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  • posted a message on [Deck] - Death and Taxes
    Tariff is probably a lot worse than Retribution of the Meek. Runed Halo can be useful both MD or SB in a D&T list, but it's a pretty bad answer to Progenitus. Not only does it leave a 10/10 wall on the board, but most lists capable of running Progenitus have an easy time running disenchant effects (grip most likely). It basically becomes a race to see if your fliers can kill them before they find an answer to Halo (or your fliers).
    Posted in: Legacy Archives
  • posted a message on Burn
    Shahrazad is my favorite card ever. The flavor of course comes from the Arabic collection of folktales "One Thousand and One Nights", where the beautiful Sjeherazade tells stories to king Sjahriar to keep him from executing her. It's the essence of stalling. A shame they banned it, but one can easily see how it doesn't belong in competitive play (and how your casual group will just laugh at you and grab a slice of pizza if you actually played it for real in a game).

    Culling Scales: These help against decks which pack problem permanents, however ONLY if they do not maindeck disenchant/naturalize effects (e.g. not Enchantress) and if you have more targets for such effects (such as Sulfuric Vortex), you can expect any deck packing the in SB to board them in game 3 at least. So I wouldn't expect to get much mileage out of them except perhaps against something mono blue or so. But I haven't tested it in actual gameplay. It's probably less narrow than Anarchy, but also less useful when push comes to shove.

    There is too much tech available to pack it all


    While this is certainly true, there is also no need to "pack it all", even in a diversified meta. You can make a good burn list that is capable of handling all of the below:

    *fast weenie strategies: sweepers and creatures for stalling are needed. Artifact hate against Vial/Jitte works well too.
    *big beats: dedicated hate like relic/crypt (goyf/stalker/reanimation) or StS (nought) works best IMO, but you could also try Ensnaring Bridge SB. Creatures help stalling here too.
    *combo: Pyrostatic Pillar is the only answer I know of. It's also decent against decks like Threshold and Zoo. REB/Pyroblast could be occasionally effective here too, as could relic/crypt.
    *chalice/counterbalance: vexing shusher and artifact removal (also for top) works well. Sulfuric Vortex is good against slow CB decks.
    *other problem permanents: realistically, you will have to choose between Pithing Needle or Anarchy here, since you probably won't be able to fit both. REB/Pyroblast probably shouldn't be run simply for permanent removal, since you only really need to worry about Chill which most decks don't run (and it can be played around eventually).
    *Life gain: Either fought directly with Sulfuric Vortex (or possibly Everlasting Torment, but meh) or indirectly with pithing needle on survival (or crypt/relic on genesis/witness), StS on Jitte and so on.

    Have I forgotten anything? I think my most recent list (and many other lists too) cover most of these bases. I really wish there was something better than Anarchy though. Perhaps some day they'll print something like a red instant for RR that reads "destroy target white or blue permament", but until that day, Anarchy it is.
    Posted in: Legacy Archives
  • posted a message on Burn
    Yeah, you're probably right in that the SB needs GY hate (I contemplated it in the edit of the last post). Flamebreak/Volcanic Fallout is also useful against Ichorid's tokens, but they won't handle a reanimated fatty. I've decided to go with Fallout over Flamebreak too, and only 3 in the main as you suggest. I don't like Fork or Browbeat, but I've added some Smash to Smithereens and Sulfuric Vortex. Here's an updated version:

    Posted in: Legacy Archives
  • posted a message on Burn
    Lekwid: It's only MD in Enchantress, to my knowledge, though Landstill and (less commonly) Thresh could easily fit it in the SB with the right build. Glacial Chasm has a similar function in Loam decks, but at least we can play around it with instant speed spells (they don't pay the upkeep for it).

    davidboan: Yes, the question you should ask yourself is: What decks in my meta play blue spells, and how many of those run counterbalance? If more than half of your blue or blue splashed decks run CB/top, Shusher is better than REB/Pyro.

    I'm working on my SB right now and thinking:
    I've tried to include only the most needed cards that can make autolosses winnable. Shusher combats Counterbalance and blue (splashed) decks in general. Pillar can make a combo MU winnable even if they would normally have a quicker clock, and is also decent against Threshold or Zoo. Spree is needed against Chailce and deals with other problem artifacts like Jitte too. Anarchy is needed against Solitary Confinment, CoP:Red/Story Circle, Worship + Mongoose etc.

