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  • posted a message on Modern Spirits
    Hi everyone! I stopped playing Bant Spirits like 6 months ago, and I'm planning on retaking it. Question should be the same either if you are on UW or Bant: Unsettled Mariner. I've seen most lists lately have 2, 3 or 4 copies. Why is it so good for us? (considering we already have disruption in the ways of Wanderer, Queller, Drogskol...). I assume it must be good since so many people are playing, but is it really worth playing the whole playset? I'd appreciate if you can sell me your idea. Thanks in advance.
    Posted in: Aggro & Tempo
  • posted a message on U/W Denial
    As for the name, I believe this would fall in the Prison style deck.

    You may want to find some space for Runed Halo in your mainboard, specially if you are playing 8 Peek effects (maybe I'd cut a couple Telepathy).

    You may want to Peek (see what I did there?) at this 2014 article for a Mono White prison deck: http://www.starcitygames.com/article/28052_Prison-Hate-Modern.html
    Posted in: Deck Creation (Modern)
  • posted a message on UW Spirits
    Hi there! I'd like to try this deck, as I have most pieces. Nevertheless I'm missing the Aether Vial, and I see most of the lists posted here include the playset. How necessary is it? Can this deck work without it?

    Also, thoughts on Figure of Destiny? A T1 drop that can help us late game, why is it not really considered?
    Posted in: Modern Archives - Established
  • posted a message on Burn
    Quote from racerxen »
    Hey all, I'm 7 cards from finishing the deck (Arid Mesa and Guides, already pre order the MM17 ones), was wondering why some builds run Scalding Tarn over Arid Mesa?
    Some may run them because they have Tarns and not Mesas. They're identical as far as gameplay value because every red fetch in this deck is functionally identical.


    I can also think of a Pithing Needle naming your 4of fetchland. That can hurt a lot. The more variety of fetchlands the better imho.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    I've seen a recent increase of Kataki war's wage in the sideboard. Why is it prefered over Stony Silence? Thanks in advance.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Quote from FetchLand »
    12 points of damage in hand is likely too good to mulligan away, unless you are having mana troubles with a bunch of Boros Charms and no white sources (unlikely with 3 lands in hand).


    If you have 12 damage in hand, you likely almost have a win in hand. You can count on your opponent dealing 3 to themselves on average, which means you're 5 damage (2 cards) from the win. 3 lands and 4 spells is an easy keep.


    Thanks for your answers. So basically you don't mind not having a T1 creature drop as long as you keep enough instant/sorcery damage on hand. As I said I'm relatively new to Burn, I had in mind that having a T1 permanent thread was a must.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Quote from RyogAkari »
    I'm going to make a minor change to my decklist tonight. There is just so much death floating around that grim lavamancer is a wasted slot. I'm going to throw 2 shard volley in it's place because I can't stomach having additional 2 drops. When I put out a grim lavamancer and they respond with a collective brutality on their next turn I'm just wasting my time shuffling up.


    Hi! Long-time reader here, never posted before. Also, relatively new to Burn. I'm currently playing Naya, without Nacatls, with 4 Atarka's (can't understand why people are dropping it...).

    I understand you are playing 12 creatures (4 guides, 4 swiftspear and 4 eidolon), is that so? I just dropped the 4 Nacatls, and, like you, I'm also hesitating with the 2 lavamancer. I'm scared of dropping from 18 creatures to just 12. Is the lack of a T1 creature relevant? How do you keep/mulligan if you don't have a T1 creature, let's say with a hand with 4 inst/sorc (12 damage in hand)?
    Posted in: Modern Archives - Proven
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