- Wraithpk
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spawnofhastur posted a message on The State of Modern Thread (Rules Update 27/10/17)I'll be honest, what we need is WotC to stop trying to pretend that if they hide their data, it will make their terrible formats seems less terrible.Posted in: Modern Archives -
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ktkenshinx posted a message on Modern Cheeri0s - Puresteel Equipment StormPosted in: ComboQuote from joshshadowfax »@ktk, the scenario has a second Coast in hand as well, so there's no mana decisions, just which engine to play and how many (if any) Cheeri0s to play. I was purposefully leaving out the opponent's T1 play to see how much it affects the choice.
Got it. The other scenario with just one land is also interesting and definitely comes up when I play.
For this two land scenario, I'm generally going to lead on Sram and play 1 equipment. If the opponent kills Sram, I replace him and get to try again with Paladin next turn (or wait for Silence/Song). If the opponent doesn't kill Sram, I'm drawing a card and setting myself up for a virtually guaranteed T3 win. If I draw another equipment off the first draw, I play it. I repeat this until I either hit Retract or have a hand with 2 equipment in it; in this case, I'm not dropping below 2 equipment without a Retract. At that point, we just chill until T2. There are basically no top-tier Modern decks that can beat two engines on the draw when they didn't have a T1 proactive play. As for the Retract line, if I have Opal, Retract, and at least 6 equipment, I'm just going for the T2 win.
This totally changes if I don't have that second engine. In that case, I'm probably playing every piece of equipment ASAP to either dig for a Retract or dig for engine #2. The number of removal options increases dramatically at 2 mana instead of 1: you add Terminate, Decay, Helix, and Brutality. You also give them one more turn to topdeck a one-mana removal, and a turn to draw a cantrip into a removal spell, all with the benefit of a fetch thinning one extra card. Bad odds for our engine! This is why I generally dig furiously in one engine hands. Of course, modify this as-needed if you also have a protection spell in hand.
As for lands, I'm going to assume that most fetches represent removal, but I'm not going to play scared because I have two engines. Even with one engine, their removal isn't going away later and the window for an opponent to make a mistake starts closing around T4, when they have more than enough mana to play a threat and hold up 2+ removal.
Quote from Smash10101 »So, can we talk about Sigil of Distinction for a bit? I've personally never played with the card, so I'm curious what other people's thoughts are on it. Is it better than Kite Shield? What about Bone Saw or Spidersilk Net? How do we decide what's better? Let's look at the pros and cons of each; remember, we generally don't care what most of these do if we're able to combo, they only matter if we aren't winning the turn we play them.
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What do you guys think?
I'm on 4 Mantle (helps with mana issues), 4 Net (reach is a key Plan B or C against Delver/Affinity/Infect), 4 Cathar's/Accorder's Shield (vigiliance lets you aggro more effectively and 3 toughness rocks), and 4 Bone Saw (+1 power helps the aggro clock). I used to have 3 Saw/1 Sigil but I almost never cast Sigil for mana, despite wanting a little extra power on the board. As an example, two Shielded/Netted engines can't double-block and kill Tasigur, Goyf, Reality Smasher, etc. Bone Saw makes that a lethal block, in addition to reducing the deck's aggro clock or Grapeshot thresholds when you can't combo.
Re: Kite Shield
Since picking this deck up again after Sram got spoiled, I've had maybe 2-3 games where I wanted Saw to be Kite Shield so it could save something from removal or allow it to make a better block. But I've had dozens of games where I played a Saw and was really happy it was adding power to the board instead of more useless toughness. This is doubly true with Push improving Esper decks, which don't play damage-based removal.
Quote from PPKAP »Curious about the possibility of Heart of Ghirapur over silence. Heart is a bit more proactive since your mana usage is split over two turns. Cast heart, pass, on the next turn, if it lives, you attack, sac it, and the rest of the turn is disruption-free. I know it has less utility vs some decks that are also trying to combo you out, but it does seem better as a goldfish. If the deck is actually popular, then silence for the mirror is likely where you want to be.
Hope of Ghirapur seems a little better on the defensive and a lot worse on the offensive. Defensively, you can go T1 Hope, T2 Engine and win. Silence doesn't allow that to happen. You can also T2 Hope with mana up and T3 engine ALSO with mana up. Then again, a topdecked Hope won't allow you to combo out for at least another turn. Of course, the card is bad offensively. It doesn't buy time against Infect, Ad Nauseam, the mirror, and other matchups. I'm sticking to Silence for now. -
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ktkenshinx posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)People are giving SFM way too much credit, and damage-based aggro decks too little credit, if they think SFM would completely remove those decks from the format. Affinity, Merfolk, Burn, Gruul Zoo, and Death's Shadow Zoo might lose some metagame ground as a result, but certainly wouldn't be removed from Modern. This is why I want us to view SFM as a generic answer for damage-based aggro decks. Players constantly complain about the lack of generic answers in Modern, and SFM is one such answer we might benefit from.Posted in: Modern Archives
Posters in this thread, content producers, and the overall Modern community have consistently overrated the impact of unbans, particularly unbans that benefit interactive strategies. BB, Sword, and AV all took significant flak when people suggested they be unbanned. Then they got unbanned and did basically nothing. That's not to say all interactive unbans are safe, or that we should automatically accept all interactive unbans just because they are interactive. Rather, we need to carefully examine our assumptions about interactive cards. SFM is included in that.
I expect SFM's unbanning would lead to a downtick Death's Shadow Zoo, Burn, Gruul Zoo, and Affinity (SFM plus splash damage from more Stony Silence decks). Tron and Breach Titan/Titan Shift decks would increase, as would Infect (which would, in turn, lower the ramp deck share). Then the format would shift back against Infect and basically self-regulate in a cycle. - To post a comment, please login or register a new account.
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With GDS pilots starting to figure that out, and UW moving towards Terminus and Oust, the matchup improved. I think it's still very unlikely to be an even matchup, though. If UW moves back towards Verdict, it'll make it bad again.
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If this card sees wide adoption by fair decks, it will go a long way towards slowing down the format, and I think that's a good thing. It hits almost every busted turn 1 play that enables so many decks. And it does so while not being something that combo decks will want. Great design.
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https://www.youtube.com/watch?v=HF0_3hFMX-4&list=PL04lbfeNAaS8W-BSi1u7JHHM4YesThl2V
This video is a few years old, but the point still stands. Belcher requires a certain amount of free fast mana to be consistent enough to be a real deck. There is a mono-green version now that's sort of a meme deck because it's capable of very quick kills, but it's inconsistent. Raising the number of free fast mana spells in the format from 8 copies to 12 greatly increases the consistency of this strategy, especially if they end up going with the London Mulligan. There is a very real possibility that adding Chrome Mox to the format makes Belcher consistent enough to be a real player in the meta, and do we really need another turn 1 or 2 deck in Modern? No, we don't.
Even if it's not Belcher specifically, Chrome Mox would absolutely result in the format speeding up, because that's what free fast mana does. We need to go in the opposite direction, so Chrome Mox is a huge no-go for an unbanning.
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What kind of effects could they staple graveyard hate onto to make it main deckable? Maybe something like a card that's a Shock that also exiles a card or two from a graveyard, or a modal card with graveyard hate along with effects that people often want main?
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I think the card I'm most hoping for is Counterspell. I don't even think it would be a huge difference, but it would be nice to not have to play such a wide split of incredibly situational 2 mana counters and hope you have the right one at the right time. I'm excited to see what else they have for us in this set, this is going to be HUGE for the format!
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