    I prefer this combination to Pithing Needle, REB/Pyroblast etc. They leave too many holes. Shusher, spree and anarchy can handle things that they can't - more important things IMO. Here's my MD for reference:



    EDIT: After reading up some more on burn, I think it could be a good call to include 2x Smash to Smithereens and 2x Sulfuric Vortex in the main. Magma Jet makes running situational 2-ofs more viable, since you have better chances of getting them when needed, and can filter them away when they are bad. I keep going back and forth on Flamebreak vs. Volcanic Fallout. Also considering Relic of Progenitus for the SB, but I'm not sure it's relevant enough.
    Posted in: Legacy Archives
  • posted a message on Burn
    Has anyone contemplated running Burning Wish? It's probably horrible since it slows us down by 2 mana, but could diversify game 1 quite a bit. Getting artifact removal, Flamebreak even Anarchy or techy things like that.

    Btw, is there any other way to answer Solitary Confinement than clunky Anarchy? I keep searching for something like a pyroblast for white rather than blue, but Anarchy seems to be the only card for killing off white permanents :/

    Another question: Which do you think is more important, REB/Pyroblast or Vexing Shusher? There are a few blue permanents that present problems such as Chill that we need REB/Pyro to kill, but the most common blue problem permanent is surely Counterbalance. And REB/Pyro is helpless there, so I'd consider Vexing Shusher to be more important. REB/Pyro is nice to have - Vexing Shusher OTOH is necessary in today's meta.
    Posted in: Legacy Archives
  • posted a message on [Deck] - Death and Taxes
    That's pretty build dependent, which is another way of saying that the deck can adapt to most metas. In the early days, combo was said to be a bad MU, but white has gotten so many tricks against it lately that I think D&T is (or can be) on par with any other aggro-control deck against combo. Some would name Landstill, but if you run Wayfarer that MU becomes favorable. If you ignore the Ichorid MU, you will be just as unprepared as any other deck to face it, but the truth is it can be a pretty good MU for you if you run the right cards. Lists without Cataclysm (in the board at least) can have a hard time against Enchantress and similar decks overcommiting a certain type of permament.

    As of late, I've found Progenitus to be a big problem for this deck, but if he ever finds a permanent home in a competitive deck, running Retribution of the Meek (also hits goyfs, stalkers, noughts) in the SB could be useful. Just another example of how this deck can adapt. In short - know your meta. If you don't, generic D&T builds can still do pretty well in unknown metas.
    Posted in: Legacy Archives
  • posted a message on Burn
    Hm, yes I suppose Fork could be pretty bad as a top deck. Any ideas which of the two suggested burn lists would be best?
    Posted in: Legacy Archives
  • posted a message on Old the Gate
    Quote from sid_zie

    Dark confident was very good – at worst he drew out a removal spell (which after a start of discard can be difficult for an opponent to find), even if he lasts through one upkeep that one card has replaced himself. I didn’t hit a tombstalker from him, although the worry is always there.


    In regards to this, is there any concensus on Dark Confidant in today's CounterTop meta? Confidant steers the deck to low ccs, avoiding gems like Tombstalker and Snuff Out that are good against CounterTop. OTOH, Confidant is in itself a "gem" and one of the most potent cards in black. Ignoring the problem and trying to have it all in your deck seems like a recipe for disaster. Perhaps the green splash, "eva green" style, is really needed for Krosan Grip and whatnot?
    Posted in: Legacy Archives
  • posted a message on Burn
    This is an interesting archetype. In this post, I'd like to go into meta options a bit deeper, comment on some deck building math in general, and sum up my ideas in two deck lists. Looking forward to your feedback Smile

    Ankh of Mishra - While this is old school, I think today's meta is wrecked by it just as much as in the golden days. There are many decks out there running 24+ lands and abusing crucible and/or life from the loam. And even a single fetchland played and activated under ankh is 5 damage!! Even if you play against a mono-colored deck with 22 lands, this will most often deal at least 4 damage. It also gets past CoP:red and much other burn hate. If I were to run a burn list in a modern meta, ankh would be my starting point.

    Shrapnel Blast - I was initially against this in earlier lists, but today the meta is rampant with Tarmogoyf and Tombstalker. This means we can assume a control role against such decks if the damage race is not coming out favorably. Also highly synergistic if we're making an ankh-burn list anyway.

    Relic of Progenitus - Has anyone tried this out MD in a Shrapnel Blast list? It combines the features of old bauble burn lists but draws the card immediately, and is a house against Threshold and Ichorid - two MUs that need strengthening. I don't think there's any competitive deck that relies as little on the grave as burn does (exception: Barbarian Ring). And it's never a dead card - at worst it's like a cycle for 2 that enables Shrapnel Blast.

