The Limited Archetypes of Guilds of Ravnica
 
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  • posted a message on Jund
    I feel that control has an advantage over Jund when both are in top deck mode. Control has more powerful tools than Jund and they can be more devastating when it comes to that point of the game. If they top deck Teferi or Jace when both players are empty handed it's game over, unfortunately but this is how it is.

    There's nothing you can do about that other than hope they won't top deck anything good.
    Posted in: Midrange
  • posted a message on The State of Modern Thread (B&R 20/08/2018)
    Quote from idSurge »
    Whats wrong with the SCG day 2? Other than Humans being insanely popular and probably an outlier (like UW at that GP perhaps??) its quite fine.

    Exactly this. There's way too many Humans, I agree other than that it looks perfectly fine.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 20/08/2018)
    Quote from ktkenshinx »
    Quote from Ayiluss »
    Lots of UW Control but despite being the most represented deck of the Day 2 (with 44 copies) none made into top 8. I was already thinking to give it a try but it maybe isn't that good after all.

    Posts like these are baffling, in one sense, and sadly unsurprising, in another. The baffling bit is how consistently skeptical a few users are of blue despite so many results. Jeskai got T8. UW Control in 10th missed on breakers alone. Incidentally, Mardu also missed on breakers alone, so that's another strike against this weird thread of Thoughtseize being bad. Back to Ux decks: Blue decks are great. Play UW Control and enjoy MTGO and paper success. Or play Jeskai, which clearly remains viable. Of course, the unsurprising bit is that no amount of blue success seems to satisfy the vocal critics in this thread, so I'm not sure what I was expecting.

    In other news, Stirrings remains busted, Humans getting 2 GP T8 slots is definitely a yellow flag, and the SCG Day 2 is abominable.

    You're probably right about UW control and control in general. I feel that midrange isn't doing good though (despite that one Mardu Pyromancer). I'm not saying that Modern should be midrange vs midrange all the way but I would like to see some mirange deck to be among the top decks. If you look at the most successful decks at the moment you have all types (control-UW control, combo-KCI, big mana-Tron, aggressive decks-Humans, Hollow One,...), only idrange isn't there.

    I agree that the numbers regarding Humans and Ancient Stirrings decks are a bit alarming, especially Humans. Scg Day 2 is just funny and it's basically at least 1 copy of Humans at every single tournament.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 20/08/2018)
    Lots of UW Control but despite being the most represented deck of the Day 2 (with 44 copies) none made into top 8. I was already thinking to give it a try but it maybe isn't that good after all.
    Posted in: Modern
  • posted a message on Mardu Pyromancer
    Alpine Moon/Blood Moon along with Stony Silence and LD is your best bet. I like Goblin Rabblemaster and/or Hazoret too because you need pressure otherwise all these disruption will be useless.
    Posted in: Midrange
  • posted a message on Abzan / The Rock
    Combination of Thalia Lieutenant/Image and Meddling Mage/Freebooter can be annoying. I've had troubles against their aggressive starts combined with disruption too but unless they have perfect combination and you play patiently as Delver described you can do it. It's pretty close matchup I think so you need to be careful and play tight.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    I find Ponza matchup good for Mardu. Normally midrange decks are bad against Ponza but Mardu is exception because their land hate package isn't good against us. We play Blood Moon ourselves so it's obvious that this one isn't good against us (unless they have perfect combination of BM and LD to kill our basics) and LD also isn't since Mardu can operate on little lands.

    As it was already mentioned just kill their mana dorks and discard the most problematic cards. I want the most possible interaction to disrupt their plan as much as possible. So, keep removal in beside discard of course. Wear//Tear is good and EE is useful as well. If you have her in the SB then Hazoret is also good. Board out Blood Moon, LtLH, a few copies of Lingering Souls and possibly K. Command. I like some numbers of K. Command in case they have Pia&Kira but otherwise it's pretty mediocre card against them.

    I'm most worried about Inferno Titan and most of the time when I lose I lose because of it so discard him if possible or save removal for it.

    One pretty important advantage Mardu has over Ponza is that it has much better control over it's draws and thus being more consistent. Ponza loses a lot to itself as it as plenty of bad top decks and nothing to set up them so take that to your advantage.
    Posted in: Midrange
  • posted a message on Jund
    I always leave in some copies of Ooze against control. It's not great but it's a threat at least which is better than nothing. Boarding out some is right though, just not all of them. We also have worse cards in the MD against control than Ooze is so they come out before Ooze. After that it depends how many cards we have to bring in.

