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  • posted a message on Dredgevine
    Where are you seeing the Decklists?
    Posted in: Aggro & Tempo
  • posted a message on Dredgevine
    Absolutely true. That is why I have a single copy of Shenanigans in the board. And yes, needing BRG the first two turns of the game leaves us vulnerable to lots of things.

    Still, as the Street Wraith is the most underwhelming card in my Deck and I was thinking of replacing it anyways with Cathartic Reunion I will test Satyr Wayfinder again.
    Posted in: Aggro & Tempo
  • posted a message on Dredgevine
    Indeed will I give Satyr Wayfinder another try after reading that thread. I tested it a while ago but wasn't personally impressed. I found it stretched our color needs too much at the beginning and is somewhat slow (for my tastes) at 2 mana. But I cannot certainly argue with the results, so another test is in order.

    Quote from killer_eye »
    what i don't like here is burning inquiry, the randomness of that card can really hurt us if it got the wrong card.
    Indded the randomness could be hurtful, but we have 16 cards we want in our Graveyard (plus another 4 that, if discarded, can still be used). I like the speed with which Burning Inquiry fills the Graveyard, and I also tried to add another angle to the Deck which does not get hosed completely by GY hate.

    In practice, the engine performed averagely. Neither did it overperform nor did it it hinder me at all, even with the randomness of Inquiry. I will probably test Satyr again.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Modern Ninjas
    I am planning to test the following:

    Originally I had only both drawing Ninjas (Deep Hours and Infiltrator) and a larger counter suite, as well as more 1 CMC flying creatures to enable Ninjustu as quick as turn two.

    I found out that while I could Ninja in T2 around 80%+ of the time, and frequently dominated the early game, I tended to lose control later and wouldn't be able to deal the last finishing 5-6 damages needed to win. This version with more Ninjas aims and some Hand disruption aims to prevent that. I am hoping Mist-Syndicate Naga helps me close out the game.

    I am not totally sold on Fallen Shinobi yet, it seems too random at times and too expensive to Ninja in.

    PS. After some testing, I am definitely will drop Fallen Shinobi. With this amount of Lands I find it hard to use, and I want to maximize my amount of live Spells. The one advantage it has is it is a 5 CMC Blue card for Shoal, but I currently run only 2 instead of the full set.
    Posted in: Deck Creation (Modern)
  • posted a message on Dredgevine
    Unsure whether this is the correct place to post, but I am planning on testing this:

    The idea is to replace the now banned combo with a sort-of combo. That is, a small Hollow One package.

    Green is basically for Sideboard hate and for the remote possibility of having to need to hard cast Vengevine at some point (I dislike the idea of a completely dead card in my Hand).

    So, again being basically several mini combos, at least it goldfished fine, but I would be unsure how to sideboard G1 (mainly, what to take out):
    Posted in: Aggro & Tempo
  • posted a message on Skred Red
    I have just built a Skred Dragons (is there an official name for it?) and was wondering, what are the favorable matchups for it? Which ones are the toughest ones? It is my first time build a Skred deck of any kind, but I am simply a sucker for the Dragon theme.
    Posted in: Control
  • posted a message on Grixis Death's Shadow
    I can attest that GDS is hard to pick up initially. I lost many games and got frustrated, but fotunately kept up with it. It is quite a rewarding Deck to play. It feels like you always have a chance in the game. My advice would be to stick up with it and get as many reps as possible.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    Hello all. Returning GDS player here. I have noticed in recent lists that Snapcaste has dropped to 3 and Looting to 0-1. How is that so? I could understand Looting, but going out without 4 Snaps makes me feel a little insecure.
    Posted in: Midrange
  • posted a message on [Idea] Modern Miracles?
    I see where you're coming from. But I have tried Telling Time and though it's flavorful I am not impressed. I really have tried to like it, really. What we need is more/efficient ways of top deck manipulation.

    Also, imho the converted mana cost of Modern is so varied that trying to use Counterbalance, even if we had superb top deck manipulation, wouldn't guarantee a complete lockdown.
    Posted in: Deck Creation (Modern)
  • posted a message on [Idea] Modern Miracles?
    Well, I haven't tested this extensively, so my comments will be somewhat limited.

