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Sep 18, 20186655321 posted a message on The legend of the great McKeesport tire fire and other enigmatic tails. (a standard counter-burn deck)Sorry I haven't commented here for a while. I've suddenly and quite unexpectedly found myself in a house-buying situation and things are a bit hectic. This deck hasn't done great for me so far but I still feel pretty good about it and there seems to be a lot of options post rotation. I've practiced with a friend a good deal with this deck and it's done much better than FNM so I know it can preform better. This deck is full of great problems and solutions and when it clicks it goes off like a beast. The issue I've had at FNM is consistently getting the problems / solutions I need at the right times. I'm thinking that what this deck really needs is a method of consistent (preferably free-ish) card draw but I look forward to tinkering more post-Guilds.Posted in: Deck Creation (Standard)
Aug 30, 20186655321 posted a message on The legend of the great McKeesport tire fire and other enigmatic tails. (a standard counter-burn deck)My first crack at counter-burn. I'll be taking this deck with my to FNM this week. Any thoughts / suggestions are appreciated. I'll do a lil' deck write up and include any changes I make to it post FNM early next week.Posted in: Deck Creation (Standard)
Aug 24, 2018Fair enough. I recently took it to a lgs modern night and did kinda average (2-2 with each of my wins being 2-0 and each of my losses being 2-1) with it but felt I could have done better if I had more artifact hate in my sideboard (Chalice of the Void on one was my biggest issue for the night) so I added some more. I don't tend to do more than lgs events and I'm just kinda starting up doing modern (planning on making it a one lgs modern event every few weeks kinda deal) so not exceptionally competitive.Posted in: Aggro & Tempo
Aug 24, 2018This is my current modern goblins build:Posted in: Aggro & Tempo
While most of the cards that make up this list aren’t uncommon (and none of them are really entirely unheard of) to find in other mono-red goblin builds what probably sets my current list apart from most others are the 3 Blood Moons, 4 Simian Spirit Guides and 2 Goblin Kings maindeck. This is my rationale for why I’m doing this.
Blood moon was the inspiration for these changes. I figure Blood Moon is going to negatively affect most of my potential opponents on some level. Unless they’re playing all basic lands it’s going to do something they don’t want. Clearly, if someone will be unaffected or not affected enough to justify them staying in there, board them out, but a resolved Blood Moon will effectively shut off many other decks. Three seems to be the right number because ideally we want to get this out early and if it goes away we’d like to be able to replace it but there’s also no real benefit for having more than one in play at any given time.
The Simian Spirit Guides seem to be most useful in early game but there’s often times where it’s nice to have one more red manna. The SSGs can help get Blood Moon out on turns one or two which is really often ideal for many, very obvious reasons but it is far from useless even if we don’t get Blood Moon early. In making room for these cards, a lot of fine gobbos had to step aside, many one drops. The SSG helps negate that loss a bit by allowing to play “bigger” goblins faster allowing the deck to do things like:
Play mountain, drop a SSG for a red, cast Goblin Piledriver.
Play a mountain, cast Goblin Guide and Legion Loyalist. swing for 8.
Cast Goblin Bushwhacker for 2, swing for 15.
Since all those cards are four-of’s this sequence of play isn’t an exceptionally uncommon occurrence but there are other really great lines of play in there too.
Before this bit o’ change I was running Goblin Chieftain as my lord, as all my gobbos getting haste is kinda great but my reasoning for running Goblin Kings is as such… Many of my Goblins already have haste or the ability to grant haste, none of them have any kinda evasion and while mountainwalk is conditional evasion... sometimes people choose to play with mountains while other times Blood Moon forces them to.
In all, the deck looses some bodies as opposed to more “traditional” 8-whack builds which could be used for smashing your opponent but tends to make up for it by often times allowing you to play higher cost cards sooner, potentially playing a blood moon in the first two turns and potentially making your lil’ gobbo horde unblockable.
Any thoughts / comments?
