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  • posted a message on Liquid Metal Control
    Quote from Rkork
    just one thing I see you use CipT lands and fetches so why not use the G/W man lands? thier quite good actually. and one other thing is it posible to pay the kicker cost when you put a creature into play with mimic vat?


    No you may not kick a card that is being copied by Mimic Vat. The reason behind it is for example Kor Sanctifiers. When you read the text on the card the kicker states "You may pay the additional kicker cost as you CAST the spell" Mimic Vat is just puting a copy of the imprinted card into play for you. It is notttt casting it, or in extended all you would ever see is Bloodbraid Elf on a Mimic Vat. Ewwwwwww that would be sick if that worked.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Quote from Damaja
    I can understand the reasoning behind that but at the same time, it would be nice to have counter back-up for the serious cards you play, Liquimetal Coating getting Memoricided would suck. What do you vs that situation? Liquimetal Coating is like the "key" card in the deck.


    Re-Posted for the Memoricide Question. I see that as a serious problem if one goes through and they grab Liquimetal Coating. What do you do then?


    If you end up getting to turn 4 without a liquimetal coating in play then you need to play assuming you wont be getting one. Someone dropping Memoricide on you once Liquimetal Coating is in play is somewhat minimal. I dont see U/B siding Memoricide in against us because if we go first they cant even counter our coating most of the time. Plus if they draw memoricide and no counter then they are screwed.

    I guess I just don't see Memoricide as that big a threat to the deck. If you play U/B and they go first then maybe it would work out for them. Other than that I think you will have already got the coating in play or its going to be so late in the game that you will probably need to start trying to win in some other means.

    To be totally honest I would be more afraid of Duress or Inquisition of Kozilek. They are fast at turn one and will stall you into trying to revive it with a Nature's Spiral or draw into another one.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Quote from Cordio


    Congrats! I know you got 1st so obviously the deck ran fine enough, but do you have some more specific thoughts on how your deck ran? Was everything coming together perfectly, or were you seeing some cards too often, etc.? Honestly I'm surprised by 3 Inferno Titans. Did you ever have 1 sit in your hand too long / multiple in hand?


    I was actually happy to have 3 of them. I have a heavy agro meta with low control. Inferno Titan helps me cut through a few decks that I was having trouble with otherwise. I had plenty of games where Liquimetal Coating never got to my hands where I still won. I dont have much of a problem lasting until I hit mana for it due to the fact that I run the Pyroclasm mainboard. I have actually been tempted to pull the 4th into the mainboard. In addition to the pyroclasm I run 10 creatures that are somewhat lower mana base to block with and lightning bolts. I havent run into an issue having multiple yet as I have been lucky enough not to draw multiple early in the game.

    It was actually surprising to me how many games I was able to win just off of Raging Ravine. Manlands are crazy good and the ravine is the best. Unfortunately there arent many decks that can utilize it. Don't underestimate swinging away with this bugger. If red ever taps out then they will need to save 2 kill cards to get him. He also kills off koth in one swing.

    Quote from Cordio

    Most of us like G for Ancient Stirrings Nature's Claim and to some extent Virdian Revel too much to cut G. Likewise many of us like R too much with stuff life Manic Vandal Oxidda Scrapmelter Lightning Bolt Pyroclasm. And if we tried RUG for the Mana Leak or Stoic Rebuttal we'd need some kind of ramp too assure we got our colors. All in all it sounds like too much work ^^. Besides, we can blow up anything, why bother countering?


    I also agree with all of your points here. The only 2 reasons I could possibly justify running blue for would be for preordain and Spell Pierce. These reasons alone do not justify using blue over red or green in my mind though. If you want to run a blue version of liquimetal coating go for it. I don't feel as though it will operate better than R/G though.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Got 1st place last FNM running Liquidmetal Control. I did adjust my deck a bit for my own meta so if you have any questions as to why I did something or why I didnt do something let me know.



    I modified my deck for agro matchups. I ended up game 1 with a by, game 2 I played a Pyro Ascension deck, game 3 mono green agro, game 4 was RDW, and game 5 was Elves

    Against Pyro Ascension: game 1 didnt see liquimetal coating but he tapped out for a Foresee and I started swinging with the Raging Ravine. He was a bit starved for red mana so he never caught up with it and it killed him. Game 2 I just wrecked his lands and he lost.

