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Treasure Cruisin' Shalai Brawl
Ravnica: The Broken Guildpact
Magic Market Index for May 18th, 2018
  • posted a message on Spellseeker (ChanneFireball Preview)
    But now you can tutor for middle the mixture! 6 mana for any two drop, that’s not awful in a pinch.
    Posted in: The Rumor Mill
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I like looting a lot and have tried it over a thought scour before. The card selection is fantastic but my real issue is that it’s bad against decks that typically prey on us because it puts us down a card, and topdecks poorly. If you arnt getting value from the cards you discard, I think the deck would have to be much faster overall to compensate from the cards lost. I’ve always dreamed of a list with 7-8 one drops and traverse with a 2/1 split of gnarlwood dryad and swiftspear to complement Delver. When Probe was in the format, and after Reveler was printed, I swear the best iteration of this deck was very similar to this concept but Swiftspear and Reveler are significantly worse now. Being able to tutor for Swiftspear to add enough damage to make your swing lethal came up all the time. I’d like to see something like this but perhaps more aggressive with things like Atarkas Command or Blossomed Defense but then your counterspell suite becomes quite small.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I like Abrade but our main removal spell is bolt complemented by one shock variant or another, 3 damage doesn’t open up our options on what we can kill and fails to check the threats want out of a two mana removal spell so playing it over roast is tough, even if the artifact hate is awesome versatility.
    Posted in: Aggro & Tempo
  • posted a message on Imperial Animar
    Sure man. We just had a wave of bans on MTGO so no more Mox, library, or one mana tutors. These changes have me testing a few things but here it is.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    1 Dryad Arbor
    1 Walking Ballista
    1 Arbor Elf
    1 Birds of Paradise
    1 Caustic Caterpillar
    1 Elvish Mystic
    1 Fyndhorn Elves
    1 Goblin Chirurgeon
    1 Llanowar Elves
    1 Shrieking Drake
    1 Siren Stormtamer
    1 Skirk Prospector
    1 Sylvan Safekeeper
    1 Tinder Wall
    1 Wild Cantor
    1 Cloud of Faeries
    1 Coiling Oracle
    1 Den Protector
    1 Dream Stalker
    1 Elvish Visionary
    1 Fauna Shaman
    1 Gaea's Herald
    1 Gatecreeper Vine
    1 Gilded Drake
    1 Lotus Cobra
    1 Painter's Servant
    1 Phantasmal Image
    1 Phyrexian Revoker
    1 Spellskite
    1 Stratus Dancer
    1 Sylvan Ranger
    1 Wall of Blossoms
    1 Champion of Wits
    1 Elvish Spirit Guide
    1 Eternal Witness
    1 Imperial Recruiter
    1 Magus of the Moon
    1 Man-o'-War
    1 Reclamation Sage
    1 Sea Gate Oracle
    1 Simian Spirit Guide
    1 Trinket Mage
    1 Ancestral Statue
    1 Glen Elendra Archmage
    1 Phyrexian Metamorph
    1 Riverwise Augur
    1 Venser, Shaper Savant
    1 Mulldrifter

    1 Jeweled Amulet
    1 Lotus Petal
    1 Pithing Needle
    1 Skullclamp
    1 Birthing Pod

    1 Gitaxian Probe
    1 Glimpse of Nature
    1 Green Sun's Zenith
    1 Eldritch Evolution
    1 Fabricate

    1 Mental Misstep
    1 Daze
    1 Muddle the Mixture
    1 Chord of Calling
    1 Force of Will

    1 Utopia Sprawl
    1 Wild Growth
    1 Earthcraft
    1 Blood Moon
    1 Aluren

    1 Arid Mesa
    1 Bloodstained Mire
    1 Breeding Pool
    1 Cavern of Souls
    1 City of Brass
    1 Command Tower
    1 Flooded Grove
    1 Flooded Strand
    3 Forest
    1 Gemstone Caverns
    3 Island
    1 Karplusan Forest
    1 Mana Confluence
    1 Misty Rainforest
    1 Polluted Delta
    1 Reflecting Pool
    1 Scalding Tarn
    1 Shivan Reef
    1 Steam Vents
    1 Stomping Ground
    1 Taiga
    1 Tropical Island
    1 Verdant Catacombs
    1 Volcanic Island
    1 Windswept Heath
    1 Wooded Foothills
    1 Yavimaya Coast

    Maybeboard: 10
    1 Grindstone
    1 Gamble
    1 Steely Resolve
    1 Invigorate
    1 Misdirection
    1 Prowling Serpopard
    1 Kira, Great-Glass Spinner
    1 Vendilion Clique
    1 Snap
    1 Domri Rade

    This deck has an easy time against the ramp decks of the format so the focus is really on beating burn heavy decks like Tymna, Breya, and Kess as decks that struggle to remove Animar you can essentially ignore when deckbuilding. Grindstone is a card I have a hate love relationship with and sometimes is in sometimes isn’t. The backup plan if Animar gets blown to shreds is generally Magus/Bloodmoon, Grindstone/Servant if it’s in. Aluren and Earthcraft enable all the broken lines not related to Statue. Even without Animar you can combine either with Shrieking Drake and Glimpse of Nature to draw the deck, or with Utopia Sprawl/Wild Growth for infinite mana with Earthcraft. If all else fails try to find skullclamp and dig your way out.

