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  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    it's been discussed a lot in the thread. the consensus is it's bad for multiple reasons. 1 not tutorable 2 doesn't help win through stony silence 3 requires an entire turn cycle to end the game in which a single removal spell stops you.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    The benefit of academy ruins is that in conjunction with time sieve you have a truly infinite amount of damage so it's possible to beat decks with "infinite life gain" if you can land your combo preventing them from gaining anymore life as you won't be able to deck yourself ever. It's also nice vs old jund style decks.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    Stuffy doll is interesting but it's very expensive and I can't think of a situation where I'd rather have doll over endearing bridge. The current list is REALLY tight too so in not sure where I'd slot it in. Heck only in the past few pages of discussion have people started to give up on trading post which is less expensive and had many many functions.

    On an unrelated note I've been testing 1x infernal tutor and man this card is the real deal. I also love that it effectively gives me "2 copies" of my singleton main deck maelstrom pulse. The only games where infernal tutor has been iffy is when i get it in my opener along with 2 tezz in my first 9 cards. Also I've had lines in testing where whirr for talisman of dominance was an option that made sense so I've been liking having it around. I'm back up to 4 mox, no reason not to play something so broken even if sometimes it's just a lotus petal.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    I have an authoritative tone because I've literally played thousands of post board games with the card since modern came out. I always try it because I feel like the effect is good in a lot of matchups.

    It's card disadvantage because unless it blanks at least 1 card in your opponents had (no way to tell) you just start the game with 6 cards because your 7th is a 4 mana do nothing enchantment. It's not proactive or synergistic.

    I just looked at decks that place top 8 with this card in them. Almost every single deck was either a prison deck(synergy) or a combo deck that loses to a single discard spell(in those decks they run 4). This card neither has synergy nor are we completely useless after a single thoughtseize.

    If it did anything proactive at all I'd be happier to get on board but I can't. The variance is way too swingy I want a card that increases my odds 8-12% consistently in a matchup not a card that either makes it a 100% or has no effect at all.
    Posted in: Control
  • 2

    posted a message on UBx Tezzeret, Agent of Bolas Control
    RE:leyline I've played many many many white decks in modern and I've never once played this card without regretting it. This is a deck building trap I think even silence is a better card(still very bad). One of the things I love about this deck is I have access to the effect in a tutorable fashion so I don't have to flood the deck with copies of a 4cmc do nothing enchantment. On top of that I don't mind getting hit by discard early because they probably are removing a card that's garbage on its own.

    Reasons I hate this card:
    1. Forces you to mulligan normally keepable hands due to feeling the need to start with this in play.

    2. This feels worse to draw a second copy of than petty much any card I've ever played.

    3. This is pure card disadvantage in your opener (tied to #4)

    4. Literally might do nothing vs a deck. Bring it in vs burn? They drew eidolon and 2 guides and a swift spear (while anecdotal, this has actually happened to me before they bolted themselves for prowess to kill me)

    5. Dilutes your plan. 3 to 4 of these means less of your attack plan.

    All this being said the shell may help with some of the issues but needing double white on a splash color is miserable as well and warps the mana base so hard. Play 100 side boarded games with the leylines in and record exactly what they did in every game and I feel like you'll agree it's just a trap because it's highs are very high but its lows are very very very low.
    Posted in: Control
  • 2

    posted a message on BW Midrange/ "Deadguy Ale"
    So this tournament didn't go exactly how I planned firstly only 8 people showed up so it was kind of a bummer but we played 3 rounds swiss so that was ok.
    Deck List:

    Round 1
    Opponent: G/R Tron
    I lost the die roll here
    Game 1: no one got to play magic. my opponent went T1 map T2 crack T3 Karn T4 Ugin I kept a hand with double path and no turn 1 discard. I was hoping he was on wurmcoils after the turn 1 map but I was wrong.

    Game 2: We both mulligan and I took his sylvan scrying on turn 1 with inquisition. He had 2 mines on turn 2 then on turn 3 his third land was an eye of ugin. I quickly finished him off while he stumbled on lands.

    Game 3: My opponent mulled to 5 and kept forest grove one of his eggs pyroclasm O-stone. he Clasm'd my turn 2 bob as expected and I followed up with lingering souls then a flashbacked souls. He had his o-stone on board with only 4 lands and 1 card in hand that I knew was a wurmcoil engine. I made an awful misplay here by casting liliana to make him discard it instead of allowing the engine to come down with 2 paths in hand. Obviously he top decked a land to punish me and cracked his o-stone killing 4 spirits and a liliana leaving me with path path zealous persecution in hand. I ended up losing the game due to not finding another threat until he already had a karn in play and he followed it with a spaghetti monster. ending hand was like double persecution double path Frown
    Loss

    Round 2 0-1-0
    Opponent: Monowhite Prison
    I won the die roll.

    Game 1: Dear lord was this a game...This game lasted around 35 minutes and quite frankly I should have scooped a lot sooner than I did but I couldn't remember if liliana's ultimate was targeted or not. My opponent started the game with a leyline in play, luckily I didn't end up having any discard in my opener. I cast an early threat (I think packrat) and he cast suppression field so I got to hit him for 1... He followed up the next turn with runed halo naming pack rat and after that ghostly prison.In all honesty I should have scooped here as I had an active dark confidant and even if I could have survived the prison I would have lost to decking first. He eventually got to the point where he had 2 sigil of the empty throne out and was making more angels per turn than my persecutor + sorin emblem could abyss.

    Game 2: I went super aggro here and had a disenchant in my opening hand. I got him to 6 life. he had only cast rest in peace because I took his opening hand suppression field with an inquisition. He stabalized with ghostly prison and a sphere of safety and I finally hit enough land drops to get 1 of my rats through that just happened to be a 6/6 with his next card being a second sphere of safety.