Aug 9, 2018So, to be entirely fair, this is kinda my first shot at building a commander deck from scratch. I’m in no way new to magic but I’m no wizened ol’ master either, just a guy who’s been playing Magic off and on more or less since it started.Posted in: Multiplayer Commander Decklists
This deck started out as something slightly different: Here was my initial list : and I just kinda built it out of cards I had laying around to help some of my students learn how to play commander this summer. Turned out, I kinda liked the deck so I tinkered with it a bit more with cards I had, made a couple trades and put in less than $20 towards the deck so far. The original build was notably budget, the current list is not significantly more expensive but I’m still tinkering with it and while my personal budget is as much of an issue as anyone .
Flip flopin' fish:
The commander of this deck, Kumena, Tyrant of Orazca has abilities based on tapping other merfolk, as does the Lullmage Mentor. I’ll touch on both of these cards a bit more later but they’re notable because just how handy their abilities can be. As your commander (that only costs 3 cmc) Kumena will most likely show up in your games while Lullmage is just 1 in 99 and he might not always drawn there are a couple cards in here that will help you search for other merfolk to help you get him. He might not always be your first choice but it’s often a good one. As such there’s a minor tap untap theme going on in this list.
Merrow Commerce allows you to untap all merfolk (which is pretty much all your creatures) you control at the end of your turn while Quest for Renewal can allow you to untap at the end of each other players untap step. There’s no reliable way to get these cards out but they just feel right in here. If you can get them out (especially Quest for Renewal). While these cards don’t represent
Merrow Reejerey is in here and a fine way to untap some creatures (it’s not hard to find yourself casting merfolk with this deck) but generally speaking it’s not going to amp up your tapping power too much but it will do so a bit. There are a few fish-folks with flash in here so it can also be used for a bit of trickery when it comes to blockers your opponent might not be expecting.
Wake Thrasher is hurt a little bit by Merrow Commerce but you’ll most likely still have lands untap at the beginning of your turn but is made more viably as a defender if you’ve got Quest for Renewal out and you’re tapping all your creatures to do things during everybody else’s turn.
Throne of the God-Pharaoh seemed like a no-brainer to me, most times you’re going to be having some number of creatures tapped at the beginning of your endstep (since the un-tapping takes place at the end). Damaging your opponents is a good thing.
School o' Fish:
Since the commander’s abilities are based on tapping creatures (merfolk specifically) you’ll find it useful to go as wide as you can. There are only a handful of cards in here that make tokens. This is a contributing reason as to why the creature count is a bit high.
The least of the cards that’ll help you go wide (at least in regard to this deck) is Master of Waves, he doesn’t make merfolk tokens (they’re elementals) so you can’t tap them to do stuff and in most situations they’ll all die if he does ( the Immortal Sun can help you here but the Immortal Sun can help most things). That’s not to say they’re of no use to you. Since most of this deck is blue there’s a good chance you’ll have a pretty high devotion to blue so there’s a good chance you can be making a pretty solid block of elementals and a handful of 2/1 (blue) elementals ain’t bad thing to have.
Lullmage Mentorcan help a bit in this category but only so much, countering spells is a thing this deck does but only so much with 8 counterspells but if you’ve got seven merfolk laying around untapped he can overcome that limitation. This can possibly wind up getting you a pretty large chunk of merfolk but a lot of things need to be in play to make this anything close to a consistent card engine.
Aquatic Incursion is a bit of an iffy addition to the deck but because it makes two tokens and while pricey adds more evasion (probably the real focus of the deck).
Deeproot waters, clearly, can get you a bunch of merfolk especially if you can get it out early but that’s a luck shot.
Most of the merfolk in this deck have pretty small bodies but there are a lot of ways to make them bigger. Of the 99 are 5 merfolk lords (Merfolk Sovereign, Merfolk Mistbinder, Master of the Pearl Trident, Lord of Atlantis and Merrow Reejery) giving all your other merfolk +1/+1. Master of waves helps out elementals but the only ones in this deck at this point are the ones he makes. Streambed Aquitects can be used to give a guy +1/+1 as a tap ability.
8 cards either give, increase the number of of counters on your merfolk (one being your commander)( Kumena, Tyrant of Orazca, Hadana’s Climb, Forerunner of the Heralds, Deeproot Elite, Shapers of Nature, Vineshaper Mystic, Vorel of the Hull Clade and Novijen, Heart of progress)
In short, the merfolk may come out with mostly small bodies but they tend to become fairly big consistently.
