The problem was, it wasn't a Tier 1 combo deck but a Tier 0 combo deck. When people are being forced to SB 6-8 cards just to have a chance to beat it games 2 and 3, then that's warping the metagame more than is acceptable.
Also, really fast, really consistent combo decks are the decks most likely to violate the basic speed tenets that are supposed to exist in Modern. They're also probably the least interactive.
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Jun 10, 2019Interesting video. Thanks for posting it.Posted in: Midrange
I can't believe the Loam player lost to that Rock deck - or to that pilot (the guy was clearly misplaying, not bringing in Surgicals and such, and could he possibly be any more whiny?). In general, Loam should beat-up on fair, midrange decks like that, and I think that was what was happening until his graveyard got exiled by Spellbomb games 2 and 3. He couldn't rebuild, and had no hand or board presence either. It seems like he was perhaps too durdly, and couldn't close out the game quick enough when ahead.
Wrenn and Six seemed to be putting in good work while there was a GY - though I think the Loam pilot should have ultimated it when he had a chance. We didn't see much of the Ruination Rioter, but it's death trigger was relevant once in killing a Liliana of the Veil after getting edicted, which I guess is something. I'm still skeptical there.
Jun 7, 2019Posted in: MidrangeQuote from Decadent Command »Faithless looting is overrate in my experience. It give you card disadvantage. And offers no defensive capabilities.
Commune with the gods while searching for answers in a better fashion, also does not lose card advantage. And both of you didn't point out it does a better job of pumping Countryside crusher and Tarmogoyf than faithless looting does.
A one-of Urborg is near useless when you want it early because loam is the best tool to find it but by the time you get loam running their hand is practically depleted.
Well, obviously you can do what you want. That said, the whole "card disadvantage" myth has been disproven time and time again. Is discarding useless blanks for cards that might actually do something card disadvantage? How about discarding a couple of lands for two "real" cards and then Loaming three lands back into your hand? Or alternatively, Loaming three lands back and then Looting two away for two other cards? Additionally, Commune with the Gods can miss occasionally (hence, card disadvantage by your argument) or just find something that isn't all that useful.
As to the defensive capabilities of Faithless Looting, what pure card-draw spell does offer "defensive capabilities" in itself? None. However, they help you find stuff like Bolt which does.
And while your statement about Commune doing a better job of pumping Crusher and Goyf is generally true, it isn't necessarily the case. What if you hit all of the same card type (or a combination of card types already in you yard)? And what if it's just instants and sorceries when your Goyf is already counting those? With Looting you can selectively put certain card-types into your yard to pump Crusher and Goyf (or turn on Delirium). On top of all this, Looting critically costs one while Commune costs two; that's a big difference. You can probably afford to spend your turn 1 mana setting up. By turn 2, you may get smacked for playing a set-up card instead of putting out a blocker or leaving up removal.
Again, I'm not bashing Commune with the Gods; go ahead and play it if you want it. I'm just certain that cutting Faithless Looting for it is a mistake.
In regard to Urborg, Tomb of Yawgmoth, if you absolutely need black mana early, sure, a 1-of Urborg isn't going to help. At that point, it sounds like you're more than splashing a little black for a mid-to-late-game Raven's Crime retrace to rip the U/W control player's hand apart. If you definitively need turn 1 black mana for Inquisition of Kozilek or something, then just build a Jund manabase.
Jun 6, 2019@Decadent Command,Posted in: Midrange
If there's one thing I want to get across to all the people picking up Assault/Loam lately because of all the new toys being printed before MTG Salvation goes read only it's that Faithless Looting as a 4-of is a must if you're playing red. It's one of the best cards in Modern, and with the possible exception of Seismic Assault itself, it's the best red card in the deck and one of the main reasons to be playing red. If you're not playing red... well fine, you should be, but fine. Good luck finding something that does everything Looting does in green, black, or blue (or white... I guess, but I really see this as the color that provides the least).
Read your last statement again:
What you're "thinking" you need is Faithless Looting. It helps the curve by providing you with something to do turn 1. It puts stuff like Loam in the yard where you want it. It grows your Tarmogoyf fast so it's a better attacker/blocker. It lets you find the proper lands you need to play your stuff (helping with a black splash I might add). It lets you ditch clunky 3, 4, and 5-drops against aggro, and helps you find nice 1 and 2-drop removal spells instead so you can double-spell in the next turn or two. And then it does a ton of great things later in the game too - whether it's in your graveyard or your hand.Quote from Decadent Command »I think we need a 1 drop which is relevant in our deck to help the curve/take away early pressure quicker decks give. I find when I drop Tarmogoyf early he's too small. And it takes a bit longer to get 3 drops out to deal with pesky 1/1's and 2/2's.
Find room for it.
