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  • posted a message on Burn
    Quote from Bluesy_92 »
    I k
    Quote from IDoC »
    Quote from Bluesy_92 »
    Quote from IDoC »


    If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.


    I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.

    I also think that your new mana base is vastly superior to the old one.

    I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?


    Helix is just a more reliable card in general. You can't cast Blaze if your opponent doesn't have a creature (or if they have a Leyline out), and Helix is always 3 damage even if you can't trigger landfall. The lifegain from Helix can also make a significant difference when racing, even in matchups against creatures with more than three toughness. I currently play four of each in my maindeck, and I do think Blaze is a more objectively powerful card, so it's not like one is clearly better than the other - adjust the numbers to what you think will serve you best in the meta. I think, though, that versatility is worth a lot when deciding which cards to maindeck, which is why I'd default to cutting Blaze before I cut Helix unless I had a specific and compelling reason to do otherwise.
    I do also see why people would cut Lavamancer, but I've found him to be useful. I once blocked a lifelinker with Lavamancer, and used his ability to kill him, so no combat damage was assigned. He's also good when top-decking with 3 mana out, because after using whatever spell you topdeck, he can be a mana-sink to get an extra 2 damage through. He can also eat small creatures to clear a board while allowing your hand to be aimed ast face. I know he's the slowest creature in Burn, but I still haven't seen a strong reason for the lists without him, because he's very versatile. As far as searing blaze, I do see the point about Helix being more reliable. And with 2 Blood in the Side, I can go up to 5 Seasring effects if need be. Plus, I think Blaze will be better against Eldrazi Tron and Deaths Shadow, where the creatures that cause problems wouldn't die to 3 damage anyway, but 3 life might help the race. Do I think I might go with 4 Helix 3 Blaze, but still keep 2 Blood in the sideboard, for when 3 Searing effects isn't enough.


    So you think I should go down to 19 lands in order to have lavamancer?
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Guys, I am currently on the boros list with four of everything (GGs, Eidolons, Swiftspear, Searing Blaze, Boros Charm, Lightning Helix, Lightning Bolt, Skullcrack, Rift Bolt, Lava Spike) and 20 Lands. I had at one point been running 3 blazes and one lavamancer, but it seems like when blaze is good its too good and lavamancer typically gets the axe by any removal. I do like lavamancer so Im considering bringing one back in. I see most deck lists online just end up cutting a land for the lavamancer rather than giving up a burn spell. Im just a little leary of dropping to 19 lands. What are your guys thoughts?
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Hello guys, this question isn't necessarily about a specific deck set up, so I am hoping you can still provide an answer. I just finished foiling out my deck, and I love it. I do well in my small 14-20 person fnms, but the last time I played an open I didn't do so hot. for reference my deck list is the same as this link https://www.mtggoldfish.com/deck/689472#paper with the exception of 2xkor fir-walker in the side in place of stony silence and only 3 searing blaze, one of which has been replaced by a grim lavamancer. Anyway I just want to take your temperature about the deck in the current meta. I feel that it matches up favorably against the top deck (grixis shadow) but is only medium to eldrazi tron and doesn't do well against affinity. I have burn, eldrazi stompy, edrazi tron and tron also and my skill level is about the same with all of them. I am playing an 8k on Saturday and I would like to bring my burn since it is my only foil deck, but it's been a while since I have played against a huge/unknown field with any deck. TLDR, should I play burn on Saturday?
    Posted in: Modern Archives - Proven
  • posted a message on Death And Taxes
    I have gotta say, I was very inspired by theau mery's list after watching coverage. I have to admit, looking at the list I was a little skepitcal. I traded my gb tron deck online to get it. It is crazy. I think it has to be better than 50% against every matchup other than affinity and burn. It easy stomps on death's shadow. It is so fun. I think i'm going to trade for it in paper as well it is so good! Im thinking about taking out the 2x silence for 2x leonin relic warder, thoughts?
    Posted in: Aggro & Tempo
  • posted a message on Ironworks combo
    Quote from sss123 »
    You can try Leyline of the Void since you are playing BG...