There’s a great deal of evasion built in here. Master of the Pearl Trident and Lord of Atlantis both give all your merfolk island walk and Streambed Aquitects can either pump up a creature and give him island walk or make an island for all your island hoppin’ pals to skip on through and maul your opponents. Aquitect’s Will will permanently give an opponent an island. Herald of Secret Streams will make all your creatures with +1/+1 counters (which can be a lot) unblockable, Waterspount Weavers will pretty regularly give all your creatures flying and the Deepchannel Mentor will make all your blue creatures (including those elemental tokens) unblockable.
Anyway…. I could go on but this is still a work in progress. Any thoughts or comments are appreciated.
Jul 26, 2018To help introduce some of my students to commander I threw together a couple janky decks for them to play against each other. This one turned out a bit more fun to play and a bit more competitive than I expected it would be. It can certainly operate without the Omniscience and that will make it even more budget, I just happened to have one and throwing down a giant hand without paying anything for it is tempting enough for me to put it in there.Posted in: Multiplayer Commander Decklists
The general plan is simple; play merfolk, use bounce spells on your own guys to maximize the impact of enter the battlefield triggers or on your opponent's to make life harder for them, use counter-spells when they seem like they would have the most effect, flop around on dry land. I'll have a bit of a breakdown of the deck up soon, possibly tomorrow morning.
Jun 6, 2018GummoPosted in: Movies
(It’s a bit of a cheat here because it’s a TV show, movie and some books are involved too, but)
Twin Peaks (ought to be on this list and it’s good enough for me to put it here)
May 14, 2018I pulled off my first 4-0 at FNM this week with my Karn-du deck.Posted in: Standard Archives
Here are some brief rundowns of my match ups.
Round one: 2-1 Vs. Mono-red
This was a tough round (but to be fair, all of my rounds were kinda tough in some way…. I’ve gone 3-1 with less game losses a couple of times) but it could have been tougher. It was certainly a mono-red aggro deck but it was closer to challenger deck mono-red aggro than meta-list aggro. Still, while this list is far from slow it’s not mono-red aggro fast. Regardless, what I had was enough. Harvester helped me stabilize while my planeswalkers both lent a hand a good bit.
Key play: The opponent swung in with glorybringer but I had
Round two: 2-1 Vs. B/W
This was against an interesting home brew deck that was pretty well piloted. I’d kinda like to look at this decklist a bit. If the player brings it again on Friday I’ll probably ask to look at it. It felt like a sort of midrange (Servo) token deck with a small handful of other useful creatures. While I haven’t seen much like it, it was a solid deck and the round boiled down to a bit of a bluff on my behalf after I picked up a land, put it down (and at around six life while he had a pretty good mass of tokens out… more than six) I rolled my eyes and declared there wasn’t much I could do. He swung in with all he had and I settled the wreckage, paving the way to a victory for me.
Round three: 2-1 W/U Approach
It was Approach… Piloted by a guy who knows what he’s doing with it. That said, while I don’t win every round I face it, I’ve got a pretty solid strategy for winning against approach which gives me more wins than losses against this deck and control in general that’s no secret at all … Smash down their life before they can stabilize. Obviously, it doesn’t work like that every game but this time it did.
Round four: 2-1 Shape shifting Bant plainswalker-heavy midrange
Game one looked almost like a kinda mirror match up. While the specifics were mostly different his plan seemed to be crewing vehicles and crashing them into me I won this round because my deck was better at doing this than theirs was. Games two and three his deck looked entirely different each time. He won game two with the help of Nissa Steward of the Elements turning lands into tree creatures while I got mostly land. Game three ended pretty dramatically. After a fairly fast start for me they put the breaks on my show, first by casting out Karn and then with the help of Gideon of the Trials… then Dovin Baan… then Teferi, Hero of Dominaria… this lock down went on for some time as they had to go so control with their sideboard that they really cut down most of his options for actually winning. We ground out several turns where his life was 11 and mine was 20 but my board was held completely in check by his and my hand slowly turned into (with no viable targets) 3 Unlicensed Disintegration. When Lyra Dawnbringer came out I was actually kinda excited to have a target for my Unlicensed Disintegration (making his life 8) but that lead to a few more turns of not much going on. He would have been able to ultimate Teferi and Dovin on his next turn but I topdecked my lone Hazoret, turned my two Unlicensed into four damage and swung in for a fatal 5.
