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  • posted a message on Colorless Eldrazi Stompy
    Hi Jordan,

    I noticed in your article you didn't mention in the new karn article none of the swords were mentioned possibly to slow but they can break dead locks.
    Posted in: Deck Creation (Modern)
  • posted a message on Colorless Eldrazi Stompy
    Hi, Jordan,

    I'm wanting to know your thoughts on the smuggler's copter spots I keep getting the feeling that often copter is either dying in my hand because of competing for turn 2 -5 or way too late after I'm running out of threats and wish it was just something else am I missing something in the casting priority?
    Is this your feeling too? I know it solves an issue for us is new Karn a better fit I feel half the time I would like the flex ability if I have a fast hand copter dies in my hand anyway so turn 3-4 before more card draw coming down seems like not a big issue.
    Posted in: Deck Creation (Modern)
  • posted a message on Colorless Eldrazi Stompy
    Quote from vhfforever »
    Quote from ManiakGS »
    http://www.starcitygames.com/decks/Regionals/2018-06-02_modern_Duluth_GA_US/1/

    congrats to this guy. 3rd place.

    That's my buddy I posted match-ups about. He had a pretty good run.

    Can anyone explain to me when/why you would board in Endbringer?


    When other things are bad. I usually bring it in when they have Bridge, too, because it's another way to win through a Bridge stall.



    endbringer for any deck you think its going to board in bridge also for games in general you think are going to go long
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from FlyingDelver »
    Quote from dorfadin29 »
    Quote from FlyingDelver »


    Well, I hope people will listen to that man, since I called it from the beginning on. BM is not good anymore in Mardu.

    Any reason for not including Liliana, did he state something in his patreon?



    LOL blood moon isn't good anymore that's funny it depends on your meta if you playing against heavy jund bbe meta with jeskai jace being the favoured jace deck of choice with some tron still running round blood moon is excellent.
    I played at a 4 round modern

    ROUND 1 Druid combo lost GAME 1 couldn't deal with rhonas and got ground out.GAME 2 side in 3 molten rain 1 blood moon on the play disrupt hand and board to the point he gets one basic and i molten rain him out of the game.GAME 3 i side out all blood mood and molten's back to a more aggressive side helix and more removal comes in and surgicals i tax his land he never gets past 3 lands i close him out of the game with hazoret.

    ROUND 2 U/W control GAME 1 win the roll tax his hand drop blood moon win the game he has one u mana that he managed to get before the moon dropped.GAME 2 i loose this game he manages to counter all the important things i do or path couldn't stablise.GAME 3 the extra blood moon comes in and the 3 moltens come in and surgicals again i lock him out of the game with discard and moon with molten rain.

    ROUND 3
    U/W control again GAME 1 he wins the dice roll grinds me out with counters and paths.GAME 2 side into my fav sided blood moon and molten rains grind him out with blood moon and pyromancer.GAME 3 i keep him off balance with blood moon and molten rain with discard and surgical his threats game grinds to a draw.

    ROUND 4 U/W/R geistGAME 1 he manages to slam a geist on 3 i cant grind out of it.GAME 2 blood moon and molten rain lock him out.GAME 3 same deal.


    so as you can see blood moon for me was the stand out proformer on the night lost me every game 2 that i lost game 1 and was on the play it also solo won me 2 control match-ups and ground another one to a draw.
    Final 3-0-1 i win the night and blood moon night.


    You really think I don't know that that depends on metas?

    Its funny you mentioned UW Control twice here, because BM is the first card I cut in that matchup. Don't think BM is good against a deck which runs around 8 basics...

    I mean, great that it worked for you, but that doesn't change the fact that I absolutely board the card out in that attrition based matchup. I still think that is the correct thing to do.

    Other times you want to draw a threat or discard spell while your opponent has enough basics on the BF, and then you are topdecking a BM, you will get sad.

