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  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Battle rage pretty much requires become immense to steal any games in your list so I would probably cut that. I’m not really sure BI itself is even worth it but I havnt tried your list. The issue with pump spells is that if you can’t stick a creature they’re dead cards.

    You could run a copy unsubstantiate to give you a little more interaction without having to run another counterspell, and a few copies of mandrills should probably be in here if you cut BI. 4 snag/3 pierce seems like a lot. Maybe a little more diversity here.

    Alternatively running Traverse gives you another proactive cantrip and would allow you to run a single Bedlam Reveler to tutor up.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    That maindeck Crypt hurts me physically
    Posted in: Aggro & Tempo
  • posted a message on Bloo AKA UR Kiln Fiend/UR Prowess/UR Aggro and others
    Hi,

    New to the thread but played HD’s early lists quite a bit back in 2016 and recently got the urge to cast some more Battle Rage’s and was hoping for some feedback on my Temur list. I’m not entirely sure Temur is better than straight UR but I do have some justifications for my choices which I’ll try to explain. My sample size is limited to ten or so leagues so I’m quite sure I’ve made an incorrect assumption or two.



    The green splash for BI and BD seems worth it IMO as it really increases TiTis one-hit potential. The bounce trigger is amazing when game ending but if they get to recast their blockers and you don’t have battle rage you can easily get walled after the first 7 damage, and BI in conjunction with burn/small pumps extends its reach a lot. A single pump spell on thing combined with battle rage is generally good enough and the second almost always is. BI can at times be just as good as battle rage and is obviously amazing with it. Turning Swiftspear into a class A threat has been quite relevant.

    Tarmogoyf is essentially a cheaper Enigma Drake without flying that discourages attackers in a way the rest of the creatures can’t. Drawing it can allow you to simply play a tempo game regardless of what’s left in your hand and is comparable to swiftspear in its capacity as a target for quick kills and is generally better against incidental grave hate than the Drake. Most importantly, it cheaply turns on stubborn denial almost right away.

    Speaking of which, I feel like stubborn denial is actually better than disrupting shoal here, as I really don’t care for it in shells without card advantage and the deck isn’t nearly As blue as I’d like even without a green splash, which makes the splash itself an easier decision. Denial answers most of the removal, lock pieces, sweepers, PWs and random hate this format has to offer while shoal hits just one and two drops wth the Drake as the single 3 drop pitch. It also makes faithless looting considerably less attractive because that’s a lot of card disadvantage and because looting is red, of course. Looting has been an absolute all star.

    The sideboard in particular benefits from the green splash because Feed the Clan is pretty much a guarantee that once resolved you can race the red decks. Ten life in a deck this fast is incredible and that matchup sucks otherwise. I also prefer grudge because you can get both the Ensaring Bridge in play AND the one in their hand, while shattering spree can’t. Destructive revelry keeps reach in the deck even when you board our bolt which is huge IMO. Lava spike sucks but revelry is usually always relevent in those matchups. Alpine over Blood Moon is experimental and f has seemed great as Jund is farely rare and Blood Moon isn’t great against the the current UW builds, but also because the forest has seemed pretty bad and it’s been in and out of the deck.

    I’ve wanted to try slip through space but only 7 castable cantrips turn one seems like the floor in This deck and slip doesn’t always have a target. Sleight of hand gets the nod over it for now, but that slot could also be blessing or vapor snag or a few other things perhaps.


    Additionally I’ve put some thought into how this deck could potentially combat its main source of resistance: removal heavy decks. Traverse the Ulvenwald helps us find our second source and still fuels our fiends/things and late game increases our threat density without taking away from our instant sorcery count. It lets Us maintain a low land count but consistently find our second land. The only question is how to turn on Delerium. Of course land/instant/creature/sorcery happens most games naturally particularly with the help of faithless looting but it could be too hard to actually implement. One thing to note is thst if you were going to miss your land drop, which this deck often does, Traverse essentially cycles as a free spell which this deck can’t seem to get enough of.

    I also thought shapers sanctuary could be a great turn one drop for those one the green splash out if the sideboard. Thoughts?


