Could you repost the discord link?
Also, that's a cool combo I didn't see. Thanks.
Edit: Nevermind, saw it is now in the primer.
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Apr 19, 2018What does your build look like? Merfolk always feels tight, and practically overloaded come Trickster. I see how Architect is sorta like a 3-mana Lord for us (arguably could fit in for Reerejey, or replace Harbinger for more Lords), though it doesn't itself benefit nor work well with Mutavault or Cavern of Souls. I have no idea what drops for Ballista... probably the Spell Pierces?Posted in: Aggro & Tempo
Just speculating, but I'd like to see your list.
Edit: Nevermind, found it a bit back. Cool shell. Architects are cheap and I have the Ballistae, so I may give this a shot sometime.
Apr 19, 2018I wouldn't use Nykthos for the reason indicated: too many lands that don't produce U can leave us in a bad spot. That said, the Grand Architect approach is interesting... It's not fully synergistic but Ballista provides a nice potential workaround to things like Bridge or removal for things like Devoted Druid.Posted in: Aggro & Tempo
Apr 19, 2018Burn is easier if you have incidental life gain like Courser or Command.Posted in: Big Mana
Command is definitely slower, and leans towards control rather than explosive, combo-like openings. For Pact, the reverse is true.
As for Wave, that was the very first incarnation of the deck. It's still the most powerful on an absolute level, but slower and less consistent. I wouldn't worry about Boseiju though: if they don't counter the Titan, you're probably in good shape regardless. Remember, these old builds had four different angles to win:
1. Garruk or Craterhoof overrun
2. Big Wave
3. Titan with KWR
Try not to tunnel vision on any one of these. They work independently and simultaneously towards your goal to overwhelm the opponent.
Apr 17, 2018It can't beat Merfolk on its fastest starts, but Merfolk does not always have those starts. The deck has tons of removal--8-to-12 single target effects, 3 sweepers, and some kind of additional anti-creature effect (Chandra, PnKN) are common in the MB. MoW is not a sufficient clock on its own, and will sometimes itself be blocked by Eternal Scourge, Hangarback Walker, or the like. It's tough to do 20 points quickly under those circumstances. Finally, a point needs to be made about Koth: he is not an "ultra slow walker." He costs 4 mana and can ultimate 2 turns later, which is faster than most. That ultimate basically means creature-based decks lose on the spot, and other decks can still find it hard to beat.Posted in: Aggro & Tempo
It's not unwinnable, but it is definitely not in Merfolk's favor.
Apr 17, 2018This trick also works if you're playing Path, Dismember, or Roast on Reality Smasher.Posted in: Big Mana
Apr 17, 2018As an also-Skred player, I will agree: Tidebinder on Stormbreath Dragon is annoying for the turn it takes me to find a removal spell, and that's it. Countermagic is better, but still not great. You need to stick something like a MoW, and that's not a guaranteed path to victory either. I generally feel Skred is really favored over Merfolk-like 65-35. Still, there aren't many Skred players generally, so you probably don't have to worry much about this matchup.Posted in: Aggro & Tempo
Apr 17, 2018I think that for combos, there are two approaches. One is to treat it as a combo-deck: go heavy on the tutoring, full playsets of all combo elements, and make that your primary game plan. The second is to have an incidental combo: both cards are useful on their own but synergize well if you get lucky; in this case the combo is the secondary plan. Counters-Company decks fall in the first bin.Posted in: Big Mana
I tend to play Devotion as a member of the second bin. My sole exception is the single copy of Vizier of Remedies I throw in my Eternal-Command builds. These builds benefit from Devoted Druid anyway to provide more turn-3 Titan or Command possibilities, and having a Vizier to tutor up and go infinite is just a nice option when available. At the worst, it's a body for a later overrun win.
Apr 17, 2018I concur that Scourge is better than Squee mk.3: colorless nature and bigger body make a serious difference, and Relic mitigates the relative downside.Posted in: Control
I'm a bit torn on Damping Sphere for us. It does help against Storm, Tron, and some other aggro and combo, but we're well-positioned against a lot of that stuff already, especially if we're already packing Abrade in addition to Blood Moon. It may be worthwhile though.