    The maybeboard is mostly stuff to fight removal/counters. The deck is also mostly dead to a turn two Meddling Mage so Domri/Snap are being considered for mostly that reason.
    Posted in: 1 vs 1 Duel Commander (French)
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Hmm. Temur Midrange +3 Delver. Weird choice.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    My opinion is that the linear decks are already gold matchups, so why slant the deck in a way that focuses on those matchups instead of trying to even out our inherently bad matchups? Not to mention when you have traverse and bauble you can run less lands while having greater access to Snapcaster Mage, meaning you draw interaction at highter rates. That's where I want to be against linear decks, anyways.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    It's actually about the same as before in post #4331. Firespout and Anger come in against the same decks for the most part to that change doesn't matter, and the sideboard threats are different but you basically bring them all in or none. Censor you kinda have to determine case by case, usually if counterspells are bad you can cut it as long as you have something better to bring in. Against jund I don't think I do, for example.

    If there's a specific question or matchup you want to know is be happy to cover it but last time I typed that up it took a long time haha
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I suppose you're right in that k command is a two for one no matter what mode they choose, maybe I'm looking at collar wrong in that matchup.

    Oh and definitely agree on not cutting mandrills. I actually never do that in any matchup I don't think. Being able to burn goyf and then shrink it with delve is actually our most reliable/efficient way to do it, honestly. So often I'll spend three mana to bolt goyf, tutor for mandrills, and then cast it to send goyf to the yard. It's a great play.

    The matchups where deprive and moon are in together for me are: scapeshift variants, tron, ad nauseum, and U/x/x control. In those matchups Having that extra counterspell is so essential because they can essentially beat you with one card (except control) so an occasional stumble to get UU with moon in play I think is worth it to have a hard two mana answer to anything they put on the stack. Particularly because if moon is in play you may not even need to counter spells with any urgency.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Sorry, I absolutely do bring in collar against Humans, I was just posting on mobile from memory.

    I skip collar against jund because of k command and generally drawing the game out any longer than we have to isn't ideal there as their card quality is so much better. Against decks like grixis/shadow variants I actually have a chance to counter k command but not against jund, and I think that's a big difference. It is miles better than a counterspell with BBE of course.

    I also take out tarfire because it quickly makes opposing goyfs unroastable and instantly invalidates mandrills against goyf. That and confidant is the only surefire creature it kills and I personally wouldn't keep that in against us if I was on Jund.

    How has deprive worked for you?
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    For jund my plan is-

    In: 2 Blood Moon, 1 Huntmaster, 1 knuckleblade, 1 roast, 1 EE

    Out: 2 tarfire, 3 stubborn denial, 1 mana leak

    Pretty simple as far as which cards are bad here, and the goal is just to improve topdecks/add removal.

    For control matchups generally it's the same in that I bring all my threats in, but usually dropping burn spells, but the power level of moon varies greatly between the different control shells so I sometimes forgo them for more burn. Bring in deprive as well.

    Against humans I've actually been taking out delver to fully play the control role and not lead to awkward situations with Anger.

    Out: 4 delver, 3 stubborn denial, 2 mana leak, 1 censor, 2 spell snare

    In: 2 blood moon, 1 Magus of the moon, 1 roast, 2 Anger, 1 EE, 1 huntmaster, 1 knuckleblade, 1 ancient grudge, 2 destructive revelry

    The moon plan is seriously underrated here. You plan on killing their mana dorks and vials anyways, and they're basically playing city of brass.deck. Generally if you can get them topdecking and you tutor up huntmaster, that's game.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Long post warning:

    After much fiddling with Jace I decided that, while powerful, the number of matchups where I actually wanted to bring him in was abysmally small. It seems fighting off BBE and Humans will take priority in the sideboard for some time to come.

    After spending a lot of time thinking about which cantrip I wanted to add as the 60th card (3rd scour, 4th bauble, something else entirely) it sort of hit me like a brick, Censor is the perfect one mana cantrip for this deck. It gives me an extra counterspell against decks that I desperately need to interact with on the stack while filtering away against Cavern of Souls or heavy discard. If you get caught holding it up and your opponent plays under it, you can just cycle it and still have a mana available for any interaction you draw. I actually have been keeping it in against Jund over mana leak to fight off Lilliana early and cycle for threats late and I have been seriously impressed. I wouldn't run it over a counterspell, but over a cantrip it's a really solid choice. Paired with Curator and Traverse I feel the deck finally has ways to mitigate the problems that tempo decks have always had without brainstorm, having the right card at the wrong time. They can seem like they have a minor impact as I cycle them frequently but when you want to play the card at face value it feels awesome.

