I feel like a big finisher that insta wins the game upon resolution like dragonstorm is what could put this deck on that sort of "modern power level" that most decks need to meet the competitive standard of today.
hey all, so with the recent spoiler for Skewer the Critics, my interest in burn has piqued.
I decided to throw together mono red because i've never personally been a huge fan of the white cards and the semi painful mana base that comes along with it.
anyways here's the decklist:
I feel keldon marauders is good enough to be played, but im not yet sure if it's worth playing 4 since its so high variance, sometimes dealing 5, other times only 2 but it eats a blocker or removal.
I've also thought about cards like a 2x mutavault for a way to help finish games.
I'm somewhat new to this deck so some constructive criticism would be useful.
because of the printing of assassin's trophy, i feel like i can confidantly say that GB decks will see quite the resurgeance in terms of play. since this is obviously not great for us since they can easily out grind us, I say we drop all of the grind and go as aggressive as possible, leading me to a decklist looking like this:
I decided against push since bolt is at worst a burn spell, which should be good for us if we're going more agressive since it'll be easier to close games faster, and dismember helps us drop shadow faster while killing almost the same stuff as push.
One of the tasigurs could easily be a tombstalker, although i'm unsure if it would be any better.
lmk what y'all think.
I've built a BUG deck using Assassin's Trophy+Snapcaster Mage to try it out. I love it and think BUG will be a real contender going forwards in modern. That said, I've played many games with GDS against it, and so far, GDS has a very real upper hand. The fact that Trophy can be countered really does make it a lot worse against us. Honestly, I think the way forwards is to return to 4x stubs in the main, and perhaps 1-2 Spell Snare in the SB against BGx decks.
Our delve threats still blanks much of their removal (apart from Abzan, path+trophy will most likely still be very rough), meaning that we can still rely on them as long as we have counterspells available. Also, trophy doesn't exile, so Kolaghan's is going to be as good as ever.
I think the meta will shift quite a bit, the BUG deck I built actually wanted to go late against UW, since it could run them out of wincons pretty easily. So one of our worst MUs will most likely suffer some. Our BGx MUs should be relatively unchanged.
Just my $0.02.
I actually played with 2 spell snares in my sb for a while. Here's the matchups they usually came in for:
Afinity: counters pretty much all of their best cards.
BGx decks: counters a lot of strong cards like dark confidant and goyf, as well as terminate and scavenging ooze. usually felt the worst against abzan.
Humans: This may seem out of place, since humans has cavern and vial, but it's totally worth bringing in since it answers a ton of strong cards like phantasmal image, thalia, thalia's lieutenent, and kitesail freebooter. the risk of it being dead is totally worth the reward, especially if your playing looting anyways.
Burn: Counters most of the cards that are strong against us like eidolon, boros charm, and skullcrack post board when we have brutalities.
Storm: counters all of their rituals and their enablers, which can slow them down a ton.
Goryo's vengeance: counters their most important card, and a lot of their discard outlets, like collective brutality, cathartic reunion, or izzet charm.
that's about all i can recall off the top of my head
yea im not quite sure on a 4 of the new tutor without some # of looting and and architects, since its not really a card id want to draw without one of those. I also feel like playing 3-4 snap with it could be wrong since it is gonna be like a 3 drop for us a lot just like snap. since usually you wanna play something the same turn you tutor it. more on collective brutality, I think it's a great silver bullet for rougher matchups or just setting up the graveyard for secrets or discarding dead cards and getting value. even in matchups where the lifegain is irrelevant, having 2 more points of burn could be relevant. on other silver bullets, liliana of the veil could be solid, as could something like raven's crime or even a card quite similar to brutality in a few ways, funeral charm.
this card is really exciting but i feel like just trying to slap it in as a 4 of in place of already well established cards like bauble or serum visions (or even looting to an extent) is incorrect. the best way to put this card in the deck is to trim some of the numbers of other stuff, bonus points if it's searchable by it too.
idk though, we may never end up playing this card. only time will tell i suppose.
there are a couple more cards that i thought about but have dismissed and decided not to mention, although if anyone else is inrested at looking into the new stuff there's plenty of resources like mtggoldfish.com and mythicspoiler.com
overall, guilds is looking like the best set for our deck in a while.
