Storm
Raven's Crime/Loam for mostly infinite discard, plus all the removal keeps them fairly contained and shut down. They basically need a really good early start and for us to stumble into turn 4. Once turn 4 hits we should like not be able to lose.
Affinity
A lot of small creatures that are vulnerable to assault, flame jab and the rest of our removal. Etched champion can be tough, but we can work around it fairly easily.
Jeskai Tempo
Crime/Loam is great to grind them down, then once we resolve assault it is elementary from there.
Tron (All)
Ghost Quarter Loam is huge here. Hitting crimes where openings occur is very important to ensure they don't have threats for when things get a little sketchy due to a relic or tormods crypt. In all fairness we can go wide and make near infinite chumps with young pyromancer
Titanshift
Ghost quarter again can be very important, try not to overextend into your graveyard for when they have a relic of progen.
B/G/x
Jund can be tough. Scavenging ooze and decays etc can make things tough. We can fairly easily out grind them, but closing the game becomes a problem
Death Shadow
They put their life total low, we make infinite chumps and then assault closes it really quick when they get too low in life.
Collected Company
"Infinite" small creatures<"infinite" removal
Taxes
Tough at times. With their tax effects, rest in peace, revoker there is a lot to navigate for hate. Generally can be a decent match up.
Lantern
We are a graveyard deck, they can mill us into our lands all they want. We will resolve assault and just kill them with their help. Post board having access to multiple ancient grudge alongside abrupt decay is very good.
Overall your logic and choices make sense. Though I do have 2 suggestions
1. Graven Cairns is all the fixing you should need. Mine goes away after two turns and you really want to be able to leverage mana since you should basically never run out.
2. Dark Confidant with additional 3 drops and 5 drops can get sketchy. I run 4 dark confidant a 1 of worm harvest and I have felt the burn of that. Just something to think about. It can cost you a game really quick when you flip an assault or two and a gitrog monster. I also went away from liliana and run with a 4 young pyromancer, 4 dark confidant build. It has been great overall. I run 4 Life goes on in the sideboard because life gain is key against burn and on occasion more aggressive starts from DnT which can tempo you out with Thalia and Leonin Arbiter.
It is possible to be in there. Mainly the threats I would want to hit that aren't easily handled by assault are Tasigur and Angler. Terminate takes those on. Even a bolt and 2 flame jab or one seismic answers those. But then again, push could easily replace a bolt and a flame jab.
This is what I ran this past Friday for FNM. 4 rounds ended at 3-1. My only loss was to UWR control with Restoration Angel, Wall of Omens, Snapcastermage etc. I didn't realize a second colonnade was played and fired off a ghost quarter on my turn rather than waiting for the animation and attack. Would have won otherwise. Really happy with the list, the board is heavily aimed at burn being that it is basically my worst match up.
Lately I prefer 4 dark confidant and 4 young pyromancer. Tarmogoyf could be a replacement for dark confidant. It doesn't provide any amount of value like the other 2 drops. I may personally prefer tasigur for his resilience to removal and the ability to buy back things like Seismic Assault.
I always preferred 3 Seismic Assault. At time I run 3 assault and 2 vortex if I cut creatures entirely. I have run with 4 assault and didn't like it soo much.
I would trim the 2nd mountain in the mainboard for a 2nd ghost quarter. I would also trim a fetchland if I REALLY had to hedge towards the tron match up. The sideboard bog can easily become the 3rd ghost quarter however. You have 2 grafdiggers cage and sorcery speed bog is often just garbage. You would be better off with Ravenous Trap if you really want that graveyard dump.
Should have at least 3 ghost quarter in your 75 and tron should be a bye as a result. You can always your ancient Grudge or board in some needles for relic of Progenitus. Between abrupt decay k command and pulse you have some mainboard answers but I would love to see some additional decay for that exact reason. It will give you more mainboard answers to non creatures which is really where we struggle. Assault usually wipes the board itself.
Early game bolt answers most every card that I want it to answer. Later in the game a single bolt with 3 lands on assault is 3 mana for 9 damage. Enough to kill an opponent on Death's Shadow when bolt isn't enough to kill it. With how much they tax their own life total even a bolt or two plus a couple assault activations is more than enough. Fatal Push and bolt could likely be split. I would consider going 2-2 bolt/push by dropping the 3rd decay which may be correct to have more early game interaction
Yeah my young pyromancer build is similar to the one you remember. I have since dropped smallpox and added dark confidant since it provides multiple must answer creatures and a way to leverage overall additional card advantage. It worked fairly well the one time I ran it though burn continues to be an issue. I think I am neglecting an obvious card choice in collected brutality. Really works in the deck and allows more use out of my lands and life from the loam for value. I'll have to pick up a few copies and test them out.