I’m pondering getting two more Concealed Courtyards and one more Hazoret, replacing two plains and the Isolated Chapel. Possibly replacing my Dragonskulls with Canyons but I’m still up in the air about that. This’ll take me down to 23 lands but it seems like my land-base would be flexible enough that it shouldn’t matter much.
May 9, 2018Went 3-1 at my shop for FNM. My three wins were all against guys who come out pretty consistently on top in a group that tends to be about 25-30 and my one loss (against B/W Knights ... with Lyra) went to a guy who went undefeated for the night. I got myself another Karn and my list is currently looking like:Posted in: Standard Archives
While I generally enjoy bringing more (personally) creative brews, it's a fun deck that doesn't have terribly much longer of a life span left. I'm working on a playset of Karns and he works pretty good in here so... Until I decide to change things up I'll most likely be bringing this to FNM for the foreseeable future.
May 3, 2018Working on a list for a mono-artifact deck. I'm still a little while off from getting all the pieces but I'm still not settled on the list. Here it goes....Posted in: Standard Archives
Those are my initial thoughts. I'm not settled on anything yet and I almost certainly need a bit more land to get the ball rolling. Any thoughts?
May 3, 2018Haven't done so yet, but I'm taking out my iteration of Mardu Vehicles to FNM this week. Nothing really atypical here but here's my list.Posted in: Standard Archives
Apr 30, 2018Preamble:Posted in: Standard Archives
I got the general idea for a pet deck project during pre-release weekend when I got a nice chunk of red & blue cards. I’m not really sure how it’s gonna look by the time I’m done tinkering with it but I’ve got a first draft of this thing together and I’m gonna take it to playtesting night over my buddy’s this week. At this point it might seem like there’s some odd choices and while I’ve put some thought into the card selection I fully admit that this deck isn’t a refined finished project. Since it’s not close to being a finished deck, as per my personal tradition there is no real sideboard yet, I have some real solid ideas about what it should be but since I acknowledge that the deck is in flux it’s just something I put off until it’s a bit more stable. Finally, I started this as its own thread because I wouldn’t call this a burn deck exactly, it’s certainly not mono blue and it seems like there’s a pretty wide range of wizards (my deck is Izzit at this point but who knows where it’ll end up).
I always have a bit of a rough time putting my brews into archtype boxes and this case isn’t any different. By and large this deck is intended to play aggressively. Most of the deck will be played fast and cheap. There is a small element of control built in (with Siren Stormtamer’s ability and Wizard’s Retort) but there’s an aggressive edge to this as well (Stormtamer’s ability being attached to a flying Wizard one drop and Wizard’s Retort triggering Prowess and Adeliz). There’s a bit of burn involved in this formula and while it’s vital, it’s secondary to the Wizards themselves. I’m a little iffy on the manna base, most of the cards cast very cheap and this deck seems to get by on 21 lands but it’s also nice to be able to drop lands more consistently.
Soul-Scar Mage: This little guy has had a lot said about him but I’ll say a little more in the context of this deck. His ability to give -1/1 damage counters is the primary reason I’ve played him in the past but while it’s not totally irrelevant in this build (wizard lightning and lightning strike can both hit a range of targets) it’ll probably factor in strongly for my sideboard. Prowess is the real motivation for him being in here (being a one drop red helps too).
Siren Stormtamer: He’s a one drop flier Wizard and if you’re in a position to sacrifice it, this card helps limit your opponent’s options significantly. Not much more needs to be said about this card, it’s a real workhorse.
Burning Fist Minotaur: It may seem an odd choice, there may be better two drop red wizards but I’ve got a good feeling about this guy in the context of this deck. A 2/1 for 2 isn’t amazing but (besides it being a wizard) first strike is a nice ability. The other text on the card could prove exceptionally useful but more on this later.
