Soiled myself on this spoiler. We have so many new tools, so many new builds to test now.
If you are looking at RG Loam, Storm isn't a bad matchup for the list. Our creature disruption can mess with their cost reducers well, which makes them have to go hard mode most of the time. Scavenging Ooze is really important against that deck, and is one of the most critical cards to include in the current metagame. Game 1 it is still likely storm favored as you need these pieces to do well, but it's only 60/40 at best.Quote from Arget »The only bad matchup (I can think of) where blood moon doesn't do much is Storm...
Postboard we have more ways to deal with the gameplan of storm, which pushes it slightly into our favor. Just make sure to bring in either Anger of the Gods or Engineered Explosives to deal with Empty the Warrens.
The allure of the loam archetype is that you can shift to different color combinations to fit the metagame. The best versions against noninteration are Jund and Temur, Jund with hand disruption and edicts, Temur with countermagic. RG is very limited in its disruption, but Blood Moon works to fill a possible slot. Let me know how it does.
I've found grazer to be a less than stellar card to say the least. The tempo lost from being on the draw is pretty well solved by big removal spells like Lightning Axe though, and that's what has been doing me wonders recently. I had been freaking out about losing on the draw, but after reading a few theory articles on the topic of tempo advantage, my recent list's removal package has been pretty stellar in smoothing out a lost die roll.Quote from Kathal »-Arboreal Grazer is great on turn 1/2, but absolutely garbage afterwards. His highs are really high, but the lows... . Still not sure about if I want him or not, so far I lean to a slight "no", but definitely needs more testing.
-Trade Routes: *droll*, want a third one if possible
Manabase: Need 2 Blast Zones in there, the U lands were no problem, want a 7th Fetchland though.
Greetings,
Kathal
I feel like all interactive decks in modern have to play this polarized game plan of "Do I have this card that really matters in this matchup?" Most of the matchups you faced last week seemed to be that way. The Amulet matchup is pretty good - that is, if you can line up Ghost Quarter against their Simic Growth Chamber and other bounce lands, or if you can kill their Azusa. I'm leaning more and more heavily on Ghost Quarter, as it is a land that is necessary in a lot of matchups in modern, and can be turned into colored mana if need be for the cost of a land. I feel like we need to run 3 of them.
I just finished finals so all my time is going into the new primer. I'm gonna leave out the new cards for now as we need to test them still, but it should be up by this Wednesday. Cheers.
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