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Magic Market Index for Sept 22, 2017
 
The Limited Archetypes of Ixalan
 
Treasure Cruisin' with Monored Burn
  • posted a message on [Primer] Lantern Control
    The reason that I prefer Magus of the Moon over Blood Moon is that we expect people to side in artifact and enchantment hate while siding out creature removal. With Magus of the Moon, the opponent requires that their deck allows their draws to line up with ours, rather than ours with theirs.

    If we draw Magus and they draw what little creature removal they might have kept in, then it just becomes a one-for-one (most likely).

    If we draw Magus and they draw their artifact/enchantment removal, then they will still not be able to get rid of it.

    If we don't draw Magus and they draw what little creature removal they might have kept in, then they've draw a dead card (which is exactly what we are trying to make them do, as the deck's gameplan to begin with).

    If we don't draw Magus and they draw their artifact/enchantment removal, then the game plays on as it has before.

    So Magus makes them need their draws to line up with ours, rather than our draws line up with theirs. And that's assuming that they are somehow able to still operate effectively with a Magus in play, crippling their mana sources.
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    @You41k, I personally prefer not running Leylines in the main. My current list runs a full playset of Baubles and a full playset of Collective Brutality, and it seems to be performing very well for me. Leyline may help with Burn matchups, but so does Brutality, except Brutality isn't nearly as weak or dead against small creature matchups. My recent videos with this configuration shows how successful this build is against Burn.

    When I do use Bauble, I almost always use it on myself instead of my opponent. If I don't have a key piece to lock the opponent out, then I use the Baubles (combined with my mill rocks) to help me dig to one. I did play a game last night at my lgs where I used Bauble on my opponent, but that was a very rare case of me having a Bridge, multiple Shredders/Bell, and Academy Ruins online to recur the Bauble. I would use the Bauble to check out my opponent's top card and use mill rocks as necessary, and using whatever other mill rocks as self-mill to dig to a Lantern to recur with Academy Ruins. It ended up working great. But, again, that is a very rare case.
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    I posted this in the Lantern Facebook group already, but I feel that it would be beneficial to point this out for people who may not know it.

    In this video, the Lantern pilot blind-mills himself rather than his opponent. I understand that there are various opinions on the subject, but this, to me, is a clear-cut case for blind milling the opponent in this specific situation.

    The opponent played a Breeding Pool into a Search for Tomorrow. Any aspiring Lantern pilot should immediately know that they are most likely playing against Bring to Light Scapeshift. These 4/5-color variants of Valakut, the Molten Pinnacle-focused decks run only a certain number of mountains that can trigger Valakut, as well as fewer Valakuts themselves. What Fraley should have done here was immediately start blind-milling the opponent rather than himself. You'll hear the commentators mention that Lee only runs 10 mountains in the deck, and 2 Valakuts. Fraley already milled one Valakut, so had he milled the other, he may have just about won on the spot.

    Additionally, the eight of the mountains in the Scapeshift deck were 4 Stomping Ground and 4 Steam Vents. This means that a single one of these into the graveyard could allow a Surgical Extraction to seriously neuter the deck (although it wouldn't have mattered much, since there was already a prime Valakut target in the graveyard - it's just something to remember for future play). That Surgical would only be possible if one of these lands were milled, though, and milling the opponent is the best way to increase that chance. Lee already had one of his 10 mountains in play in game one. This means that had Fraley milled four more mountains, he would have shut down the combo.

    The more glaring mistake here was when he passed priority and allowed Scapeshift to resolve without milling in response. That was his last and final hope.
    Posted in: Tier 2 (Modern)
  • posted a message on Play advantage in modern is one of its worst aspects
    There's always the option of giving the person on the draw a scry on turn 0 as well. If they Mulligan, they may scry 2, or scry 1 twice. Would probably take some testing to ensure that it's fair.

    Edit: Nevermind me, didn't read all the comments before I posted :p
    Posted in: Modern
  • posted a message on [Primer] Lantern Control
    Well, was going to copy a post from the Facebook page and reddit so that I can share the info here, but the forum keeps giving me a "Non Latin Unicode characters are temporarily not allowed" error. So, feel free to check it out here.

    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    So, quick post from my phone. Started testing Baubles (4) again. Found that the "scry" has been great. I feel that I was using them incorrectly before. Was using them on opponents when I should have used them on myself.

    Also swapped out 3 Brutality for 3 Thoughtseize, like Piotr. Figured it might make Shadow, Tron, and Scapeshift matchups better. If it has, it hasn't been noticable. Has made the Burn matchup significantly worse. Still going to keep playing the Baubles, but switching back to 4 Brutality main.

    Have a handful of replays to record and upload, showing how that list did. Hopefully get that done tomorrow.

    How's testing been going for everyone else?

    Quick edit: Do have a replay in which I survived a Creeping Corrosion, destroying all my artifacts and 2 Glimmervoids and opponent had lethal on board :p
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    Hmm. It's probably a good thing to add to the primer, so I'll make a link to it there.
    Posted in: Tier 2 (Modern)
  • posted a message on [POLL] What cards do you want banned or unbanned in the August 28, 2017 announcement?
    The same can be said about every bit of "he is not only not broken, but not even very good", being pure speculation :p I could maybe see BBE being unbanned, and maybe Stoneforge as well.
    Posted in: Modern Archives
  • posted a message on [POLL] What cards do you want banned or unbanned in the August 28, 2017 announcement?
    Quote from cfusionpm »
    Quote from Colt47 »
    Jace is just nuts in power, but I got the feeling the main reason he is still banned is trying to write a convincing argument to urban him that doesn't just boil down to "we felt like it! " :p

    I think the main issue is Jace would be like blue lotv only he'd also force every other blue walker into bulk status. That is in that same design space.
    Jace is "nuts in power" if played on an open board with protection and not under threat from the opponent. It's kind of hard to be scared of that in Modern, when most of the decks are fast, powerful, resiliant, and Jace can't be protected by multiple free universal counterspells. Functionally, Jace does the same thing as Nahiri (draw/filter with +, protect self with -, ultimate wins the game), and we all saw how "pwerful" that was. Tapping out for a 4 mana walker that takes several turns to win is not exactly "broken" in a Modern full of ridiculous and powerful decks.

