All users will need to merge their MTGSalvation account with a new or existing Twitch account starting Sept 25th. You can merge your accounts by clicking here. Have questions? Learn more here.
Treasure Cruisin' Gifts Storm
The Role of Ecosystems in Fantasy Worldbuilding
Life's Legacy: Delving into Delver
  • posted a message on RW Eldrazi Moon
    The idea behind the Eldrazi Moon deck is simple: Play strong lock pieces which restrict your opponents' play, narrowing their ability to react to your already hard-to-interact-with threats. The Chalice+Blood Moon lock is traditionally strong, especially coupled with planeswalker threats which double as removal.
    The Eldrazi side of the deck came about because I was struggling to interact with the opponent's hand, and to end the game quickly enough. TKS and Smasher are huge discountable bodies, which are tough to remove and end the game quickly.

    The biggest fear I had about the deck was that it would be unable to cast TKS and Smasher through Blood Moon. This hasn't been a problem, however, as an early Blood Moon OR an early TKS often ends the game, and the other being delayed is usually a non-factor. I've had a lot of success against Jeskai with this list, which I had been struggling against with straight sun/moon.

    Thoughts, suggestions, or feedback?
    Posted in: Deck Creation (Modern)
  • posted a message on December 2017 MCC Round 1 — Toyin' Around
    Toy Boat 2
    Artifact - Toy Vehicle (U)
    Whenever Toy Boat attacks, say "Toy Boat" ten times fast. If a person outside the game agrees that you have pronounced quickly and correctly, Toy Boat gets +2/+1 until end of turn.
    Whenever a player plays a card with water in the art, that player gains control of Toy Boat. Untap it. It gains haste until end of turn.
    Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
    Toy Boat, TOY BOAT, Thoy Toat, Bio Thoat...
    Posted in: Custom Card Contests and Games
  • posted a message on November 2017 MCC Round 2 — Chosen to Rule
    Shashara, Lady of the Dark Legions 1WB
    Legendary Creature - Human Wizard (M)
    Tap another untapped Human you control, put a Breath counter on Shashara, Lady of the Dark Legions.
    tap symbol Remove X Breath counters from Shashara: Exile target creature card with converted mana cost X from your Graveyard. Create a token that's a copy of that card, except it's a black Zombie, and it has no converted mana cost.
    Sacrifice a Zombie: Regenerate another target Human.
    They gave her their souls, and she gave them an army to fight in their stead.

    Round 1 Submission:
    Posted in: Custom Card Contests and Games
  • posted a message on Buffiing an Opponent's Creature
    jeskai runemark cares about what you, the owner has.

    so if you have a white permanent, it has flying. it doesn't matter what your opponent has in this case.

    So yes, it works.
    Posted in: Magic Rulings
  • posted a message on November 2017 MCC Round 1 — Made from Meteor Iron
    Nightblood, Destroyer of Evil 5BB
    Legendary Artifact - Equipment (M)
    When Nightblood, Destroyer of Evil enters the battlefield, target opponent gains control of it.
    At the beginning of your upkeep, Equip Nightblood to the creature you control with the greatest, or tied for the greatest power.
    At the begging of combat on your turn, Tap equipped creature, that creature deals damage equal to it's power to target creature with the least, or tied for the least, toughness.
    Vasher threw the sheathed sword at his enemies, and ran.
    Posted in: Custom Card Contests and Games
  • posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)

    The most fair metric, will be results.

    If we had a way to track data for Top 8's and 5-0's, that would be ideal to see general trends, but even those numbers as HolyDiva outlined could EASILY be skewed by a few grinders in the case of MTGO.

    This. I play goblins in legacy, and in terms of MWP it's very very good. But because representation is low, it rarely breaks T8. Low representation decks underperform in results based metrics.
    Posted in: Modern Archives
  • posted a message on [Deck] Goblins
    What I would love is to get enough of us in attendance for an event to break T8. If pwe
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    Totally. The discard is far better (in my opinion) than permanent answers like thorn for combo decks. It works vs. everyone, and comes in Turn 1
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    I didn't play 4th cavern because I wanted another black source, and I feel like our counterspell matchups are fine.

    4th war chief should be played, I regretted having only 3.

