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  • posted a message on Scaled Affinity

    [*]Match-ups with a much worse win rate (bad): Mardu Reveler, Jeskai/UW/UR/Grixis Control, Living End, Valuetown
    [/list]

    .


    you must not be playing chalice of the voids if you have bad match ups against what you've mentioned. chalice is pretty much a wrap against all of those decks
    List tags are malformed.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    I can certainly understand - thirst is indeed a stronger card. probably as strong as serum visions is versus opt.

    my take, however, why I use more anticipate is for the following reasons:

    1. Lots of decks in the current meta here play Thalia got and having experienced a lot of instances where I don't have a removal spell, it just flat out wrecks thirst for knowledge bumping it up to 4 mana.

    2. Also, our turn 2 plays are very, very weak on the draw. there's often less than 50% chance that you're able to get a good remand target and often condescend gets shut off.

    3. Getting to dig 3 cards deep, and tucking 2 away on turn 2 to possibly hit on the 4th card next turn feels so underrated to me. Especially with our deck where we are usually a card away from being able to play a haymaker, or from getting a very good answer to what opponent is doing.

    4. In the early parts of the game, there are a lot of times where we hold a 6 or even 7 hand card size. These are instances where I prefer going anticipate instead of thirst because playing thirst on a 7 hand size card simply forces you to pitch away 2 cards instead of the value artifact throw. This isn't always the case I know, but it has happened to me more than enough to be mentioned.

    5. Lastly, it's a good turn 4 EOT play against control decks (and especially storm) to keep a condescend for 1 open or a remand when they try to shoot off their gifts ungiven in response. it also allows for a turn 3 dismember and still shoot off anticipate eot. It also allows for a double anticipate EOT turn 4, or Thirst and anticipate EOT turn 5. In short, what I'm really saying is, the difference between 2 cmc and 3 cmc, especially in modern format is not as small as it seems.

    So those are my stated reasons but I'm really not debating and I fully understand and would agree that thirst for knowledge is a stronger card. For me, it's more of a preference based from the matchups and experiences that I've racked up. I'm also looking to test out 3 thirsts and 2 anticipate variance which would seem more reasonable. Like all of you, I'm always tinkering about trying out new techs and pieces.

    Regarding Summary Dismissal - it's not mostly for storm than it is for Tron Matchups like Ulamog, where it also counters the 2 permanent exile trigger. Same goes for BBE decks.
    But in storm matchups, it is actually sneaky good, especially that I've seen many storm players go grapeshot on 10 to 12 storm count, remand their grapeshot and shoot again for the finish - summary dismissal absolutely wrecks this.

    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Hi All,

    Providing a report on the PPTQ event I've played in yesterday. I went 4-2 and finished 10th in a 48 player tournament. I may be could have sneaked into the top 8 had the 8 players on top in the final round not decide to draw each of their matches.

    Round 1: Abzan Mid-Range - L - 1-2
    This is a match-up that I feel we are favored but somehow I ended up losing.
    G1 - Opponent won dice roll and was on the play. Match grinded out a bit but the resilience of his threats and me not drawing into a finisher like Ugin or Mindslaver late into the game hurt me. It's also worth noting that I drew a wurmcoil engine way too late in the game as well.
    G2 - Won this match in grindy fashion. I played a copy of Torrential Gearhulk in place of a 2nd copy of Ugin that was borrowed and wasn't returned in time for the deck list submission. Ugin would have ended the match on the spot but Gearhulk was enough in this one since I used it to thirst for knowledge for a wurmcoil engine, flash blocked a 6/7 tarmogoyf and used spatial contortion to finish it off. The wurmcoil closed out the game especially because I had academy ruins in play.
    G3 - Lost this game in another grindy match, Gearhulk wasn't enough to win this one but definitely if it were an Ugin, I would have been able to win the game almost on the spot.

    Round 2: Blue White Spirits - L - 1-2
    G1 - Got beaten down, double drogskol captain came in and I was out of it in 5 turns.
    G2 - Assembled tron on turn 3 and dropped a wurmcoil engine. No PTE from opponent and had no answer. Followed up by a Walking Ballista for 4 the next turn and it was game over.
    G3 - Wasn't able to play magic much in this match. I got beaten down by a wanderer, a supreme phantom, and a phantasmal image copying phantom.

    Round 3: RG Ponza - W - 2-0
    G1 - did not get to tron because of land destruction but was able to apply the right amount of control to hit 6 lands and drop a wurmcoil engine. He did not have much of an answer to it and it was followed up by another wurmcoil engine and it was pretty much game over.
    G2 - tron was assembled but 2 bloodmoons were in play. Turn 8 my opponent has an inferno titan and my life total was down to 9, I flash blocked with a gearhulk and targeted supreme will to dig which got me an o-stone. Casted it next turn and popped everything up freeing tron and wrecking his titan as well as mana dorks and utopia sprawl. Mindlsaver lock followed the following turn.

