I got some testing in with Amonkhet cards in Living End on Cockatrice, and here are my results:
If you keep Simian Spirit Guide, Desert Cerodon is the truth. If you don't keep SSG, Cerodon is still dang good. Given our Scars land-heavy mana base, I find Cerodon's R easier to cycle than Architects of Will/Horror of the Broken Lands's B. Besides, Architects insist on adding an artifact to the graveyard right when opposing Goyfs want to see more card types. Thus, I'd easily prioritize Cerodon over Architects/Horror.
Archfiend of Ifnir feels inefficient and expensive to cycle in comparison (even at a mere 2). Its true power is as a maindeck meta call, though. In testing, this ran over Elves and saved my butt against Affinity post-Living End. It was even able to overcome Affinity saccing its entire board to Arcbound Ravager in response to the first Living End! It'll probably be good against Infect, especially since the -1/-1 counters ensure that pump can only save their Infect dudes for the rest of the turn. I think how common Archfiend will be in maindecks depends on how much Affinity/Infect/Elves/weenies you expect...and Affinity is still pretty common, I find.
I agree that Kari Zev's Expertise is a great 1-of in this deck--it lets me keep more hands and gives me the inevitability that I can cast 3 Living Ends in a game if necessary. I have such horrid luck with Cockatrice's shuffler, anyway...I swear it shuffles worse than paper Magic...
Have been looking at SCG for the past 2 weeks. Archfiend of Ifnir is selling like hotcake.. only 7 left now. Seems like plenty of people are eager to test the card.
Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
The thing is I was comparing expertise to DD, and so I just counted the damage Expertise did that DD wouldn't get through. So as both stop a creature from blocking, I didn't take this into account and evaluated your x to be 2-6.
Actually, I think that I lose a lot of games cause of not drawing a cascade spell, and not only against discard decks. I just often keep hands like 3 cyclers, 3 lands, and a fulminator mage and maybe I shouldn't, but about 35-40% of my loss come from just not drawing a cascade/a 2nd cascade.
That's fair. I wrote my initial response at work and was a bit rushed; in retrospect, I agree with your damage estimate.
If you're consistently failing to hit your Cascade spells with hands like the above, it seems like you're on the wrong side of variance. Still, there's nothing crazy about running 8+1 if it's a recurring issue for you.
Have been looking at SCG for the past 2 weeks. Archfiend of Ifnir is selling like hotcake.. only 7 left now. Seems like plenty of people are eager to test the card.
My foils are already in the mail
Ah, you're lucky to have them already.
Did not have enough cash to buy any.. because I bought cards for my other decks.
Hopefully, the price of Archfiend does not climb too much in the next weeks. Card is strong in builds of Living End with plenty of one mana cyclers.
With the printing of the new Cerodon and the Horror and the *possible* shifting of the mana base towards primarily Rakdos do you guys think we will run Bloodstained Mires instead of Verdant Catacombs? Or is the allure of being able to still fetch up a Dryad Arbor for a DD target too much to sacrifice?
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I personally don't play Dryad Arbor. The only nearly full-creatureless decks I can think of are Ad Nauseam, BtL Scapeshift (Assuming they sac their Sakura main phase), UW Control and Tron depending on their draw. It's cool to fetch it, but drawing it is just so bad that I don't think running it is worth the risk.
by the time you get to your almost at hard casting archfiend of ifnir which can take over the field.
Given how often I end up with 1 Living End in hand by the time I cast my second Cascade spell, even with only 3 in the deck, I think the 4th Living End increases the chance I dead-draw it too often. If I were to go with 4 Living Ends instead (say post-board in a heavy control meta), that would be a huge reason to run 1 Kari Zev's Expertise to make those Living Ends less dead draws. But given how often I end up with 1 Living End in hand (granted, I don't auto-mull 1-Living End hands), I'd much rather play Kari Zev's Expertise #1 over Living End #4.
Expertise was originally ran because under Blood Moon you can still cast Living End if your mana base is not ideal. Furthermore, out of the countless playtesting / goldfishing I've done, you'd be surprised how often you see Living End in your hand.
Another thing I've done is re-add in a 1 of Kessig Wolf Run. Watching Desert Cerodon get chump blocked by Lingering Souls and you give your creature +1/+0 and trample is hilarious.