    Mono Green: mainboard pyro wrecked him. He didnt recover. Post SB he did even worse and I dropped a titan on him and owned his guys. He took out the Eldrazi Monuments when he did SB and he just drew crap.

    RDW: was a bit of an effort I managed due to a well timed Nature's Claim on my Crystal Ball for lifegain to save me from a bolt. This was my hardest matchup by far and probably shouldnt have won but I drew lucky and they drew bad.

    Elves: the mainboard pyros payed off well. game 2 he rolled me in like 4 turns as he went first and dropped a genisis wave for 6 b4 I had anything down. Game 3 I pinned him down with a well timed genesis wave then wrecked him with an inferno titan.

    As for my reasoning on what went into the deck I picked what I did as I have a heavy agro matchup. I dont have any Valakut decks in my playgroup and little control at the moment. I managed to not have a blue player matchup which was nice.
    Posted in: Standard Archives
  • posted a message on [Official] RDW Archive
    Quote from AdamM
    This.

    He may cost RR, but if you are playing him turn 2, either your hand sucks, your deck sucks, or you cant play magic. attacking with gg + kargan/geo turn 3, with 3 land untapped leaves all your options open.

    being able to lay down a blocker to chump and sling 2 damage to a fauna shaman or something is pretty good. also being able to attack then sac 2nd main is a nice last option to have.

    Reds creature pool is far from bland or bad:

    Goblin Guide - Best 1 drop in standard. (Yah, he beats memnite.)

    Geopede - a creature that gets bigger for playing land? Yes. Wait, first strike too? awesomer.

    Ember Hauler - solid body that can be sac'd to shock something. very solid utility creature.

    Bushwhacker - has faded away a bit, but can still be played turn 2 kicked after a GG turn 1, and your opponent is at 13 life after 2 turns.

    Kiln Fiend - a pure beast if he is not dealt with. Yes most people dont use him, but when you can swing for 20 damage on turn 3, its enough to make people hope and dream.

    Kargan - a 2/2 who can turn into a trampling firebreathing 8/8 flyer can certainly be intimidating. a 4/4 flyer is also just fine in its own right.

    Masticore - regeneratable 4/4 that KFW can't chump block all day? awesome. Also has a supershock ability.


    Actually I have dropped an Ember Hauler turn 2 a lot. It really comes down to knowing what my opponent is playing. Ohhh you are running mono green ramp??? ok turn 2 hes in. Why the hell not. He isnt really ideal turn 2 but I guess he is better than Kargan who wont be able to lvl up next turn anywho. I am not saying he is ideal turn 2 but against a deck with no answers then ya do what ya have to.

    Plus sometimes it makes them think twice about dropping their mana critters at will while he is on the board.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Quote from i-never-smile
    I've been fooling around with this deck after playing (a rough version of) it in a small tournament on Saturday and splitting the finals with a friend of mine. Land Destruction is my favorite thing in Magic, even more so than countermagic. I like this build right now:



    The build puts extreme emphasis on finding a Coating quickly, setting it up, and then gradually working over control of the table before setting up an endgame with Vat or Jace.

    The mana is on the greedy side, but it's mostly stable. I have some problems against Spreading Seas, but only in multiples (and even then, that's a reasonable card to Pierce to protect a green/red source). I don't just want to splash in blue spells because they're good cards--I think they all belong in this deck. Preordain is very good at finding Coating or fixing your mana in the early game, and it's good at any other point in the game. Mana Leak is almost always a hard counter if you're blowing up lands, and I think it's probably the best way of protecting a Coating or stopping your opponent from getting too far ahead before you push him down into a dungeon. And Jace is probably better in this deck than in any other deck I've used the card--the fact that you can bounce and recast a Vandal or Scrapmelter each turn is just ridiculous. So, in my opinion, Blue is absolutely worth running, and great support to the core of the deck on many levels.

