It depends on how you want to optimize your sideboard. It might be that artifact+grave hate in a single card is worth it to you because you can play other stuff. However, I think that the word "enchantment" on DRev and Wear//Tear is too important to give up and if you play one of those then the artifact part of RCharm becomes redundant. There's better grave hate anyway.
I liked RCharm back when Twin was a thing, because "what was that? 100 million Pestermites? take 100 million damage." was hilarious.
It depends on how you want to optimize your sideboard. It might be that artifact+grave hate in a single card is worth it to you because you can play other stuff. However, I think that the word "enchantment" on DRev and Wear//Tear is too important to give up and if you play one of those then the artifact part of RCharm becomes redundant. There's better grave hate anyway.
I liked RCharm back when Twin was a thing, because "what was that? 100 million Pestermites? take 100 million damage." was hilarious.
Can we talk about what enchantments we are trying to destroy as Burn? The only one I have ever wished to destroy is leyline? And having a dead spell in my hand when they dont draw that leyline can also cost you the game? Having both W/T and DRev seems like an extreme overkill? An important point in burn is not to dillude your MB plan with spells that dont kill your opponent.
I didn't say you should play both. I meant that if you play white but not green, you should play wear//tear. If you play green, drev should be there and might be the sole reason you're in green at all.
Leyline, prismatic omen, dsphere, spreading seas off hand. It can help a lot against bogles, though it isn't played much. Tokens plays intangible virtue. Mono-blue taking turns depends on flashing in an Enchantment.
With the current builds without Atarka's Command, you have nothing (I think) that damages a player without targeting that isn't a creature. If they have Leyline didn't mulligan to 4 for it, you're probably done without wear//tear or drev. You also need artifact hate, and a versatile card is a good thing.
If you use RCharm as artifact hate, what do you do for Enchantments? Either nothing or something that probably blows up artifacts too, which makes RCharm redundant. Drev plus separate grave hate is cleaner to me.
I think it's more comparable to, or is to scale alongside Tormod's crypt.
--Tormod's Crypt: exile the graveyard with no commitment to mana needed. This means you can burn while threatening the graveyard as soon as turn 1. Also, it's "Target player's graveyard" which means 2 things: 1) you keep your grave stuffed for grim lavamancer and 2) You get blocked by Leyline of sanctity.
--Sentinel Totem: Cost 1 mana, but you get a scry. A decent middle ground.
--Relic of progenitus: Replaces itself by letting you draw. However, it costs 1 mana to cast AND to activate. So you're likely not going to burn the same turn you attack the grave with this, especially early game.
I personally really like the crypt (Mostly because I like the lavamancer), but if you don't care about your graveyard, the totem looks like it could work pretty fine and its faster than the relic. One mana doesn't seem like a lot, but it could be the difference between a timely response and a missed oportunity to stiffle Living end or Bloodghast.
I'm currently using grafdigger's cage as grave hate in my burn, but I don't have enough experience with the card to express a valuable opinion on it yet (First time trying it actually). All I can say is grave hate is not as important as I thought it would be in burn. We're usually about a turn faster than grave-focused decks
I'm currently playing a Mardu burn list with Gonti to great success, how has your testing been going? Could you post your current list and evaluation of the deck? Personally, I find the deck quicker than both Boros and Naya do to lower cmc (crack and helix vs bump and Gonti) and enjoy Rakdos charm and Brutality in the board, but am obv missing out on DR. So far i have had no problem with turning on Gonti in time, though I am only playing 3 do to diminishing returns.
Notes: both Gonti and Eidolon are shaved to 3 MB do to diminishing returns in multiples. Eidolon has been performing worse for me lately, seldomly winning games I wasn't winning already and losing some game games I would have won without? Thoughts? Favouring low cmc of spells to increase clock, but lose life gain and prevent life gain from Crack and Helix. In the board, the Bedlam Reveler is in the test phase for control/Jund/rock decks. RCharm has been great against any deck trying to flood the board (Coco, affinity and Merfolk besides the obv GY hate, where both modes are live against storm (Goblins), living end and dredge.
Cheers
Well, first of all, I'd like to point out something very important, I'm new to modern burn. (pretty much started seriously playing burn in modern three months ago) My experience and interest in the deck mostly came form the fact that I play burn in legacy and wanted to give a try to the modern version of the deck. I initially tried mono-red, but I quickly realized that splashing a color would be necessary since switching from legacy to modern, you lose a lot of tools to make a great mono-red burn deck and Leyline of sanctity is way more common here in modern.