    BM is actually also a card I cut against Jund, as well as Jeskai. IMO that are not the exact matchups where we want BM, and since I know those are popular now, I still am on the opinion that BM will for the general meta be not good anymore. I don't treat that deck as a tempo deck in those matchups, its a grindy deck and therefore will definitely board that way.

    Everyone personally has to decide ofc. But generally speaking, I think BM will be played less in Mardu going onward.


    for sure i think everyone plays it different the moon package for me is more of a bit of a got ya against u/w where they have 8 basics you do have to support your moons with the molten rains but i wasn't trying to screw them with blood moon more trying to cut them of colonnade use my discard to take away their threats (because they have low threat density) while surgical them.it just so happen i dropped on my turn 3 their turn two they opened colonnade then fetch land they had one opportunity at a basic leaving them with seven next turn i molten rained their basic allowing me to get so far ahead while they drew into another one.
    You have to think about the play opposed to draw if we are on the play putting moon down is more effective than on the draw as usually they will drop only one basic if any in that time.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from JustSeph1 »
    Not saying this solves the discussion, just that for his GP Toronto guide Thompson says to leave in the main deck Blood Moons vs. Jeskai and BGx matchups. For the Jeskai decks he says that bringing in molten rain is good in combination with Blood Moon because you can snipe their basics with it. For BGx he says its more iffy, he even leaves in his discard, but he leaves them in because (just like Grixis Shadow), they have to choose between playing around Blood Moon and casting all their spells. Can be very awkward, sometimes you have it and you win because they can't cast enough, sometimes they play around it and you just hinder their mana that way. I'm currently testing 2 Blood Moon main, 3 Rain with the 3 Surgical sideboard. Might test the Nahiri list to see how that works too, but I'm not too sold on it yet.

    Yeah i'm on the same plan except i'm on 2 moon main 1 side and 3 molten rain with 2 surgical.seems to do work for me....i'm more unhappy with the rest of my side pithing needle feels meh Kambal, Consul of Allocation also feels a bit underwhelming but i guess its meta based.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from FlyingDelver »


    Well, I hope people will listen to that man, since I called it from the beginning on. BM is not good anymore in Mardu.

    Any reason for not including Liliana, did he state something in his patreon?



    LOL blood moon isn't good anymore that's funny it depends on your meta if you playing against heavy jund bbe meta with jeskai jace being the favoured jace deck of choice with some tron still running round blood moon is excellent.
    I played at a 4 round modern

    ROUND 1 Druid combo lost GAME 1 couldn't deal with rhonas and got ground out.GAME 2 side in 3 molten rain 1 blood moon on the play disrupt hand and board to the point he gets one basic and i molten rain him out of the game.GAME 3 i side out all blood mood and molten's back to a more aggressive side helix and more removal comes in and surgicals i tax his land he never gets past 3 lands i close him out of the game with hazoret.

    ROUND 2 U/W control GAME 1 win the roll tax his hand drop blood moon win the game he has one u mana that he managed to get before the moon dropped.GAME 2 i loose this game he manages to counter all the important things i do or path couldn't stablise.GAME 3 the extra blood moon comes in and the 3 moltens come in and surgicals again i lock him out of the game with discard and moon with molten rain.

    ROUND 3
    U/W control again GAME 1 he wins the dice roll grinds me out with counters and paths.GAME 2 side into my fav sided blood moon and molten rains grind him out with blood moon and pyromancer.GAME 3 i keep him off balance with blood moon and molten rain with discard and surgical his threats game grinds to a draw.

    ROUND 4 U/W/R geistGAME 1 he manages to slam a geist on 3 i cant grind out of it.GAME 2 blood moon and molten rain lock him out.GAME 3 same deal.


    so as you can see blood moon for me was the stand out proformer on the night lost me every game 2 that i lost game 1 and was on the play it also solo won me 2 control match-ups and ground another one to a draw.
    Final 3-0-1 i win the night and blood moon night.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Quote from Froop91 »
    Quote from Pariah »


    Only thing I noticed is that Jeskai is absolutely brutal. Maybe its just inexperience or a lack of sequencing, but I couldnt do anything in the face of Snap-Bolt and Snap-Electrolyze. Feels absolutely awful. Tips are appreciated. Cheers!


