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Treasure Cruisin' Shalai Brawl
 
Ravnica: The Broken Guildpact
 
Magic Market Index for May 18th, 2018
  • posted a message on Wizard burn
    Bloodwater looks like it may be a solid add. I played your deck for a while online last night and when I would lose it was often a lightning strike away from a win. Bloodwater + Opt is a nice combo and unlike Enigma Drake you get value from it because of the ETB trigger. Enigma is great for finishing though...
    Posted in: Deck Creation (Standard)
  • posted a message on Wizard burn
    Agreed. I like the Izzet version, but adjusted the SB to have a full control suite. Added the Wizard lord to help with the long games and the Phoenix's.

    Match 1 - Aggro get the win as quick as possible.
    Match 2 - control the board and win with big threats at the end

    SB
    2x Essence Scatter
    3x Merfolk Trickster
    2x Naru Meha, Master Wizard
    4x Negate
    4x Rekindling Phoenix

    Still need to do some testing.
    Posted in: Deck Creation (Standard)
  • posted a message on RGx Monsters/Aggro
    Ah makes sense. Still seems more like a SB card then. I feel Life Goes On can potentially buy us enough time G1 if TSG comes out. G2 just sub in Struggle // Survive. Hazoret was an issue, and seems like betting them before it can do damage is out only way around it.

    The more I look at Samut, the Tested the more I like it. Double strike on a Glorybringer or Phoenix can really end the game quickly, and if you can get it to 7 than you can bring out two Glorybringers. Could be worth a MB over Rhonas (I guess I'm just not crazy about Rhonas).

    Insult // Injury and Heaven // Earth seem like interesting SB options too.
    Posted in: Established (Standard)
  • posted a message on RGx Monsters/Aggro
    Took a variation of this to a local Standard Showdown and went 3-0. All matches were 2-1 and played a GW aggro that used servos, a merfolk deck and RW Aggro deck.

    Couple changes on mine:
    Replaced the Earthshakers with Fanatical Firebrand because I didn't have the playset of Earthshakers. These guys were MVPs. Helped take down pesky merfolk and some of the threats in red. Becomes a nice piece of removal that can do some damage for a turn of two.

    I ran four Deathgorge instead of the Branchwalkers. They help stabilize by getting you that lifegain and can wreck opponents graveyard plans. They barley ever lasted more than a turn, so they soak up removal as well. Moved two Branchwalkers to the SB if I needed a quicker curve.

    I also didn't have the green god, so instead I played a Chandra and two Dire fleet Daredevil (rolled 24 land). Daredevil was interesting, when it is good, it's really good, but there are times there is nothing to play from the opponents yard.

    I don't get Struggle // Survive, at all. I understand it can remove larger threats, but so can our Glorybringers, but the Survive side doesn't seem great. I decided to put them in the SB and two Life Goes On in the main. Life Goes On was a game stealer against RW and Merf. You can let them chip in some damage for a couple turns, while removing their smaller creatures or setting up your board. Then when ready slam it down to go up 8. You can always do this with the Fanatical's. By this point you can start reigning down Glorybringers and Phoenix's without having to worry about your health. Hell of a card.

    I need to work on the SB (built it around playing Approach because they are often played at my LGS) a little but here is what I ran.
    http://tappedout.net/mtg-decks/rg-monster-mash-2/?cb=1520193073
    Posted in: Established (Standard)
  • posted a message on [[Official]] Modern Prices Discussion
    BBE is moving up quickly. What were common prices at it's height? Just grabbed a playset for 24, but wondering if I should grab more if I can at a similar price.

    This thread is amazing by the way. Thank you to all the contributors.
    Posted in: Modern
  • posted a message on W/U Sram
    How important is lifegain in this deck? Keeping Adanto alive seems to be a key strategy. Has anyone tested Glory-Boud Initiate, Sunscourge Champion or even God-Pharaoh's Faithful?
    Posted in: Deck Creation (Standard)
  • posted a message on W/U Sram
    I wouldn't mind putting in three Negates or Essence Scatters (depending on the matchup) in place of Legions Landing. This probably means switching an Island for a Plains. Also, I have switched my SkyMarchers Aspirant with Sacred Cats at this point.
    Posted in: Deck Creation (Standard)
  • posted a message on Modern Hollow One discussion
    Only problem I see with Lupine is it is pushable.
    Posted in: Aggro & Tempo
  • posted a message on Modern Hollow One discussion
    I was looking at some Hellbent cards, as it seems like we rarely have cards in our hand around turn 3 or 4. The list just isn't that great, seems like there is more synergy with Madness cards (https://scryfall.com/search?as=&order=&q=o:hellbent). However Infernal Tutor could be beneficial in the late game or to grab some SB cards to hate on the opponent and create some much needed consistency. Also, Keldon Megaliths would be an interesting way to punch in an extra damage per turn in the late game.

    As far as Madness cards go; Stromkirk Occultist could be a nice option to play instead of the Phoenix. Works as a Bob for us, and can be played turn three with a Faithless Looting discard, but is ultimately probably too slow. Grave Scrabbler can help us grab any Hollow Ones that were discarded, which if we are paying it's madness cost means there would be a good chance we could play the Hollow One after bringing it back to our hand. But the card I really like is Alms of the Vein. I've actually had difficulty using Collective Brutality correctly, as there are many times I do not have other cards to discard. The -2 to opponent and +2 to me is really beneficial to speed the game up and pad it in our favor. This card let's us use that ability on the fly and is a -3/+3.