I've been playing rakdos charm in my sideboard lately over abrade and have enjoyed how it plays, which is why it's there.
Architects is just a 5th-6th street wraith.
collective brutality in the main seemed reasonable as a card to search with secrets and is another way to put creatures into the yard.
no inquisitions were added because i figured that higher threat density could possibly warrant a little less 1 mana disruption.
it could be possible that an 18th land could be right in this decklist aswell but idk.
I would assume mardu is fine against most control with bedlam reveler since it's basically a treasure cruise on a 3/4 prowess, which seems like a great way to bury control in card advantage.
It's really the same as in the last page and my signature (after many iterations, I've been very happy with this setup after I've cut every cute thing for making consistent the most powerful effects available for each slot - perhaps I'd also like a cycling land and decays but don't have the room for more taplands and removal respectively: Bog's in the main, due to no space in the sideboard). So, here you go:
Only 2 squee? I feel like this deck needs 4 since not only is he a great blocker, but he also makes infestation WAYYYY better, as well as conflagrate and late game lootings. I always want to draw at least on copy of squee in my opening hand or mill him as soon as possible because of how good he is, even in multiples.
Is there any reason for playing tec edge instead of playing the 3rd ghost quarter? just curious.
I've been considering just cutting the 2 stinkweed imp from the deck completely in favor of golgari brownscales, because of the life gain. Thoughts on this?
Hello fellow Delver friends! So I played a UR Delver list last Saturday to a successful undefeated record of 6-0! I've been lurking this forum for a little bit, but never found a list that suited my play style until now. Here's the list.
This list utilizes Disrupting Shoal to tap out for its threats and still be able to defend them against kill spells or possible combo kills. The decks I played against would be(in order) Abzan Company, Affinity, Grixis Shadow, 4 Color Midrange, Grixis Shadow, and Living End. The deck I struggled against the most was 4 Color Midrange, but timely Blood Moons managed to steal several games. It was four rounds and a cut to top 4 so I'm happy that it preformed as well as it did. Let me know what you all think!
The second option would be going more all in for a quicker kill, maybe by adding more potential threats like Kiln Fiend for clunky and grindy cards. Does this make the Jeskai/Humans MU better? Probably yes, probably no.
monastery swiftspear, enigma drake, delver of secrets or thing in the ice could be other options if we are trying to be more agressive. the main problem with delver and swiftspear is they die to bolt just like kiln fiend, thing is a complete nonbo with our delve creatures, and enigma drake is just a little bit too expensive for our deck.
then again, maybe the best way for us to be more aggressive would probably be to go up two 6-7 delve creatures and add a couple free spells like gut shot or mishra's bauble, and go up to 4 faithless looting or even tome scour to fill our yard enough to be able to have this many delve creatures.
or maybe our deck is just fine where it is now. I'm honestly not sure. I guess only time will tell.
There was someone that I was working on the primer with and giving him my ideas. He was supposed to log into my account and adjust the primer but he disappeared and I'm not qualified to do a primer because I have no idea how to get images up or create the scroll down menus. I'm just an avid player of turbofog and have tried every possible win condition and combination of colors possible so I feel I'm pretty knowledgeable up until recently since I haven't had a lot of time to play. I think the best way to when is probably either with a planeswalker ultimate, alternate win condition, or the mindslaver lock
have you tried approach of the second sun yet? seems solid in this deck.
on the primer, I would recomend you compile the info here on what cards and colors are best and maybe have some decklists so somebody else can edit it to include it all in the primer.
if you are interested, i could hand the primer over to you. and approach to me is a great wincon. its counter resilient
I don't know if I'm really qualified to run this primer, I only play pauper turbo fog, and I don't have the data or the knowledge on this deck to be able to properly rewrite the primer. I do plan to test this deck a little bit this summer, since it looks like fun and seems pretty well positioned, but as it stands I'll have to turn down your offer.
