Hand#1: keep: you're missing turn 1 discard which isn't the best but other than that you have very decent hand against Burn. Turn 2 Tarmogoyf is the best thing you can do against them and LoTV is also decent when you're on the play. Having painless lands is obviously great as well.
Hand#2: mull: this hand is way too slow for Modern. You're just dead if you play against aggro or combo because you have no interaction and can't be sure to draw one. I would mull this even if I knew I'm up against midrange or control. BBE is great against the last two but again I don't think you can afford to do nothing in the first 3 turns.
Hand#3: I would keep that one. It's risky but you have plenty of early interaction and one more draw to get a land because you're on the draw. This is a "draw/play dependent hand though and I wouldn't keep it if I was on the play.
Hand#4: this is the hardest one in my opinion and I'm not sure about. You can keep it because you have plenty of early interaction but this won't help if you don't draw green source in time to play Tarmogoyf. So it's risky keep but you have stuff to do in the first few turns and probably wouldn't play Tarmogoyf that soon anyway but keep killing opponent's creatures instead and when it's safe play the Goyf. I would probably take the safer line and mull but again I'm not sure about that one.
Hand#5: keep. This hand is great against Bogles if they don't have Leyline. You have discard for their creatures/auras, Decay for additional answer and Goyf to start putting pressure on the opponent or to set up the wall. Leyline obviously makes this hand a lot worse but you will have hard time beating Leyline anyway. I think you have to keep it and just hope they don't have Leyline.
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Mar 16, 2018@lowekevin123: I really like your list. I would only add Terminate instead of 1 Push since I'm not comfortable with playing only one Terminate but that's just me. I want to have more answers to bigger threats. I'll going to try this list (main deck) with the mentioned change.Posted in: Midrange
i'm not sure if I want 25 or 24 lands but since I really want third Ooze (it was performing really good for me) and don't know what else to cut for it I'll start with cutting a land and go from there depending on how it works.
Mar 15, 2018Posted in: MidrangeQuote from Spsiegel1987 »Really? Have you seen the jank being played again? Shadow looks well positioned to me, especially with a lack a good jace shell being cracked
I think control is still well represented and Shadow decks aren't good against it. They may be in a solid spot and in fact Traverse Shadow is dong good (to my surprised though) but I wouldn't say that for Grixis Shadow. I haven't seen notable results from it so far. It may be end up being just fine deck but I don't think it will be very well positioned or doing as good as it did before unbans.
Regardless of how good it will be I will be happy if it's good because I believe Jund is favored against it since BBE unban so this should be good for us.
More importantly is that playing more Pulses rather than Pushes is where we should go if Grixis Shadow ends up being more popular. Pushes are good end it would make sense to cut some copies of Bolts for it but delve creatures and not DS itsels is what I'm most worried about when playing against this deck. This was my main point of response to you.
Mar 15, 2018If Grixis Shadow becomes so good then I can see going up to 3 Pushes and 3 Bolts or even bette add second Pulse because delve threats are our biggest problem.Posted in: Midrange
That said I think we are already favored and I'm not that worried about Death's Shadow itself but more about delve creatures. This means second Pulse is probably better than third Push. I don't see Grixis Shadow becoming so well positiened though.
Mar 14, 2018I agree that there's no definitive right or wrong with the number of lands. I'm also perfectly fine if I don't hit the forth land on turn 4 when I play against aggro and other linear decks and I find most of the time to play some cheap removal or two or a creature to defend instead of BBE. I do want to cast BBE on turn 4 when I'm paired against control or midrange.Posted in: Midrange
I wouldn't play 5 manlands in 25 lands build though because this makes it more likely for your 4th land to come in the play tapped (you will have more lands of this kind). I've been playing 3x Raging Ravine/1x Treetop Village with 25 lands and 3x Raging Ravine with 24 and been happy with it.
That said both 24 and 25 lands are viable in my opinion but you have to customize your list accordingly.
Mar 14, 2018Siege Rhino can be a way of life or life, however you want it, but as FlyingDelver said if your store is all big mana decks then play something else. Rhino will look pretty embarrassing there as your whole deck will. If there's less of these decks then Bob along with 1-2 Grim Flayer will give you the best bet against them and not Siege Rhino.Posted in: Midrange
Mar 14, 2018I also feel more comfortable with 25 lands. 24 lands worked fine for me but there were games where I didn't have 4th land on turn 4 and 25 lands help with this. Against faster decks this isn't an issue (actually playing less lands is better because you don't want to draw too many of them and it's better to draw removal instead) but you do want 4th land in time against attrition based decks.Posted in: Midrange
I want 11-12 one drops - 5-6 discard spells, preferably 6 and 5-6 removal spells. We need enough early interaction and I think initial BBE lists didn't have enough of it.
