least, a deck that wins a major GP has to be very good, even if it is not perfect. Winning a GP looks like very hard work! If we are not open to following up on such results with investigation then Shrine (or any other new inclusion) will have no chance at all.

    Magic is the great game it is because there are few definite answers; it is in the discovery that we come to enjoy the game so much. Perhaps the ultimate Burn deck has yet to be put together- if there even is such a thing, given that the deck's success depends heavily on the other decks in the population.
    Posted in: Modern Archives - Proven
  • 1

    posted a message on Burn
    To elaborate further, we usually think of the various spells in terms of cost:damage efficiency. However, there can come situations where we are short on cards in hand, and are therefore limited as to how much damage we can inflict. In these situations the Shrine is excellent at providing additional reach, as it does a massive amount of damage from a single card. Such situations are more likely where we have drawn more lands than we need to empty our hand of spells.
    Posted in: Modern Archives - Proven
  • 3

    posted a message on Burn
    I decided to try out the Shrine...I play in the Modern Friendly leagues on MTGO. Prior to this I had played 60 matches with Burn, with a 50.0% win rate. Of the 10 matches I have played with the Shrine so far, I have won 7 for a 70.0% win rate. I shall keep playing on and see how it goes.

    It definitely won me some games- there was one game for example where I had the opponent down to 4 life, but he sprang back up to 8, and then a Shrine on 8 finished him off. It seems excellent whenever our main plan doesn't work out perfectly, for example when we start top-decking unnecessary lands in the mid-game.

    With the Eidolon (who has my favorite artwork in all of MTG), he also dominated and won me some matches, such as against UR Gifts Storm. However, in certain other matches he just got removed immediately for 2 damage to the opponent, or was not relevant at all since their spells were bigger.

    It seems to me so far like the choice depends on the meta you are in, as well as the degree of variance you want to entertain. Having said that, I intend to play on to the 100th overall match to see how I perceive them thereafter.
    Posted in: Modern Archives - Proven
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    posted a message on Dredge
    Awesome work pal, keep it up! Looks just great!
    Posted in: Combo
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