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The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
 
All Sets Are Good: Prophecy
  • 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: Deck Creation (Modern)
  • 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: Deck Creation (Modern)
  • 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)
  • posted a message on Jund Midrange
    I'm thinking about including Scraphead Scrounger, however I feel like we have tons of 4 drops, which means activating its ability may be taxing. It also makes us exile a creature, which I would prefer to do with Deathgorge Scavenger. Life gain is so important in the grindy matches.

    I also really like the explore build, as it lets you filter through cards. I'm running this currently.

    Posted in: Deck Creation (Standard)
  • posted a message on W/U Sram
    Does Oketra the True have a place in this?

    I am having issues with the SB as well. It seems like adding anything can stray away from the plan. I could see Kinjalli's Sunwing being a good SB option against aggro.

    Tocatli Honor Guaard could be excellent too. None of our creature has an ETB trigger and it would help protect against Merfolk and Gearhulks. Could be interesting to turn this deck into more of a Hatebears situation through Sideboarding.
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Midrange
    Thanks for the report again @immapwner!

    As far as the Initiates go. Did opponents try to remove them as soon as they hit the field, or were you able to mana fix with them before they were taken out or lost their counters?

    How was Arguel's Blood Fast this time around? The first time I added it, it single handily won me a game. Last couple matches though I couldn't get it going (lack of mana or having to deal with threats). I still wonder if Ruin Raider makes more sense, but the flip on Arguel's + Phoenix combo is pretty amazing.

    Ravenous Chupacabra has still been a pro for me. You may be right about Fatal Push though because I often will hang onto it for late game, but then have issues triggering the revolt mechanic. The Chupacabra changes that and allows you to hit large threats, meaning you could add in 3-4 Magma Sprays.

    I feel this deck is really close, but still has issues when a Torrential Gearhulk and/or a Scarab God hits the field. It also can struggle with control because of how costly the creatures are. I feel like it just needs a little more fuel.
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Midrange
    Drover of the Mighty is a great option. I think having another source to generate any mana color is needed. Nothing worse than having a two mana green in hand without the ability to cast it.

    I don't think the deck can handle both Jadelight Ranger and Ripjaw Raptor. Jadelight is great because you have a chance of pulling a land on a turn you haven't played one and get it on the field to cast a removal spell. But the body on Ripjaw is obviously so much more dangerous and plays a better long game.
    Posted in: Deck Creation (Standard)
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