Spellweaver Eternal: Once again, a 2/1 for 2 isn’t earth shaking but this card has a couple bits that are really nice in here. Afflict: 2 isn’t revolutionary but it assures you that something is gonna make it through if you swing. This card also has Prowess which is pretty useful because you’ll be casting a good number of non-creature spells.
Adeliz, the Cinder-Wind: She’s the champ in this build, comes out swinging in the air and effectively gives the whole team prowess, double prowess for the Soul-Scars and Spellweavers but it doesn’t hurt buffing up your flying Stormtamers or your first strike Burning-Fists either.
Naru Meha, Master Wizard: She’s the only three-of in the deck but only because something had to be and she costs the most. In an ideal world you’ll be casting her with (at least) 5 lands out to copy a Wizard’s Lightning but in the likely situation where (at least at first) you won’t have the luxury of 5+ lands and a spell (Wizard’s Lightning or Lightning Strike) to copy she’s still useful as a lord and as a three-of there’s a chance you’ll have a second chance to take advantage of that copy ability.
Besides being awesome in and of themselves these spells provide the bonus of bonuses to (many, potentially all of your wizards) with prowess and / or Adeliz’s ability.
Curious Obsession: The +1/1 is fine enough but the card draw is the reason this is here along with the fact that it is a non creature spell so it will trigger prowess and Adeliz’s ability on the turn it comes out. It looks good on most of your creatures (The fliers tend to have a good chance of getting through a lot of decks, it’ll give your prowess guys +2/2 on the turn it comes out and a 3/2 first striker with the ability to bring card draw with its attacks helps offset the pain of discarding a card to activate his ability which, (if you’ve got the resources) , can kill most blockers.
Lightning Strike: Three damage to creature or player for 2 manna isn’t bad. Soul-Scar’s ability can make this meaningful against creatures with toughness higher than 3 and as a non-creature spell triggers 12 cards in the deck and can be copied by 3.
Both Three-drop spell slots are a bit deceptive as they are functionally R or UU to cast.
Wizard’s Lightning:Just like Lightning Strike but better because there are 23 Wizards in this deck that turn this card into a one-drop Lightning Bolt and as everyone knows Lightning Bolt > Lightning Strike.
Wizard’s Retort: Once again 23 wizards pays off, turning this three-drop into an effective two-drop Cancel which is a swell way to frustrate your opponent and throw off their combat math a good bit with your prowess wizards and Adeliz’s ability.
Apr 19, 2018Posted in: Standard Archives
Tinkered with this a bit more, play-tested it out last night. It seems to work better. I managed to beat a couple top-notch decks against a good player with it but still wound up at maybe 50% wins for it. It's really inconsistent but works way better than my first iteration. Any thoughts?
Apr 18, 20186655321 posted a message on As a standard player or new set booster buyer, would you play Brawl?I made a brawl deck. Wasn't crazy about the format. It just seems too gimmicky to me. If other people dig it, that's all right by me. I might make another Brawl deck in the future but I'd probably play my constructed Unstable deck more.Posted in: Standard (Type 2)
Apr 13, 2018Posted in: Magic GeneralQuote from someplaneswalker »Thank you for all the suggestions but the Wizards club support thing is out of my reach since I don't live in USA or Canada. School hasn't started yet but I'm already looking for ideas so in case there are Magic players at the school, I can already share the plan and hopefully succeed.
Well, if all else fails just find some other people and play. I'm not sure where you're from but it's been a consistent thing that at most schools there's some kinda group of kids that're into this sort of thing. The nature of it changes (some groups are into mini stuff more (like Warhammer), while other groups are more into table top rpgs) with time and location, chances are you'll find some kids into the same sorts of stuff. They might not look like you expect them to (heck, when I was fifteen I had a two foot mohawk and spent my weekends at punk houses and squats) but chances are there are a couple people in your new school who would at least be interested if they don't already play. Good luck.
Quote from Impulse411 »Just wanted to say, thanks for the info! I've been running a school group for a few years...never knew about this program through WotC! Just sent an e-mail in. Much appreciated!
Sweet, thanks. Good luck with the program. I just got a box of stuff for my students yesterday. It's a pretty solid kit and they were really quick with everything.
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