- DOLZero
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Member for 13 years and 3 months
Last active Thu, Aug, 10 2017 23:10:53
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Sep 25, 2011DOLZero posted a message on The Vault SkirgeI dont think that it will get near $10, and I certainly hope that no commons reach that price again in the future (I am looking at you, Maze of Ith). I just happen to think that with Skirge being popular in a few different formats that it will likely be worth more than the $.75 that its currently selling for.Posted in: DOLZero Blog
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This started with me looking for cards to search out copies of Archive Trap, as you need to resolve 3-4 copies of it to win. Trapmaker's Snare is the obvious go to, but I wanted more. I found Mystical Teachings to be the card of choice. Not only can it grab Archive Trap, but it can serve as extra utility with the ability to fetch a number of cards. Snapcaster Mage is also a great card that add utility to the deck, and can recast Trapmaker's Snare. Late game it can also flashback Archive Trap, which unfortunately cannot be cast with flashback for it's trap cost (flashback cost is equal to the card's cmc).
The next thing I wanted was ways to enable the trap cost of Archive Trap. Path to Exile was the most obvious go to. It's a great card in general, can be fetched up with Teachings, and can also trigger the trap cost! The synergy is just too great to ignore, so Path is an auto 4 of. Ghost Quarter is another solid card that can also enable the trap cost, and being a land means that it can fit into my mana base while not taking up slots that I would usually use for spells.
I also needed ways to stall. Creature based decks could just spit out a bunch of guys and kill me. My lack of board presence made sweepers seem like the most logical option. Wrath of God is quite strong, and can come down early enough to matter. Just Path away any pesky guys, such as Voice of Resurgence or Kitchen Finks prior to Wrath (you do need double white to cast after all). Consume the Meek is a very solid card in Modern. It's also an instant, which makes it a viable target for Teachings, as well as gives it better synergy with the rest of the deck.
Filling out the rest of the deck with a control shell seemed like the way to go. I want to stall my opponent out, fire off Archive Trap whenever possible, fetch up and recasting more Archive Trap for the win. The main deck has been adjusted as I played through various matches. The sideboard is still fairly undeveloped. Usually I just mess around when I'm brewing, and don't go through the effort to make a post for a deck. This deck can beat Abzan CoCo though, so it might be legit.
4 Archive Trap
4 Trapmaker's Snare
3 Mystical Teachings
4 Path to Exile
4 Visions of Beyond
4 Remand
3 Mana Leak
2 Cryptic Command
1 Spell Snare
1 Dispel
2 Wrath of God
1 Consume the Meek
1 Dismember
3 Snapcaster Mage
Land: 23
4 Flooded Strand
4 Polluted Delta
3 Hallowed Fountain
2 Watery Grave
5 Island
1 Plains
1 Swamp
2 Shelldock Isle
1 Ghost Quarter
2 Spell Snare
2 Torpor Orb
3 Dispel
2 Vedalken Shackles
3 Rest in Peace
2 Dismember
1 Supreme Verdict
Let's get crazy!
The second match up was against Zoo, which seems fairly even. I took Game 1, but sloppy play led to a loss in game 2, and then I didn't have enough business (removal) in game 3 to answer his surplus of threats.
Does this analysis of these match ups sound correct to our more experienced pilots?
People say that Tron is a rough match up. I've always liked Stony Silence as a card to cover Tron, Affinity, and other various decks like Poached Eggs. What about running Blood Moon? It not only wrecks Tron and Junk, but also can shut down other random decks, such as Hatebears. I might try to find room for it when I start refining my decklist.
Speaking of Junk, how does this deck match up against Junk and Junk? Those are the decks I'm most uncertain about. Liliana of the Veil directly answers Geist, but seems weak to Flash creatures and direct damage spells. Her discard ability also doesn't hurt so bad with Snapcaster Mage. Goyf could be a problem as well if I can't land a path. I do like that Abrupt Decay can't hit Geist, Angel, or Colonnade.
4 Geist of Saint Traft
4 Snapcaster Mage
1 Vendilion Clique
2 Restoration Angel
Spells: 26
4 Lightning Bolt
4 Lightning Helix
2 Electrolyze
3 Path to Exile
2 Cryptic Command
3 Mana Leak
2 Spell Snare
2 Remand
2 Serum Visions
1 Distortion Strike
1 Spell Pierce
4 Scalding Tarn
4 Flooded Strand
3 Island
1 Mountain
1 Plains
3 Steam Vents
1 Desolate Lighthouse
2 Celestial Colonnade
2 Hallowed Fountain
1 Tectonic Edge
1 Sacred Foundry
1 Keranos, God of Storms
1 Counterflux
1 Wrath of God
1 Supreme Verdict
1 Ajani Vengeant
1 Path to Exile
1 Negate
1 Dispel
1 Wear // Tear
2 Rest in Peace
2 Stony Silence
2 Kor Firewalker
I know there is a fair amount of Burn, Affinity, and Tron in my area.
I have found Twin to be somewhat difficult, depending on the draw of course. Choke is very good against them. Their best weapon against us is Blood Moon.
This new version is very obviously heavy on white. I am still playing green for Noble Hierarch, Voice of Resurgence, and Qasali Pridemage (exalted triggers are great with all of the fliers). I'm still getting wrecked by Blood Moon if I can't respond to it immediately with Path to Exile or Ghost Quarter. Playing Aether Vial could help me get around that, by still being able to vial in Pridemage with BMoon on the board {which is also good vs Twin).
On CoCo, I have to admit that it is a spell I've been looking at. It's probably terrible in my build, as I'm so heavily built for taxing. It's a very good card, and plays well with Arbiter. Definitely worth testing at the very least.
https://d3go.com/forums/viewtopic.php?f=31&t=35197#p444204
I play Marvel Puzzle Quest, and imagine it to be most likely similar to that game. Every PQ game I've played follows the same match 3 play style. Galactrix on DS had a hex grid system, but that was the only one that varied. I'm anxious to see how they incorporated the card playing aspect.