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  • posted a message on [Modern] Dragonstorm
    I never liked that deck. It was really only played because Dragonstorm lost all of its good blue cards when Lorywn came out. The Spinerock Knoll version isn't consistent at all. It definitely got to worlds by surprise factor more than anything.

    Which is why the Grand Prix RAV-TSP version should be the starting point for any modern Dragonstorm deck.

    Link: http://magic.tcgplayer.com/db/deck.asp?deck_id=59029
    Posted in: Modern Archives
  • posted a message on Official Ban List Discussion Thread
    These bannings are terrible. The whole point of the format is to play Extended before Wizards got rid of Extended.

    Because Extended was an amazing format.

    Seems Wizards just wants to help the players who started with Alara/Zendikar get out of the kiddie pool without properly learning how to swim first.
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    The one with Spinerock Knoll that he played at Worlds(?) a few years back against Nassif?
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    You are talking about that janky deck that uses hatching plans and perilous research and hopes for the best with Swath/Shot right?
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    How?
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    Quote from Earthbound21
    Nix is an absolute must in Dragonstorm sideboard. Auto 4-of. Hell, in any deck that plays blue really.

    Nix stops Hypergenesis, Dread Return, and Mindbreak Trap

    So it counters the one deck faster than us. The one deck that can be faster than us. And the best Storm hate card.


    I made this post before I saw the bans.

    Makes Nix much less attractive.

    Also, welcome to the premier combo deck thread.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    Whats next? They ban Dragonstorm? Does wizards want the format to be terrible creature decks vs terrible counterspell decks?

    Combo is good for the format. Period. Keeps it healthy and interesting.
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    Nix is an absolute must in Dragonstorm sideboard. Auto 4-of. Hell, in any deck that plays blue really.

    Nix stops Hypergenesis, Dread Return, and Mindbreak Trap

    So it counters the one deck faster than us. The one deck that can be faster than us. And the best Storm hate card.
    Posted in: Modern Archives
  • posted a message on [Modern] Red Deck Wins (primer in progress)
    I would like to hear other people's thoughts on Ball Lightning. Seems like it could be 3 drop #5,6,7,8 along with his buddy Hell's Thunder

    Greater Gargadon has piqued my interest. As has Giant Solifuge. He used to be so amazing. Thoughts?

    Also, sideboard wise, I feel that 3 Blood Moon is a must along with Vexing Shusher.

    Beyond that, I feel that Tormod's Crypt beats out Relic of Progenitus simply because Tormod's allows us to keep using mana to be aggressive.

    So that leaves 6 slots in the SB if you go 3/3/3. I'm thinking Sulfurous Blast for the Faeries and maybe Everlasting Torment or Magma Spray or Smash to Smithereens or maybe just some all purpose land hate Molten Rain.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    Quote from siqatzi
    Earthbound21 - I don't necessarily disagree with your end assessment, but have you tried replacing your manabase with one with shocklands and fetches (as well as the Dakmor Salvages)? It makes Hedron Crab (and to a lesser extent Bloodghast) a lot better - playing a crab and a fetch to mill for 6 on turn 2 is a great play, especially if you played a Drowned Rusalka on turn 1 and can thus start dredging immediately


    I have. I agree that the Crab is better than Magus. Makes the deck faster, but hands without the crab are the same as not running him. Having to mull into a hand with Crab for consistency doesn't seem ideal.

    Quote from Anharat »
    Earthbound21: Hi, in your list you are imho missing the best enablers available in the format, namely Hedron Crab (with fetchces it is a beast, on of the best ways to a turn 3 kill, plus is a creature for DR), Zombie Infestation (in some builds it works wonders, in others it doesnt, nevertheless should be considered), Fatestitcher (when you run Magus, you must have these, provide the explosiveness you need).
    I have always liked Glimpse the Unthinkable more than Ideas Unbound, to be honest, I prefer Tome Scour even more, because it lets you dredge turn 2 and frees a CC2 play for Magus, Glimpse or Infestation.
    The version with self-milling cards is more stable than one with Magus and 'Stitcher, but I personally like this one more for its sheer inevitability - you dont kill my Magus until my next main phase? pray I dont have a 'Stitcher up my sleeve...


    I find Glimpse and cards like glimpse are even less consistent than Magus/Crab/Rusalka. The creature enablers are used for their repeatability. For two mana you can get 10 cards in the GY or you can use Ideas and get 15 at best, 12 at worst.

    Fatestitcher + Magus seems cool, but the one time it works doesn't make up for the nine that it doesn't.

    The problem with Dredge in its current state is that it isn't a reliable turn four win (Dragonstorm) or it isn't fast enough to beat the hate (Hypergenesis).
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    I have played dredge for a long time. It has been my favorite and "go-to" deck since its inception. I started playing dredge during its brief stint in RAV TSP standard, and I followed it to extended and vintage. Which leads me to my following point.

    In the modern format, the deck is played similarly to how it was played in standard, using Drowned Rusalka and Magus of the Bazaar as enablers. And if we stroll back a few years this was fine. However, 3(4?) years after its inception, we are going backwards in terms of how to execute the combo. Especially without GGT.