    I think that people really overvalue piledriver. It's the only "vanilla" creature in the deck. Early he doesn't do much, I usually tutor it up with matron
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    Hi Fourbirr.

    I agree about the REB, I am planning to go up to a 3rd Therapy.

    I haven't played a lot with Settler, but I think he's worth it. I find that the big mana matchups are not where I want piledriver super early, I'd rather disrupt mana. He lets me switch from a Port gameplan to playing creatures without losing mana denial. I never was in a position where Settler felt totally dead.
    Particularly vs. Eldrazi, I find that piledriver is fairly bad, as they often have early blockers. I think of piledriver as a "combo" finish card more than a beater, although he can race in our bad combo matchups. Piledriver is my least favorite goblin if I'm not winning that turn.

    2nd Sharpshooter: That's a fairly good point about redundancy. I feel like most creature decks are very heavy on 2-toughness creatures. I often am kiki-jiking my sharpshooter to kill bigger threats, so I felt that a 2nd would do well. He also gets swords/pushed alot, so having a 2nd can put the nail in after removal.

    Krenko does a lot of what Piledriver does, but better. He's really hard for other midrange decks (D+T, Eldrazi), to beat because he chups forever. Also he combos with Piledriver for the OTK. I didn't want to play him initially, but now always have 1, and often a 2nd in the sideboard. He's really good. Better than most goblins against STP if you have a warchief.
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    I think 4c control is a fine matchup. Any match where we're both playing creatures and removal spells, and our opponent isn't on a hard combo is going to be pretty good. Leovold is really the only big concern, and we can try to just go wide around him. I would take out tuktuk and sharpshooter, and bring in a few thoughtsieze, but I think our MD is pretty well suited to the matchup. If we can get goblin settler/kiki going (which is immune to abrupt decay), then we can shut them down hard.
    I haven't played against it much, but I think that, like stoneblade, we should do just fine.
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    Quote from Raizen884 »

    How has Warren Weirding been for you on the other matchups?

    Wierding pulls a ton of weight, I like it a lot. It kills Mother of Runes, True Name Nemesis, Tarmogoyf and non-gristlebrand fatties. It's also great against Infect, because it dodges the hexproof protection spells. I often can cast it for 1 off of Warchief.

    I agree on the Therapy > REB argument. I think REB is a holdover from when Omnitell was the deck to beat.
    Posted in: Midrange
  • posted a message on [Deck] Goblins
    Hi All: I just finished 21st at SCG Worchester (700+ Man Event) with the following list.

    I really liked the deck, and I think that it's within maybe 3 cards of my ideal list. I waver around a bit about the sideboard, but every card in it proved critical at some point in the event. My biggest questions are: doesgoblin settler belong in the main or sideboard, how many of which discard spells to play, is Red Elemental Blast worth it, and how many goblin piledriver to run.

    Tournament Report:
    Round 1: 12post, 2-0 win. Wasteland was good in both games, and I got out early and stayed ahead. Opponent resolved zero threats either game, although pithing needle on both wasteland and port were cast. Goblin Settler Kiki-Jiki, Mirror Breaker on T3 (off of lackey) sealed the deal game 2. I feel like this is a good matchup, much better than MUD or Eldrazi. Sideboard: In 3 TS, 2 Therapy, 3 Surgical, 1 Tuktuk. Out 4 incinerator, 1 Krenko, 1 Pyrokinesis, 1 Tarfire, 2 Ringleader.
    Record 1-0.

    Round 2: Burn, 2-0 win. I feel like this matchup shouldn't be great, but I always seem to win it. I think that this has to do with us having some good removal spells, and must-kill creatures. Opponent got me down to 4-8 both games, but couldn't finish the kill. Game two he flooded pretty hard (5 lands), which made that game a lot easier. Pyrokinesis is the MVP of this matchup, as it kills 2 creatures, and dodges eidolon of the great revel. Sideboard: In 2 Pyrokinesis, 1 Warren Wierding, 2 Cabal Therapy. Out 1 Goblin Settler, 1 Kiki-Jiki, 1 Tuktuk, 1 Sharpshooter, 1 Ringleader. Record 2-0.