Aside from that, you have an interesting list, though I agree with Cryptic Commander completely on his analysis of Commune with the Gods. Not that it doesn't have a home in a version of the list that is right for it, but that it's a utility player - not a core piece that you need for your deck to function. I think of it playing a role similar to Magmatic Insight or something. Two Cindervines main seems a bit much, even if you want that effect (and not just out of the board). Also, I'm not too sure about that Domri, Anarch of Bolas - though I've never tested it or even considered it as a possible include, so what do I know. Finally, it looks like you are holding onto a black splash (possibly for something out of the board?) based on your land choices. If you choose to try to play black cards, then Explorer Spud is right, having access to a 1-of Urborg, Tomb of Yawgmoth is really nice. I pretty much consider it a must if I'm running Raven's Crime.
May 28, 2019Nantuko Cultivator and these new two (Ruination Rioter and Ore-Scale Guardian) are all cool cards to have in Modern and great to have in a set that almost seems designed around the Assault/Loam theme, but I'm not sure they're powerful enough - even as role-players. Maybe if the deck was radically redesigned... maybe Rioter could be a part of a super aggro shell, Idk.Posted in: Midrange
On a completely separate note, a couple of times now I've seen people either suggesting or putting four Stomping Grounds in lists. You definitely don't want to do this unless you have a really good reason for it. Sure, it's probably the best R/G dual available, but it's also very painful - especially in multiples. To be honest, a pure R/G version of this deck should probably be running two, and three-color versions should probably run one of each shock (maybe two Stomping Grounds). That's plenty to get with all the fetches. Look at some other decks in the format that have some top 8 lists posted on MTGTOP8, MTGDECKs.net, or MTGGOLDFISH. You'll see all the U/W Control lists run two Hallowed Fountains; all the G/B Rock lists run two Overgrown Tombs. The Izzet Phoenix lists do seem to run three Steam Vents, but they're also only running 17-18 lands total. The only deck running a full play-set of shocks (Stomping Ground in this case) is TitanShift, and they're obviously doing so because of the Mountains-matter theme associated with Valakut.
Copperline Gorge, Fire-Lit Thicket, Grove of the Burnwillows, Raging Ravine, Sheltered Thicket, more off-color fetches, Prismatic Vista, mono-color or even colorless utility-lands, more basics, etc... there are so many good options.
May 25, 2019In bigger cubes (I'm at 720 for instance) trying to support aggro in green can still be a challenge compared to white, black, or red, which all seem to have a myriad of 1cmc creature options nowadays, so Hexdrinker will be much appreciated.Posted in: Cube Card and Archetype Discussion
May 23, 2019That settles it. I'm officially sidelining my Jund list to start brewing a red-green version. Ayula's Influence looks amazing! Not so amazing that I want to give up Seismic Assault, which I think is a better card for the record, and Faithless Looting and Bolt, but I can see where green-black and green-blue versions of the deck might suddenly be appealing.Posted in: Midrange
I certainly wouldn't mind getting Forgotten Cave and Tranquil Thicket either, since we kinda got hosed on the new "Horizon" lands.
And now I see Genesis is being reprinted (even stuff like Firebolt, Regrowth, and Unearth are great to have as options in Modern). I really love this set.
Edit: I've thought about it for a few days, and I'm going to try to make Ayula's Influence work in the Jund colors. The mana will definitely be stressed, but I genuinely don't want to drop any of the three colors. Right now, I'm trying three Seismic Assaults, two Ayula's Influence, and one Living Twister as my payoffs, as I really don't want to draw duplicates of any of them.
May 23, 2019Seismic Assault is one of my favorite cards ever, and Loam/Assault is already a base red-green deck. Seems like a perfect home for it. I also love the flavor of a red enchantment doing damage and a green enchantment making creatures.Posted in: The Rumor Mill
May 21, 2019The Cipt aspect of the cycle-duals and the fact that you can't play them as a land early and then cash them in later doesn't appeal to aggro combinations that want to play a slightly lower land count. These "canopy"-lands are exactly what something like Boros was looking for.Posted in: Cube Card and Archetype Discussion
May 21, 2019I loved the idea that this cycle was finally getting printed, but I hate that they now have 6/10 color combinations. I mean, as just a Selesnya land Horizon Canopy felt unique and powerful - but just for G/W. I was ok with that. Or... if it was just enemy colors, then I'd be ok with that. Obviously, the full cycle of ten would have been great for everyone, but this enemy-colors plus Selesnya mess seems a bit too unfair to Azorius, Dimir, Gruul, and Rakdos. I really hope they fix this injustice by printing the allied-color ones in Modern Horizons II.Posted in: The Rumor Mill
May 20, 2019Yeah, control decks have messed around with stuff like Sphinx's Revelation, Glimmer of Genius, and Hieroglyphic Illumination for some time now trying to find a "big," instant-speed, card-draw spell. This is it.Posted in: The Rumor Mill
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