    Another card I really like is Blightning for the same reason where I feel I am often only getting to use one of the Collective's ability. This card disrupts and damages, and if the opponent doesn't have a hand, I don't feel as bad for discarding it.
    Posted in: Aggro & Tempo
  • posted a message on W/U Sram
    Warkite Marauder is amazing against gods and giant threats. You can run two of and reap the benefits.
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Midrange
    I think there could be a lot of interesting pieces to use with Journey to Eternity. I also think that explore could fuel this, just dump creatures into the graveyard instead of the top of your deck. Are there other easy ways to dump cards within Jund? Blood Fast has some nice synergy with Journey to Enternity as well. You could reanimate, attack or block, sacrifice with a flipped Blood Fast and gain life. This would be a deck that could really go long.

    A reanimator deck with Phoenix is a pretty crazy idea.
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Midrange
    Quote from SmauG ยป
    I don't think turn two ramp is what we want or need. As said above, we can't race aggro. This is very true so imho we have to control the early turns. The best line thusfar for me has been: T1 mountain or canyon slough, T2 Untapped dual land, destroy their two drop on their turn with any of our removal spells, T3 Scavenger, eat the creature, +2 life, T4 attack for 4 by eating the removal spell. Then Drop the bomb.
    Follow up with more removal or Glorybringer. Usually, that's game.

    If that's no option, you just got to stall and draw into your finishers. Freebooter and Pia make attacking early possible to trigger raid (always drop Ruin Raider 2nd mainphase). Raider has given me more value than trouble, if any. I flipped a Glorybringer once. Ouch, but I was still at 19 life so no biggy. T.b.h. I have finished a lot of games on 20 or more life, Just keep the board clean.

    Imho this deck needs role players.
    Also, a primer Smile


    @SmauG what do you think of the explore creatures? Maybe instead of the ramping creatures we roll both Seeker's Squire and Ixalli's Diviner. Both can slow the game down and help filter the deck.

    Raider vs Blood Fast is my other big debate.
    Posted in: Deck Creation (Standard)
  • posted a message on W/U Sram
    Consuming Fervor is interesting, but I like See Red even more. I just don't know about splashing red.

    I was able to play Oketra the most by using a flipped Legions Landing. If you are able to activate her, you most likely have a flipped Landing too. Looking at it that way our manabase is closer to 23 than 20 (kinda...)

    Evasion is important, and 2 Siren Stormtamer has also been really beneficial. It give you the ability to protect other creatures or go in for some damage.

    I want to try some more of the blue Merfolk with hexproof to see if any would be candidates for the deck.
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Midrange
    People definitely killed the initiates early if they could, but I also got a few turn 3 Phoenix, and you can do things like put all of the counters on a Phoenix or 1/2 squire/ 2/1 ranger late game. So your not just drawing a dead card. X/4 is also a big game right now.


    This is why I'm not sure Drover is the answer either. I think the Initiate will at the very least throw someone off, and if you can get off one counter you are protected from Magma/Shock. A turn 3 Phoenix or Raptor should be what we are going for, and then the mana fixing element.

    I didn't draw bloodfast much this time around, I drew treasure map a bunch though lol.
    I think ruin raider will kill you more often than not. You can control when it triggers, but I'm sure you will get hit for 3-5 consistently. I'd rather have bloodfast because it's consistently 2 and you can have a turn where you use it 3-4 times instead of just doing it once, and on your end step. Raider also wants you to attack and we can't race aggro decks, we're just too slow. So I think he's sideboard material at best. Same with scrounger. I'm more interested in dread wanderer as a recursive threat because he can block (and it's a one drop).
    Agreed, that's why Bloodfast is perfect for this deck.

    Why are your cuts in the board? Surely they are better than the moment of cravings? I've won plenty of games because of ribbons.

    Just got too cute with it. Was hoping to exile bigger threats with moment and magma's. Liked the lifegain, but Cut Ribbons is going in the MB.
    Posted in: Deck Creation (Standard)
  • posted a message on W/U Sram
    Dive Down is a champion here. It give creatures a big butt, and hexproof. It is so good for any situation and you will want to save a creature that has tons of auras on it. Sheltering Light seems like the card you could cut to add in the Dives.

    Oketra the True is extremely is easy to activate and allows you to get a huge threat on the board by turn 4. If I have her in a starting hand then I can usually close out the game. But Gideon of the Trials may be better. I think it is worth going down two cards to add a large threat like either one of them. Sacred Cat is the easiest to cut. The lifelink is nice, but I would rather pump a Pouncer or Vanguard. Legions Landing also provides you with plenty of opportunity to have 1/1 lifelinkers. I think Skymarcher can come down to 3 without hurting the curve too much.

    I worked on a SB and am looking to be able to control big threats with it. Cast Outs and Settle the Wreckage in, Baffling End's out when playing against decks with Gods and Gearhulks.

    Tocatli Honor Guard is really nice too. I MB two, but am considering going three. One aura and she avoids lightning strikes. More hexproof creatures would be interesting. It is easy to get around burn, but pushes can hurt a lot.
    Posted in: Deck Creation (Standard)
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