    Great call thanks
    Posted in: Modern
  • posted a message on Ironworks combo
    Hey all, i have played agaunst this deck twice in a competitive league and twice in a friendly league in the last two days. After watching it go off on turn 3 more than once, i realize it breaks modern's cardinal rule and may not be around too long. But since i seem to get matched up against it constantly for the meantime has anyone figured out a good way to beat this. I run artifact heavy decks so stony silence is not an option. Should i be playibg gw tron with four rest in peace and four rule of law? So far none of the answers i run have been effective. Thanks all
    Posted in: Modern
  • posted a message on Question about turns after time has run out
    Ok, thats what i was wondering. So until something from that deck gets banned, if you are unlucky enough to be matched against that deck, you can be stuck in a 2 hour game. It just seems inherently unreasonable for the whole field to be forced to wait for one match in which one player is virtually playing solitaire for the whole time.
    Posted in: Magic Rulings
  • posted a message on Question about turns after time has run out
    Hey All,

    Hoping I can get an answer on a specific situation that occurred and put extension how this situation is normally dealt with. My opponent and I went to turns. He was playing that scrap trawler/iron works combo. I had pithing needle on his wincon. On turn five of turns he starts churning through his deck. I was sitting there for about 15 minutes before I said to him essentially, "Buddy, you are keeping everyone waiting, can you get out of the lock." He gave me a very situational answer about one card that he could eventually get to kill my needle. Fine w/e at this point I and everyone else there was ready to move on with life. Since it was a casual tourney, I said I'll be the nice guy here and just call it quits. It would have taken him at least another 20-30 minutes (and that is a generous estimate) to do do what he was saying and get there. Is there a point in a competitive tournament where that situation would be addressed and the tie would be called? I get in a casual situation it not a big deal, but if you have 80 or 90 other people sitting around waiting, does the judge eventually just call it? I apologize if this has been answered elsewhere, but I am interested to know the answer. I know eggs was initially banned for a similar reason and I didn't know if there were rules to address it.

    Thanks all, Much love
    Posted in: Magic Rulings
  • posted a message on [Primer] Gx Tron
    hey all, thoughts on the eldrazi tron match up? I just had a round on a competitive league vs it. Won g1 through chalice on one and a thought-knot. Opponent mulliganed to 5 g2 but had chalice on one then had runner runner thought-knot seer (it was pretty insane) on turn 3 and 4. G3 he surgicalled my tower and that was pretty much the end of it as it took me 4 turns to draw a fourth land (I had a oblivion stone out but was facing down a TKS and a Matter Reshaper with no other answers). I feel we outclass them in every way but disruption. I have eldrazi tron in paper as well as regular tron. I really love GB tron, but im trying to figure out how to navigate the matchup since I plan on bringing it to an scg IQ on saturday. Should I side in more hand distruption. I'm running 2x duress in the side atm, but maybe its just better to run thought sieze or something. Any advice is much appreciated. Deck is below for reference:

    Posted in: Big Mana
  • posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from Vissah »
    Quote from TheBullwark »
    Quote from NZB2323 »
    Hoser sideboard cards are needed for certain matchups, especially those with a very high game 1 winning %(see affinity) and there are answers to those sideboard cards. Abrupt Decay, disenchant, wear//tear, fragmentize, etc. answer all the "offending" SB cards.


    Hosers are not needed when there are plenty of similar effects, as I stated above, if you dont believe there is an issue, please dont respond. Thank you


    Hahahaha so you post on here for a discussion about sideboard cards and sideboarding but when someone not agrees with you you tell them not to respond..:-/

    Nice one mate.