    Now for some deck building math. First off, why do people run 19 lands instead of 20? If you want to maximize your chances of 3 lands on turn 3 while minimizing the risk for mana flood, 20 is the correct number. If you run draw like Street Wraith/Baubles, maybe you can go down a land or two, but I wouldn't recommend running those in the first place. Though you might feel good being able to fit that extra damage spell, you're only kidding yourself by playing 19 lands rather than 20 if you run 3cc spells at all (statistically speaking).

    Secondly, I'm surprised to see nearly all builds running Fireblast as a 4-of. Yes, it's our best finisher, but it's only feasible to play 2 of these in a game if you run 20 Mountain and you're on turn 5... Thus, I believe 3 is the correct number to avoid a dead copy in hand, but Fireblast should be run as part of a suite of some 8 finishers or so, so as not to loose consistency. The thing is, the other two prime candidates for finishers (Price of Progress and Shrapnel Blast) suffer from the same condition of being better as 3-ofs instead of 4-ofs MD. My solution to this problem would be to run 2x3-ofs and throw in 2 Fork as well (at worst, an Incinerate).

    Thirdly, the Flamebreak vs. Volcanic Fallout debate has missed the casting cost issue. Most lists run only red mana, but if you're adding colorless lands, you simply can't run Flamebreak consistently or any other RRR spell for that matter.

    In short, the spells need to match the mana base, like so:
    *20 Mountain: 4x Fireblast, 2-3 Price of Progress, 1-2 Fork
    *18 Mountain, 2 Barbarian Ring: 3x Fireblast, 2-3 Price of Progress, 1-2 Fork (the ring is sort of a finisher itself, albeit a weak one)
    *13+ Mountain, 10+ artifacts: 3x Fireblast, 3x Shrapnel Blast, 0-2 Fork OR 2 Price of Progress (unless you run stuff that interferes with it).

    Based on the above, I'd like to suggest two lists - an artifact burn with mana denial and a more traditional burn. Both are pretty meta gamed, but in very different ways. Which do you believe is better?


    Resilience against aggro in the form of creatures is sacrificed in favor of better game against the big beats, GY- and land-strategies of aggro-control.


    Traditional burn - the creature targets are decent in the face of removal and very good against straight aggro or control/combo. Unfortunately, threshold and other aggro-control builds are worse MUs.
    Posted in: Legacy Archives
  • posted a message on Pox
    Well, B2B and PoP are hardly seen in today's meta, and Wasteland is not a big threat with Crucible and being able to fetch basics. So that leaves Moon and the Contamination argument. How strong is Contamination really?
    Posted in: Legacy Archives
  • posted a message on Pox
    Oh yeah, I'm all for as much versatility as possible and ditching useless stuff is good. The problem is, there's only 60 slots to fill which means we need each one to do as much as possible.

    About splashes... what have you found? Green and white seems most promising. What's in it for the mono black version?
    Posted in: Legacy Archives
  • posted a message on Pox
    I've played around a bit more with pox deck building and I've noticed a few issues with the archetype. I hope my observations can help make the game plan a bit less clunky.

    It's basically a question of acheiving the optimal balance between consistency, redundancy and flexibility. Pox and Smallpox is the core - they attack almost all deck types (except dredge), by attacking from so many angles. Most other cards are more or less narrow and risk being dead in some MUs. As with all decks, we should devote some slots MD and some slots SB for aggro, combo, control etc. to complement the pox-effects.

    But the flexibility comes at the cost of either lacking consistency or excessive redundancy. Take something like Siphon Life - an excellent card. But if run as a 1-of, we can't count on it in the MUs where we need it, such as burn. In fact, we may have to devote 3 slots to hope for any sort of game 1 consistency. But then the problem becomes redundancy - once we have a copy in hand/grave, the others are pretty useless. And what's more, other retrace spells are less attractive too. My guess/rule of thumb would be to include at least 2 copies MD of a retrace spell, with 1-2 extra in the side for certain MUs, and no more than 4 retrace spells total in the main.

    Then there are the static effects like Crucible or Contamination. I think Legacy deck building in general has shown us that 3 is the right number for such effects, unless you run tutors or heavy draw. That gives you a reasonable chance to get one each game, a reasonable chance to replace a destroyed copy in a long game, and a reasonable chance to avoid drawing multiple "dead" copies.