    Not only do I think Jace is completely safe, I don't even think it's all that good. I have 3 copies "just in case", but I'll likely just sell them if unbanned. Card is too slow and too hard to protect for our format.


    The main problem that I see in arguments made by people who support a Jace unban is that they forget that a deck with Jace is going to have other cards in it that are played in turns 1-3. Personally, if Jace were unbanned and I built a deck with it, I'd definitely be playing 4 IoK, 4 Thoughtseize, 4 Liliana, 4 Serum Visions, some number of Fatal Push, some number of Collective Brutality...So by the time Jace hits the board, the opponent's hand and board is wrecked. Any additional discard drawn after that can be Brainstormed back into the deck with Jace, or Jace can just do a Lantern impersonation until ult with Lili backup. And that's not including access to what UW Control's gameplan of Spreading Seas/Ghost Quarter already does for disrupting the opponent.
    Posted in: Modern Archives
  • posted a message on [Primer] Lantern Control
    Just updated to include GDS, and will try to get some more added throughout the weekend. Any specific ones you are interested in? I'm love to hear some input as well, for anyone else's ideas/tech for the sideboard plans in the current meta Smile
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    Okay, so I started brainstorming to come up with a way to deal with this Death's Shadow meta. It appears that everyone except one other person at my LGS has jumped onto the Shadow bandwagon, which is miserable.

    So I listed the things that must go right for our Lantern lock to work against them.
    - We must draw the Lantern lock pieces.
    - The pieces must not get discarded.
    - The pieces must not get countered.
    - After we've achieved the lock, we have to not die to the Shadow/Tasigur/whatever that they had in hand. Or, we have to do the three things above, but with a Bridge as well.

    That's quite a few things that must go right, in the face of eight maindeck 1cmc discard spells and however many counters/Kolaghan's, etc.

    Instead, I figured maybe I can do a sort of transformational sideboard against them. What if I mostly forego trying to get the Lantern lock to work out against them (it usually doesn't anyways due to all of their disruption/instant-speed card draw/shuffle effects), and go all-out on a disruption plan of my own?

    I tested it out a bit ago (will try to upload the video sometime today or tomorrow), and it worked out. I focused on siding in big-swing disruption cards of my own. Leyline of Sanctity, Magus of the Moat, Ramunap Excavator, keeping my discard, Surgical Extractions, Pithing Needle, Padeem, Abrupt Decay, etc.

    It turns out that their deck is still pretty weak if we neuter good portions of it. For example, rather than trying to use the Lantern lock to keep them off of Shadow, I used my discard to grab a Shadow and then Surgical them all. Leylines shut off all their discard, and the game was pretty much over as soon as I was able to use Excavator and Ghost Quarter to take out the few lands that they actually run that tap for mana.

    It is a very small sample size, however, but it feels like it might be a decent direction to go in, while not having to totally transform the main/side for the matchup and then go on to be weaker against other decks.
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    So I've had the hardest time against Grixis Shadow, and I'm not sure exactly how to fix it. I know that I could start going with 4 maindeck Leylines, but that's only going to be a 33% chance of having it in the opening hand, at best. Even then, they can just win by landing a 5/5 on turn 2 and keep counters up for Bridge. It seems to me that that only way to really win this matchup is to have our hands and draws line up near-perfect against theirs.

    What's everyone else doing about this matchup?
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    Awesome Grin

    About the Bauble builds, I have a question for everyone running all the different builds. There seem to be three main builds:

    -4 Bauble
    -Main Leyline
    -GB with flex spots

    If anyone (or everyone) could post which build they go with, along with their sideboard plans (and gameplan in general) specific to that build for as many matchups as possible, I'd appreciate it. I want to update the primer to reflect that information, so any newer pilots can get the information specific to their chosen build. Thanks!
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    @averethel, There's still quite a bit of room for customization. artfranc007 still runs Baubles, and I've seen some other lists go 5-0 run Baubles. Some run Leylines main, lots of variation on number of Brutality to run, and so on. Right now the sideboard is being tweaked by quite a few people (including myself, trying new things). All depends on what you're going for.
    Posted in: Tier 2 (Modern)
  • posted a message on [Primer] Lantern Control
    I can see your arguments for things like Teeg, Padeem, and Magus in that they can't be grabbed via Stirrings and that there are artifacts that can do the same things.

    The way I see it, though, is that they diversify our answers. One of the problems here as of late for us is that our cards are kind of linear - They're pretty much all non-creature artifacts. Thus, Kolaghan's Command, Ceremonious Rejection, Stubborn Denial, etc., are great against us. What these creatures do is supplement our artifact suite, but are harder to answer because it forces the opponent to also diversify their answers to our answers.

    Again, I'm not going to say with absolute certainty that it's correct, but it seems to be at least worth discussing, if not testing. I just got done testing vs. Grixis Shadow tonight at the LGS (except they ran Kolaghan's Commands) and it was miserable :p That was before Magus, though. If I'd drawn a Magus instead of either of the Bridges I drew, I would have won, hands down.
    Posted in: Tier 2 (Modern)
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