    Round 4: Green Devotion - W - 2-0
    G1 - dismembered opponents first arbor elf. turn 2 he casted a sprawl and then an arbor elf, but dismembered the 2nd elf again. he got stuck with 2 lands and a sprawl, countered a couple of harmonize attempts to draw cards and could not do anything else during the next 3 turns which pretty much sealed his fate.
    G2 - Killed dork again first chance I got. spreading seas on his forest with a sprawl dropping the sprawl. then repealing my seas for draw value, then recasting it on his Nykthos - this was so much value and held back opponent hard from going off. a few controlling turns later and an Ugin drop, the game ended.

    Round 5: Storm - W - 2-1
    G1 - Did not have a fairly good hand against storm. Got popped and comboed on turn 6.
    G2 - Turn 3 tron was assembled, where I cast a chalice on 2 which basically beat off the opponent.
    G3 - Turn 5 we continously played lands, left mana opened and passed turn. I did not have any counterspell but the opponent did not know about it. I had a Chalice of the void and I decided to just risk it and cast it for 2. If he had a remand then it would have been game the next turn, but he didn't. I cast an anticipate on turn 3 and he tapped for mana but said no it's good (implying that he had a counter spell) but I strongly felt like it was a bluff which made me confident in dropping the chalice and it paid off. Opponent couldn't do much, trying hard to get a repeal or wipe away that he boarded in but I was fairly confident because I had a negate and a summary dismissal on hand, and I flashed in a nimble obstructionist to clock him.

    Round 6: Hardened Scales affinity - W - 2-1
    G1 - dismember, walking ballista on 1 - kept him from having an active steel overseer in play. turn 6 hard cast wurmcoil engine, and turn 7 assembled tron for a massive ballista. game was over.
    G2 - mulligan to 5 and was forced to keep a one lander. did not draw a land the next 2 turns and scooped it up. he had an imposing board that would kill me the following turn anyway.
    G3 - Turn 3 Tron. Grinded it out with him and kept myself alive with a walking ballista and a wurmcoil engine. Got a mindslaver in and immediately activated.
    Sacrificed opponents hangarback walker to his ravager (he also has a scales in play) then sacrificed all thopters to ravager, sacrificed his welding jar and opal for it as well. then transferred all his counters to his ballista and had it shoot himself. Game over.

    To summarize - I really feel like a blue white spirits match up is among the worst possible match ups for us, just as merfolk is although not a lot of players run them anymore, i think they're the new version of that deck. Hope anyone could provide some suggestions on how I can better combat this deck.
    The 2nd Ugin was crucial in the Abzan round 1, on game 2 it really would have been game winning to have an Ugin instead of a replacement gearhulk I put in. It also would've meant I wouldn't have been paired down to the blue white spirits deck and could have gotten a much much better start.

    I started 0-2 but never lost the desire to win matches. Was able to grind out to 12 points which was pretty sad because the 8th placer had 13 points (got their last point from drawing the 6th round).

    This is the decklist I ran yesterday:

    4 Walking Ballista
    2 Wurmcoil Engine
    1 Torrential Gearhulk

    4 Condescend
    4 Anticipate
    2 Thirst for knowledge
    2 Supreme Will
    2 Remand
    2 Dismember
    2 Repeal
    1 Spatial Contortion
    1 Cyclonic Rift

    1 Ugin, the Spirit Dragon

    4 Expedition Map
    2 Chalice of the Void
    1 Oblivion Stone
    1 Mindslaver

    4 Urza's Tower
    4 Urza's Mine
    4 Urza's Powerplant
    1 Gemstone Caverns
    1 Academy Ruins
    1 Field of Ruin
    1 Flooded Strand
    2 River of Tears
    6 Island

    Sideboard:
    2 Surgical Extraction
    2 Negate
    2 Spreading Seas
    1 Chalice of the Void
    1 Karn, Scion of Urza
    1 Hurkyl's Recall
    1 Spatial Contortion
    1 Aetherize
    1 Engineered Explosives
    1 Nimble Obstructionist
    1 Summary Dismissal
    1 Field of Ruin
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Hi All. A couple of PPTQs after using this deck and a bunch of testing against teammates and I've come up with my final list for my 3rd PPTQ on Sunday:

    4 Walking Ballista
    2 Wurmcoil Engine

    4 Telling Time
    4 Condescend
    2 Remand
    2 Supreme Will
    2 Thirst for Knowledge
    2 Dismember
    2 Repeal
    1 Spatial Contortion
    1 Cyclonic Rift

