That is an exceedingly fair response, but maybe not a particularly helpful one! You obviously don't ahve to spell it out, but do you have any suggestions as to where to find opinions/ analyses of these options?
Just wondering what people think is the best turn two play in general in this deck when all other things are generally equal: Constrictor, Servant, or Siphoner? I think it's clear that if you're about to curve up into a Hydra, Servant is probably best, and if you're about to hit a Rishkar, Constrictor is better. Is Siphoner better in all other circumstances? This question assumes a pretty typical build.
I am going to be travelling for a while and I want to have maybe two or three modern decks with me while I travel. I want one of them to be lantern, and I want the other one or two to be very close match-ups, so that anyone I play against doesn't get too salty Does anyone have reccomendations for the closest match-ups, both before and after side-boarding? Would be much appreciated!
Of note, the decks that I own are: Burn, Dredge, B/W Eldrazi and Taxes, U/R Gifts Storm, Counters Company, Elves, and Knightfall.
Popping in to agree with BadMcFadden. Budget is an extremely important concern on an individual scale, but we need to be sure to properly separate our own budgetary concerns from working out what the best possible version of this deck is.
I think your line is fine there, but Personally I really prefer taking out the kataki in most situations. unless that was your last sword, kataki eating your board is in my mind worse than losing only one sword. But again, that's contingent on if you have another sword in deck. Especially with bridge down, that's the kind of situation where I prefer to turtle up and wait for reinforcements from the top of my deck. Fracturing gust is, of course, a beating though
@Ladennifer, I agree that often when you bring in Needle, you know what you want to needle, but I think the information can have its own virtue, sometimes if you don't even want to "needle" something. Additionally, I play 2 needle main because it can have application in so many match-ups, and could conceive of switching one out for a spyglass.
So, the reason I'm putting this here is that new pithing needle near the middle. Seems pretty good! Looking forward to trying it out in... what, 9 months?
This deck was a conundrum to me. I went 3-1. But I felt like I was just very lucky the whole time. I drew like Fire the whole night and won from a variety of angles. A few notes:
Nahiri/Emrakul never came in. This deck didn't really need any of the alternative win cons in the board. It's combo dense and sometimes just draws and says "I WIN!"
The deck wins from a variety of angles but when you don't have a saheeli, you might just lose without drawing the traditional thopter/sword, and since this deck has only 2 bridge i found myself dying quite often just dying. I think we are right to be back on 3 Bridge and 4 Whir.
Overall, this version of the deck was fun and flashy, but just did not feel *right* to me. It might be missing tezz or missing T1 Discard spells, but this version of the deck felt like something to pull out when you're in it for a good time, but not something I would expect to succeed with in the same way that black versions have a sense of a "serious deck" that interacts, controls the game, and wins. But it was fun.
However, given that assessment, this week I played a newer hybrid-version that is UBRw. I have been thinking that the abrupt decay plan is ok, but all we get out of green is decays and pulses. I think this has been showing itself as people tried out ancient stirrings and found it wanting, and as people looked to white-esper versions to see what they had. So my version is primarily traditionally a UB build (slightly pre-turbo style), with a hefty red element (basically 2 Ghirapur Aether Grid) and a singly Hollowed Fountain Main. List here:
So part of my motivation here is that to me, I don't like the turbo version that much so I'm a bit shorter on 0-drop artifacts. Additionally, I really like Ghirapur Aether Grid and I wanted to play more. Additionally, Instead of the green splash, I've gone with a white splash for one sideboard Ethersworn Canonist theoretically for storm, though I never played against it) and 2 Wear // Tear.
I Only went 1-3, but bizzarely this build felt a lot better. I started with a CLOSE lost to Sultai Death's Shadow (seriously this was amazingly close), then had a loss to Eldrazi tron (Ugin is pretty good, hm? Also, I only lost because I misplayed with Ghirapur aehter Grid. Otherwise my Aether Grids would have won me this match), a win against a mono-black deck (who had no play against a turn 3 Bridge both games), and a loss against a hilarious R/B Scab-Clan Berserker Deck (look up that card and tell me you could easily win against that when you were already put to like 9 :P). However, Even though I did get pretty beat up, I felt like a lot of what was going on was just dead draws that were outside of the statistical norm, such as drawing 3 lands in a row while op draws Ugins or Goyfs or anything actionable for example. Just bad luck. Of note, Wear // Tear did a lot of work, destroying destroying Chalice of the voids and some enchantments in other tight spots. I want to play more of this version of the deck and see if I can't have a bit more of a lucky night to see the deck really work.
Hey Folks! Been creepin a while (Like, a LONG while) and thought I'd slide in on a comment about infinite loops! Actually, you can take infinite loops across multiple turns, since they are governed by the shortcut rules which are QUITE permissive. Essentially you suggest a course of action for the game, and if players agree, it happens. Though I don't see anything about what happens when players don't agree, though the rules (in rule 719 btw) really seem to look like the suggestion is a very reasonable basis by which the game can proceed. Of note, it very explicitly says these loops can take place across multiple turns. Cool stuff! Happy sieving!
Just wondering what people think is the best turn two play in general in this deck when all other things are generally equal: Constrictor, Servant, or Siphoner? I think it's clear that if you're about to curve up into a Hydra, Servant is probably best, and if you're about to hit a Rishkar, Constrictor is better. Is Siphoner better in all other circumstances? This question assumes a pretty typical build.
Thanks in advance!