    Round 3: Colorless Eldrazi, 0-2 Loss. I feel like this is a close matchup, maybe 45-55. My opponent had excellent starts, with T2 TKS both games, as well as Jitte and multiple revokers. I got off slow on Mana, and was never able to really get going. My vials got needled or revokered both games, which really sealed the deal. Sideboard: In 1 Wierding, 2 Pyrokinesis, 1 Sharpshooter, 1 Tuktuk. Out 1 Piledriver, 1 Siege-Gang, 1 Tarfire, 1 Ringleader.
    Record 2-1.

    R4: Death and Taxes, 2-0 Win. This is an excellent matchup, I wish I'd played it more. Our removal is a lot more efficient than theirs, and we have good answers to their equipment in Scrapper and killing creatures. Sideboard: In 1 Wierding, 2 Pyrokinesis, 1 Sharpshooter, 1 Tuktuk. Out 2 Piledriver, 1 Settler, 1 Ringleader.
    Record 3-1.

    R5: Black-Red Reanimator 2-1 Win. I was sure I would lose this, but it went surprisingly well. Game 1 he thoughsiezed a warchief out of my hand, and then cast Exhume. He only got Tidespout Tyrant, and couldn't immediately bounce the warchief. I went off on the mana reduction, and killed him Turn 3. Game 2 he won, but the game was very close. Sire of Insanity got me down to 1, before a topdeck matron vialed in, found wierding, and stalled, even landing a grafdigger's cage. I got him to 8 before he topdecked collective brutality for the win. Game 3 I drew multiple surgicals and thoughtsiezes, and just locked him out. Sideboard: In 3 thoughtsieze, 3 Surgical, 2 Therapy, 1 Grafdigger's Cage, 1 Warren Wierding. Out 4 Incinerator, 1 Sharpshooter, 1 Settler, 1 Kiki-Jiki, 2 Ringleader, 1 Tuktuk, 1 Siege-Gang. I also sided in +2 Pyrokinesis, -2 Ringleader game 3, because my opponent had entombed for Sire of Insanity game 2, which has 4 toughness.
    Record: 4-1.

    R6: Miracles 2-1 Win. I kept a very speculative game 1 hand with only 1 land on the draw, failed to draw another and lost. I should have mulliganed, but was intimidated, as this was my first SCG Tour opponent I recognized from coverage, and hoped to get lucky. Game two and three I buried him in card advantage, beating 3 Terminus and game 2, and destroying all of his white mana in game 3. Cavern of Souls, Aether Vial, and Ringleader were all excellent in this matchup, as was Kiki-Jiki. Sideboard: In 1 Red Elemental Blast, 3 Thoughtsieze, 2 Cabal Therapy. Out 1 Pyrokinesis, 1 Tarfire, 2 Warren Wierding, 1 Sharpshooter, 1 Incinerator.
    Record 5-1.

    R7: Omnitell 2-1 Win. Game 1 went as you'd expect, with him comboing on T2, total stomp. Game 2 I tore his hand apart with Thoughtsieze, 2 therapy, 2 flashback therapies. Game 3 wasteland destroyed his first land, and he was stuck on 2 mana for several turns. That gave me time to draw some discard spells and lock up the game. I think we're pretty unfavored in this matchup, but we can fight the non-nut-draw hands post-board very well. The fact that they use intuition makes surgical extraction much better than you would think, often surgical can completely fizzle their combo turn. Sideboard: In 3 Thoughtsieze, 2 Cabal Therapy, 3 Surgical Extraction, 1 Red Elemental Blast, 1 Warren Wierding. Out 4 Incinerator, 1 Tarfire, 1 Sharpshooter, 1 Tuktuk, 1 Pyrokinesis, 3 Ringleader.
    Record 6-1

    R8: Elves 0-2 Loss. I think this matchup is elves favored, heavily in G1 and slightly postboard. maybe 60-70% overall. Game 1 he comboed turn 3, and game 2 turn 4. I saw removal spells, but no pyrokinesis, which I think is our only real way to pull ahead. I was 1 turn off of sharpshooter both games, which is our best way to lock out the matchup. Sideboard: In 2 Pyrokinesis, 1 Sharpshooter, 1 Wierding, 1 Grafdigger's Cage. Out 1 Tuktuk, 1 Settler, 3 Ringleader.
    Record 6-2.

