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  • posted a message on Standard Gruul - Planeswalkers, are they worth it?
    Hard to say. I got along fine playing Gruul Blitz without Domri. He's not actually that aggressive. He's not good removal nor is he good card advantage. He also warps how you build your deck (demands 30+ creatures).

    Xenagos doesn't seem that aggressive either, what with being a 4-mana 2/2 haste when first dropped.

    I feel like, even in the Big Gruul ramp-stompy decks, those slots might be better filled with actual removal/burn.
    Posted in: Standard Archives
  • posted a message on [Variant] R/G Gruul Sligh
    Rancor hasn't been seen in top Rg aggro decks in a long time. The metagame has settled on Madcap Skills being better than Firefist Striker.

    I, too, find the notion to be disgusting but the numbers don't lie. Also, I guess the fact of the matter is that if you get just one swing in it, that makes it at least worth a card (Searing Spear to the dome).
    Posted in: Standard Archives
  • posted a message on What is the matter with the Mythic rarity?
    Mythic rarity itself isn't the problem.

    Big flashy mythic rares like Obzedat are fine, any only see a few copies played in a few decks.

    It's when they make mythic staples that want to be played in every deck with those colors that it becomes a problem.

    Voice would not have unbalanced limited if it was rare.
    Posted in: Magic General
  • posted a message on What would it take for you to decide WOTC had jumped the shark?
    Panda subtype.
    Posted in: Magic General
  • posted a message on What is the matter with the Mythic rarity?
    ...What? You think that Voice would still be $60 if it was rare?
    Posted in: Magic General
  • posted a message on [Single Card Discussion] Legion Loyalist
    Legion Loyalist is not a 1-drop, though. I mean, it costs 1 mana, but it's not a very good turn 1 play. It's a turn 3 play.
    Posted in: Standard Archives
  • posted a message on [Single Card Discussion] Hellrider
    Gruul War Chant is only good when you have a decent board presence.

    Hellrider provides more damage than war chant and it still does 4 hasty damage if your board is empty.
    Posted in: Standard Archives
  • posted a message on [Variant] R/G Gruul Sligh
    Playing Madcap Skills goes against so much of what I've learned from semi-competative Magic. That said, I can't say it's a bad choice. Maybe this deck does need to trade a little consistency for a little more speed/power. Barring an untimely 2-for-1, it does indeed play the role of both Lightning Mauler and Firefist Striker, which we can't really fit both of in the deck.

    I still don't like Grafdigger's Cage in this deck. Neither reanimator nor aristocrats rely on graveyard plays to win. They both have plenty of other ways to beat us.

    I think swap the cages out for extra Electrickery and Legion Loyalist is the way I'd go. Alternatively, I've been wondering about trying Gruul Charm again for that matchup, as it has the option to fulfill either of those roles.
    Posted in: Standard Archives
  • posted a message on [Variant] All-In Red (AIR)
    I mean... I'm really not sure what to say. Apparently we have different dictionaries.

    I've played AIR decks, both in current standard and previous ones. They are not consistent. The idea is that 50-60% of the time they have an unbeatable game plan (play dudes, smash for massive damage turn 3/4). The rest of the time, though, you play a bunch of embarassing 1/1's and lose. It's all or nothing. That's the opposite of consistency.


    But anyway, looking at the decklist you have up there now...

    What in the world is that manabase?

    Other ideas I've seen are Trumpet Blast as Dynacharge 5+ and Rubbletbelt Maaka as pseudo-removal or just extra damage.
    Posted in: Standard Archives
  • posted a message on [Variant] All-In Red (AIR)
    Right, but AIR decks don't do the same thing every game either.
    Posted in: Standard Archives
  • posted a message on [Variant] All-In Red (AIR)
    "Consistency" is not a term I generally attribute to All-In Red decks...

    With basically no "plan B" whatsoever, is it not actually the least consistent reccuring archetype in Standard?
    Posted in: Standard Archives
  • posted a message on [Variant] R/G Gruul Sligh
    Quote from Blade332
    No it's there?

    Indeed, looks like you edited it in while I was writing the post.

    How about some analysis next time?

    Eh. You're posts since you put up the decklist have had a rather defensive tone to them. This suggests you're not especially interested in analysis from Gruul mages.