There was someone that I was working on the primer with and giving him my ideas. He was supposed to log into my account and adjust the primer but he disappeared and I'm not qualified to do a primer because I have no idea how to get images up or create the scroll down menus. I'm just an avid player of turbofog and have tried every possible win condition and combination of colors possible so I feel I'm pretty knowledgeable up until recently since I haven't had a lot of time to play. I think the best way to when is probably either with a planeswalker ultimate, alternate win condition, or the mindslaver lock
have you tried approach of the second sun yet? seems solid in this deck.
on the primer, I would recomend you compile the info here on what cards and colors are best and maybe have some decklists so somebody else can edit it to include it all in the primer.
decklist is as follows:
1 Blood Crypt
4 Bloodstained Mire
11 Mountain
2 Scalding Tarn
2 Gemstone Caverns
Combo stuff
4 Desperate Ritual
4 Irencrag Feat
4 Simian Spirit Guide
4 Thrill of Possibility
4 Lotus Bloom
4 Bogardan Hellkite
1 Dragonlord Kolaghan
4 Dragonstorm
2 Karn Liberated
3 Vessel of Volatility
3 Lightning Bolt
2 Magmatic Insight
1 Pyretic Ritual
4 Anger of the Gods
2 Chandra, Awakened Inferno
3 Relic of Progenitus
2 Shenanigans
2 Sorcerous Spyglass
2 Wurmcoil Engine
I feel like a big finisher that insta wins the game upon resolution like dragonstorm is what could put this deck on that sort of "modern power level" that most decks need to meet the competitive standard of today.
I decided to throw together mono red because i've never personally been a huge fan of the white cards and the semi painful mana base that comes along with it.
anyways here's the decklist:
4 Bloodstained Mire
13 Mountain
2 Scalding Tarn
Spells
4 Lightning Bolt
4 Searing Blaze
1 Shard Volley
4 Skullcrack
4 Lava Spike
4 Rift Bolt
4 Skewer the Critics
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
2 Keldon Marauders
4 Monastery Swiftspear
4 Grafdigger's Cage
3 Searing Blood
4 Shrine of Burning Rage
4 Smash to Smithereens
I feel keldon marauders is good enough to be played, but im not yet sure if it's worth playing 4 since its so high variance, sometimes dealing 5, other times only 2 but it eats a blocker or removal.
I've also thought about cards like a 2x mutavault for a way to help finish games.
I'm somewhat new to this deck so some constructive criticism would be useful.
2 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
2 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave
4 Mishra's Bauble
Instants (17)
3 Dismember
4 Lightning Bolt
4 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour
Sorceries (8)
3 Faithless Looting
1 Serum Visions
4 Thoughtseize
4 Death's Shadow
4 Gurmag Angler
4 Street Wraith
2 Tasigur, the Golden Fang
I decided against push since bolt is at worst a burn spell, which should be good for us if we're going more agressive since it'll be easier to close games faster, and dismember helps us drop shadow faster while killing almost the same stuff as push.
One of the tasigurs could easily be a tombstalker, although i'm unsure if it would be any better.
lmk what y'all think.
I actually played with 2 spell snares in my sb for a while. Here's the matchups they usually came in for:
Afinity: counters pretty much all of their best cards.
BGx decks: counters a lot of strong cards like dark confidant and goyf, as well as terminate and scavenging ooze. usually felt the worst against abzan.
Humans: This may seem out of place, since humans has cavern and vial, but it's totally worth bringing in since it answers a ton of strong cards like phantasmal image, thalia, thalia's lieutenent, and kitesail freebooter. the risk of it being dead is totally worth the reward, especially if your playing looting anyways.
Burn: Counters most of the cards that are strong against us like eidolon, boros charm, and skullcrack post board when we have brutalities.
Storm: counters all of their rituals and their enablers, which can slow them down a ton.
Goryo's vengeance: counters their most important card, and a lot of their discard outlets, like collective brutality, cathartic reunion, or izzet charm.
that's about all i can recall off the top of my head
this card is really exciting but i feel like just trying to slap it in as a 4 of in place of already well established cards like bauble or serum visions (or even looting to an extent) is incorrect. the best way to put this card in the deck is to trim some of the numbers of other stuff, bonus points if it's searchable by it too.
idk though, we may never end up playing this card. only time will tell i suppose.
anyways i wanted to mention some exciting new cards for us!
http://mythicspoiler.com/grn/cards/assassinstrophy.jpg
firstly we have a new removal spell which could prove useful for us.
https://media-dominaria.cursecdn.com/avatars/270/860/636722946574759813.png
then we have a new tutor which feels like it'll be great in or deck, since it can tutor infestation or brutality or maybe even abrupt decays or inquisitions or something.