    I've been really happy with Roast in the main. It has certainly had its bad moments but no more than players with path/push have against creatureless decks so really almost isn't worth mentioning.

    Dropping my single Bojuka Bog and swapping my Firespouts for Anger has definitely seemed correct. Double red hasn't been an issue and if I draw it against Dredge I have yet to lose. Flipping that matchup on its own is worth it.

    Huntmaster is probably the singular best card we have against Humans. They absolutely struggle to answer it and rarely hold cards to stop it from flipping. If you kill something like Meddling Mage or Freebooter to turn removal spells back on its pretty much over. I may consider bringing him back up to 2 copies in the future.

    I feel the need to reiterate how insane it is to tutor for Magus of the Moon. That ***** is genuinely unfair and I love it.

    I don't know if it would be better than other threat options, but after seeing it in action in the format I really believe Dire Fleet Daredevil could be a sideboard piece for us against Jund and decks like it. For starters, 2 power and first strike is the perfect roadblock for a dumb 3/2 elf I know. Against that same deck we struggle to answer their primary threat in Tarmogoyf and Daredevil opens up plenty of opportunities to take down a goyf for 3-4 mana with extra value. We don't have many cards that can do that. Turn three tapping out for a Daredevil and a thoughtseize to rip a threat we can't kill sounds pretty good too. Not to mention the late game shenanigans involving k command or collective brutality.

    Other places it's useful:

    Against burn, lightning helix would obviously be amazing but any burn is solid when paired with a way to wall guide.

    Against Dredge, you can tutor him up to exile a loam, conflagrate, gnaw to bone, or looting as a piece of grave hate. It's niche but solid.


    Posted in: Aggro & Tempo
  • posted a message on Huntmaster of the fells is a bad card. Change my mind.
    It truly is only a sideboard card but it can be ridiculously effective in the right matchups. Against decks like humans, merfolk, eldrazi that are creature centric but lite in removal, Huntmaster comes down after your primary threats have already taxed opposing removal spells and the lifegain + blocker will always be relevant. These strategies play out their hands quickly making multiple flips quite easy to pull off at the stage of the game you want to deploy Huntmaster anyways. Lifegain and removal is great value, but once he flips having a 4/4 trampler, at least one 2/2, and 2 direct damage is a wonderful late game surge of aggression in one card. The fact that it doubles as a tool to fight off removal heavy midrange and control decks is not necessarily where it shines but makes its applications as a sideboard card much greater as it impacts many more matchups than other possible.

    I will point out it is particularly good against both BBE, Jace, and humans. That's pretty broad coverage.

    Against BBE, if they flip Lilliana you sac the token, let huntmaster flip on your following turn to kill both the elf and Lilliana leaving you with a 4/4 with upside and then nothing. If they hit other removal both players trade 4 mana and a card, assuming you block the elf with the wolf.

    It leaves jace stranded in hand until they can answer huntmaster, as bouncing either him or the wolf leaves the Jace dying right away.

    It's not ever going to be amazing in modern because it's a 4 drop but it's a good card that has its roles.
    Posted in: Modern
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I like the sphere but not being able to cut Eldrazi off of colorless is a deal breaker for me. I think the tron matchup is better than any Eldrazi variant anyways. Storm is a good matchup while jund/abzan are not, which makes Moon the more valuable piece overall.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    I hate etched champion. During Eldrazi winter when I ran two ceremonious rejections in the board my affinity matchup was so good just due to the crossover. Rejection really is great there.

    I usually go fairly minimal on threats against affinity and bring in every piece of removal in the 75. At three mana it can Be slow but in conjunction with all your other interaction you buy yourself enough time to play it and it kills your real target (overseer, skirge, master of etherium) while cleaning up any ornithopters/memnites you otherwise wouldn't waste removal on but are annoying nonetheless.


    I wasn't trying to understate CO's effectiveness once it's in play. So many hands (particularly mulligans) start with just lands cantrips and interaction and you have to dig for threats. The enchantment just limits your ability to translate those hands into somewhat aggressive starts while in itself can at times be a poor topdeck. It does have 'home run' potential though in that you can run away with the game whichever is a lot for a one drop. I think using that card will just come down to personal preference, as it can be a little boom or bust.

    Also, I've been really happy with Roast in the main. It's been dead a few times but not a huge deal.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    The double red cost is tough, but I'll at least be testing it again. Against spreading seas it may not be doable.

    Why not bring in Anger against affinity though? I always liked sweepers there personally.

    After seeing several different archetypes incorporate Curious Obsession lately it's obvious it's powerful say the least. My issue with it here is that it's best on a one drop and we usually only have 4. That and if your opponent has immediate answers for your first few threats it's either dead in hand or has its target removed. If you were to build more around it with max shoal, and more one drops it could be the basis of a really good tempo strategy. I don't think our current shell supports more than one of these.
    Posted in: Aggro & Tempo
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