    Please read the initial post, if you dont believe there is a problem there is no reason to respond, this is only for people who would like to discus this issue. n1 Mate
    Posted in: Modern Archives
  • posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Quote from NZB2323 »
    Hoser sideboard cards are needed for certain matchups, especially those with a very high game 1 winning %(see affinity) and there are answers to those sideboard cards. Abrupt Decay, disenchant, wear//tear, fragmentize, etc. answer all the "offending" SB cards.


    Hosers are not needed when there are plenty of similar effects, as I stated above, if you dont believe there is an issue, please dont respond. Thank you
    Posted in: Modern Archives
  • posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    Hey All,

    Thoughts/Issues:

    I have been playing a lot lately and it occurs to me that there as a lot of similar sideboard effects and some are clearly better than others. When I say this I mean some are total hosers and some are conditional and make it difficult for the enemy to recover from. I personally favor the conditional ones that make it difficult to come back from. I think it is pretty ridiculous that you can win a game against a match-up that is almost 50-50 then play a game in which your opponent can bring in a 3-4 copies of a card that if drawn make the match up 95-5 in their favor. There are plenty of sideboard hate cards, why do we have to be subject to the fact that people can just throw in a bunch of sideboard hate that wins them the game if drawn (and we all know they will mulligan to it). I'm sure everyone has had this experience and as much as it feels good to cast rest in peace against dredge, it ruins the fabric of the game and removes the skill aspect for variance. A few particular offenders are listed below with their similarly corresponding sideboard hate which do no make it impossible to win through but do make it difficult:

    Rest in Peace- Grafdigger's Cage, Relic of Progenitus, Surgical Extraction
    Stony Silence- Suppression Field, Harsh Mentor, Pithing Needle
    Chalice of the Void- Any Counterspell that wouldn't be included in a main deck

    These are just a few but there are a bunch more. I know everyone has been on the receiving end of these hoser sideboard cards and that at the same time certain match ups are inevitably better than others and need some help out of the side. I think the difference is that sideboards are not meant to make games based entirely on variance, but that is what the game has become in a sense.

    Conclusions/Solutions:

    Easiest:

    Ban offending sideboard cards

    Middle Difficulty/Not Ideal:

    Create a restricted list for hoser sideboard cards

    Hardest Difficulty/Hardest to Swallow but Makes the Most Sense:

    Lessen the amount of sideboard cards from 15, could be either 10 or 8 or a similar number

    Pleas Weigh In Below:

    I'd like to hear what sideboard cards are an issue in your mind and what you think could be a possible solution. If you don't see this as an issue please don't waste the space commenting below.
    Posted in: Modern Archives
  • posted a message on [Primer] Lantern Control
    Any advice on the counters company matchup? I'm rusty with the lantern and just took a major pummeling, but I feel like we have all the tools to beat it. I know I misplayed heavily but I would love to get some input on this one
    Posted in: Control
  • posted a message on [Primer] Affinity
    Me too
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Affinity
    I will be going to MANILA GP tomorrow.
    This is my robot line up:
    Creatures (27)
    3 Memnite
    4 Arcbound ravager
    2 Etched Champion
    2 Master of Ehtherium
    4 Steel Overseer
    4 Ornithopter
    4 Vault Skirge
    4 Signal Pest
    Spells (4)
    4 Galvanic Blast
    Artifacts (12)
    4 Mox Opal
    4 Cranial Plating
    4 Springleaf Drum
    Lands (17)
    4 Blinkmoth Nexus
    4 Darksteel Citadel
    3 Glimmervoid
    4 Inkmoth Nexus
    1 Island
    1 Spire of Industry
    Sideboard (15)
    2 Thoughtseize
    1 Ancient Grudge
    2 Whipflare
    2 Etched Champion
    1 Ghirapur Aether Grid
    1 Wear // Tear
    1 Grafdigger's Cage
    2 Stubborn Denial
    2 Discpatch
    1 Bloodmoon
    <Beep,boop>


    GL HF bot boi
    Posted in: Aggro & Tempo
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