Finally, I'm playing a playset of Desert Cerodon and Horror of the Broken Lands and haven't hand any problems with mana. Just try to prioritize your GR lands for cycling everything so your BR lands can hit anything that pops up.
PS. Archfiend actually feels too slow. Makes me and to replace them with a 4th Deadshot Minotaur and a Beast Within.
i dumped deadshot minotaur and archehtechs of will because of the bad interaction with the faries and a 6/4 or a 4/4 just beats a 3/3 any day, i mainly want to know if im missing any new developments in the deck that are in this thread that im really missing out on, i really dont want to run the sunlight plan because honestly...i spent alot of money on those fulminators and i want to use them
the thing i have the most problem with is control, my only chance is to ricochet trap to stop a counter, but then they just damnation me or some other wipe spell and its almost impossible to go off again, i dont see much control in the tier 1 listing im going to a star city trnmt in june so will i have to deal with as much control as my local lgs meta
other problems include scavaging ooze and surgical extraction, wich is why i run 4 faeires because i can faeire my own living end and it wiffs
Expertise was originally ran because under Blood Moon you can still cast Living End if your mana base is not ideal. Furthermore, out of the countless playtesting / goldfishing I've done, you'd be surprised how often you see Living End in your hand.
Another thing I've done is re-add in a 1 of Kessig Wolf Run. Watching Desert Cerodon get chump blocked by Lingering Souls and you give your creature +1/+0 and trample is hilarious.
Finally, I'm playing a playset of Desert Cerodon and Horror of the Broken Lands and haven't hand any problems with mana. Just try to prioritize your GR lands for cycling everything so your BR lands can hit anything that pops up.
PS. Archfiend actually feels too slow. Makes me and to replace them with a 4th Deadshot Minotaur and a Beast Within.
i think the same, 1cc is life or death to race (even against burn!) and archfiend seems win more card. 4-1 in friendly league today, maybe tomorrow or in the week i will try competitive.
Re: iFayt
Archfiend feels slow to you in what way? Idk yet I haven't tested him yet I'm just wondering if he feels slow in terms of dmg output as compared to the other 2 colorless mana cyclers or the value of cycling to his ability after you top deck more cyclers? And thanks for adding another good selling point for us to run a one-of Keri Zev in the list. I'm slowly discovering it's power over just running a 4th Demonic Dread.
General:
As far as non basic lands go how do people feel about playing Urborg Tomb of Yawgmoth as a one-of making our street wraiths unblockable? Or is that just too checky/unreliable/win more?
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
i dumped deadshot minotaur and archehtechs of will because of the bad interaction with the faries and a 6/4 or a 4/4 just beats a 3/3 any day, i mainly want to know if im missing any new developments in the deck that are in this thread that im really missing out on, i really dont want to run the sunlight plan because honestly...i spent alot of money on those fulminators and i want to use them
the thing i have the most problem with is control, my only chance is to ricochet trap to stop a counter, but then they just damnation me or some other wipe spell and its almost impossible to go off again, i dont see much control in the tier 1 listing im going to a star city trnmt in june so will i have to deal with as much control as my local lgs meta
other problems include scavaging ooze and surgical extraction, wich is why i run 4 faeires because i can faeire my own living end and it wiffs
One trick against board wipes is by using Architects of will. I often target the opponent with the ability, then if I see a board wipe.. put it away from the top. If you see a fetch land, put it on top of the board wipe - there's a chance they would sac t he fetch when they draw it. **
He could do absolutely nothing both games. His 5/5 mountains got killed by Violent Outburst both games and I attacked for lethal the next turn.
Record: 2-4
Congrats on the good finish. And you have some amazing willpower there, kept going despite a bad start.
Also surprised that you beat Skred Red so easily. That deck often has some mainboard Relic of Progenitus.
As for the Eldrazi problem. Increasing the number of Shriekmaws in the sideboard to 3 would help.
Your list seems lacking on the land destruction front, it's a crucial part of the deck. You lost to both eldrazi tron and DS aggro and both those decks are quite weak to a turn 2 SSG fulminator. I suggest upping the count of fulminators to the full playset MB and taking out two archfiends and also finding room for at least 3 SSG.
8 Cascade + 1 KZE seems like overkill, I feel like 8 total ways of hitting living end is the optimal number, either 7 cascade + 1 KZE or 8 cascade.