    4 Expedition Map
    2 Chalice of the Void
    1 Oblivion Stone
    1 Mindslaver

    2 Ugin, the Spirit Dragon

    4 Urza's Tower
    4 Urza's Mine
    4 Urza's Power Plant
    1 Academy Ruins
    1 Gemstone Caverns
    1 Field of Ruin
    1 Flooded Strand
    2 River of Tears
    6 Island

    Sideboard:
    1 Chalice of the Void
    2 Surgical Extraction
    1 Grafdigger's Cage
    1 Spatial Contortion
    2 Negate
    1 Summary Dismissal
    1 Field of Ruin
    1 Karn, Scion of Urza
    1 Nimble Obstructionist
    1 Engineered Explosives
    1 Hurkyl's Recall
    2 Spreading Seas

    Self Notes:
    Walking Ballista - I strongly believe that blue tron needs to play 4 of these in the current metagame. It also has the potential to just take over a game.
    Telling Time - Haven't seen this card mentioned here nor have seen a U Tron build that plays this but I like it a lot. It gives the option to dig earlier and cheaper. It goes 3 cards deep which is pretty good value and is also versatile in dodging discard spells (i.e. I usually fire off this card in response to an inquisition or thoughtseize, hide a card I want to get but don't want taken on top of my library etc.)
    Chalice of the Void - Pondered long and hard if I should just leave 1 on the main board but on match ups where it's really good, you really want to have 2 in and it usually just flat out wins you the game.

    Things I've played and have cut (for now):
    1 of snapcaster mage.
    tolaria west - opportunity cost is simply to high.
    2 thirst for knowledge - this is still a very very good card especially in this deck, but I'm loving me some Telling Time a lot in recent play tests that cutting down to 2 seems the right number for me.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from SwissRolls »
    It stays in their hand. They activate and then when you say they can resolve the trigger the creature goes into play. By not letting it resolve, nothing happens.


    Thank you, this is very helpful.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Great input - I've yet to test out trinket mage to be honest and I most likely would give it a shot today with play testing.

    Regarding nimble obstructionist - in relation to the 5 removal spells that I have, they actually also work as a pseudo 6 to 7 removal spell (as flash blockers). they can get rid of attacking mantis riders, drogskol captains, etc.

    Aside from that, they are also surprisingly great against a lot of decks and could also work as a pseudo land destruction against fetch lands, not to mention a silver bullet against opposing field of ruins / ghost quarter / tec edge.

    Lastly, but least likely, they can be deployed as a beater to set clocks to opponents. All in all a pretty versatile card that I love playing these days.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Also, a very important ruling/interaction question please:


    when an opponent activates an aether vial to put down a creature and you respond with stifle effects from nimble obstructionist / squelch / and other similar cards, what happens to the creature?
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Hi All,

    I'm playing in a big tournament on Saturday (only my 2nd sanctioned tournament since playing MTG again last Feb). I have 2 decks: 5c humans and Blue Tron and have decided to play Tron because I feel most comfortable with it, as well as me hating mirror matches so much which would happen a lot if I run humans.

    I'm hoping to get input about my near-final deck list where, in the tournament, the meta for 64 players would look somewhat like as follows:

    12% Spirits (bant or UW)
    12% Hallow One / Vengevine Decks / Combination (hallow vine)
    12% Mardu Pyromancer / Jund / Abzan / Death Shadow
    12% Jeskai / UW Control
    22% Other Aggro / Fast Decks (humans, infect, 8whack, burn, wizards, bogles, etc.)
    10% Combo Decks (storm, kci, scapeshift, vizier etc.)
    5% Prison / Lock Decks (lantern, red prison)
    5% Tron (green, eldrazi, red green)
    10% Others (mid range, ponza, etc.)

    I'm probably already locked in on my list but would greatly appreciate all your inputs and would very much consider a last minute tinkering. My List is as follows:

    2 walking ballista
    2 wurmcoil engine
    2 nimble obstructionist
    1 snapcaster mage

    4 thirst for knowledge
    4 condescend
    3 repeal
    3 spatial contortion
    2 remand
    2 dismember
    1 supreme will
    1 cyclonic rift

    4 expedition map
    2 chalice of the void
    1 oblivion stone
    1 mindslaver

    1 ugin, the spirit dragon
    4 urza's tower
    4 urza's power plant
    4 urza's mine
    1 academy ruins
    1 tolaria west
    1 gemstone caverns
    2 river of tears
    1 field of ruin
    6 island

    Sideboard:

    2 surgical extraction
    2 negate
    1 ceremonious rejection
    1 engineered explosives
    1 chalice of the void
    1 grafdigger's cage
    1 tectonic edge
    1 spatial contortion
    1 spell snare
    1 summary dismissal
    1 silent arbiter
    1 karn, scion of urza
    1 crucible of worlds

    I thank you all in advance and regardless of how hard a critism i'd get, I would appreciate everything really and look to learn. Thank you
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    thank you. and lastly, just a quick scenario question: if you try to repeal bounce let's say, a sakura tribe elder, and they sac in response, does that mean repeal fizzles, and you don't draw a card?
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Hi all! just looking to get your input on the following cards and their viability / reasons for not making the cut for this deck.