http://mythicspoiler.com/grn/cards/vraskagolgariqueen1.jpg
lastly there's the new vraska planeswalker, which could be fun to mess around with, though she is certainly the weakest of these three imo.
there are a couple more cards that i thought about but have dismissed and decided not to mention, although if anyone else is inrested at looking into the new stuff there's plenty of resources like mtggoldfish.com and mythicspoiler.com
overall, guilds is looking like the best set for our deck in a while.
here's a decklist i came up with:
2 Blood Crypt
4 Bloodstained Mire
1 Island
4 Polluted Delta
2 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave
Artifacts: 4
4 Mishra's Bauble
Instants: 16
2 Dismember
1 Fatal Push
2 Lightning Bolt
3 Secrets of the Mausoleum
3 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour
1 Collective Brutality
2 Faithless Looting
4 Thoughtseize
Creatures: 16
4 Death's Shadow
4 Gurmag Angler
2 Snapcaster Mage
4 Street Wraith
2 Architects of will
2 Anger of the Gods
2 Ceremonious Rejection
1 Collective Brutality
1 Engineered Explosives
2 Grim Lavamancer
2 Kolaghan's Command
1 Liliana of the Veil
2 Rakdos Charm
1 Stubborn Denial
1 Temur Battle Rage
I've been playing rakdos charm in my sideboard lately over abrade and have enjoyed how it plays, which is why it's there.
Architects is just a 5th-6th street wraith.
collective brutality in the main seemed reasonable as a card to search with secrets and is another way to put creatures into the yard.
no inquisitions were added because i figured that higher threat density could possibly warrant a little less 1 mana disruption.
it could be possible that an 18th land could be right in this decklist aswell but idk.
video here: https://www.youtube.com/watch?v=_5XEFXd9J40
Only 2 squee? I feel like this deck needs 4 since not only is he a great blocker, but he also makes infestation WAYYYY better, as well as conflagrate and late game lootings. I always want to draw at least on copy of squee in my opening hand or mill him as soon as possible because of how good he is, even in multiples.
Is there any reason for playing tec edge instead of playing the 3rd ghost quarter? just curious.
I've been considering just cutting the 2 stinkweed imp from the deck completely in favor of golgari brownscales, because of the life gain. Thoughts on this?
Here's my current decklist for ref
2 Blood Crypt
4 Bloodstained Mire
1 Forest
3 Ghost Quarter
1 Marsh Flats
1 Mountain
2 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
1 Swamp
1 Windswept Heath
4 Wooded Foothills
Enchantments (4)
4 Zombie Infestation
1 Darkblast
1 Lightning Axe
Sorceries (20)
2 Collective Brutality
3 Conflagrate
3 Driven // Despair
4 Faithless Looting
4 Life from the Loam
4 Lingering Souls
Creatures (12)
4 Bloodghast
1 Golgari Brownscale
4 Squee, Goblin Nabob
2 Stinkweed Imp
1 Vengeful Pharaoh
1 Abrupt Decay
4 Ancient Grudge
2 Bojuka Bog
3 Golgari Brownscale
2 lightning axe
2 Ray of Revelation
1 Vengeful Pharaoh
Thoughts?
decklist looks good, how was deprive?
monastery swiftspear, enigma drake, delver of secrets or thing in the ice could be other options if we are trying to be more agressive. the main problem with delver and swiftspear is they die to bolt just like kiln fiend, thing is a complete nonbo with our delve creatures, and enigma drake is just a little bit too expensive for our deck.
then again, maybe the best way for us to be more aggressive would probably be to go up two 6-7 delve creatures and add a couple free spells like gut shot or mishra's bauble, and go up to 4 faithless looting or even tome scour to fill our yard enough to be able to have this many delve creatures.
or maybe our deck is just fine where it is now. I'm honestly not sure. I guess only time will tell.
I don't know if I'm really qualified to run this primer, I only play pauper turbo fog, and I don't have the data or the knowledge on this deck to be able to properly rewrite the primer. I do plan to test this deck a little bit this summer, since it looks like fun and seems pretty well positioned, but as it stands I'll have to turn down your offer.
Thanks for the offer though.
have you tried approach of the second sun yet? seems solid in this deck.
on the primer, I would recomend you compile the info here on what cards and colors are best and maybe have some decklists so somebody else can edit it to include it all in the primer.