I'm curious to test it out. With all the feedback here I thought Archfiend of Ifnir would not be recommended, but it is and as a full playset. The other recommendations are all pretty solid too. What are your thoughts?
Figured I would join this thread. I have been playing living end since Extended was a thing. It's probably my favorite and most comfortable deck. Right now I'm testing a build with fulminators in the sb. Mainly because with a faster aggro format blowing up a land isn't that great. I replaced them with more cyclers in order to dig deeper and faster to get the combo. Now I still have them in my 75, there is actually 4 in the sideboard.
My thought is decks that know the list will play around the fact that fulminator could be coming and in game 1 the fear of it will be enough. Game two for those match ups like Tron and Eldrazi you bring them in and even the odds.
I still have simians main for those cases where you need a faster living end or to burn for an additional cycle before living end. Current list below, sb has 4 fulminator 4 chewer, the rest is up to meta.
3 Simian Spirit Guide
4 Archfiend of Ifnir
2 Deadshot Minotaur
4 Horror of the Broken Lands
4 Monstrous Carabid
4 Street Wraith
4 Desert Cerodon
2 Greater Sandwurm
Spells:14
3 Living End
3 Beast Within
4 Demonic Dread
4 Violent Outburst
Lands:19
4 Blackcleave Cliffs
1 Blood Crypt
1 Bloodstained Mire
1 Forest
3 Grove of the Burnwillows
1 Kessig Wolf Run
1 Overgrown Tomb
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
Re: ZombieSleeve
That deck list posted by Joel Larson looks pretty sick. I might have to test it out tomorrow when I go over to a buddies house for testing.
Re: Snowfire784
Presuming that you run 3-4x SSG in the main Fulminator Mage just starts smashing lands with little interaction from out opponent (outside of Sudden Shock) and we obviously get to do it twice off the Living End resolution where as the obvious power of Blood Moon shines vs. Scapeshift, Tron and Eldrazi but is a little more easily answered. The mage is stronger against Eldrazi and decent against Tron and Scapeshift as it just slower the later two down and is more difficult to interact with. The mage has the occasional upside of hitting a Stomping Grounds and shutting your opponent off from red completely.
Re: Plautoradio
I'm glad you braved uncharted terrain and tested out such a spicy brew. I still haven't abandoned the idea of splashing blue as I can't tell you how many times I have wished I had a blue source to hard cast and AOW post Living End (but then one is to question/argue "do you want to be hard casting AOW still if we now have better options?"). Anyways I liked the silver bullet reanimator package you got going on there. I could see Iona being added to that list.
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
What are the pros and cons of Blood Moon vs Fulminator Mage? I think without SSG Blood Moon is stronger.
Fulminator Mage is stronger in control matchups that have counters. Having to burn a counter on fulminator that will just come back anyway is not a winning position for them.
Bloodmoon is better for matchups like Eldrazi, Tri-Color decks, and Tron ( this one being less so ). Shutting down their mana is better than slowing them down a turn.
I played MKM Series Frankfurt on Saturday with Living End. I have built the deck as soon as the new cyclers have been spoilered, so you guys might have much more experience with it. After a horrific 1-4 start I could turn it to a 6-4 finish. Still not very impressive but at least it didn't get any worse than 1-4.
Despite all the discard spells the guy didn’t really know what was going on and what to pick. Easy 2-0.
Record: 1-0
ROUND 2 Peter – Tron Eldrazi
This is a very hard matchup it seems because the have TKS, Relics, Chalice, Warping Wail… G1 he mulled to 6 and I got him pretty hard. G2 he slowed me down with Relic while beating me with his dudes. Warping Wail on Living end sealed the deal. G3 he drew to 8 and discarded Ulamog, which made a fast Living End impossible. He beat me to 1 with double TKS and Smasher while I was hardcasting my creatures. I could trade a lot and stabilize at 1 but he was holding a Walking Ballista.
Record: 1-1
ROUND 3 Vittorio – Grixis Shadow
Stubborn Denial is a good card… He countered my only Living End G1 and killed me with Shadow. G2 I found the third land way too late and got killed by a Gurmag Angler.
Record: 1-2
ROUND 4 Michael – Jund
Another dude who didn’t even know what was going on. I killed him G1 despite mulligan to 6. G2 he had an Ooze which I had to kill with a 3 mana Wrath of god without any creatures in my grave. Eventually a Thrun killed me. G3 I mulled to 5 and still had no cyclers in hand. The game took long because of my 3 Fulminator Mages and I got him down to 3, couldn’t recover from the bad start though.
