Play Bombz.io Now!
 
Magic Market Index for July 13th, 2018
 
Magic Market Index for July 6th, 2018
  • posted a message on Mono-U Storm
    I tried playing with three Sais yesterday: https://youtu.be/UGaYLI5B2KQ

    I managed to get only 6 matches in until I was too tired, more matches today.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    Quote from Kentsuki13 »
    I am going to take this deck to my county's nationals, they will be a week after m19 release. What would you change in the deck from new cards we getting?


    If you want to see my most up to date list at any given time you should check my most recent VOD on my twitch channel.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    Thanks for that! Completely makes sense and helps me avoid learning that over the course of a month of testing with it.

    Is there a sideboard guide posted previously I can see? Much appreciated. Really hoping I can get gud enough with this to run it in GPLA instead mono red.


    There is no sb guide because I'm always working on the strategies, especially now that there is a new set out. I've been busy playing prereleases the past couple of days, but I'm going to continue playing and streaming the deck starting from today. As for Sai, there is definitely room for him in this build, although new archetypes might emerge too.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    Why no whir of invention? It allows us to search for the missing piece EOT or additional 0cmc pieces. It also can pressure the control players mana. In addition it can also search up potential sideboard hate.

    Fun deck though, I’ve been trying some variations and I’m having a blast in standard for the first time in a while.


    Hey, I'm glad to hear you've enjoyed playing this deck.

    Here's some copypaste from +1 years ago:

    I'm not playing Whir in the MD because in general it makes you slower to combo and weaker against aggro. Having more actual Reservoirs and Statuaries makes it easier to gain life incrementally while you dig for the Outcome, which is essential against aggro. With Whir you need to play out your artifacts before you have a Reservoir in play, which denies you the lifegain from playing those artifacts. Your Expertises also become much better this way, both when you are just buying time and resetting board, and when you are trying to combo with a Statuary in play. Having more Reservoirs in the MD also allows you to win without going off with an Outcome; sometimes you can gain enough life through playing multiple Reservoirs and possibly slowing the opponent down with Expertises.

    -Unlike Reservoir, Whir cannot be cast for free with Expertise (to get you a Reservoir). This is something like 80% of the reason for why I don't play the card.
    -Decreases my artifact density - quite relevant with Crane. There are often situations where I have plenty of resources and I'm trying to dig for Reservoir to win me the game with Baral's Expertise, and 1-mana Cranes are an excellent way to dig for the Reservoir. This wouldn't work with Whir.
    -Forces me to build my deck in such a way that it has a critical mass of 0-mana artifacts to support Whir. I would have to cut cards that in my mind are crucial for this deck to operate.***
    -Forces me to play (at least a good amount of) my 0-mana artifacts before I have Reservoir in play. The card simply doesn't work harmoniously with the synergies and card interactions of this deck.


    ***this was back when we had access to 12 "moxen"

    Whir could be useful in the board, but the problem is that using Whir to resolve Statuary or Reservoir still doesn't get you anywhere. Card draw and standalone threats are the priority.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    Quote from setokaiba69 »
    I love this deck. This is great to see, congratulations.

    Sai, master thopterist has been great so far in testing. To fit everything, I'm trying:
    -1 field of ruin, -1 sentinel totem, -2 baaral, +1 mox amber, +3 sai.
    I moved the totem and field of ruin to the sideboard. I cut merchant's dockhand to fit everything but this could be a mistake.

    Edit:

    2 sai main might be enough, moved back to 19 lands and moved the third sai to the sideboard.


    I've had similar plans in my mind apart from trying 18 lands. This is my first list though: https://puu.sh/AREyS/6288fdce0a.png

    I'm starting off lean, cutting a Reverse Engineer and an Expertise from main. I'm looking forward to seeing how well Sai's ability can be used in an actual gameplay situation to prevent flooding.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    Tried playing a second league today and got there.
    .
    .
    .
    .
    (MU:s were Jeskai Control, BU Midrange, RB Aggro, Mono R, RB Aggro. Today's list: https://puu.sh/AR1Q3/51c1c3ceae.png)
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-U Storm
    had a really nice league run where I almost 5-0'd (just almost): https://www.youtube.com/watch?v=9TAT2OjOH3k
    Posted in: Deck Creation (Standard)
  • posted a message on Grixis Control
    thanks, and massive congrats to Shadow! I'm looking forward to GP Stockholm even more eagerly now.

