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  • posted a message on [Primer] UW Spirits/Flash
    Quote from Kahmos »
    Question for you Spirits deckbuilders, is anyone considering running Elder Deep-Fiend? I figure any turn 3 creature followed by him on their turn, ostensibly holding spell queller, flash spirits, countermagic, essence flux, they'll play around, but then you sacrifice the creature at the end of their turn and tap them out, start your turn you untap holding whatever you have to defend it and just attack for five four turns in a row.

    This is what I'm thinking anyway, possibly the best turn 4 spirits has.


    That question is largely dependant on the kind of spirits build someone is doing. There's basically two builds of spirits with the first being a more aggressive mid-range tempo deck and the later being more mid-range / control. The build that uses Elder Deep-Fiend is the aggressive build. I personally play a more control oriented build now that makes use of Archangel Avacyn and Stasis Snare as the primary forms of removal, since both myself and seemingly Todd Stevens at SCG came to the same conclusion that Stasis Snare is bonkers good (It stops Emrakul, the promised End at instant speed).

    I've play tested with it in old standard and found it not to my liking, but others might have more experience than I do with it. Personally, I sort of want to test Metallurgic Summonings to see how much abuse I can get out of it late game. One problem the deck has is that it doesn't have a lot of creatures to work with and late game things get rough against other mid-range decks. Landing that turn 5 and casting 4 cmc spells can be a pretty potent combo. Unfortunately, Stasis Snare is a non-bo with it.

    However, for card draw options I like Glimmer of Genius more than Smuggler's Copter in the spirits deck. I feel like BR makes the best use of copter since it can recur the threats discarded by copter or make use of the discard effect via madness synergy. I also like the idea of having sideboard Confiscation Coup as the ultimate in removal action for "Going big" strategies, since we can steal things like Verdurous Gearhulk or a Skysovereign, Consul Flagship quite easily with 6 energy. Even if we don't hit 6 we can still use it to steal a key piece such as Aetherworks Marvel.
    Posted in: Standard Archives
  • posted a message on RGx Energy Aggro
    Since I'm doing a paper build of this, I thought I'd chime in that if you go mid-range with Chandra, she really needs some defenses in place first. I keep getting hit with free wheel cruiser and copters.
    Posted in: Standard Archives
  • posted a message on [Primer] UW Spirits/Flash
    Thought I'd also pop in to clarify a few things on my standpoint with spirits. I think spirits is going to be one of the big decks going forward because it's well established and has gained more than it has lost from the rotation compared to other decks. The challenge is just figuring out how to sideboard and play against the new field of decks going forward.
    Posted in: Standard Archives
  • posted a message on The Standard Price Discussion Thread
    Still debating on picking up Chandra at release. She is going to need a lot of support to play.
    Posted in: Market Street Café
  • posted a message on [Primer] UW Spirits/Flash
    Quote from Saydee1800 »
    Quote from devJunk »
    I'm going to test the Copter in my build, I think it is at least a sideboard creature. I would absolutely play it over Bygone Bishop for instance.

    On another note, I think we'll have to worry about Chandra's Pyrohelix... do you guys think this card will make an appearance as a board card?


    Always watching is a must play with spirits.



    Always watching is completely dependant on the build. Aggro spirits was a thing in the old meta, but they aren't as strong as other aggro deck options now that we've literally entered the world of aggro with the power ups available. Heck, spirits wasn't really competitive in the meta thanks to Bant company, which thankfully has rotated so other decks now have a chance to breath. My suggestion is definitely play more towards mid-control and take advantage of all the new tech we get from white and blue.
    Posted in: Standard Archives
  • posted a message on Gearhulk Control & Combo (RB, R/x Madcap Experiment)
    I went down the path with this before since I really liked the Titans/Gearhulks when they were revealed along with Chandra. BR is a good color for grinding it out as you can make use of Scrapheap Scrounger and Eternal Scourge to get value out of Key to the City. Combined with Chandra, Torch of Defiance, it's possible to hold out and cast Combustible Gearhulk, Noxious Gearhulk, and Metalwork Colossus on turn 5. Only issue is that it has too many bad targets for Madcap Experiment. The best combo for Madcap hulks is to go gruul colors, since you can get access to non-artifact based mana ramp with Servant of the Conduit, Architect of the Untamed, and most importantly Blossoming Defense and Built to Smash. It also lets you line up the Gearhulks nicely on curve since Verdant Gearhulk is at 5 cmc and Combustible Gearhulk holds the 6 cmc slot. I also think G has some of the better answers at the moment that red can't really cover for. Take down and Natural State are both fairly good early removal.
    Posted in: Standard Archives
  • posted a message on Mardu/RW Dwarf+Vehicle aggro
    I see you're trying out the StrictlyBetterMtg version! It seems solid and is likely going to be the version I'll be trying aswell. I am curious if the new Chandra might actually fit in here. Replacing Bomat Courier with Thraben Inspector does not seem that bad either, as that would activate both the Apprentice and the Exemplar aswell.