Record: 1-3
ROUND 5 Jonas – UB Control
There are decks you just can’t beat. His deck was a weird brew with Baral, Snapcaster plus ~25 counters and discard spells. He just remanded and commanded anything I tried to do. G2 was opened with double Leyline. Well…
Record: 1-4
ROUND 6 Michael – Skred
He could do absolutely nothing both games. His 5/5 mountains got killed by Violent Outburst both games and I attacked for lethal the next turn.
Record: 2-4
ROUND 7 Robin – BW Token
G1 I had a fast Living End killing all his tokens and reanimating some creatures on my side. G2 he had T2 RIP. I waited some turns to clear the board with a Living End and then started hardcasting my Street Wraiths, Archfiends etc. getting him down to 2. Too bad he had a Bitterblossom on board which bought him enough time to recover. Spirit Tokens + Sorin brought him back to life. G3 he didn’t do anything, I just comboed out.
Record: 3-4
ROUND 8 Karel – GB Midrange
G1 was not much he could do. G2 I held a hand with no land but double Wraith, should have mulliganed. Spellbomb and Ooze sealed the deal. In G3 I navigated through double Spellbomb and an Ooze. Those are the situations where you can see that the new cyclers are just so much better than the old ones. Minotaurs wouldn’t have got there, but Archfiends etc. surely did.
Record: 4-4
ROUND 9 Robert – Jund
I was otp and T2 Ooze otd isn’t enough vs T3 combo. G2 he didn’t have anything relevant as well except Kalitas which got beast within’d.
Record: 5-4
ROUND 10 Patrick – Grixis Shadow
G1 was fast again. I don’t remember if he was tapped out or didn’t have Stubborn Denial, but I won. G2 was close and he killed me with a temur battle rage’d Shadow. G3 I was able to keep his Shadows at 3/3 with Grove, so Stubborn Denial wasn’t a hard counter. I got to 4 lands and cast my combo piece. He had the Denial but I could pay, so I won.
Record: 6-4
Tron Eldrazi and Grixis Shadow feel like very tough matchups for us. Eldrazi has Chalice, Relics, TKS, Warping Wail and All is Dust. Shadow has Stubborn Denial and a hell lot of discard. Plus both decks have fast clock. I was afraid of burn but didn’t see one. Any other matchup was very winnable.
Some thoughts on the list:
- The manabse was very good
- I’m still not sure about Fulminator Mage. I don’t want to play Spirit Guides and without them they might be too slow (especially otd). Blood Moon however might be enough on T3 if unexpected. So I’m thinking of switching the Mages with Moons. Or maybe no land hate at all in this slot and just more cyclers… Not sure.
- I totally underestimated Shriekmaw! Dude was a blast vs Eldrazi and Ooze. Also the swampwalk was very relevant vs Tokens and BGx.
- 4 Ingot Chewer might not be enough vs Eldrazi. But I don’t really know what else to do against them. Maybe Moons help here, too.
- Might also need more good sideboard cards against Shadow...
Would really appreciate some input!
Your sideboard is doing too much. There are some matches you are better off just giving up on in order to improve your matches in others. You have a little life gain, little creature removal, and some counter magic help. You have to decide which to give up so you can take your 2 ofs to 3 ofs in order to give you a better shot. The matchups most living end players give up on is burn or counter magic.
You can win counter battles with a enough land destruction and smart play. So unless you expect to have a heavy control meta I wouldn't run traps.
Burn is up in the air, sometimes you can race and sometimes you can't. The only downside is that even with life gain you might lose to a well placed skullcrack
your better off with 4th living end over running Kari Zev's Expertise.
by the time you get to your almost at hard casting archfiend of ifnir which can take over the field.
4 Deadshot Minotaur
4 Fulminator Mage
4 Monstrous Carabid
4 Street Wraith
3 Simian Spirit Guide
3 Desert Cerodon
2 Jungle Weaver
1 Twisted Abomination
1 Pale Recluse
Spells (15)
4 Beast Within
4 Violent Outburst
3 Demonic Dread
3 Living End
1 Kari Zev's Expertise
4 Bloodstained Mire
4 Blackcleave Cliffs
2 Copperline Gorge
1 Blooming Marsh
1 Kessig Wolf Run
1 Blood Crypt
1 Forest
1 Mountain
2 Swamp
1 Overgrown Tomb
1 Stomping Ground
4 Brindle Boar
3 Ricochet Trap
2 Avalanche Riders
2 Ingot Chewer
2 Faerie Macabre
2 Shriekmaw
Horror, Archfiend, Sandwurn and others don't make the cut.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
My foils are already in the mail
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
That's fair. I wrote my initial response at work and was a bit rushed; in retrospect, I agree with your damage estimate.