    It is awful, indeed. We maybe need a threat that doesn' die to bolt/path...


    Do we need another threat or a win con. Mogis, God of Slaughter would offer us either constant removal or 2 damage every turn perhaps this is good enough even thou it will never be a creature.
    It all depends what you want from this slot weather an other swarm creature is needed or card or haste creature or industructable i dont know what the answer is...but food for thought
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Restore Balance
    Quote from epoa »
    Quote from dorfadin29 »
    Sorry you feel that way i didn't mean to offend just using facts and figures to justify a feeling in creation of the deck since these are the things you can judge a truly successful version on (based on meta/player skill and preference).
    So again ill point out stat's as a measure if i play 10 win cons in a deck say 4 colossus 4 nahari 2 chandra this would give me a 1 in 6 chance of drawing a win con which means i should have 1 in every hand by turn 4 logically depending on randomization of course.
    Sometimes you are going to hit clumps of win cons it happens out of the 10 win cons i play 6 so 60% of the time it will be either a nahari or chandra both of these cards allow us to get rid of any draws sub optimal for our situation either by discard and draw or reveal off the top and exile.
    The 2 Chandra's you only have a 20% chance to draw in your 1 in 6 won cons.If cast turn 4 you have a 0.12% chance of milling a restore balance or emrakul turn 4 it goes up by .5 of a percent every turn have it on the board from there this chance not really relevant (note math changes if we draw fetches).
    But ill leave it at that sorry again if i offended you ill leave this post at that.:sunny:


    Thanks for being a bigger person than I! Sorry I kinda exploded there. Not much sleep combined with waking up early and I took the statement more personally than you meant it to be. Especially since, as I admitted, I haven't tried the dedicated artifact list yet.

    I understand your point a lot better now on Chandra. Would Ajani Vengeant be a better consideration because he can lock down a land after a sweep while also providing removal (the jump from 3 damage to 4 isn't too drastic in our current meta)? Also, on 15post, what are your thoughts on the OG wincon: March of the machines?
    march and ajani both have their bonuses and negitives. landing a ajani is good can lock out the opponent but really the ulti doesn't win us the game we need to use the lightning helix abiltiy to get there...ajani in a pinch can be used as removal (have tested).
    March is a good card also (i admit i haven't tested this) this creates us a another i win button pretty instantly after a full balance with the amount of posts that we play pre-balance doesn't do anything could possibly be a negative i don't know how much for sure though.

    I understand why you don't like Chandra i was the same way to be honest but for us this plains walker has 3 relevant abilities is really never a dead card unless we cant get to 4 mana.There will be times you use it as an expensive 4 damage to a creature and fog some damage for sure and other times it will carry through beating someone that has landed like a liliana of the veil before you balanced and you redirect the 2 damage to lili mean while setting up your draws to close out a game with either the ulti or something else.
    It's not perfect but its close ideally we'd play like something like dovin bann if the ulti won us the game and the draw was a plus but that'd be op :p

    P.S The 15 post version you have to look at it differently i think thats where the confusion lies instead of playing a more controlling game using controlling balances the deck changes to a combo version.
    Often games look like this turn 1) evolving wilds/teramorphic turn 2) double post turn 3) cascader in your turn or theirs hopefully you have SSG cause its a full wipe this maybe delayed if you have blood moon by one turn Turn 4)colossus (most decks game 1 will have little to no answer and we beat through or we pair it with a plains walker the next turn.
    post version if i play more than 1 balance i feel like i'm loosing or the game is really close.
    Actually the deck you could consider it more like is Affinity has an amazing game 1 where you should be a head or wining 90% of the time game 2 it comes back to more even depending on the hate.
    Stony(not as back breaking as you think because we have wear//tear) kataki (this card is aids for this version can be played around with alot of work) Eidolon of Rehtoric(this card hurts this version more than the other makes us choose mana or spell half the time) shatter spree/storm (this is when it can get ugly for this version but its up to you to know how deep to play into one of these or not like most of modern A.K.A the do you have it test)

    The non post version sort does the same on the nahari plan but if your on the gargadon plan feels more controlish where you worry more about casting multiple balances to lock them out of the game while sacing to gargadon.
    This version is more a 50/50 deck game 1 not as explosive but game 2 your opponents don't have much targeted hate that would hate you out of a game.
    Chalice or Eidolon of rhetoric are the only 2 that people play i could think of.