    I agree with ooze being better than Nihil Spellbomb just because it's a threat and Spellbomb isn't that great either. It's basically gy interaction on the body vs only gy hate that draws you a card.
    Posted in: Midrange
  • posted a message on Jund
    I like Grafdigger's Cage but as Delver said it doesn't do everything. It's more narrow SB card than Nihill Spellbomb or Surgical Extraction. I'm like it as a 1 of although it's not necessary but I wouldn't play more copies than that unless I expected lots of CoCo decks but these aren't very popular now. Right now I would play some combination of Surgical and Spellbomb before adding Cage and would play Cage if I had place after I fit the other two.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    As Delver said, play Thoughtseize on turn 1 and Looting on turn 2. I try to avoid Looting on turn 1 if I don't know what my opponent is on. Playing Looting without knowing what opponent is played is risky and can end up pretty bad because you don't know which cards are good and which aren't and therefore what to keep and what to discard.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    I'm torn between Leyline and Surgical/Spellbomb too. I think Surgical and Spellbomb are more flexible and useful if you draw them later in the game. Spellbomb is also fine to bring in against other midrange decks such as Jund. At worst it will draw you a card. Leyline doesn't do enough and it takes too many slots to bring it in against those. Surgical (in the combination with LD) is also useful against Tron and Valakut decks beside being good against combo decks. It's good in the mirror too (extracting their Revelers).

    I find Leyline to be better against gy based decks because it's there to stay for the rest of the game (unless they destroy it). They can play around Spellbomb and Surgical easier. This is so more true for Spellbomb because you will have to crack it at some point and they can easily rebuild gy after that. I just hae the fact that you need it in the opening hand to be good (fast enough) and I'm unlucky enough that I never have it.
    Posted in: Midrange
  • posted a message on Abzan / The Rock
    I probably need to play the mu more to get used to it and it will become easier then. It's not bad but I haven't been thrilled to play against them so far. Navigating through their instant speed creatures and/or Vial can be hard sometimes.
    Posted in: Midrange
  • posted a message on Abzan / The Rock
    I admit I played the matchup only a couple of times but I was doing better when I had an early Goyf out and pressuring them fast than sitting there and being reactive and try to control the board. I know this sounds weird because they are faster than us and for that reasons (similar to any other faster deck of that kind) you should be more conservatively rather than trying to race them. It could be just me but I feel they are pretty well equipped to deal with removal and can be pretty fast as well. Of course you need removal you won't beat them just by racing. I just think that go full control against them won't work (most of the time). Again it's possible that I'm just unlucky but I wasn't very successful by being to reactive. Those Rattlechains and Spell Quellers always get me if I wait any try to win by controlling the board.

    I'm skeptical about Golgari Charm too. It can be good but their creatures can grow very fast and thus get out of Golgari Charm range. I haven't played with it against Spirits yet but I feel you need to get pretty lucky to get them.

    I still disagree with leaving in Thoughtseize. Some discard is nice but I don't want to many and definitely not the ones the cost me life. Discarding key threat is nice but I think 2 life is pretty big cost. I rather bring in more removal instead. This helps me to deal with their creatures too and I don't need to pay 2 life for that.

    Agreed on Lingering Souls though. It is one of our better tools that can buy us enough time to potentially turn around the game in our favor. They will be usually just chump blockers but they do their job with this.

    Lastly the matchup didn't feel that favorable to me tbh. We have tools to beat them but I find their flying creatures (that prevent us from blocking except for Lingering Souls) Spell Quellers and similar cards very annoying.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    Against Humans you are definitely control. Bring in any additional removal you have (with Humans being so pupolar and being a bad matchup as it is you should have tuned your sb to deal with it as much as possible). Grim Lavamancer (he's great because they have very hard time with dealing with him) then you have EE, LtLH, Abrade and K. Command as your best options. I would try to kill whatever they trow at you and then kill them with DS, possibly with the help of TBR which might be necessary anyway.

    You obviously board out Stubborn Denial. After this I would board out Street Wraiths (they don't do much for you beside losing life and thus helping your opponent at killing you). Also boarding out a couple of Gurmag Angler is reasonable because Reflector Mage is a thing.

    As for UW control you just have to hope they have nothing (which isn't very likely) and you have fast clock baked up by discard and countermagic. It's our worst mu and I think when playing GDS you just have to accept that you lose to it. It's almost unwinnable mu.

    Posted in: Midrange
  • posted a message on Abzan / The Rock
    I have the same feeling about Spirits mu. I played it a couple of times (more so with Jund) and games with fast Goyf or two were the easiest. It feels like you have the best chances of beating them if you can race which you can do only if you have an early pressure. It's hard to play control against them because we can't block their creatures (except for Lingering Souls) and they have more creatures than we have removal plus ways to protect them via Selfless Spirit or hexproof. If the game goes things will go out of hands very quickly with them having big army, possibly with hexproof making all of our removal useless and and unable to race them.

    I agree with cutting Thoughtseize. You don't want cards that cost you life against such an aggressive deck. I'm not that sure about leaving in LoTV though. I think it's fine to keep a few copies in but probably good to cut some, at least on the draw. When you're on the draw they are too slow sometimes, if you're on the play it's probably fine to keep all of them in.
    Posted in: Midrange
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