If you're consistently failing to hit your Cascade spells with hands like the above, it seems like you're on the wrong side of variance. Still, there's nothing crazy about running 8+1 if it's a recurring issue for you.
Ah, you're lucky to have them already.
Did not have enough cash to buy any.. because I bought cards for my other decks.
Hopefully, the price of Archfiend does not climb too much in the next weeks. Card is strong in builds of Living End with plenty of one mana cyclers.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Given how often I end up with 1 Living End in hand by the time I cast my second Cascade spell, even with only 3 in the deck, I think the 4th Living End increases the chance I dead-draw it too often. If I were to go with 4 Living Ends instead (say post-board in a heavy control meta), that would be a huge reason to run 1 Kari Zev's Expertise to make those Living Ends less dead draws. But given how often I end up with 1 Living End in hand (granted, I don't auto-mull 1-Living End hands), I'd much rather play Kari Zev's Expertise #1 over Living End #4.
Horror of the Broken Lands is just absurd! It completely throws off combat math. I swung in and he blocked my horror with a 5/6 Tarmogoyf. I cycled a creature into Street Wraith and now my Horror of the Broken Lands is a 8/6.
Another thing I've done is re-add in a 1 of Kessig Wolf Run. Watching Desert Cerodon get chump blocked by Lingering Souls and you give your creature +1/+0 and trample is hilarious.
Finally, I'm playing a playset of Desert Cerodon and Horror of the Broken Lands and haven't hand any problems with mana. Just try to prioritize your GR lands for cycling everything so your BR lands can hit anything that pops up.
PS. Archfiend actually feels too slow. Makes me and to replace them with a 4th Deadshot Minotaur and a Beast Within.
Modern
Ad Nauseam
Dredge
Living End
Legacy
Lands
heres my post ahmonket build,
idk about the captured sunlight variant, is it really as good as Twoo says, i just cant see losing simian and fulminator they are soooo good
sideboard
i dumped deadshot minotaur and archehtechs of will because of the bad interaction with the faries and a 6/4 or a 4/4 just beats a 3/3 any day, i mainly want to know if im missing any new developments in the deck that are in this thread that im really missing out on, i really dont want to run the sunlight plan because honestly...i spent alot of money on those fulminators and i want to use them
the thing i have the most problem with is control, my only chance is to ricochet trap to stop a counter, but then they just damnation me or some other wipe spell and its almost impossible to go off again, i dont see much control in the tier 1 listing im going to a star city trnmt in june so will i have to deal with as much control as my local lgs meta
other problems include scavaging ooze and surgical extraction, wich is why i run 4 faeires because i can faeire my own living end and it wiffs
i think the same, 1cc is life or death to race (even against burn!) and archfiend seems win more card. 4-1 in friendly league today, maybe tomorrow or in the week i will try competitive.
Archfiend feels slow to you in what way? Idk yet I haven't tested him yet I'm just wondering if he feels slow in terms of dmg output as compared to the other 2 colorless mana cyclers or the value of cycling to his ability after you top deck more cyclers? And thanks for adding another good selling point for us to run a one-of Keri Zev in the list. I'm slowly discovering it's power over just running a 4th Demonic Dread.
General:
As far as non basic lands go how do people feel about playing Urborg Tomb of Yawgmoth as a one-of making our street wraiths unblockable? Or is that just too checky/unreliable/win more?
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
One trick against board wipes is by using Architects of will. I often target the opponent with the ability, then if I see a board wipe.. put it away from the top. If you see a fetch land, put it on top of the board wipe - there's a chance they would sac t he fetch when they draw it. **
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Congrats on the good finish. And you have some amazing willpower there, kept going despite a bad start.
Also surprised that you beat Skred Red so easily. That deck often has some mainboard Relic of Progenitus.