After some toughts I agree that Deadbore is not good enough. It's nice that it kills creatures and planeswalkers but being a sorcery is a big drawback. It can't kill manlands and it's worse against faster decks and haste creatures. I don't like the idea of only one Terminate as we need enough removal for bigger threats which Jund already has harder time dealing with. Second Maelstrom Pulse is an option and it doesn't sound that bad tbh but I wouldn't play it in 24 lands build. If you play that one second Pulse is out of the question for me.
I would like to play third Ooze as 3x Ooze build performed well for me but I don't what to cut if I want to play list with above mentioned points in minds.
I pretty strongly believe that anything less than 4x BBE is wrong (I know I was thinking about 3x right after unban but I was definitely wrong and I admit that).
Mar 14, 2018Posted in: Midrange
I'll just quote my previous post here: The only one that's really easy is Bob-I mean Ravnica's one is billion times better art than the one from MM and it's actually one of my favorites arts of all Magic cards.
Mar 14, 2018I prefer BBE from Alara Reborn but they are all fine as long as they aren't foil - I hate foil cards.Posted in: Midrange
The only one that's really easy is Bob-I mean Ravnica's one is billion times better art than the one from MM and it's actually one of my favorites arts of all Magic cards.
Mar 12, 2018I agree with kastermester that we need enough one mana interaction spells. Without cheap and efficient removal creature and aggressive decks become harder and I would like to be prepared against them as much as I can as these will always be part of the meta.Posted in: Midrange
One thing that seems really appealing to me is 6 discard spells package. Discard is very useful against many decks and with or without BBE turn 1 discard into turn 2 Bob/Goyf is still the best opening hand we can have. With more discard we have better chances of having it in the opening hand and thus being able to have that play.
Mar 12, 2018I was thinking about that list:Posted in: Midrange
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures
4x Dark Confidant
4x Bloodbraid Elf
2x Scavenging Ooze
4x Inquisition of Kozilek
4x Lightning Bolt
2x Fatal Push
2x Kolaghan's Command
1x Maelstrom Pulse
1x Abrupt Decay
4x Liliana of the Veil
4x Bloodstained Mire
4x Verdant Catacombs
2x Overgrown Tomb
1x Blood Crypt
1x Stomping Ground
4x Blackcleave Cliffs
3x Raging Ravine
1x Twilight Mire
Maybe I could do -1 Raging Ravine +1 Treetop Village. I like Treetop Village and it seems nice with the lower curve but I'm not sure.
The other thing that I'm not sure about is if I have enough removal for biger stuff. I just added second Pulse and played a few games with it but I felt 2 is too much in 24 lands build so I cut one. Maybe I could add Dreadbore but I'm not sure what to cut for it or all my fears have no reason.
Mar 12, 2018I like that "lower to the ground" approach. I like Jadine's and Herrera's list but I'm not sure about 3x BBE. I think 4xPosted in: Midrange
BBE is still the way to go. With lower curve and cheaper spells along with more removal our matchups against faster decks should be fine/ good. I'm happy with most of them minus Burn but adding more removal spells doesn't hurt.
It seems that more and more players are startin to realize we need lower curve and more removal which is something I said right after BBE was unbanned-that I felt the number of removal spells in the initial list (Reid Duke for example) was a bit too low to be comfortable with.
I'm more than not sold on 4x LoTV and no LtLH in the maind deck. I've been testing this for a while and it's been working good for me.
Mar 12, 2018It's probably true that our Infect matchup got worse because most lists play less (cheap) removal because it's worse cascade target beside Bolt. As said Infect is still a good matchup for us but it requires us to be more careful with our lines and play more tight.Posted in: Midrange
This is also true for Affinity. However their nut draws or Etched Champion that get us were still a problem before BBE. We have a bit less of a removal now but in general I think this is still a good matchup but can be a close one. We just have to accept that above mentioned situations will get us but other than that I'm fine with it.
Against taking turns discard and LoTV backed up with pressure is your best bet but it's a tough matchup by my experiences. The main issue is that Jund is slow deck (BBE makes it faster, more aggressive but still) and thus won't be able to finish the game before they start taking extra turns and at that time you're probably just dead. So my advice is to tear their hands apart with discard and LoTV and hopefully kill them before they get back into the game. Bring in additional discard and board out removal except Pulse because they tend to play Jace, Dictate of Kruphix and Howling Mine and you have to kill those otherwise the game can go out of control very quickly.
I'm not sure about Ponza though, maybe you can do it if they are basics or fetchlands. I have an issue against Ponza regarding lands though. If I don't play basics Blood Moon gets me if I do they kill them with Stone Rain and other land destruction and then slam Blood moon which in this case gets me again. I don't think it's that bad matchup otherwise but you need to get a bit lucky. Their best draws will be very hard to beat probably. I do think we have better top decks though which can help us in the later game. They have plenty of mana dorks and other ramp spells that doesn't do much in the late game while our draws seem to be better overall. Titan and Stormbreath Dragon are the real deal though and probably the only thing you need to worry about if game goes long and you have basics in play to play around Blood Moon.
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