    R9: Merfolk 2-0 Win. This was my Day 2 win-and-in. On game 1 he got me to 4 with running lords, but I was able to clean up with my maindeck pyrokinesis and a Siege Gang Commander. Ended up piledrivering in for 11 the turn True Name Nemesis came in on Vial, go PRO BLUE! Game 2 I had multiple pyrokinesis and sharpshooter, total blowout. Both are amazing against Phantasmal Image as well. I think this matchup is in our favor, maybe 75%. Sideboard: In 2 Pyrokinesis, 1 Warren Wierding, 1 Sharpshooter, 1 Tuktuk. Out 1 Settler, 1 Lackey, 1 Stingscourger, 2 Ringleader.
    Record 7-2

    DAY 2!
    Round 10: BR Reanimator 0-2 Loss. This hurt! Both games he T1 reanimated Gristlebrand, with Chancellor of the Annex protection. There wasn't any real game here. See Sideboard from Day 1.
    Record 7-3

    Round 11: Colorless Eldrazi, 2-0 Win. Vindication! I made my land drops, and got to wasteland and rishaden port him pretty hard. While he managed some revokers and pithing needles, I was able to tutor up Tuktuk and Kiki-Jiki, clearing all of the artifacts. He landed TKS both games, but not Turn 2, and I was able to find removal, once pyrokinesis killed it with it's trigger on the stack. Same sideboard plan as Day 1.
    Record 8-3.

    Round 12: Food Chain Combo, 0-2 Loss. Game 1 I made the mistake of using several removal spells on Leovold, instead of just going wide, and drew him into the combo on his Turn 4. He was on the play, and I certainly had lethal on the way back if I had been on the play. Game two he played Engineered Plague, slowing me down immensely. I was a turn off of a lethal piledriver turn through it when he comboed off. I think this is a bad matchup, we don't have any real interaction for the combo. If I had drawn discard post-board it might have helped, but I think it's a 40% matchup at best, maybe as low as 30#. Sideboard: In 1 Pyroblast, 3 Thoughtsieze, 2 Cabal Therapy. Out 2 Ringleader, 1 Settler, 1 Stingscourger, 1 Sharpshooter, 1 Tarfire.
    Record 8-4.

    Round 13: Elves, 2-1 Win. Game 1 I got sharpshooter online after a couple of scary turns, and killed everything. Game 2 I couldn't kill his DRS with sharpshooter, and he Natural Ordered into Progenitus, with me at 9. Game 3 I landed lackeyed out a Siege-Gang, and it killed everything, with Grafdigger's cage blocking 3 tutors in his hand. Sideboard: Same as Day 1 Except +3 Thoughtsieze, -3 I don't remember. I felt that I needed more disruption for the spell component of the deck.
    Record 9-4.

    Round 14: Death and Taxes 2-1 Win. Game 1 he trashed me with a fast Jitte and many creatures, couldn't kill enough creatures or find Tuktuk Fast enough. Games 2 and 3 I had plenty of removal, and ground him into the dirt. Same sideboard as Day 1.
    Record 10-4

    Round 15: Infect 2-1 Win. Game 1 I had lot's of kills spells, incinerator is great, because they can't spell pierce, force, or daze it. Game 2 he T2 killed me with berserk. Game 3 I ground him out again, with pyrokinesis/tarfire/warren wierding. I think our combination of edicts, uncouterable removal, land destruction makes this matchup much closer than people commonly believe. I would put it at about 55-45 in our favor. Sideboard: In 2 Pyrokinesis, 1 Wierding, 1 Red Elemental Blast, 1 Sharpshooter. Out 4 Ringleader, 1 Tuktuk.
    FINAL Record 11-4. 21st of 700+.

    I felt this was a very strong finish, and I could easily have made top 8 if I'd played Miracles more often. I think that only 1-2 other players were on goblins, and one of those finished day 1 at 6-3, which puts them in the top 150. That's a darn good showing for the deck, and I think it's very good. I liked the combo sideboard plan of going into a bunch of discard, and I think I want to take out the Red Blast for a 3rd Therapy, but I'm not sure. Thoughts?
    Posted in: Midrange
  • To post a comment, please or register a new account.