    Posted in: Deck Creation (Modern)
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    You don’t have to be a dick I was just giving him options to think about. He did ask.
    Posted in: Modern
  • posted a message on [GRN] Guilds of Ravnica previews and spoilers: Modern edition
    Through the Breach+Time of Need in a Temur Breach shell? You could run less copies of Emrakul then.

    You could also splash blue in a Titanshift deck to get Scapeshift+Breach/Pact. Doesn’t exactly work together but you can increase your threat density quite a bit which the deck has no way to do.
    Posted in: Modern
  • posted a message on Assassin's Trophy
    ^^^youre not a mod. Don’t act like you can tell people what to discuss.
    Posted in: The Rumor Mill
  • posted a message on Assassin's Trophy
    @watchwolf

    I see your point and it is kinda dumb but that isn’t how sets have been designed and the card pool we have today is reflective of that. So, when we get batches of enemy pairing cards it absolutely is a more rare occurrence than allied pairing cards which make it into sets all the time. This makes it an utter disappointment when that rare opportunity for sweet new enemy pairing cards passes by with just another set focused on GB.
    Posted in: The Rumor Mill
  • posted a message on Assassin's Trophy
    @watchwolf

    In the context of the plane it doesn’t matter so maybe my point wasn’t that great but at least when looking at non ravnica sets enemy pairing are supposed to naturally occur less often because those two colors contradict flavor-wise. It’s the same reason we see allied pairings so much more often than enemy. If you could point to the other enemy pairings and show me examples of the same sort of love GB gets then it wouldn’t a huge deal to me but to single out ONE color combination as essentially treat it as the sixth allied pair is dumb.
    Posted in: The Rumor Mill
  • posted a message on Assassin's Trophy
    Seriously, it’s so boring as this point. It’s an enemy pairing, there’s absolutely no reason for their to be a higher abundance of quality G/b cards than literally any other pairing literally every single multicolor set.
    Posted in: The Rumor Mill
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    @fitz

    I still gotta assume Clique is better than Obstructionist here but neither seem aggressive enough outside of the sideboard where they both have their applications. Stifle is a unique effect that’s very powerful but is a little too narrow for modern at three mana. It’s essentially a more expensive squelch when cycled and is probably too expensive when just hardcast. If you’re bringing it in to hate out something specific it could make sense but game 1 there are too many matchups where it’s just a 3/1 for 3.

    Remand is awesome...but you don’t want to be stuck with a hand full of Remands against fast decks like Burn because you won’t get many chances to cast it where they won’t just recast the spell right away and there are quite a few decks it’s bad against. Additionally there are simply spells that we can’t let resolve as our removal sucks so that means Mana Leak in some number is essential here. Remand can complement it as a 1 of which I have done in the past but you primarily have to lean on leak. Against decks like Tron, KCI, Valakut decks, etc Remand is awesome as it provides you the tempo of a hard counter but replaces itself to help you find more interaction. Combined with snapcaster Mage getting a player to tap out two turns in a row to get time walked twice is brutal. This is a true tempo deck and remand is absolutely playable here but I wouldn’t run it over another counterspell, I would run it in the slot of a cantrip because that’s what it is. It just costs two mana with the upside of being a time walk.

    Deprive is certainly better then Knot here as we rarely have extra grave fuel to spare but I would only run 3-4 two mana counters in the main at the very most and the rest in the sideboard. Fast decks are hoping game 1 you get clogged up with counterspells as they dump their hand.

    4 spirebluff is far too many I would max out at two to give you more basics in order to run Blood Moon in the board, I really wouldn’t play the deck without it.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Extraction is a house. I feel like I should have been running it for years. Traverse->Snap as a follow up for the second Extraction has come up a lot in just a short while.

    I also wouldn’t say Looting is a necessity in this deck. If the meta swung back the other way and Jund was more prevalent I’m not sure you could justify it. It’s been in and out for me in a flex slot as a one of and I’ve been generally dissatisfied with it. It unfortunately does mean you have to run at least 2 thought scour which isn’t very good but does the trick. Being able to fix hands where you have too many Mandrills is really useful here though and game one if your counters or burn are dead you can turn them into fuel which is nice, but it’s not a card I want to cast twice from hand in the same game.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    So yeah, Manamorphose isn’t very good here. There are times where you load up on elementals or it can lead to more turn two mandrills but those are less often than the times when you’re topdecking and forced to use the Manamorphose without knowing if you’ll have anything to use the mana on which can make it hard to hold up mana for interaction. There’s generally a lot of chances to cycle it for free without much consequence but it wasn’t very impactful so I don’t see it worth taking slots without a true payoff card like Thing in the Ice. Oh well.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    @mikefon



    That is a pretty big list of decks that sphere can either be very similar to blood moon or literally shuts down the combo. I guess I’ll have to try it out too, then.