    I decided to upload a video where I go over the Challenge match replays, live stream probably on next Saturday: https://youtu.be/l-_hoJl221k

    List: https://www.mtggoldfish.com/deck/1174222#online

    MU:s:
    1:58 5c Humans
    24:47 Mono Red Prison
    32:36 Jeskai Control
    46:14 Mono-G Tron
    54:37 Mardu pyromancer
    1:06:22 Jeskai Saheeli
    1:26:00 Mono-U Tron
    Posted in: Control
  • posted a message on Grixis Control
    Quote from kaal1002 »
    Are there some matchups that we really want to shore up, and if so how? I think there's a consensus that lots of people think tron is a bad matchup for example. If that's the case, why aren't people allowing for more sideboard cards? Typically I haven't seen more than 3 cards against tron. Usually people are playing 3 fulminators, or they're playing a couple ceremonious rejection.


    Tron's MU against us (and other control decks) has become a kind of a meme. +2 years ago you could have said that tron is the Achilles Heel of control since there simply weren't as many degenerate decks around. Tron's label as *the* bad MU has passed on to this day, but it's a lot less warranted. Decks like E-tron and before that Bant Eldrazi are bigger obstacles to begin with, but luckily those decks have dropped in popularity. There are also many challenging MU's that are extremely close, like Dredge, KCI and Hollow One. Today's premier aggro deck Humans is also very difficult to beat, even though we are strategically advantaged. My point is, Tron isn't the only hard deck to beat, and we need to squeeze advantages against most archetypes, even the ones where we should be traditionally advantaged.
    Posted in: Control
  • posted a message on Mono-U Storm
    This kind of list isn't without its merits, but the question becomes why not play a true control finisher? Something like Teferi.

    -----

    I can't wait to try out Sai, Master Thopterist. The card is a strong defensive play and an alternative wincon against control, while also preventing flooding.
    Posted in: Deck Creation (Standard)
  • posted a message on Grixis Control
    Quote from TheAlexGnan »
    also, fulminator mage is imo just such an insane sideboard card with huge versatility. its not as good against tron and valakut, but it actually puts them down a land, and its just vastly more versatile and good in so many other matchups.


    just echoing this sentiment
    Posted in: Control
  • posted a message on Grixis Control
    I don't really see the point of lamenting how Grixis doesn't have access to Teferi. Grixis is already in a great spot in this metagame! As for the new Bolas card, it looks sweet and strong enough in fair MUs, but also completely replaceable by other 4-drops like Kalitas, Jace, Olivia Voldaren, P&K Nalaar etc.
    Posted in: Control
  • posted a message on Grixis Control
    Being able to remove ulamog hardly counts as an upside in my books. I know this doesn't come as a surprise to anyone, but the MU is won or lost depending on whether we manage to disrupt their mana or not. Maybe if the metagame was flooded with e-tron and affinity I'd consider playing the card. Right now though there is hardly any eldrazi running around (what a blessing).
    Posted in: Control
  • posted a message on Grixis Control
    I have not. Sometimes I've considered a 3-1 split, but never actually tested it. I really love Serum Visions!
    Posted in: Control
  • posted a message on Grixis Control
    Quote from SanityLost »
    @Tiemuuu: I've seen you playing this list for quite some time now, grats on your repetitively good finishes. How has the relatively low land count been for you? Ever failed to get on mana in time? I also notice your high count on cantrips (SV, AV, TS), ever felt that it might be too much air?

    Thanks in advance Smile

    Sorry for beating a dead horse here, but 22 lands and 8 cantrips were the industry standard until the modern pro tour. Sonetimes you need to dig for lands at the expense of not being able to cast other spells, but on the offset you flood less and find better interaction more often, especially post SB. Cantrips are probably fairly neutral in terms of improving the deck.
    Posted in: Control
  • To post a comment, please or register a new account.