    1. serum visions - since the deck is fairly lacking in turn 1 plays, wouldn't this card make for a strong play in order to set up our next turns?

    2. fetch land/s - based from my brief experience with the deck (playing 24 and 23 lands) it seems that at times we are looking to play more lands to get the 8 or 9 blue sources from the deck, and then at times we just tend to flood out too much. wouldn't playing fetch lands allow us to put in a higher land count (24 or 25) and then be able to thin out lands in the deck to smooth out the next draws a bit?

    3. meloku, the clouded mirror - seems like a very decent stabilizer, and once in play, he can essentially protect your important lands by returning them to hand.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    hi, can anyone recommend other streamers I can learn from aside from pierakor? I heard shoktroopa has his streams but i can't seem to find it anywhere, or that his channel doesn't have videos currently? thank you in advance everyone.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Quote from Plaguba »
    what about nimble obstructionist in squelch place? It’s been a long time since i have used squelch (about 4 years tbh).

    Squelch is one mana less to cast, but obstructionist is harder to “counter” and can be a body to clock or block.
    Quote from SwissRolls »
    I think Affinity is easy even with out Hurkyls (thanks ballista), lantern should be an auto win (you draw too many cards and have enough interaction to kill them, repeal and rift are your friend). KCI i'd just want more counterspells. You are little low on maindeck counters imo but I love seeing the playset of spatials in your 75. If you can get an other surgical i would, I just went up to 3 and its amazing.


    @swissrolls i certainly get your point and I'm inclined to believe i'd go up in ballista and extractions as you've adviced. I left out supreme will as well in the main deck which should have 1, so i guess that takes the slot of familiar. thinking which to cut in place of a 2nd talisman or possibly 24th land.

    @plaguba didn't know about this card! it looks really good and i would love to play this for sure. I'll do some tests off of it. thank you
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    thank you for the input, i'll certainly consider. looking to go with them for now though but most likely i will adjust.
    the solemn over familar issue seems legitimately in favor of solemn based on what i see here.

    regarding squelch however, i do want to stick with it for now as I've been having great success with it especially against taxes decks or even vial decks which i get matched up with a lot. as for hurkyl's - i guess i should at least cut 1. i would need to keep 1 though since lots here still play affinity, lantern and kci.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    Thanks for offering to look into what I have going right now.

    from what I've been reading so far, and from what I've tested briefly, here's what I'm going for (for now):

    1 walking ballista
    1 snapcaster mage
    1 filigree familiar
    1 treasure mage
    1 solemn simulacrum
    2 wurmcoil engine
    1 ugin, the spirit dragon

    4 condescend
    3 repeal
    1 cyclonic rift
    2 remand
    3 spatial contortion
    1 dismember
    4 thirst for knowledge
    1 aetherize

    2 chalice of the void
    4 expedition map
    1 talisman of dominance
    1 oblivion stone
    1 batterskull
    1 mindslaver

    1 academy ruins
    1 field of ruin
    1 gemstone caverns
    6 island
    1 river of tears
    1 tolaria west
    4 urza's mine
    4 urza's tower
    4 urza's power plant

    I'm hoping to get another copy of walking ballista and most likely will put it in place of solemn simulacrum but for now, it's what I have.

    sideboard:
    1 chalice of the void
    1 ghost quarter
    1 ceremonious rejection
    1 dispel
    1 spell snare
    1 negate
    1 surgical extraction
    1 spatial contortion
    1 silent arbiter
    1 aetherize
    1 crucible of worlds
    2 squelch
    2 hurkyl's recall

    sideboard is pretty messed up at the moment which i'm looking to sort by finding out more about the current meta here.
    I'm highly considering putting in torpor orb though i'm not sure which card to cut.
    Posted in: Control
  • posted a message on [Primer] MonoU Tron - "The well-oiled machine"
    thank you, I appreciate your insight and definitely understand the fine points. Smile
    I've played the deck for only a few times as well and am planning to use it in a big tournament at the end of the month so I really would love to pick all of your brains to come up with an awesome list.

    How about the blue mana issue? Is it just me or do you guys experience blue mana shortage a lot, or possibly mull to basically nothing just trying to get a hand with blue source or can fetch for it? I love pie's streams and patterned what i have now from his list a bit, but i also see him getting screwed off of blue sources quite a bit...
    Posted in: Control
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