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  • posted a message on Dredgevine
    a little excited by Thrill of Possibility which when paired with izzet charm and merchant provide a decent instant speed discard packages again. it feels like the decks being pushed towards tempo rather than combo-aggro especially with all the flash creatures in simic that have been printed over the last couple of sets. ill be interested to see if a new vengevine build is possible after thrones release
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Syr Faren, The Hedgehammer is another of those 1-2 of, as hes great 1 of but terrible in multiples. i do think he makes savage swipe even better and i can't wait do use him in the deck.

    i don't think we are quite at the stage of needing granddaddy's temple as we don't quite have enough legendaries to justify it. if we get a second leg 2 drop then maybe.

    i don't think the serpent is quite there either, as it doesn't do as much as any other card for its mana cost.

    the adversary could be good vs jund but i feel like questing beast and discard beloth both do a better job in the matchup.
    Posted in: Aggro & Tempo
  • posted a message on [UPDATED] Impact Tremors Deck Idea
    Oops Thanks
    Posted in: Budget (Modern)
  • posted a message on Stompy
    I think for decks running three drops he replaces 1 steel leaf, if you have a high +1 counter synagy maybe 2 but no more. Not having evasion or native protection is a big downside. But the native counters make him at least a 1 of.
    Posted in: Aggro & Tempo
  • posted a message on [UPDATED] Impact Tremors Deck Idea
    The decks premise is solid but I think that there are three things you need to do to make it more viable.
    First choose a direction, tokens, cretures with multiple Triggers or blink

    And then lower the mana cost and find more effective ways of doing things

    and finally add a plan b incase you don't draw impact tremors

    If you decide on a direction and what some suggestions feel free to ask Smile
    Posted in: Budget (Modern)
  • posted a message on Black Moon
    In a deck with fetch and shocklands 5life for an extra card is huge. You also have very little other means of life gains (you also have to get to turn 5 to plays merchant and it has to resolve and you have to have a board presents). Also Bob in a deck with alot of high CMC 4-5 3-4 and 12-3drops it's a big risk. There is a reson Bob gets lower curve decks and it never/very rarely seem in mono black builds.

    Personal I would look at red for your card draw advantage engine. 4 mana Chandra is the traditional engin for mono red prison and black colored horizon lands and also solid. Arena is slow but it has the advantage of not getting hit by boardwipes and with the current speed of modern and with increased disruption mb it's far less low than it was.
    Something else to consider is if your running bloodghausts is either a way to loot and discard them for value, sac for value or something that used it's creture types as as is they aren't doing that much. You may have better value with other 2 drops with limited/1 time reanimation effects
    Posted in: Deck Creation (Modern)
  • posted a message on Black Moon
    some changes id recommend.
    dark confidant is bad with lots of high cmc cards (devotion already struggle with burn and this make thing a lot worse) so id drop it for almost any other card advantage engine.

    you need more disruption (specifically hand disruption), as yes modern is very vulnerable to blood moons but also the decks that are now have access to the blue and green force spell which make it very hard to keep a blood moon on the board.

    rakdos prison is already a fairly well established archetype i would suggest having a look at some of there staples as they may well be relevant
    like Collective Brutality, Dreadbore, Kolaghan's Command, Bitterblossom, angraths rampage ect
    Posted in: Deck Creation (Modern)
  • posted a message on Bomat Red
    after using this list at fnm and online ive revised it a little for the current meta (so many stone forge and midrange decks)

    out
    1 arcanist
    4 mutagenic growths

    in
    1 Chandra, Acolyte of Flame
    1 shard volley (thanks for the suggestion)
    3 Searing Blood


    sb anger over pyroclasm
    2 dragons claw over tormod crypts
    2 sinkhole over blood
    Posted in: Budget (Modern)
  • posted a message on [Primer] Soul Sisters
    Trophy ok, decay yeah, GQ sometimes :/ .... Boomerang now thats jank Wink

    But in all seriousness one of the main advantages of path is the ability to path your own cretures to ramp, and instant speed and the deck really need both.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    Quote from parol751 »
    Quote from AmicDeep »
    I agree that
    pendelhavrn is not a card for use. For it to work we need multiple cards that are 1/1s that need protection over tapping bout with our lands, in combo elves itakes sence hear in a aggro deck it doesn't and just provides feild and bloodmoon extra targets.

    On preserver, on the my apologies I ment pelt collector (my brain views them as interchangeable)
    In flash, I would argue it pretty relevent not all of the time but a significant amount. As if you play it conservatily it means you can instantly rebuild from boardwipes, get past counter spells, dodge removal giving it sudo haste, and provides instant speed blockers against decks like burn and humans when they think they are safe.

    I would also argue that avatars reach and large size are pretty relevent in several matchups, most notably spirits wich is increasing in power, phoenix has left the metals so not so much against them but fairy's looks poised for a resurgence and against them it's fantastic,

    Finally Vs ooze
    Ooze need stuff to have died to pump it and in matchups with limited removal or where path is the main removal ooze struggle to grow. Also ooze is there for one reason gy hate and life gain. That's where it blooms this is more of a agressive generalist. And and most importantly dosnt interfere with oozes pump to pump it's self.

    I agree this makes alot of 2 drops but if also point out that it with the droping of three drops this might be ok

    I'd expect the 2 drops slot to consist of
    4 guests
    4 avatars
    2 scooze
    2 preserver
    3 troll

    Along side 14 one drops and 10 inst/sorc spells that should be a pretty optimal build.
    (Maybe droping 1 troll for a Rhona's to blank batterskulls and deathshadow)


    Would an optimal fetch-less build be something like this then?