Played modern for the first time in probably a year. Didn't go great as my first two rounds were skred and burn. Burn in my experience is tough, but I was able to push to 3 ganes.skred was able to resolve their walkers while I couldn't find an assault. Had a bye and beat grixis control. What a great welcome back to modern.
Here is the 73 I "settled" on. That's right, I was digging through my board round 1 against skred and thought it was a bit light, turns out I forgot the 2 Krosan Grip I was going to play.
Overall the deck was fairly smooth. Had some slight issues with game play mostly. Should have stolen a second game off burn to win the match but I missed a potential 6 damage by not dredging loam a turn. Won't make that mistake again. Shadows unfortunately was never there when assault was there so I'm really unsure if it is as good as I want it to be and I will likely trim 1 for another unburial rites if I stick to this build. Liliana of the Veil should likely just be bolt as I often found myself wanting an easy answer to specific creatures like goblin guide and young pyromancer.
I may open up 2 slots in the board for 2 iona. Given my matches and a lot of what I saw around the room iona shutting down a color would have been real good in the meta.
Odds are I'll be back on a young pyromancer build though.
You discard Dakmor Salvage to activate Seismic Assault, triggering The Gitrog Monster to draw a card. Replace the draw with dredge and repeat until your opponents face is dead.
one of the things thats driving me nuts in playing my current deck is I lose all of my lilliana's to the dredging of life from the loam or I never draw seismic assault.
to remedy the problem of dredging away my bombs i'm thinking of running 2 Creeping Renaissance in the deck.
this way i can revive multiple lost bombs.
have you guys tried creeping renaissance before?
When you don't have assault, you just need to learn to manage your dredging loam better. You should only be consistently dredging loam and casting when you have assault online. Using cards like faithless looting really help you dig through your deck to throw lands away that can be loamed back later. You should try taking more draw steps when you don't need the lands and when you do need to make an additional land drop or get more fuel to discard, then definitely take the chance and dredge loam back.
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3 Blackcleave Cliffs
1 Blood Crypt
1 Forest
3 Ghost Quarter
3 Graven Cairns
1 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
2 Wooded Foothills
4 Dark Confidant
4 Young Pyromancer
Spells 27
2 Abrupt Decay
2 Collective Brutality
4 Faithless Looting
2 Flame Jab
4 Life from the Loam
4 Lightning Bolt
3 Raven's Crime
3 Seismic Assault
2 Terminate
1 Worm Harvest
1 Abrupt Decay
2 Ancient Grudge
3 Dragon's Claw
3 Fulminator Mage
2 Kolaghan's Command
4 Life Goes On
Storm
Raven's Crime/Loam for mostly infinite discard, plus all the removal keeps them fairly contained and shut down. They basically need a really good early start and for us to stumble into turn 4. Once turn 4 hits we should like not be able to lose.
Affinity
A lot of small creatures that are vulnerable to assault, flame jab and the rest of our removal. Etched champion can be tough, but we can work around it fairly easily.
Jeskai Tempo
Crime/Loam is great to grind them down, then once we resolve assault it is elementary from there.
Tron (All)
Ghost Quarter Loam is huge here. Hitting crimes where openings occur is very important to ensure they don't have threats for when things get a little sketchy due to a relic or tormods crypt. In all fairness we can go wide and make near infinite chumps with young pyromancer
Titanshift
Ghost quarter again can be very important, try not to overextend into your graveyard for when they have a relic of progen.
B/G/x
Jund can be tough. Scavenging ooze and decays etc can make things tough. We can fairly easily out grind them, but closing the game becomes a problem
Death Shadow
They put their life total low, we make infinite chumps and then assault closes it really quick when they get too low in life.
Collected Company
"Infinite" small creatures<"infinite" removal
Taxes
Tough at times. With their tax effects, rest in peace, revoker there is a lot to navigate for hate. Generally can be a decent match up.
Lantern
We are a graveyard deck, they can mill us into our lands all they want. We will resolve assault and just kill them with their help. Post board having access to multiple ancient grudge alongside abrupt decay is very good.
1. Graven Cairns is all the fixing you should need. Mine goes away after two turns and you really want to be able to leverage mana since you should basically never run out.