I'm starting to realize why Most people think Naya burn is the best/most competitive version, but I'm still very interested in the black color. I initially thought the rakdos color alone could cut it, but a third color is definitely needed to at least have a decent sideboard, and especially to be able to deal with Leyline of sanctity, something pure rakdos just can't do.
with that being said, here's my current Rakdos/FakeJund (Rbg) list I've been testing since a little more than a weeks ago:
I want to point out that my deck being composed of 29 one drop spells, I felt like I had to put 3x shattering spree in the side to avoid being locked by a turn 2 Chalice of the void. I don't know if Having this alongside 4x Destructive revelry and 1x Rakdos charm makes it too much? or perhaps some of those could/should be replaced with Smash to smithereens or something else? To be honest, the sideboard really needs some work, white was a very good color for the sideboard. However, I must say that now that I've seen the effectiveness of Destructive revelry, I don't think I'll ever be able to do a burn deck without green. It's so much better than Wear // Tear.
I was initially working with a Boros list, but I agree that the reduced mana cost of a rakdos style list is actually faster. I also have way less problem resolving Gonti's machinations then I initially thought I would and I like the fact that it doesn't target and it gains life. Had no problem with a full playset yet, so yeah really like the black, but like you miss your Destructive Revelry, I do miss my copies of deflecting palm and Kor firewalker in the sideboard. Can't say the same for Lightning helix and Boros charm (well... mayber BC a little bit).
I also tested the somewhat controversial Claim // fame in an earlier build. It's a good card, but it forces you to play more creature than we'd usually want in order to maximize it's potential (creatures like vexing devil, spark elemental, etc.) and it strays quite a bit from what a pure burn deck would want. I wouldn't recommend it if burn is your gameplan goal.
Now I have to try Collective brutality. (thanks to your list) It looks like a good idea actually. Also, I don't really have a problem with eidolon of the great revel being at 4. It's been a 4-of in pretty much all of my burn decks to date. I'd like to point out that the first card I'd want to try in a mardu list would be Crackling doom. Always wanted to resolve this against a bogle player
I think it lives between Tormod's Crypt and Relic of Progenitus. If you want hate you don't have to pay mana for, you play Crypt because scry 1 isn't worth 1 mana. If you're ok with paying for it, you play Relic because draw is better than scry and the incremental tap ability is strong as well.
If Crypt or Relic didn't exist, I could see some people playing Totem, but I think the other options are better at what they do.
He has interesting things to say about wear//tear, tarmogoyf, relic, shrine, and the GDS matchup. He's apparently trying out chained to the rocks as different and situationally better paths. According to him GDS is all about sequencing strategy, and I agree.
If I was playing wear//tear, the only things I'd replace it with would be smash and spree and I'd get my grave hate elsewhere. Go wide decks tend to not be problematic for me, so I wouldn't feel compelled to pay RCharm for the "gotcha" factor. That said, I play drev, and it's almost smash in damage output anyway. Personally, I don't think coco decks are bad matchups.
If you read the Flores article I linked in an edit, he feels that Burn is very well positioned. Brutality is really just a sideboard card outside of decks that want to fill their grave, like dredge and esper gifts. I'm close to being able to generate statistics on burn hate usage and I'll post it here when I have it.
How is burn positioned in the current meta? Does it suffer a lot to all the Collective Brutality out there? Lifegain seems to have become more abundant these days.
While Collective Brutality is a very strong card against Burn, in general we only need to worry about lifegain if a deck will be gaining 6 or more life.
Skullcrack goes a very long way, and I've won games where my opponent has gained almost 10 life - it's tough but can be done.
There's currently not enough lifegain in the meta to warrant running extra anti lifegain cards IMO.
Honestly, I've never understood the fear against Brutality with Burn. It's certainly not a fun card to see, but in my experience it's a fair Burn hate card against us, not game-stopping in the way Chalice is.
Chained to the Rocks...to be honest, I forgot that card existed. It's definitely an interesting thought. My biggest concern is that the decks we want to bring it in against can often have answers to it. BGx has Abrupt Decay/Maelstrom Pulse, EldraziTron and UW Control has Ghost Quarter, Merfolk has Spreading Seas. I think it dodges GDS hate, which is nice. By the time they land a midrange threat we want to deal with, do we really care about the ramp?
I ditched my Leyline of Punishment for Rampaging Ferocidon on the SB. I feel like even with the creature type being more vulnerable, the cheaper cost and ability to combat and ETB damage to opponents will make this card a better fit.
Awhile ago, Elcon was nice enough to teach me how to do some mathematical analysis on different Burn lists. I thought I'd share what I've done here, so that you can see why I believe Mardu is faster enough compared to Boros to merit going three colors with a more painful manabase.