As for the Eldrazi problem. Increasing the number of Shriekmaws in the sideboard to 3 would help.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
8 Cascade + 1 KZE seems like overkill, I feel like 8 total ways of hitting living end is the optimal number, either 7 cascade + 1 KZE or 8 cascade.
A New Living End
Decklist:
4 Blackcleave Cliffs
1 Blood Crypt
1 Blooming Marsh
2 Grove of the Burnwillows
2 Overgrown Tomb
1 Stomping Ground
4 Verdant Catacombs
1 Forest
2 Swamp
1 Mountain
Creatures
1 Desert Cerodon
4 Fulminator Mage
4 Archfiend of Ifnir
4 Street Wraith
2 Faerie Macabre
4 Horror of the Broken Lands
4 Monstrous Carabid
4 Architects of Will
3 Living End
4 Violent Outburst
4 Demonic Dread
2 Beast Within
4 Leyline of Sanctity
2 Dismember
2 Faerie Macabre
3 Simian Spirit Guide
1 Gnaw to the Bone
3 Blood Moon
1 Shriekmaw
I'm curious to test it out. With all the feedback here I thought Archfiend of Ifnir would not be recommended, but it is and as a full playset. The other recommendations are all pretty solid too. What are your thoughts?
Figured I would join this thread. I have been playing living end since Extended was a thing. It's probably my favorite and most comfortable deck. Right now I'm testing a build with fulminators in the sb. Mainly because with a faster aggro format blowing up a land isn't that great. I replaced them with more cyclers in order to dig deeper and faster to get the combo. Now I still have them in my 75, there is actually 4 in the sideboard.
My thought is decks that know the list will play around the fact that fulminator could be coming and in game 1 the fear of it will be enough. Game two for those match ups like Tron and Eldrazi you bring them in and even the odds.
I still have simians main for those cases where you need a faster living end or to burn for an additional cycle before living end. Current list below, sb has 4 fulminator 4 chewer, the rest is up to meta.
3 Simian Spirit Guide
4 Archfiend of Ifnir
2 Deadshot Minotaur
4 Horror of the Broken Lands
4 Monstrous Carabid
4 Street Wraith
4 Desert Cerodon
2 Greater Sandwurm
Spells:14
3 Living End
3 Beast Within
4 Demonic Dread
4 Violent Outburst
Lands:19
4 Blackcleave Cliffs
1 Blood Crypt
1 Bloodstained Mire
1 Forest
3 Grove of the Burnwillows
1 Kessig Wolf Run
1 Overgrown Tomb
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
That deck list posted by Joel Larson looks pretty sick. I might have to test it out tomorrow when I go over to a buddies house for testing.
Re: Snowfire784
Presuming that you run 3-4x SSG in the main Fulminator Mage just starts smashing lands with little interaction from out opponent (outside of Sudden Shock) and we obviously get to do it twice off the Living End resolution where as the obvious power of Blood Moon shines vs. Scapeshift, Tron and Eldrazi but is a little more easily answered. The mage is stronger against Eldrazi and decent against Tron and Scapeshift as it just slower the later two down and is more difficult to interact with. The mage has the occasional upside of hitting a Stomping Grounds and shutting your opponent off from red completely.
Re: Plautoradio
I'm glad you braved uncharted terrain and tested out such a spicy brew. I still haven't abandoned the idea of splashing blue as I can't tell you how many times I have wished I had a blue source to hard cast and AOW post Living End (but then one is to question/argue "do you want to be hard casting AOW still if we now have better options?"). Anyways I liked the silver bullet reanimator package you got going on there. I could see Iona being added to that list.
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Fulminator Mage is stronger in control matchups that have counters. Having to burn a counter on fulminator that will just come back anyway is not a winning position for them.
Bloodmoon is better for matchups like Eldrazi, Tri-Color decks, and Tron ( this one being less so ). Shutting down their mana is better than slowing them down a turn.
Your sideboard is doing too much. There are some matches you are better off just giving up on in order to improve your matches in others. You have a little life gain, little creature removal, and some counter magic help. You have to decide which to give up so you can take your 2 ofs to 3 ofs in order to give you a better shot. The matchups most living end players give up on is burn or counter magic.
You can win counter battles with a enough land destruction and smart play. So unless you expect to have a heavy control meta I wouldn't run traps.
Burn is up in the air, sometimes you can race and sometimes you can't. The only downside is that even with life gain you might lose to a well placed skullcrack