2. Dark Confidant with additional 3 drops and 5 drops can get sketchy. I run 4 dark confidant a 1 of worm harvest and I have felt the burn of that. Just something to think about. It can cost you a game really quick when you flip an assault or two and a gitrog monster. I also went away from liliana and run with a 4 young pyromancer, 4 dark confidant build. It has been great overall. I run 4 Life goes on in the sideboard because life gain is key against burn and on occasion more aggressive starts from DnT which can tempo you out with Thalia and Leonin Arbiter.
http://www.hipstersofthecoast.com/2017/08/modern-assault-loam/
3 Blackcleave Cliffs
1 Blood Crypt
1 Forest
3 Ghost Quarter
3 Graven Cairns
1 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
2 Wooded Foothills
4 Dark Confidant
4 Young Pyromancer
Spells 27
2 Abrupt Decay
2 Collective Brutality
4 Faithless Looting
2 Flame Jab
4 Life from the Loam
4 Lightning Bolt
3 Raven's Crime
3 Seismic Assault
2 Terminate
1 Worm Harvest
1 Abrupt Decay
2 Ancient Grudge
3 Dragon's Claw
3 Fulminator Mage
2 Kolaghan's Command
4 Life Goes On
This is what I ran this past Friday for FNM. 4 rounds ended at 3-1. My only loss was to UWR control with Restoration Angel, Wall of Omens, Snapcastermage etc. I didn't realize a second colonnade was played and fired off a ghost quarter on my turn rather than waiting for the animation and attack. Would have won otherwise. Really happy with the list, the board is heavily aimed at burn being that it is basically my worst match up.
I always preferred 3 Seismic Assault. At time I run 3 assault and 2 vortex if I cut creatures entirely. I have run with 4 assault and didn't like it soo much.
4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Canyon Slough
1 Forest
2 Ghost Quarter
1 Godless Shrine
3 Graven Cairns
1 Overgrown Tomb
2 Raging Ravine
1 Sheltered Thicket
1 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
3 Verdant Catacombs
1 Borborygmos Enraged
2 Iona, Shield of Emeria
Spells
3 Abrupt Decay
2 Collective Brutality
4 Faithless Looting
3 Inquisition of Kozilek
4 Life from the Loam
3 Lightning Bolt
3 Raven's Crime
3 Seismic Assault
2 Terminate
2 Unburial Rites
1 Worm Harvest
1 Abrupt Decay
1 Ancient Grudge
2 Dragon's Claw
3 Fulminator Mage
1 Ghost Quarter
4 Kitchen Finks
2 Kolaghan's Command
1 Syphon Life
This is what I'm looking at currently for 4c assault loam with the unburial rites package.
Here is the 73 I "settled" on. That's right, I was digging through my board round 1 against skred and thought it was a bit light, turns out I forgot the 2 Krosan Grip I was going to play.
4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Canyon Slough
1 Forest
2 Ghost Quarter
1 Godless Shrine
3 Graven Cairns
1 Overgrown Tomb
2 Raging Ravine
1 Sheltered Thicket
1 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
3 Verdant Catacombs
1 Archfiend of Ifnir
1 Borborygmos Enraged
1 Elesh Norn, Grand Cenobite
Spells 30
3 Abrupt Decay
4 Faithless Looting
2 Kolaghan's Command
4 Life from the Loam
3 Liliana of the Veil
3 Raven's Crime
4 Seismic Assault
3 Shadow of the Grave
2 Terminate
1 Unburial Rites
1 Worm Harvest
1 Abrupt Decay
2 Ancient Grudge
1 Darkblast
3 Fulminator Mage
1 Ghost Quarter
3 Kitchen Finks
1 Maelstrom Pulse
1 Ray of Revelation
Overall the deck was fairly smooth. Had some slight issues with game play mostly. Should have stolen a second game off burn to win the match but I missed a potential 6 damage by not dredging loam a turn. Won't make that mistake again. Shadows unfortunately was never there when assault was there so I'm really unsure if it is as good as I want it to be and I will likely trim 1 for another unburial rites if I stick to this build. Liliana of the Veil should likely just be bolt as I often found myself wanting an easy answer to specific creatures like goblin guide and young pyromancer.
I may open up 2 slots in the board for 2 iona. Given my matches and a lot of what I saw around the room iona shutting down a color would have been real good in the meta.
Odds are I'll be back on a young pyromancer build though.
You discard Dakmor Salvage to activate Seismic Assault, triggering The Gitrog Monster to draw a card. Replace the draw with dredge and repeat until your opponents face is dead.
When you don't have assault, you just need to learn to manage your dredging loam better. You should only be consistently dredging loam and casting when you have assault online. Using cards like faithless looting really help you dig through your deck to throw lands away that can be loamed back later. You should try taking more draw steps when you don't need the lands and when you do need to make an additional land drop or get more fuel to discard, then definitely take the chance and dredge loam back.