    Really, I think you're just in the wrong section of the forum. I'd suggest posting your list in the Naya Aggro section, because that's what your deck is. The people there will be better at analyzing your card choices than we will be.
    Posted in: Standard Archives
  • posted a message on [Sideboarding] R/g Aggro
    Well, for FNM, you'd need to tell us what your local metagame is like. I'm guessing from the maindeck Volcanic Strength you see a lot of fast Rx/Blitz decks?

    Really, though, that should just be Boros Reckoner #4. Reckoner is good in the same matchups that Volcanic Strength is good in, but he's also good against lots of other decks, while Volcanic Strength is actually bad against most other decks. (I'm actually not even sure it's good against Rx decks anymore, because they are evolving to fight Loxodon Smiter. I side in Mizzium Mortars in the mirror hoping for a sweet 2-for-1 against Volcanic Strength.)

    Also, with Voice of Resurgence being a common card (your local meta may vary if local supplies are short), having 4x Pillar of Flame in the 75, if not the mainboard, seems mandatory. There's also fair amounts of Strangleroot Geist, Doomed Traveler, and Young Wolf being played (the latter two in Junk/Aristocrats).


    Jund:
    I usually swap out Pillars for as many Mizzium Mortars as I have. Pillars isn't bad, but it only kills (half a) Huntmaster. Mizzium Mortars hits both sides. Beyond that I'll yank some combination of Cackler, Noble, Firefist Striker and Hellrider (pull more 1/2-drops if on the draw, more 4-drops if on the play) to fit in Skullcrack and Traitorous Blood (or Mark of Mutiny).

    Junk:
    Very similar to Jund, except I'd also want Electrickery and maybe keep Pillar to hit their mana dorks.

    Rx Mirror:
    You fight for the control role here. Bring in all the removal, side out 1-drops on the draw, a mix of 1-drops and Hellrider on the play. If playing Legion Loyalist, this is a match to bring some in.

    Naya (human) Blitz:
    Same as Rx, but keep Stromkirk Noble.

    Naya Zoo:
    Honestly I'm still working out the sideboard for this match, but definitely Mizzium Mortars and Traitorous Blood come in. Legion Loyalist might also be helpful.

    Aristocrats:
    Electrickery is great against them. Legion Loyalist and Ash Zealot are pretty solid too. Traitorous Blood is good, but counts as a removal spell in this matchup because they'll never let you actually keep/swing with the target.
    Rakdos Cackler is pretty unimpressive, so is Mauler/Striker. Burning Tree Emissary itself is pretty bad, so start siding them out too if you have enough good SB cards to bring in.

    Esper/Bant control:
    Pillars out, Skullcrack in. Searing Spear needs to stay for Auger of Bolas. Swap Boros Reckoner for Ash Zealot if you're playing her, since Reckoner is just a 3/3 in this matchup.

    UWR/Grixis control:
    Same as Esper/Bant, but don't take out Reckoner. Take out some Striker/Mauler/BTE for Ash Zealot instead.

    Bant Hexproof:
    Electrickery answers Invisible Stalker. Bring Mizzium Mortars if they're the version that plays Loxodon Smiter. Boros Reckoner is probably not useful. Firefist Striker isn't great either, but I think he stays because you want the pressure from a BTE draw.


    You may have noticed that I've mentioned a LOT of sideboard cards, more than you can really effectively put in 15 slots. You have to make a meta call and drop cards only used for unlikely matchups.
    Posted in: Standard Archives
  • posted a message on [Sideboarding] R/g Aggro
    Not sure what you're asking.

    You want us to tell you, without suggesting changes to your maindeck or sideboard (both of which I have issues with), what your sideboard plan should be?

    Also I don't understand how your friend is suggesting you side in Pillar against Blitz, RDW, and Rites when you don't have any pillars in your sideboard.

    Lastly, if you want to plan for the top archetypes, you need to consider Naya Zoo, UWR control, and probably (Junk) Aristocrats.
    Posted in: Standard Archives
  • posted a message on [Single Card Discussion] Armed // Dangerous
    Nope. First strike combat damage and regular combat damage happen in different steps, with triggers resolving in between. You can even cast spells or activate abilities between the two damage steps.

    If you doubt this, go read the comp rules.
    Posted in: Standard Archives
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