i play soul sisters
I love playing against burn, scapeshift (non-titan), and twin because if my deck works they cannot kill me.
I hate playing against Tron and Melira Pod. Tron I have to kill before they get out a Karn or Eldrazi, Pod I have to shut down their combo fast as they deal infinite damage.
Affinity I have mixed feelings. If they do not get out an Inkmoth I like plaything them, if they do get out an Inkmoth I need to get rid of it as fast as I can as I've only lost due to poison against aggro decks like Affinity.
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"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
I can play just about any deck in modern and enjoy playing most of them but the deck I hate playing against the most with every single one of them is pod, it seems despite however many sweepers or pieces of hate I draw they always end up getting there by either combo or beat-down. I am tempted to just slang the deck myself but I just don't like the cards involved for some reason.
Burn is as linear as scapeshift. As usual, people that don't play it see it as much more simple than the others and sometimes even become disrespectful to players that play it.
Soul sisters is worse than burn to me just because of results. Check the last GP results for example. Burn top8, soul sisters... not seen in the top19293.
Scapeshift is far less linear than burn. Scapeshift has a lot of protection and utility, enabling it to play the role of a control deck, and have answers to hate unlike burn (save for hitting a skullcrack at the right time).
Scapeshift can also turn into a ramp/beatdown deck post board with creatures like Primeval Titan, Obstinate Baloth and company.
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Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
I've recently only started playing Modern consistently in the past year. I don't have much time to play paper magic anymore so most of my games are now played on Magic Online and that weighs heavily on which decks I like/dislike. With that being said, I dislike playing against Soul Sisters the most because of the excess amount of triggers ALL THE TIME, especially when games go long due to board stalls, etc.
Otherwise, I don't have too huge of a problem playing against anything else now that most of the pure non interactive decks are gone.
Anyone telling you diffrent is lying. Sure theres lots of decision trees but they are all basic as hell. Creatures + tutors is not a hard deck to play.
I enjoy playing against the majority of the field. I play t1.5 midrange decks, so the most miserable matchup for me is really Soul Sisters/Lifegain Aggro. It just takes way too long given the amount of inevitability it has. It's hard to scoop against it because the lifegain in and of itself is not a win condition, but there's certainly very little hope of victory.. Particularly rough (boring and awful) when I'm on Worship. I am cringing just thinking about it.
I enjoy playing against the majority of the field. I play t1.5 midrange decks, so the most miserable matchup for me is really Soul Sisters/Lifegain Aggro. It just takes way too long given the amount of inevitability it has. It's hard to scoop against it because the lifegain in and of itself is not a win condition, but there's certainly very little hope of victory.. Particularly rough (boring and awful) when I'm on Worship. I am cringing just thinking about it.
SoBaM in the Sb (that is if your list is running some Steelshaper's Gifts)
There are quite a few I hate. Generally:
-decks that try to stop me from playing the game; I can understand the need for land destruction, counterspelling, and hand disruption, and I've used all of them, but when your entire strategy is small threat+removal, than you need to go back to kindergarten and learn a few things about playing with others, seriously, I've talked to people who play these decks and they don't understand why no one wants to play against their 'legal' deck
-decks that require some exotic card to stop it, but that card is not maindeckable, this is a major problem with mill decks and burn decks (although with burn, lifegain is at least an option), any cards you devote to fighting them (Leyline of Sanctity) are pretty useless against 90% of deck out there
-any deck which combo's off for a long period of time (eggs)
-any deck that removes the element of strategy from the game and turns it into a race (this one less so, but if a game ends too quick, it's harder to really enjoy...)
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Dislike Melira pod. Its a midrange deck that out midranges me and has opps i win combo... Not fun and the deck takes little/noskill.
While the pod decks are sometimes strong enough to get by without a great deal of playskill, playing them close to perfect is absurdly hard. It's often a matter of finding the tree that plays around the most cards possible (as you can almost always play around 3 or 4 cards, but have to decide which ones), and you regularly have to plan multiple turns ahead using not only your hand and board as a resource, but your entire library and your graveyard. Not to mention the fact that you can often go off at instant speed, meaning you not only have to find the best path, but time it perfectly.
Again, while it is possible to win with kiki or melira pod based on power level and not skill, they're probably the hardest decks in the format to play perfectly. As someone who's been playing Kiki-Pod for over a year to a good amount of success (multiple PTQ top8s, 3 GP cashes, 2 PE wins with the deck) watching someone inexperienced or less-skilled play it is kind of a joke. Even a little mistake on turn 2-3 can make a huge impact on your board down the line. Considering how many options you usually have, there are occasionally as many as 10 options for what to do on those turns, and 9 of them are less than ideal, even if they're still okay.
Regardless of format, I'm not a huge fan of playing against the "control w/ almost no threats" decks. I've learned how to play against it, but when a deck's purpose is to win game1 and run out of time before g2 concludes... meh.
I honestly don't mind playing against anything but Infect. My local metagame is pretty varied, but I enjoy playing against pretty much anything Control, and the occasional Combo.
Merfolk...dumb deck, even cheating the rules by playing 8 of the same card (gratz game designers).
Any autistic combo deck doing his own solo-business without paying attention to what I'm doing.
You could say the same with Elves and all those damm Llanowar Elves clones
Regardless of format, I'm not a huge fan of playing against the "control w/ almost no threats" decks. I've learned how to play against it, but when a deck's purpose is to win game1 and run out of time before g2 concludes... meh.
This is especially annoying in Legacy.