    I am unsure whether this is the usual control shell sans Seas but with Miracles, or exactly what. I am sure many have already tried this idea, but I am trying to find a home for our new overlord JTMS. The 4-of Snapcasters is to make sure I can draw as much as possible on the opponent's turn with Opt and Remand.

    On which matchups would we actually need a (multiple?) sweeper that would make pursuing Miracles worthwhile? Or is this already a foregone conclusion?
    Posted in: Deck Creation (Modern)
  • posted a message on UW Control
    Hello guys! I am unsure whether this is the right thread to post this, but as it is UW and the other thread does not seem to advance that much, I post this here. Yep, it's (probably) yet again another Miracles deck.

    I am unsure whether this is the usual control shell sans Seas but with Miracles, or exactly what. I am sure many have already tried this idea, but I am trying to find a home for our new overlord JTMS. The 4-of Snapcasters is to make sure I can draw as much as possible on the opponent's turn with Opt and Remand.

    On which matchups would we actually need a (multiple?) sweeper that would make pursuing Miracles worthwhile? Or is this already a foregone conclusion?
    Posted in: Control
  • posted a message on Jeskai Control
    Quote from Bearscape »
    I'd say on the contrary that Nahiri is excellent at switching gears, it's exactly why I like her as a wincon.

    I have actually been thinking and writing on a video on why I think Nahiri is an underplayed card in Modern, going very in depth on the strategy around her as I think she is much harder to play than many people think. Your post is good motivation to get that video done :p


    I would very much love to watch that.
    Posted in: Control
  • posted a message on Jeskai Control
    True about the openess of the format. Which can be a good thing, if one is skilled enough in their own deck.

    There hasn't been results with Nahiri, only with Queller Jeskai, which has me wondering whether it is because of Nahiri being too outdated or people simply trying newer builds.
    Posted in: Control
  • posted a message on Jeskai Control
    Is Jeskai Harbinger all but dead? It occurred to me that it is not so different from JTMS. Of course, JTMS is the most powerful Planeswalker ever, but they are really similar: they draw cards, protect themselves and hava game-winning ultimates. Nahiri may be weaker, but is generally quicker in achieving it. Or is Jace's +0 Brainstorm ability the actual deal-sealer?

    My intention is not to begin a banlist discussion (I don't intend it to sound that way). This talk is merely because Nahiri also costs 4 and is played at sorcery speed. With either Planewalker you have to play at sorcery speed at least 1 turn. And also they share some similarities as stated above. And today's meta is vastly different from a year ago, when Harbinger was all the rage. So if one is theoretically playable, can the other be? Maybe it can be revisited, probably with an updated build better suited to these times? Lightning Bolt / Lightning Helix are quite relevant, seeing Affinity, Burn, Counters Company are on the top. How would it fare against UW Control?
    Posted in: Control
  • posted a message on Dredge
    Quote from drinkard »
    RE: Life from the Loam:Golgari Thug Count

    Dredge 1 can be a significant change.

    It is exactly for this reason that you want 4 Life from the Loam and 3 Golgari Thug. It is counterintuitive, but think of it this way: Which card would you rather dredge? Which card would you rather have in your hand anyway? You are going to cast Life from the Loam the VAST majority of games that you win, but sometimes it feels sad to "waste" a dredge on it. You play 4 to have the maximum chance of having it in your opening hand and being free to dredge other pieces. All the while, it is also a dredger that "discards" itself or allows you to discard to hand size.

    RE: Land count
    I play 21 lands to make sure I have 14 green sources main because most keepable hands need G. Then I want 13 black sources games 2 and 3 when I want to resolve Thoughtseize, Duress, or Collective Brutality. I also want fetches and fetchable lands for maximum Bloodghast triggers. It is hard to pack the lands the right way at 19-20. Further than this, I want to be able to mulligan into a Neonate/Reunion/Looting + Dredger hand with R/G mana and preferably one more land.

    That being said, I am intrigued that the top 4 Dredge list from MKM had 4 fetches and 19 lands.

    Finally, fetches don't matter if they fetch mountains. Arid Mesa is just as good as anything else until you play a Forest or Overgrown Tomb.
    I guess it makes sense, but also I have seen some builds going down to 3 LftL. I really don't mind Dredging for LftL once I actually want to cast it, and Thug helps me get there quicker I feel.

    And yes, I may test 20 Lands later, but 21 feel good enough for me atm.
    Posted in: Combo
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