I am going to be travelling for a while and I want to have maybe two or three modern decks with me while I travel. I want one of them to be lantern, and I want the other one or two to be very close match-ups, so that anyone I play against doesn't get too salty Does anyone have reccomendations for the closest match-ups, both before and after side-boarding? Would be much appreciated!
Of note, the decks that I own are: Burn, Dredge, B/W Eldrazi and Taxes, U/R Gifts Storm, Counters Company, Elves, and Knightfall.
Thanks folks!
I think your line is fine there, but Personally I really prefer taking out the kataki in most situations. unless that was your last sword, kataki eating your board is in my mind worse than losing only one sword. But again, that's contingent on if you have another sword in deck. Especially with bridge down, that's the kind of situation where I prefer to turtle up and wait for reinforcements from the top of my deck. Fracturing gust is, of course, a beating though
Possible Ixilan spoilers, you have been warned: https://i.redd.it/r7yoylx9ht3z.jpg.
So, the reason I'm putting this here is that new pithing needle near the middle. Seems pretty good! Looking forward to trying it out in... what, 9 months?
Two weeks ago I ran a Jeskai Saheeli Version of the deck that was featured on stream as (i suppose) designed by the nobodys. List here:
3 Felidar Guardian
1 Scrap Trawler
Combo Elements:
3 Thopter Foundry
2 Sword of the Meek
2 Altar of the Brood
2 Liquimetal Coating
4 Saheeli Rai
Support and Other:
2 Mishra's Bauble
4 Mox Opal
2 Ensnaring Bridge
1 Relic of Progenitus
1 Talisman of Progress
1 Welding Jar
2 Pithing Needle
2 Path to Exile
4 Whir of Invention
4 Serum Visions
4 Flooded Strand
3 Spire of Industry
3 Hallowed Fountain
2 Island
1 Plains
2 Darksteel Citadel
2 Scalding Tarn
1 Seachrome Coast
2 Steam Vents
2 Ethersworn Canonist
1 Grafdigger's Cage
2 Nahiri, the Harbinger
1 Emrakul, the Aeons Torn
1 Krark-Clan Ironworks
3 Wear // Tear
1 Ghirapur Aether Grid
1 Spellskite
1 Ratchet Bomb
2 Spell Snare
This deck was a conundrum to me. I went 3-1. But I felt like I was just very lucky the whole time. I drew like Fire the whole night and won from a variety of angles. A few notes:
However, given that assessment, this week I played a newer hybrid-version that is UBRw. I have been thinking that the abrupt decay plan is ok, but all we get out of green is decays and pulses. I think this has been showing itself as people tried out ancient stirrings and found it wanting, and as people looked to white-esper versions to see what they had. So my version is primarily traditionally a UB build (slightly pre-turbo style), with a hefty red element (basically 2 Ghirapur Aether Grid) and a singly Hollowed Fountain Main. List here:
4 Whir of Invention
3 Tezzeret, Agent of Bolas
3 Thopter Foundry
3 Ensnaring Bridge
2 Sword of the Meek
Support:
4 Mox Opal
2 Mishra's Bauble
2 Inquisition of Kozilek
1 Collective Brutality
2 Pentad Prism
2 Ghirapur Aether Grid
Bullets:
2 Pithing Needle
1 Scrap Trawler
1 Time Sieve
1 Spellskite
1 Relic of Progenitus
1 Expedition Map
1 Welding Jar
4 Spire of Industry
4 Polluted Delta
3 Watery Grave
2 Ghost Quarter
2 Darksteel Citadel
2 Island
1 Swamp
1 Academy Ruins
1 Scalding Tarn
1 Steam Vents
1 Hallowed Fountain
1 Inventors' Fair
1 Sunken Ruins
2 Surgical Extraction
1 Collective Brutality
2 Wear // Tear
1 Witchbane Orb
1 Quicksilver Fountain
1 Ratchet Bomb
1 Grafdigger's Cage
1 Thoughtseize
1 Crucible of Worlds
1 Trading Post
1 Ethersworn Canonist
1 Mechanized Production
1 Krark-Clan Ironworks
So part of my motivation here is that to me, I don't like the turbo version that much so I'm a bit shorter on 0-drop artifacts. Additionally, I really like Ghirapur Aether Grid and I wanted to play more. Additionally, Instead of the green splash, I've gone with a white splash for one sideboard Ethersworn Canonist theoretically for storm, though I never played against it) and 2 Wear // Tear.
I Only went 1-3, but bizzarely this build felt a lot better. I started with a CLOSE lost to Sultai Death's Shadow (seriously this was amazingly close), then had a loss to Eldrazi tron (Ugin is pretty good, hm? Also, I only lost because I misplayed with Ghirapur aehter Grid. Otherwise my Aether Grids would have won me this match), a win against a mono-black deck (who had no play against a turn 3 Bridge both games), and a loss against a hilarious R/B Scab-Clan Berserker Deck (look up that card and tell me you could easily win against that when you were already put to like 9 :P). However, Even though I did get pretty beat up, I felt like a lot of what was going on was just dead draws that were outside of the statistical norm, such as drawing 3 lands in a row while op draws Ugins or Goyfs or anything actionable for example. Just bad luck. Of note, Wear // Tear did a lot of work, destroying destroying Chalice of the voids and some enchantments in other tight spots. I want to play more of this version of the deck and see if I can't have a bit more of a lucky night to see the deck really work.
Thanks for reading folks!