And dont you hate it when all the other games are done before the half way mark, you look up and its 5 mins left in the round and the :symuw:or control mirror is still in game 1. Granted I dont expect/want all the games to finish early and you do have time to grab a bite, play random games and watch some MTG on you tube :D,
We had a legacy player that had a 62 card no fetch land deck that was basically all counters and bounce cards and the way he'd win is to drag out the game till you draw out (mind you he didnt use any mill cards, WTF) so in game 2 when you would sideboard it'll be too late. This was the most annoying player ever, thankfully I didnt have to play him but watching his match was so painful.
I do not like anyone imprinting lightning helix on a scepter
If someone puts Lightning Helix on a Scepter, I consider it a gift. Silence is much worse.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I love playing against burn, scapeshift (non-titan), and twin because if my deck works they cannot kill me.
I hate playing against Tron and Melira Pod. Tron I have to kill before they get out a Karn or Eldrazi, Pod I have to shut down their combo fast as they deal infinite damage.
Affinity I have mixed feelings. If they do not get out an Inkmoth I like plaything them, if they do get out an Inkmoth I need to get rid of it as fast as I can as I've only lost due to poison against aggro decks like Affinity.
-Anonymous
I don't like playing against Tron decks that run Mindslaver because I hate that card to a completely unhealthy extent.
I don't like playing against Gifts Reanimator because of the way Gifts is often used.
All that said, I recognize these are my pet-peeves and represent a fundamental flaw in my ability to fully metagame.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Scapeshift is far less linear than burn. Scapeshift has a lot of protection and utility, enabling it to play the role of a control deck, and have answers to hate unlike burn (save for hitting a skullcrack at the right time).
Scapeshift can also turn into a ramp/beatdown deck post board with creatures like Primeval Titan, Obstinate Baloth and company.
Scapeshift, the titan version, doesn't play much controlish, it's pretty linear.
Otherwise, I don't have too huge of a problem playing against anything else now that most of the pure non interactive decks are gone.
That is where you ar very wrong
GEzuri, Renegade LeaderG
GUEdric, Spymaster of TrestUG
BGWKarador, Ghost ChieftainWGB
URJhoira of the GhituRU
UWGeist of Saint TraftWU
BUOona, Queen of the FaeUB
If you find a deck with library manipulation, board control elements, and fatties mixed into one deck linear, then you should probably play more.
I don't like playing against Burn/mill due to the fairly low levels of interaction.
I really enjoy playing UWR Draw-Go and Scapeshift as they are really interactive with multiple avenues to victory.
I love playing Gifts Rock, but I don't know about its current viability.
If I'm playing Death and Taxes, I don't want to see Lifegain/Tokens, Merfolk or Wafo control.
If I'm playing Pod, I don't want to see Tron, Twin, Affinity, Burn or Scapeshift.
FREE BLOODBRAID ELF
CG
SoBaM in the Sb (that is if your list is running some Steelshaper's Gifts)
Sig courtesy of DOLZero
[82/360] Custom Cube
Blog about the Custom Cube
-decks that try to stop me from playing the game; I can understand the need for land destruction, counterspelling, and hand disruption, and I've used all of them, but when your entire strategy is small threat+removal, than you need to go back to kindergarten and learn a few things about playing with others, seriously, I've talked to people who play these decks and they don't understand why no one wants to play against their 'legal' deck
-decks that require some exotic card to stop it, but that card is not maindeckable, this is a major problem with mill decks and burn decks (although with burn, lifegain is at least an option), any cards you devote to fighting them (Leyline of Sanctity) are pretty useless against 90% of deck out there
-any deck which combo's off for a long period of time (eggs)
-any deck that removes the element of strategy from the game and turns it into a race (this one less so, but if a game ends too quick, it's harder to really enjoy...)
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I do run Steelshaper's Gift, now, actually. That's a fantastic idea that I would never have considered. Thank you, sir.
CG
While the pod decks are sometimes strong enough to get by without a great deal of playskill, playing them close to perfect is absurdly hard. It's often a matter of finding the tree that plays around the most cards possible (as you can almost always play around 3 or 4 cards, but have to decide which ones), and you regularly have to plan multiple turns ahead using not only your hand and board as a resource, but your entire library and your graveyard. Not to mention the fact that you can often go off at instant speed, meaning you not only have to find the best path, but time it perfectly.
Again, while it is possible to win with kiki or melira pod based on power level and not skill, they're probably the hardest decks in the format to play perfectly. As someone who's been playing Kiki-Pod for over a year to a good amount of success (multiple PTQ top8s, 3 GP cashes, 2 PE wins with the deck) watching someone inexperienced or less-skilled play it is kind of a joke. Even a little mistake on turn 2-3 can make a huge impact on your board down the line. Considering how many options you usually have, there are occasionally as many as 10 options for what to do on those turns, and 9 of them are less than ideal, even if they're still okay.
Thanks to Rivenor for the art.
Modern-
Faeries
Tron
Legacy-
Painter's Grindstone (WIP)
Thanks to HOTP Studios for the sig!
UW UW Gideon Control WU
UWR Loose Control RWU
GR Scapeshift RG
RU Storm UR
You could say the same with Elves and all those damm Llanowar Elves clones
This is especially annoying in Legacy.
And dont you hate it when all the other games are done before the half way mark, you look up and its 5 mins left in the round and the :symuw:or control mirror is still in game 1. Granted I dont expect/want all the games to finish early and you do have time to grab a bite, play random games and watch some MTG on you tube :D,
We had a legacy player that had a 62 card no fetch land deck that was basically all counters and bounce cards and the way he'd win is to drag out the game till you draw out (mind you he didnt use any mill cards, WTF) so in game 2 when you would sideboard it'll be too late. This was the most annoying player ever, thankfully I didnt have to play him but watching his match was so painful.
If someone puts Lightning Helix on a Scepter, I consider it a gift. Silence is much worse.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)