    I have tried playing the deck with 4 Rusalka and 4 Magus and its too slow and vulnerable. I have tried with 4 Rusalka and 4 Hedron Crab's, and while it performs slightly better than the Magus, it still feels very lucky when I get the combo.

    It feels as though the deck is playing against me.

    It is just missing the fluidity and consistency that GGT provides. And while one more dredge over Stinkweed Imp doesn't seem like that big of deal, it really is. Having to rely on dredge 6 and dredge 5 is much more stable than dredge 5 and 4 and even 3.

    All that said, the deck has a few things really working in its favor. Life from the Loam has beyond amazing synergy with Bloodghast almost to the point where he is as reliable as Ichorid was. I run a pair of Phantasmagorian's and being able to discard one to the other all the time really allows me to control what is in my graveyard and what is in my hand and can set up some really explosive plays.

    But at the end of the day, the deck doesn't seem consistent enough with Imp and Thug doing all the work and Magus, Rusalka, Crab being finicky and fragile engines.

    For reference this is what I am currently testing
    Posted in: Modern Archives
  • posted a message on Should Hypergenesis Be Banned? (please read OP)
    As long as Faeries are played in the format, specifically Spellstutter Sprite, Hypergenesis is essentially a dead deck. Non Faerie decks have access to Nix or Chalice of the Void.

    Its a powerful deck, but it is really, really, really fragile and easy to hate out of the format. Hypergenesis decks can't even run Pact of Negation to protect their combo. Hell, if you play first, Remand on Hypergenesis is GG. Its so stupidly fragile.

    IMO The only card on the ban list that are actually ban worthy is Dark Depths. The Artifact lands + Grave Troll existed fine in the old extended format and weren't strong at all. Affinity and Dredge weren't particularly powerful in the format anyway because they are easy to hate on. I fully believe the best decks in Modern will become a Rock variant, a Faeries variant, Zoo variant, and whatever the CounterTop deck evolves into.

    People are ridiculously afraid of combo decks when the main combos, at least in Modern format are easy to hate on. Leyline of the Void Tormod's Crypt, Trickbind these cards still exist, in case some of you forgot. Which provides plenty of hate on the premier combo decks. (Storm/Dredge/Genesis)

    EDIT: I disagree with Bocephus above me. Combo decks are very defining of a format. If there are no combo decks the meta game becomes stale very quickly. There are only so many ways you can play creatures vs Wrath of Gods and creatures vs other creatures. Combo decks are what keep the meta interesting.
    Posted in: Modern Archives
  • posted a message on UB Faerie Control
    The life loss only becomes an issue against Zoo or RDW where shocking yourself may actually effect the game, but even then its not that bad if your mana base isn't shocking you to death as well. Another reason to advocate Secluded Glen main imo.

    Thoughtseize nabbing a Dragonstorm/Cryptic Command/the Aeon walker guy Genesis uses is just too good.
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    Quote from bwmasjr7803
    I think you need Karrthus, Tyrant of Jund to be fast enough to beat other combo decks


    Karrthus is essentially 20 damage with 2 Hellkites and a storm of 3, provided they have 0 blockers. I will test him, but I am not convinced he is better than Hunted Dragon or Hellkite Charger yet.

    EDIT: To clarify my point, the only way your getting 9 mana for Dragonstorm with a storm count less than 3 is on turn 4 when Bloom comes into play. Your turn would be Bloom, Song, tap 4 lands, Dragonstorm for 3. That is where Karrthus shines. The only way to have 9 mana for Dragonstorm before turn 4, is by having a storm count greater than 3. I hope that makes sense.

    To clarify further

    Turn 1,2,3 win will look like - Rite, Rite, Rite, Seething Song, Dragonstorm. Storm count > 3

    Turn 4 win - Bloom, Song, tap 4 lands, Dragonstorm. Storm count = 3

    Of course turn 4 win could also look like a turn 1, 2, or 3 win but with Bloom added.

    Therefore Karrthus is either overkill, win-more, or situational considering that he himself does not have haste and any other time you are casting Dragonstorm you're going to get all 4 hellkites anyway.
    Posted in: Modern Archives
  • posted a message on [Modern] Dragonstorm
    I have been running this deck to a good amount of success locally.



    I have been really, really liking Thoughtseize in the deck. The best way to beat the Storm hate is to get rid of it before they can use it. Also, Peer Through Depths is crazy good. I'm sure you could have a better manabase than what I am using but at the same time its nice to not be down 5 life on turn 2 against Zoo variants.

    Sleight of Hand over Preordain is really more personal choice, as I've always like Sleight of Hand more.

    The sideboard is pretty generic, catch all kind of thing and I have plans to change it as the metagame grows. The biggest notable is that Nix beats Hypergenesis.

    I'm also considering possible dropping a land and Empty the Warrens for 2 Infernal Tutor because he lets you either "go off" and then get Dragonstorm or fetches you that one Seething Song you need without the chance aspect of the blue cards.
    Thoughts?
    Posted in: Modern Archives
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