    I like a lot of other options for the maindeck and sideboard, but I'm still getting a feel for the mana curve and how far the colors can stand to be stretched. I think inevitably I might end up running some Splice in Twains and tweaking some of the numbers with the shatter effects to maximize their value, but right now I'm just keeping it simple and working through problems one at a time (mainly just brainstorming and developing sideboard strategies).

    I would like to upgrade Ancient Stirrings' power level a bit, too. I think it's fine to hit lands with the card (at worst), and it does tutor for Replicas and Vats just fine. However, I am thinking about adding some more colorless cards to the deck to make Stirrings a lot better in the mid- to late-game. It's somewhat heartbreaking to Impulse through 5 cards on top of my deck, see a bunch of awesome spells I want to take, and then have to settle for an excessive land. Maybe I'll run All Is Dust or Wurmcoil Engine or Rust Tick in the deck, just to see if it works. Do you guys still like Crystal Ball for this job?

    Something awesome I've learned from wielding this deck is that a lot of decks simply run artifacts and enchantments in their main, and rely on them in order to carry out most strategies. If I take nothing else away from experimenting with Liquimetal Coating, I will remember that Nature's Claim is a very maindeck-able removal spell for a lot of relevant permanents in this format.


    I love where you are going with this idea. My big thoughts though, 1) with all those fetch lands I wouldnt be surprised if you end up capping off how much land you get b4 you want to. When I run mine I almost always have use for up to 7 or 8 mana due to manland swinging + destroying things in the same turn + I run Inferno Titans which cost 6 to drop.

    Seconly you simply dont have enough land in the deck. 21 land and one opal is not going to cut it. I think the Opal needs to go out also due to the fact that generally this deck wont hit metalwork early game. This would really hurt the deck to draw into it opening hand. I know it is mana fix for any color but I dont think this is the way to go for it.

    The Mana Leak might be a bit hard in this deck. The reason I say that is that every turn you should be trying to drop one of the creatures and blowing up a perminent. With such a low land count dropping your creatures might be hard in the first place. I just dont see the breathing room to hold onto mana in this decklist for counter.

    I do think you could cut the Mimic Vat to a 2x. I tried 3 myself and found it to be too much. In all likelihood ppl wont bother blowing up your vats as they will be hording their kill for Liquimetal Coating.

    For the SB keep in mind Ricochet Trap is a counter counterspell for a single mana. Spell Pierce also works in this slot it comes down to preference. Also Nature's Spiral is great in the sb against any nonwhite kill as they will exile your Liquimetal Coating.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Quote from Cordio
    Only 3 artifact kill spells, unless I'm missing something? Ewww, TBH.


    I agree, the point of the deck is wrecking permanents with artifact destruction.
    Posted in: Standard Archives
  • posted a message on Key Kingdom (Prototype Portal + Voltaic Key)
    So I wanted to build sort of a silly little deck that just mass spawns Voltaic Keys and does something with them. This deck seems like it could go 100 different ways with lots of different combos. I think the deck will probably end up having blue in it due to the fact that Trinket Mage can pull out a Voltaic Key for me and the card draw / filter of the deck will let me get to my combo pieces.

    So far the skeleton of what I think should go into a deck like this looks a bit like this.



    Well thats sort of more of an outline of how the engine could be run. Obviously I lack a win con. I am contemplating running red to run Comet Storm perhaps.

    I know everyone is going to say add jace, good card yes but I don't have it and im not going to invest that kind of money in a jankey little deck but it could be fun. I have tried the machine red deck and its ok but I own a RDW competitive deck. This is more of a for fun project.

    I would appreciate suggestions though.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    Quote from Lobsterkraw
    why not try R/W/G or even W/G using revoke instead of shatter? then you can even get the Metal craft angel yourself to keep your LM protected? it also lets u run leyline against RDW, Pyro, and maybe a MBC deck. Also gives you access to sun titan to bring back coating, solemn offering puts you up 4 life once you kill something with LM and you can pop metalcraft for dispense justice. But that is just my 2 sense on the subject


    3 colors would probably just complicate the mana base more than it needs to be done.