    Bomat is much more valuable to this deck than Inspector. Against Black White control that runs Blessed Alliance Bomat has saved me from sacrificing something important. The only card here I'd consider seriously removing is Inventor's Apprentice mainly because it isn't a dwarf.

    If you were to swap the Bomats out in favour of Inspectors, then I'd also recommend swapping out the Inventor's Apprentice for Speedway Fanatic to fill the same haste-space to prevent you from having to sacrifice something that's actually a beater.

    I'd also strongly recommend Angel of Invention over Gideon. Typically when I cast Gideon I'm either creating tokens to crew or sacrificing him for the Emblem - I've never gotten a chance to attack with him in this deck. Angel pretty much does both of those modes at once - or can be used to create a flying attacker (just not an indestructable one)


    I've got two chandra budgeted out to play with so I'll let you know how it goes. My feeling is that she works best when you can get value out of her 2nd or first ability on the play, then next turn bring out a bomb using the extra mana.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    My own draft of the mid-range grindy version:



    Manabase is a WIP. Chandra ramp into combustible gearhulk is pretty sweet for late game CA or burn.
    Posted in: Standard Archives
  • posted a message on [Primer] UW Spirits/Flash
    Quote from Saydee1800 »
    Quote from Colt47 »
    Quote from Bigsteve05 »
    The Copter is going to be an issue for us soon.
    I think I'll avoid using him until I see some solid results with him in a dedicated spirits build.
    Everyone else not playing a spirit deck loves it because it avoids spot removal and board wipes.
    I think we'll soon be running the (U) instant counter target colorless spell to deal with that.

    Topplegeist isn't for me personally because I usually don't hit delirium.


    Copter is easy to deal with. We operate at instant speed and it becomes a creature when activated. Heck, the opponent has to tap down a creature to crew it too. It basically plays right into our own strategy.


    Kinda confused

    How do you plan on taking care of there 3/3 copter?


    Unsubstantiate, Nebelgast Herald, Negate, Spell Queller, Blessed Alliance (They wont be attacking with a lot of creatures so they'd probably have to sac the copter), and that's just a few of the answers we usually already have in our deck. It's a powerful card, but against UW tempo / control it's an easy way for the opponent to get two for one'd. The only one that I'm really worried about is Fleetwheel Cruiser because it doesn't require a pilot and does a great Ball Lightning impression.

    Remember, vehicles are not creatures even if they look like it. They are equipment cards that require a creature to tap in order to use. The part that I'm envisioning may bring some rough waters is the kinds of decks using copter. the Copter Madness deck and a number of other red decks are basically a pile of 3 damage to the face cards and aggressive creatures.
    Posted in: Standard Archives
  • posted a message on [Primer] UW Spirits/Flash
    Quote from Bigsteve05 »
    The Copter is going to be an issue for us soon.
    I think I'll avoid using him until I see some solid results with him in a dedicated spirits build.
    Everyone else not playing a spirit deck loves it because it avoids spot removal and board wipes.
    I think we'll soon be running the (U) instant counter target colorless spell to deal with that.

    Topplegeist isn't for me personally because I usually don't hit delirium.


    Copter is easy to deal with. We operate at instant speed and it becomes a creature when activated. Heck, the opponent has to tap down a creature to crew it too. It basically plays right into our own strategy.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    I got done proxying up the version posted with a black splash and like the results. One of the problems with a lot of WR lists running around is that they are very easy for UWx tempo and control decks to shut down. Spirits just murders dwarves because the second they have to tap to pilot a vehicle, they can tap down the vehicle itself since it's now a creature through using Nebelgast herald, or set everything back by bouncing it using Unsubstantiate. Since our deck doesn't rely on the vehicles as much we can strait attack in with value and just capitalize on madness.