    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Sorry you feel that way i didn't mean to offend just using facts and figures to justify a feeling in creation of the deck since these are the things you can judge a truly successful version on (based on meta/player skill and preference).
    So again ill point out stat's as a measure if i play 10 win cons in a deck say 4 colossus 4 nahari 2 chandra this would give me a 1 in 6 chance of drawing a win con which means i should have 1 in every hand by turn 4 logically depending on randomization of course.
    Sometimes you are going to hit clumps of win cons it happens out of the 10 win cons i play 6 so 60% of the time it will be either a nahari or chandra both of these cards allow us to get rid of any draws sub optimal for our situation either by discard and draw or reveal off the top and exile.
    The 2 Chandra's you only have a 20% chance to draw in your 1 in 6 won cons.If cast turn 4 you have a 0.12% chance of milling a restore balance or emrakul turn 4 it goes up by .5 of a percent every turn have it on the board from there this chance not really relevant (note math changes if we draw fetches).
    But ill leave it at that sorry again if i offended you ill leave this post at that.:sunny:
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Quote from epoa »
    However, on the opposite side of the spectrum, Balnce is the focus of the deck, otherwise we're playing crappy control. If you end up with too many wincons that don't synergize with RB, then you could end up with dead hands more often then not. I play two colossuses and I believe that's just right. Playing too many will often end up with having them dead in hand, especially since they require borderposts to be effective, which has come up in many games even in my 12post deck (to be fair, that list has 15 posts, but even then).

    I really don't like chandra in our deck. That list especially. Hitting RB off her gets rid of it permanently. Hitting Emrakul off of her and you won't be able to cast her. Hitting collosus off her and you better ensure you have the posts to cast it.

    I'm just not a big fan of the collosus version. It means all the artifact hate in sideboards is twice as effective against you and you lose synergy with RB. No, RB isn't a wincon, but it's the engine of the deck. This kind of build just makes our bad matchup's worse and gives our good matchups a chance to fight back.
    i completely disagree but that a mute point really for 1 emrakul's a 1 of possibility of hitting with chandra or a restore balance on turn 4 is like 3 in 48 it will happen but not often at all same goes for hitting multiple colossus unless your bad at shuffling then ofc you will hit multiples.
    with the Chandra plus nahari's you can get rid of excess wincon's the other versions more times i lose after a balance to not drawing a win con and letting my opponent back in the game.
    just saying your experience my be different than mine..and i definitely don't think it makes our bad match ups worse from my results over 100 games must be the player difference opposed to the deck i guess.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    i saw this list i thought it was pretty complete on the Hareruya website


    Main Deck
    4 Evolving Wilds
    1 Forest
    2 Mountain
    2 Plains
    1 Swamp
    2 Terramorphic Expanse
    12 Lands
    1 Emrakul, the Aeons Torn
    4 Metalwork Colossus
    4 Simian Spirit Guide
    9 Creatures
    2 Beast Within
    4 Violent Outburst
    2 Anger of the Gods
    4 Demonic Dread
    3 Restore Balance
    3 Blood Moon
    1 Fieldmist Borderpost
    4 Firewild Borderpost
    2 Mistvein Borderpost
    4 Veinfire Borderpost
    4 Wildfield Borderpost
    2 Chandra, Torch of Defiance
    4 Nahiri, the Harbinger
    39 Spells