    I think part of the solution to this problem is looking at each card in your pox list and consider interactions and multi-purpose applications. Especially win conditions. For example, comparing The Rack with Cursed Scroll, CS is more multi-purpose since it also kills threats or utility creatures like confidant (and doesn't rely on opponent's hand size). Comparing Tomb of Urami and Tombstalker as finishers, Urami is clearly more multi-purpose since it can also produce mana in the early-mid game. That doesn't mean that a swiss army knife always beats an assault rifle, but the core of pox lies in having efficient cards that do many things IMO.

    One must also consider interactions. For example, if we look again at Tombstalker vs. Urami as a finisher, adding Crucible to the mix tips the scales further towards Urami. Most of these interactions (like Bitterblossom being better with Contamination etc) are covered in the primer though, so I won't repeat it here.

    Waddjathink about this? Have you had the same experiences? I'd like to optimize and streamline a non-budget pox list once the game plans against different deck types are clear to me.
    Posted in: Legacy Archives
  • posted a message on Pox
    Xanth: I like most of your suggestions. I agree that Powder Keg could be synergistic, but I included it mostly so the Ichorid MU wouldn't be a total fold. Though perhaps more narrow in some ways (but not in others) I think Leyline of the Void would be better here. I'd pick it over Spinning Darkness since SD can't kill tarmogoyf nor mongoose, and I already have Innocent Blood to board in the aggro MU (and bitteblossom is solid against aggro too).

    Also, it just occured to me: have you considered that Sinkhole is actually pretty anti-synergistic in a Contamination build? Even though the overall goal is mana denial, that sinkhole is gonna look pretty stupid when you already have a contamination lock. I think pox builds should consider the problem of diminished marginal returns when we start to run many "more of the same" cards.

    After all is said and done though, I wonder if a dedicated discard build still wouldn't be better than a dedicated LD build in Legacy. So many decks use so little mana. I see some talk in this thread about how hitting your opponent with Pox when he has 4 lands out is great and all, but let's face it: most legacy decks don't care much if they are left with 2 or 3 land, because half the deck costs 0-1 mana to cast. And if they have 4 lands out, they either had no other cards to play because you discarded them, or you are dead already. OR you are playing against Landstill, in which case you are winning anyway.

    Dedicated discard could run what seems to be the most synergistic threats to me: Racks. And since we want to run crucible with man lands, high land count, mox diamond and retrace spells, we get lots of additional win conditions there too. Really, what reason is there not to include the moxen + crucible package in a Pox list? (Well, budget obviously).

    I'm really not too fond of Tombstalker. It's powerful, but has no synergy with the rest of the deck. It seems like its power is win more - if they are not in a position to answer a tombstalker, they probably can't answer a recursive nether spirit either.

    Another question: The logic that The Rack is anti-synergistic with heavy mana denial seems correct on paper, but is it in reality? If two Racks are out, opponent has 3 cards in hand and is low on life, would he play a spell even if he could? Either he thinks that playing that spell will win him the game sooner than the additional rack damage, in which case mana denial preventing that spell from being played would be good for the pox player. Or he decides against it, in which case we have the same result as if we had played mana denial, so no anti-synergy there (just no added effect to the game state).

    Argh! I find myself wanting to eat the cookie and have it too. I want the cuteness of the Contamination lock, with the power of discard and racks. Back to the drawing board.
    Posted in: Legacy Archives
  • posted a message on [EDH] Gerrard's Test (Mono White Lifegain)
    I didn't post it for the purpose of changing your general - it's just that decks with similar concepts can run the same "best" cards. I'm thinking of adding Storm Herd to my list for instance - it should be excellent in yours too. Cherry pick from it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Gerrard's Test (Mono White Lifegain)
    I'd like to point you in the direction of my Lin Sivvi build, which revolves around an infinite life combo (among other things)
    http://forums.mtgsalvation.com/showthread.php?t=157557

    It's a three card combo, but sivvi searches out two of them and you have 8 sources for the third piece. So you can have infinite life by turn 5-6 almost every game, unless they have instant speed disruption of the RFG kind. If that sounds too good to be true, remember you still need answers to attacking generals since they ignore life total. There are also combos that win without the life total mattering much.

    Test of Endurance is a win con in my deck too, but Phyrexian Processor is also good for such decks. Storm Herd is late game "more of the same", but also good. Good luck!
    Posted in: Multiplayer Commander Decklists
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