    Also, there's three cards that fit the 4 cmc slot (mentioned in the primer up top I believe): Collective Defiance, Flame Lash, and Chandra, Torch of Defiance. The first seems like a better choice in a fast version since it lets you do two things at once: Clear a creature and burn to the face. The middle card is a budget answer to the first if someone can't afford the playset and wants to go cheap (as cheap as someone can get with the price of copters going up) and for a budget answer it still does a lot of what we want. It lets you do 4 strait to a planeswalker, which can shut down 3 mana walkers and possibly shut down 4 mana walkers, can take down most creatures including Kolitas, Traitor of Ghet, and can do 4 to the face at instant speed. The last choice of Chandra, Torch of Defiance works better in a mid-range build that aims to use Skysovereign, Consul Flagship, Noxious Gearhulk, or Combustible Gearhulk. She can still do a pseudo Flame Lash against creatures, but is less effective against enemy walkers and her primary benefit is the extra 2 red mana that can be used to combo her with a smaller card for value on the play, or boosting into 6-7 cmc creatures the following turn. So in essence she acts like a slow collective card.

    I agree that in the fast version we don't need Eternal Scourge and should use Pia Nalaar. Also mono-red the Scourge Wolf is deceptively strong. However, I think going with Chandra means we want to push more mid-range.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    Quote from Nevelo »
    Eternal Scourge sounds interesting. It seems a bit slow, so I'm not sure I like it main. Pia is much better as a 3 mana aggressive play generally. However against a grindy matchup, perhaps having access to Scourge in the side would be pretty good. I'm thinking the Kozelik Return matchups where Pia is worse, and we want more recursion. Lost Legacy is cute, but I think the double black will be too hard to cast since the deck is Red primary.


    The primary reason I'd include Lost Legacy is to kill emrakul, the promised End or other end game bombs before they ever get a chance to play them. I agree, both Scourge and Legacy are sideboard more than mainboard until we see how the meta shakes up. Also, I haven't seen it mentioned, but black has Olivia's Dragoon as a discard outlet as well. Furyblade Vampire trades better with the field, though. What I don't like about the later is that we only get to do the discarding on our combat phase instead of whenever we want.

    By the way, has anyone figured out how Scourge works with Bomat Courier? It sounds like we'd be able to play the Eternal Scourge as it is exiled, but because it's face down I'm not really sure. I know it works wonders with Chandra, Torch of Defiance.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    Quote from Nevelo »
    I tried Avacyn's Judgment in an early test deck with a lot of 1-ofs to get a feel for cards. I tried it, Courier, Fleetwheel, and a couple other things just to see how they went. Courier over-performed. Fleethweel was mediocre. Avacyn's Judgment was unfortunately pretty bad. It was one I had high hopes for as a 1 or 2-of, since I felt like I needed more madness payoff spells. However, I only needed to draw it a few times to realize how little it did in most games. This deck just doesn't run enough lands for it ever to be much better than the "front" side. 4 mana and you get an Arc Lightning. It doesn't even work with Chandra very well, since often you are casting it in combat off Copter loot. That being said, I agree that Collective Brutality is likely a very good option for the Black splash.


    Another idea I've been toying with is bringing in Eternal Scourge in the BR variant. It helps fuel Scrapheap Scrounger and even if exiled can be cast again to help pilot or just beat face, but I feel that bringing it in probably goes away from the original theme. Albeit, I love the idea of having recurring threats that render most removal useless. Eternal Scourge may also have synergy with Bomat Courier and makes having Lost Legacy as a sideboard card more attractive, since it can be used to draw into a better hand by naming eternal scourge on yourself to draw cards or get a valuable 3/3 to cast later. It's still tough to say no to Pia Nalaar, though.
    Posted in: Standard Archives
  • posted a message on R/x Burn: "Let's Make Burn Great Again!"
    I just feel it's like another Harness the Storm. It sounds great on paper but ends up not really doing much on it's own in a traditional shell. The tower has some advantages over harness the storm and even though I am comparing the two Dynavolt Tower is still the better of the two.
    Posted in: Standard Archives
  • posted a message on Chandra, Torch of Defiance
    Quote from Wildfire393 »
    Yeah. As much as the card LOOKS like JTMS, it isn't. There's next to no room for a four mana non-blue walker in Legacy, and her chances aren't much better in Modern.


    I think people really wanted it to be JTMS and that alone also drove the preorder price high. People are already selling her 2nd hand from pre-release for like 33-37 usd. People are basically going to use her as a meal ticket for other cards in the set at this rate so I'm already rating her the next Nissa, voice of zendikar. I'm not going to be surprised if her price gets crushed into the 30 usd range on release day.
    Posted in: Market Street Café
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