    60 Mainboard Cards

    Sideboard
    3 Ravenous Trap
    2 Ricochet Trap
    3 Wear // Tear
    1 Maelstrom Pulse
    2 Timely Reinforcements
    4 Leyline of Sanctity
    15 Sideboard Cards



    now this brings up a point i like to make to people brewing with this deck and something i've found from personal experience.Balance does not win us the game so with our deck its a fine line between answers and threats yes sometimes a beast within or a SSG can get there but unless we are living the dream and have locked them out pretty much completely this i wouldn't count.Id recommend somewhere between 10 and 11 to game finnisher's else even if you get the perfect balance you may run out of steam.
    This list is the colossus version which is good and bad over gargadon or gargadon split versions.
    The positive this deck is very consistent at balance + colossus wins very quickly giving your opponent very little they can do about it cause we are often paying 2 for a 10/10 or its free.We also in this version being the jund version get demonic dread this helps us bypass blockers with our 10/10 or put our opponents to a choice when we have a 10/10 on the field and they balance.
    This version specifically has more draw with chandra +nahari than traditional version means we get the cards we need they also help us remove pesky creatures.this version will win you more game 1's.

    negatives of this version are artifact hate is like a time walk if targeted at our posts and it kills colossus as well.Also being a jund version we have to be more proactive because we are on a clock unlike the the uwrg version that can play counters from the board to slow the opponent down.

    things to keep any eye out for
    (Kataki, War's Wage) this card can wreck this version of the deck if unanswered paying 1 mana to keep your posts is back breaking.
    (Eidolon of rehtoric) this card ruins our day enough said.

    So after saying all this i believe right now a colossus version is still best due to the game 1's you will steal keep in mind this may not be true if you face alot of artifact hate in your meta possibly you could have lands in your side as funny as it sounds to get round that.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    after some testing id have to say metalwork colossus is strictly better than Greater Gargadon.
    Played FNM with the colossus list that had been posted on here with some slight changes i played 3 leyline's main opposed to 4 (played 3 blood moon main) even when i didnt draw the cascader to balance turn 3 metalwork colossus did work.
    Played FNM went 3-1 my only loss to counters company not because the deck was bad but my draws didn't line up well game 1 turn 2 blood moon game 2 turn 2 nahari.
    Deck felt great mainboard i think the side could use some work feels like its missing something but main deck seems solid still not set on chandra torch of defiance great card don't know how much we want it i'm scared of hitting a balance off it.


    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Quote from f97302012 »
    I got top4 and had 4-1-1 in group stage in a 36 person PPTQ in Japan with my balance deck yesterday.



    RG Valakut 2-0
    Dredge 0-2
    Burn 2-0
    Jeskai Nahiri 2-1
    Grixis Delver 2-1
    ID

    Eldrazi Tron 2-0
    Jeskai Nahiri 1-2

    1. I put Leyline in my main board because I saw Jenn's idea, I felt the most time I lost was caused by discard and some burn player in the tournament. It worked well in almost every match, so I think it is worth in main deck now.

    2. I still like Colossus to replace Greater Gargadon. It's MVP in E-tron's match up. Even they cast chalice in 0. We still can use Colossus to win.


    i like this list whats your experience with Chandra like especially being that you cant cast land off its plus or do anything with restore balances/emrakul most of the time metal work colossus to you hit they are exiled for good?
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    restore imbalance on the 14 of jun is the one that has cascade.
    so he is on
    21 lands(12 fetches)

    5 boarder posts (3 wildfeild ,2 feildmist)
    1 dsphere
    4 outburst
    4 ardent plea's
    4 simian spirit guides
    4 as foretold
    4 restore's
    4 ancestral
    4 nahari
    4 GG
    1 emrakul
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    by the was has anyone tried cast out? https://twitter.com/shaunmclaren?lang=en shawn mclarens final version so it seems as of Jun 14.I dont know if im a fan of his 4 visions he has 1 dsphere as removal for chalice main board?what if we went to a 3 dsphere and 2 visions how would that feel?
    Posted in: Combo
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