    W/G could probably be done. There are pros and cons to it. Personally a few of the reasons I like red is that there are 2 good low mana creatures that destroy artifacts. the Kor Sanctifiers would replace one of them but still requires WW on a 4 drop and it is a 2/3 instead of a 3/3. The possible addition of Day of Judgment might be nice but Pyroclasm is faster but less solve any issue sort of idea.

    I think W/G could be done but I like a lot of the things red brings to this deck. Inferno Titan and Kuldotha Phoenix are very nice options in the deck. Plus sideboarding against U control you have the option to side in Ricochet Trap to protect your important spells.

    I think a W/G decklist would have more control options to the deck, but assuming you land Liquimetal Coating you already have tons of control to access. So the important part is to find cards that work into the theme of the Liquimetal Coating but can also work as a win con. Plus Raging Ravine is like 1000 times cooler than Stirring Wildwood
    Posted in: Standard Archives
  • posted a message on [Official] Vampires


    I like this decklist. The one thing I would probably change in here is
    -1 Captivating Vampire
    +1 Gatekeeper of Malakir

    The captivating is just more of a finisher that doesnt do a whole lot if you arent set up right already.

    Also I think I would trade out the Inquisition in the SB for Duress for when you expect to be run down by Day of Judgment
    Posted in: Standard Archives
  • posted a message on [Official] RDW Archive
    It falls into a similar category as Flame Slash and Arc Trail. If all you see in your meta, are creatures with 4 toughness you will see Flame Slash in lists. If all you see is elves in your meta, you will see Arc Trail or Stagger Shock or Forked Bolt in the main.

    People are changing the burn spells in their decks depending upon what sort of meta you expect to run into.
    Posted in: Standard Archives
  • posted a message on Mimic Vat ruling question
    Ok sounds good. I was just currious as to how the card was worded it looked like when the ability resolved it refured back to the imprinted card at the time it resolves. Luckily it was only a casual game in which the matter came up.
    Posted in: Magic Rulings Archives
  • posted a message on Mimic Vat ruling question
    So I had something odd happen the other day. I tried activating my mimic vat to spit out a blocker when my opponent was attacking. In response to my activation, he shattered my Mimic Vat. The question that I have is does my mimic vat ability trigger remember what was imprinted on mimic vat or does my activation fizzle once the mimic vat dies as there is no longer an imprinted card to spit out on resolution?
    Posted in: Magic Rulings Archives
  • posted a message on Best manland deck I've ever seen
    I feel like adding Wall of Omens and Overgrown Battlement give you early game blockers as well as providing you with mana and card draw to supplement the manlands.
    Posted in: Standard Archives
  • posted a message on Liquid Metal Control
    I've been testing this archetype a bit more lately. The meta is ALL control over here and it can be really rough to land a liquimetal. Here is what I am currently running. Maybe it;s time to consider a RUG build with Preordain, Negate and...ugh....Jace?



    I would say bring the Inferno Titans into the SB and mainboard 3 Kuldotha Phoenix as it totally rocks control decks.

    A few things about playing here as well, if you get to go first, a lot of control players wont run Spell Pierce mainboard. I think it is usually worth it to attempt the turn 2 Liquimetal Coating if you go first on the first game. If you manage to pull it off start in on their lands as soon as you can. Wreck anything that taps for blue first and make it hard for them. If you take out a few lands you will also buy yourself time.

    If you feel you run into an overly lot of control decks, you could change out some of your creatures such as running Acidic Slime instead of Oxidda Scrapmelter will give you the option to wreck their lands if you cant land a Liquimetal Coating.

    Goblin Ruinblaster is another nice creature as he gives you LD against most control decks as almost every U counterspell deck right now is either U/B or U/W. I am not 100% sure what to take out for this guy but he helps buy time.

    Also if you are having trouble landing the Liquimetal Coating due to counters, bringing up the number of Nature's Spiral in your sb helps a lot. Realistically you could probably use up to 4 of them against a U/B deck as they will be destroying things left and right. Increase the # of these in your SB if you are having trouble against control matchups. The only time this card doesn't seem to work is when facing a W control deck with Revoke Existence in SB.
    Posted in: Standard Archives
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