    Yeah that's pretty solid. The only changes I would make would be canopy lands over thickets when budget allows and maybe drop eones for rancora but that will be down to your own meta. Otherwise looks very solid. ( I also agree with 4 swipe as it's pretty much as good as dismember in the current stoneforge and burn meta.
    Posted in: Aggro & Tempo
  • posted a message on Stompy
    I agree that pendelhavrn is not a card for use. For it to work we need multiple cards that are 1/1s that need protection over tapping bout with our lands, in combo elves itakes sence hear in a aggro deck it doesn't and just provides feild and bloodmoon extra targets.

    On preserver, on the my apologies I ment pelt collector (my brain views them as interchangeable)
    In flash, I would argue it pretty relevent not all of the time but a significant amount. As if you play it conservatily it means you can instantly rebuild from boardwipes, get past counter spells, dodge removal giving it sudo haste, and provides instant speed blockers against decks like burn and humans when they think they are safe.

    I would also argue that avatars reach and large size are pretty relevent in several matchups, most notably spirits wich is increasing in power, phoenix has left the metals so not so much against them but fairy's looks poised for a resurgence and against them it's fantastic,

    Finally Vs ooze
    Ooze need stuff to have died to pump it and in matchups with limited removal or where path is the main removal ooze struggle to grow. Also ooze is there for one reason gy hate and life gain. That's where it blooms this is more of a agressive generalist. And and most importantly dosnt interfere with oozes pump to pump it's self.

    I agree this makes alot of 2 drops but if also point out that it with the droping of three drops this might be ok

    I'd expect the 2 drops slot to consist of
    4 guests
    4 avatars
    2 scooze
    2 preserver
    3 troll

    Along side 14 one drops and 10 inst/sorc spells that should be a pretty optimal build.
    (Maybe droping 1 troll for a Rhona's to blank batterskulls and deathshadow)
    Posted in: Aggro & Tempo
  • posted a message on Bomat Red
    been using this as a deck to lend out at modern fnms ands its top 8ed in a +24 person event. its about $120 and is pretty efficient


    its not perfect but it works well in a post banning meta and is pretty uptodate
    Posted in: Budget (Modern)
  • posted a message on [Semi-Budget] Esper Control
    thought id add this, this will most likely be my last update for this deck for a while as i feel its now pretty fine tuned having top 8ed me locals and fnm level comps
    the price is still around the $100 mark


    the decks has increased in power significantly with the change to the meta but it dose still struggle against burn, although the deck could very easily support 4 leylines now they have drops in price.

    Angel of Grace has proved it self the best option for the money time and time again and im very pleased with the 2/2/2 split on creatures

    Go for the Throat seems to be much better atm than cast down hence its inclusion

    i've yet to find a better counterspell than mana leak

    Creeping Tar Pit are essential to the deck even with the price tag a card that should no be cut.

    narset would be a very solid option over search for azcantat and is down to a mix of personal preference and budget

    Posted in: Budget (Modern)
  • posted a message on Goblin Duel Deck Upgrades?
    goblins is now a legitimate modern deck. for cheap upgrades id start making shore you have 4 ofs of the main cheap staples
    Frogtosser Banneret
    Goblin Matron
    Goblin Warchief
    Mogg War Marshal
    Munitions Expert
    2-3 Sling-Gang Lieutenant
    2-3 Tarfire
    2 Goblin Cratermaker
    are all $ .25 -.50 each

    other very solid cards as 1-2 ofs
    Earwig Squad
    Mad Auntie
    Pashalik Mons
    Goblin Chainwhirler


    less budget addions
    Goblin Piledriver
    goblin grenade
    Krenko, Mob Boss


    id have a look at
    https://www.mtgtop8.com/archetype?a=829&meta=51&f=MO
    for high powered deck lists. also bear in mind that most of the cost for these lists comes from the land base and if your careful can most likely be built much cheaper with pain and check lands.
    Goblin Trashmaster
    Posted in: Budget (Modern)
  • posted a message on Stompy
    Looking back at this deck now that the bannings have taken place and the metagame has shifted to be a little bit slower. YouTube dropped this video in my recommendations. The deck is based on the previous meta and looks sub optimal in a few ways, (Noble Hierarch?), but having watched the matches, one change seemed worth trying out and testing.

    Instead of choosing between Aspect of Hydra and Blossoming Defense as the flex slot, it drops Rancor completely and runs a full compliment of Aspects and still has room for Blossoming Defense as Vines 5 through 6.

    There are other changes that I see the standard Stompy deck making that might mean this change wont work so well, like dropping Steel Leaf Champion in favor of lowering the average casting cost of the deck. Not running Barkhide Troll as it was recording before M20 releasing. Running 6 Canopy lands, which seems was a short lived fad if this thread is any indication.

    But I'm curious if Aspect of Hydra replacing Rancor is a viable strategy, given how often Aspect can close the game and Rancor doesn't have the same large bodies it needs to help punch through.


    honestly there are alot of way to build the deck but some basic rules are
    aspect is good if you run steel leaf, as it can easily can pump for more than 4 with a turn 3 steel leaf. but vines is better if your running a lower curve

    rancor is good with hexdrinker and troll as the native protection of both means you less likely to get 2-1ed where as it wasn't as good before these cards due to so much mb removal in modern. also in a hexdrinker heavy build rancor can target hexdrinker which is more that any of the other pump spells can say.

    nobles are ok in builds with higher curves and where going tall is more important that going wide. they are bad in the more zoo like stompy that has become more popular recently.

    canopy lands are great 6 is perhaps a little high 5 i could see as workable in a build without fetchlands, in decks with fetchlands (for narnams) then 3 is the most you what to run.


    Posted in: Aggro & Tempo
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