    I definitely understand how powerful the card selection is, but having two lootings in your opening hand and your opponent opening with thought seize means casting a mandrills on turn two following a double faithless looting leaves you with two cards in hand. They’ll likely be good ones but I’m not sure if that’s where I want to be in this format. I’m just saying there has never once been a deck that’s found real sustained success in modern with 4 looting UNLESS that deck also took serious advantage of the discard aspect of the card which we don’t do at all. Game 1 pitching bad cards in the matchup makes sense. Game 2 and 3 you literally shouldn’t have cards in the deck that you would consider bad in the matchup so any non land you pitch is a quality spell. Of course nothing is sweeter when flooding that pitching two lands but these lists are super lean with lands and you’re more likely to be digging for lands than you are pitching them. I’m not saying it’s wrong to include them but alongside bounce spells that’s a whole lot of negative card advantage to be naturally built into a tempo deck.

    I’m going to try something more experimental going forward after a few leagues got my wheels turning. Hoping for some feedback.



    I liked the idea of Pyromancer giving us a proactive threat that ignores grave hate but felt that our deck wasn’t the best at abusing him. Manamorphose makes him fantastic while being great fuel for mandrills and provides a built in way to manafix post blood moon. It’s not gitaxian Probe but a free cantrip is really really good in this deck. 2 mandrills isn’t very many but traverse makes them easy to find and I’ve found in the past that 2 mandrills and 1 bedlam Reveler can coexist in the same 60 and Manamorphose is the perfect card to fuel him as well. It’s possible I only need one snap here in which case I would probably go back to 3 mandrills. This list probably doesn’t have room for faithless looting but I’m excited about the direction regardless. I feel like there’s potential here.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I see what you mean by Moon being less relevant now because less GB/x but the best deck is humans, a five color city of brass reliant deck that, combined with artifact hate for vial, gets completely wrecked by Blood Moon. Alpine is better against Tron but Tron is significantly better of a matchup than Eldrazi, where Moon can lock out games and outside of Eldrazi Temple and Tron lands Alpine isn’t very effective while Moon has a ton of (albeit less popular now) applications and generally against poor matchups. One mana is one mana though so I’ll have to try it out.

    Damping I just can’t get behind. Trying to cast cantrips behind that thing feels like a complete hose and I’m frankly not sure if any matchups where you need sphere are actually bad enough to justify sideboard slots. There all pretty solid.

    Anyways, I started a new league today to shake some rust and started 3-0 so that’s nice.

    Here’s my list finding inspiration from the recent discussions here:



    Pretty similar to what I’ve run being fairly counter heavy game one but the sideboard is very flexible and I go without delver/pyro to bring in Anger quite often. I like that pyromancer gives us a proactive two threat that ignores grave hate, which has been my primary focus in tweaking as it’s always been a major flaw in the deck.

    Faithless looting has been good and I’ve played it before but I’m not sure we can afford to be -1 cards that often. 4 is a lot, drawing two early can certainly feel like a mull to 5 that cost you mana as we have no cards that gain value from being pitched.

    Also, there’s something about elemental tokens that make me want to slam a Rancor on them but I’m not sure if that’s worth a slot it’s pretty do nothing at times
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Been away from Modern for a while now obsessing over commander/pauper. Obviously I’ve missed a ton of discussion about the recent direction of the deck but one thing in particular stood out to me, can someone convince me of Damping Sphere and Alpine Moon here? I understand the Hardened Scales Affinty, Storm, and KCI lists hate to see a sphere but I can’t help but think in a deck with Snapcaster there are better options as those arnt particularly scary matchups IMO. In regards to Alpine, I could see it in lists that can’t support Blood Moon but I genuinely don’t see it having a ton of value here. Can somebody fill me in?
    Posted in: Aggro & Tempo
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