As for whether Mind Stone is good versus Magma Jet, I really think this is a meta-call. Burning out the opponent is an unlikely scenario, and generally Jet won't make a difference. Where it is more useful is when you can use it as a removal spell. Scry 2 is probably slightly more useful than a bonus card in the long run, but not dramatically different. Mind Stone is not what you want to play on turn 2 when the other guy has a Devoted Druid on the table; on the other hand, it's great versus UW Control and the like where you can threaten a turn 3 Koth. Mind Stone also can also become burn with PnKN, though this is clearly not as efficient as Jet.
In short: Mind Stone enables a quicker pivot into attack mode, while Magma Jet is better against small creatures. Decide which is more relevant in your meta.
Another random observation for those debating mana-ratios and land-counts: if you're dropping the Snow theme and you run a full set of Blood Moon, you can consider some amount of cycling lands; Blood Moon causes them to EtB untapped as a simple Mountain, mitigating the main drawback.
Apr 15, 2018I'll agree with a lot of what was just said. I've been tinkering with my own list, and I can agree that a few elements seem lackluster. Notably, Skred just isn't good enough now; it's nice to kill big things later on, but 4/4s landing on turns 1 and 2 are not something it can cope with. It has some synergy with Koth as mana-denial, but I don't know if that's good enough either. And since, as mentioned, Snow-Covered Mountains tips the Skred archetype, it may be unwise to continue their use for only the situational Scrying Sheets filter.Posted in: Control
One thing I do want to point out though is that Koth should not be compared to Chandra ToD directly. In a longer game, Chandra will generally be better as she can remove creatures, generate card advantage, and has an arguably more powerful ultimate. What Koth does is threaten to end the game fast. Even weaker as is, very few decks can handle Koth's ultimate, which can happen as fast as turn 5. In the meantime, he starts pressuring immediately with damage.
In the end, Skred is a metagame deck. In a meta filled with creature-light control, small-creature aggro, creature-based combo, or mid-range three-color (like Jund and Abzan), it does quite well. In a meta filled with unfair decks that cheat out far-too-big creatures (GDS, Hollow One, Breach-combo), spell-based combo (Storm), it's not as good. Modifications can help the deck beat some opponents versus others, but it is always going to be highly dependent on the metagame.
Apr 15, 2018What do you all think of this build?Posted in: Midrange
PonzaMagic OnlineOCTGN2ApprenticeBuy These Cards Creature
1 Birds of Paradise
4 Arbor Elf
2 Scavenging Ooze
4 Tireless Tracker
3 Stormbreath Dragon
2 Inferno Titan
4 Utopia Sprawl
3 Blood Moon
2 Courser of Kruphix
2 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
1 Cinder Glade
4 Stone Rain
4 Mwonvuli Acid-Moss
2 Molten Rain
2 Obstinate Baloth
1 Blood Moon
3 Relic of Progenitus
3 Beast Within
3 Anger of the Gods
MB Abrades provide security against Bridges, Lanterns, and Hollow One, and Sc.Ooze works to shore up the matches against aggro, Burn, and GY strategies. I know that it's traditional to run Chandra or Nissa, but I'm not sure they really fit the approach here, though Chandra might provide an alternate vector for winning.
Apr 14, 2018Red PWs push you towards a slower, more mana-intensive build. This will make you less consistent at putting over enough damage by turn 4. If you want to play those, Red Stompy builds have been doing really well lately.Posted in: Aggro & Tempo
Your deck looks pretty good, and I wouldn't actually recommend changing much at all. Storm can be rough game 1. Games 2 and 3 are better since you can mulligan to Eidolon or Pillar, but you're often down a game and it can still be dicey on the draw. We all have weak matchups though, so I wouldn't worry too much about it.
What sort of life-gain are you running into? Right now the only decks I can think of that have it in any quantity worth mentioning are equipment-based decks, and Burn tends to handle those pretty well.
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Dec 1, 2017lord_darkview posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemI'm all for making the Magic community a more accepting and welcoming place. However, this article basically uses the same hyperbolic vitriol and political edge that has crept in everywhere. I hear enough politics (combined with evangelizing and calling people Nazis) basically everywhere else. Can we fix these issues without resorting to the same base behavior?Posted in: Articles
I think we can.
#110 said it pretty well.
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