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    posted a message on [PRIMER] Naya Human Army
    Ended up 3-1 last night. My sideboard ended up changing.



    Round 1 vs 5c Walkers (W 2-0): There's not a lot to say about this match. He played Nissa, Sorin, and Sarkhan that I saw, and he cast an Engulf the Shore when he had no Islands out. Like I said, nothing to say about this match.

    Round 2 vs BW Control (L 1-2): Game 2, I was stuck on two mana. Game 3, I drew very little other than land. Game 1, though, was a good back and forth, and showed me that this deck could be trouble. It plays such a critical mass of removal, it can be hard to punch through.

    Round 3 vs Abzan Walkers (W 2-1): Playing against this list was very similar to the BW control deck; a critical mass of removal, backed by Kalitas and Walkers. Game 1 was going my way until I couldn't get around his Kalitas, then he played a second the turn after I finally killed the fist. Game 3 also required me to play around a Kalitas, but sideboarding in Declaration in Stone helped a lot here. Atarka's Command also gave me the W here, letting me attack for just over lethal with the pump+burn, while I was dead on board next turn.

    Round 4 vs GW Humans (W 2-0): He mana screwed two games in a row. Woo.

    Hamlet Captain is better than I thought. Even just bringing in the one from the side, if they didn't have an answer, he could get out of hand. I had a turn of attacking with HC, and flashing in Heron's Grace Champion. Hanweir Militia Captain let me down, but that may have been because he also had removal thrown at him immediately. I'll swap HMC for HC and see how it feels. Heron's Grace Champion is an absolute beast, usually giving 10+ life; that said, I still wouldn't run more than two for obvious (CoCo) reasons.

    I sided Thalia in in nearly every match, but never missed her in my game 1s. If I can find a slot, I'll go back to 1 in the main. I also need to make a cut for a 25th land. Firemantle Mage was extremely underwhelming, since I had no other allies. Maybe in multiples, it'd be more playable, but if you're only counting on getting his trigger once, it's not worth it. Maybe a sideboard package with him and Lantern Scout could be an interesting way to out-aggro aggro. I got to see Foul Emissary in my hand and on a CoCo, and it didn't feel good in either place: Duskwatch just does it so much better.

    The deck seems very strong, but definitely needs some refining (especially since my list had subpar test cards). Hanweir Garrison ends up having a huge target on his head, and against the control decks, I usually held on to them until after a Laguish. Den Protector is as good as you'd expect, nothing more, nothing less. Getting a CoCo back feels great, but not so great I wouldn't cut him for something else. He's worth testing, and probably just comes down to personal preference.

    I also have a crazy idea I'm just going to throw out there, feel free to tell me I'm crazy.



    I'm not great with complicated mana bases, I'd definitely take some help on that if anyone is good at it.
    Posted in: Standard Archives
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    posted a message on [PRIMER] Naya Human Army
    I'll be playing FNM tonight with this deck. I'm missing 1 Thalia's Lieutenant (in the mail), hence the 1 Foul Emissary (which I was wanting to test out anyway). Results and hopefully something of a report later tonight/tomorrow.



    About some of my choices:

    While flipping a Hanweir Battlements is neat, if you can't win with one, you're probably not winning with two. Because it can be such a swingy play, I'll keep one in there as a good mana dump (both in haste and flipping). Really, though, the Garrison does enough work on his own without flipping, and makes humans, which are more relevant than eldrazi. I haven't done enough testing, but I'm not sold on Hamlet Captain, so I'm running Hanweir Militia Captain instead. Den Protector was a last minute thought, but seems like it could be very good. Enough Lieutenants, and it'll basically be unblockable. Ride Down and Incendiary Flow in the side are just fun cards I wanted to try out if they ever seem relevant.
    Posted in: Standard Archives
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    posted a message on Timing question
    Yes, Time Stop will prevent that as well. When you resolve Time Stop, it will negate everything already on the stack, so any activated or triggered ability can be effectively countered this way. -Jack
    Posted in: Magic Rulings Archives
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    posted a message on [[THS]] Steam Augury
    Yeah, this card isn't as blatantly powerful as Fact or Fiction. Duh. But to say the card is weak or crap is wrong. Sure, if you've got me dead on the board, it's probably not going to save me, but a lot of cards aren't going to save me in those situations. However, let's say I'm casting this on turn 4 and you don't have me almost dead. Now I'm just playing it for card advantage. It digs five deep, and even if I can't get every card I want out of it, if there are two, I WILL get one of them, along with something else. This means that one card turned into more than one, and that is the definition of card advantage. If there's only one card I want, yeah, I'll probably lose it, but if it's that important, then I get four cards instead. And if I'm not casting this in a life-or-death situation, that is good.

    In any extreme situation, a card can look bad. But that's really along the same lines of when Baneslayer Angel was revealed and the world screamed, "SHE DIES TO DOOM BLADE!!!" Yeah, if every time I have a Baneslayer, or Tarmogoyf, or Emrakul, the Aeons Torn you have the answer--every single time--then yes, those cards wouldn't be so great (extra turns aside). But you don't always have that removal, so yeah, those creatures will be great most of the time.

    I'm not saying Steam Augury is anywhere close to on par with those cards (though, I'm not saying it won't be), but when you assume the worst situation a card can be played in, it will seem terrible. The same could be said for the best situation of a card; the card will always seem amazing. You have to look at the median situation to figure out how good a card really is, and just be ready for the worst (or best, if you're lucky). When I need a sweeper to live, and my Augury shows me five lands, I won't be happy. When I need a Sphinx's Revelation and Augury shows me two Revs and three other cards that help my situation, I will be ecstatic. But the 90% of the time I'm just playing the card on turn 4 to get some card advantage, I'll just be excited to draw some cards. -Jack
    Posted in: The Rumor Mill
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    posted a message on Is this ruling on Ready still correct? (Indestructibility question)
    Yes, this ruling should have changed. It formerly set up a state for your creatures, but it now grants an ability, and spells don't grant abilities to creatures that enter the field later. -Jack
    Posted in: Magic Rulings Archives
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    posted a message on Ixidron + Grave Betrayal + Removal
    Just because the creature is morphed doesn't mean it isn't still a creature card (unless it's a token). Grave Betrayal will still trigger for each of your opponent's creatures that dies, and you will get control of them, face up. It doesn't matter what they looked like before they died, or after they died, the delayed-triggered ability of Betrayal still triggers. Ixidron really has no effect on this. -Jack
    Posted in: Magic Rulings Archives
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    posted a message on Maelstrom Djinn + Snakeform
    Quote from trainwrecka
    Even I'm confused here. When Djinn is turned face up it gains vanishing. Would blinking the Djinn make it lose vanishing?


    Yes. It is considered a new permanent, one that was not turned face up. -Jack
    Posted in: Magic Rulings Archives
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    posted a message on [Primer] UWr Control
    Okay, duly noted, and I will add it in tonight. =) -Jack
    Posted in: Standard Archives
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