    Game 3: We played the first 2 turns of the game and then it was over. He played a runed halo naming packrat then I cast a dark confidant and the game was over.
    Draw

    Round 3 0-1-1
    Opponent: Grixis Control
    I loveeeeeeeeeeeeee playing this matchup because I get to watch the absolutely disgusting plays that happen from snapcaster + Kcommand but I also have these insane card advantage engines called Lingering souls and watching them slog through all these tokens is also quite fun.
    I lost the die roll here
    Game 1: I believe I mulliganed to 5 this game having either double colorless or no lands in all of my mulligans. I started off with an inquisition to see his hand of bolt bolt angler snap kcommand + 1 land. I took the snap caster as I only had 1 removal spell in hand. The second turn I played a bob into his bolt and I started to make a bit of a game out of things however we were trading removal for threats and he just hand enough burn to kill me.

    Game 2: I don't really remember much about this game except he mulliganed to 5 and I started with an inquisition into liliana. I drew 2 sets of lingering souls and a persecution and the clock was fast enough that I just killed him as he was bolting spirits just to stay alive.

    Game 3: This game was a lot closer but I ended up drawing 3 of my 4 souls + dark blast and it was just too much for him to overcome at one point I cast inquisition and it forced him to bolt a spirit and terminate another.
    I guess the moral here is when you're playing against grixis the best plan is to just draw all of your lingering souls.

    Final standings: 5th place(tied with 3rd and 4th) 1-1-1

    Notes about my list:
    Hangarback walker
    This was both better and worse than I expected. In the matchups where you want stony silence he's a bit of a nonbo and you should probably board him out(I'm not positive yet though) however hangarback for x=2 is still pretty decent against most decks and will give you 3 blockers to buy time. Also sometimes you just don't draw a stony silence. The pluses this card has over tidehallow scullers are 2 obvious ones for me, Firstly you lose 0 life when revealing it to dark confidant, and secondly I was never afraid to attack with it just because there was a blocker where as sculler would often be giving them back a card that I still might not have an answer for. Against grixis/jund Kcommand is a house against the thopter generator. there was a few times where I got kcommanded killing bob and hangarback then snapcaster -> k command return a snap from the yard kill your thopter. If you can manage to get another thopter out of the deal you're not too far behind as you can still trade off for the 2/1 snapcaster. In other matches like I said it was just there to buy time and was a great top deck at turn 14 (much like packrat) and just aids in the direction the deck wants to go. One thing to keep note of was I never really got a chance to get a HUGE hangarback. It just never ever ever happened. He draws removal a lot which is good for your bobs. This card is somewhat like a combination of packrat (for inevitability and lingering souls in terms of bodies) I will continue trying this card in the next few tournaments.

    Abyssal Persecutor
    Wow what a magic card. I had played it in standard where I felt it was lack luster because of the ubiquity of Baneslayer Angel and I always thought his casting cost and drawback were too great to justify playing in modern but this deck is the deck for him. One of the biggest problems deadguy ale has had since I started playing it was all of our threats were so small even though we had great removal card advantage eventually we start topdecking with our opponents and lingering souls become goyf fogs. Sometime even rat is too slow to take the game over when we stabalize. This card is a stop sign. It's the king of modern. The only commonly played removal spell that can kill him is path but we already tax the paths with our 2 drops that they want to kill on turn 1 etc. But in all seriousness this guy stabalized multiple games for me and the combination of this into vault or sorin for me was an insane combination that makes racing unbelievably difficult. I don't think I'll ever play this deck without him unless the next set has a 7/7 for 4 with flying and trample with the same draw back.

    Go for the Throat
    This card seemed so average but I thought it was the better choice over victim as it could kill gurmag anglers and the casting cost is easier. I think it's fine but I can definitely see myself wanting to kill my hangarback in response to a path and having this in my hand and being sad plus it's a blank against affinity. I think we have a strong matchup against affinity so that doesn't REALLY matter.

    Zealous Persecution I'm not totally convinced this card is the nuts but it might very well be. I didn't get to play any matchups where it was a sweeper. Usually I just used it as an anthem when attacking to shorten my clock a turn. The original idea was to make a big hangarback then get it killed then have a persecution later to finish off the game and that just never came about.

    Posted in: Midrange
  • 1

    posted a message on BW Midrange/ "Deadguy Ale"
    Having played temples for a while I think tapped lands are basically unplayable in the deck. Having black on turn 1 is SO important while it's true you're removing a few colorless sources from your deck you don't actually increase the number of turn 1 black sources by playing vents. also I think that for 1 more mana you are way better off playing vault of the archangel. On average it should gain more life (without opening up yourself to a 1 mana stone rain) and it makes blocking miserable.

    @TrappedUnderIce what are you still casting that requires double white? I've consciously been cutting down on double white cards just to aid consistency and when I get damnations over wraths I will have only 3 copies of pulse of the fields with ww casting cost(burn is very prevalent here)
    Posted in: Midrange
  • 1

    posted a message on BW Midrange/ "Deadguy Ale"
    If price is an issue I think you should go with B/W tokens it uses a whole lot of commons and uncommons. As you start to cut key cards from the deck I feel it loses power quickly.
    Posted in: Midrange
  • 1

    posted a message on BW Midrange/ "Deadguy Ale"
    Who has tried hangerback walker? I think I'll be replacing my skullers and brimaz with these
    Posted in: Midrange
  • 1

    posted a message on A question about Infinite Combos, The Stack and countering these stratagies
    If your opponent attacks you with a million creatures and you cast rakdos charm as long as you have more life than creatures and your opponent has more creatures than life you would win the game. It doesn't deal combat damage just 1 per creature instantly.
    Posted in: Magic Rulings Archives
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