To begin, here are the lists I used to calculate. These are what I personally believe to be the best 75 for an open metagame. I only used the maindeck for calculation purposes, but I thought I'd list the sideboard for completion.
With that in mind, here are the numbers about the decks I calculated. I used the expected creature damage values in the primer for calculcation, adding the Eidolon attacking and Eidolon triggering numbers together.
Average damage per nonland card: 2.96
Average CMC: 1.45
Number of cards needed to bring someone to 0 life from:
20=6.757
19=6.419
18=6.081
17=5.743
Average amount of mana needed to bring someone to 0 life from:
20=9.80
19=9.31
18=8.82
17=8.33
Average damage per nonland card: 2.96
Average CMC: 1.29
Number of cards needed to bring someone to 0 life from:
20=6.757
19=6.419
18=6.081
17=5.743
Average amount of mana needed to bring someone to 0 life from:
20=8.69
19=8.26
18=7.82
17=7.39
So what does this mean? It means that, on average, Mardu burn will require about one mana less than Boros burn to drop someone to zero depending on their starting life total (which is brought down as a result of fetches, Thoughtseize, etc). Is this significant enough to go to three colors? I believe so, for several reasons. First, it's important that not only does Mardu burn require one mana less, but exactly how much mana each decklist requires. Boros burn requires ten mana for 20-19, and nine mana for 18-17 (you can't have fractions of mana, so I always rounded up). Likewise, Mardu burn requires nine mana for 20-19, and eight mana for 18-17. This means that if your first three land drops are hit, it's possible for Mardu burn to turn 4 kill someone from 20. That simply won't happen with Boros outside of extremely unlikely creature damage; for Boros, you need to hit all four land drops, which we specifically build to avoid. Not only that, but it can only happen on the draw, because we'd need seven burn spells to be successful. In addition, it means that in order to turn 4 kill someone from 18-17, a common fetch range, Boros needs to hit their first three land drops. Mardu can afford to miss exactly one. This allows us to more safely play a lower land count and makes it less vital for us to hit our third land drop exactly on turn three. This in turn allows more gas and less risk of flooding.
Because of this, I feel it's worth going into a third color to play eight more bolts even though it's more painful to do so. Boros burn seems to need incredibly perfect hands to approach the speed of Mardu, and any sort of disruption significantly harms it. Mardu seems to suffer from these problems drastically less. It improves our goldfishing enough in exactly the right way for it to be what I believe is mathematically relevant, and I believe the format has slowed enough for the pain increase to be worth it.
With regards to chain to the rocks in Boros Burn that should be a nope. I like Flores but it makes every one lander, that land being Inspiring Vantage, as a dead card not to mention a hand with 2 lands both being IV, which would honestly be ideal in every other situation, also a dead card hoping to draw a different land to turn the card on.
Has anyone considered 4 color? I do see the advantages of running black, and I don't want to drop green or white. Helix, B-Charm, and Atarka's Command are all cards I really have come to love
Private Mod Note
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With regards to chain to the rocks in Boros Burn that should be a nope. I like Flores but it makes every one lander, that land being Inspiring Vantage, as a dead card not to mention a hand with 2 lands both being IV, which would honestly be ideal in every other situation, also a dead card hoping to draw a different land to turn the card on.
Oh yeah, I forgot about Inpsiring Vantage, because my build isn't running it. You're totally right on that.
The thing about splashing green for D. Rev over Wear//Tear is that the decks where the two damage really matters are either Ad Nauseum, our worst matchup, or some sort of aggressive deck where you want to disrupt and increase your clock at the same time (Affinity, DNT, Merfolk, EldraziTron). But, in those cases you're often shocking for two to deal two, making it a wash but your manabase less consistent. If you already play green for Atarka's Command, then it just makes sense to play Revelry, but if you're in Boros or Mardu I personally doubt the card is worth it. Especially with a Mardu+green build, it's not even certain we'll be seeing three lands in the first place to find all our colors.
Hey all, I like the updated Primer. Some of the data before was getting a bit outdated.
I am hoping to start a discussion on ensnaring bridge:
1) Worth putting in SB?
2) If so, how many copies? (typically I hear 2, as noted in the SB section of the primer)
I have debated this for some time. I went 6-3 on day 1 of the Louisville open last weekend, and I think it would've definitely been helpful against some of my match-ups. What are your thoughts?
I liked RCharm back when Twin was a thing, because "what was that? 100 million Pestermites? take 100 million damage." was hilarious.
Gonti is best on T1 though
Truth. Although I'd still play Guide or Swifty before it. My priority order is, as a general rule:
Eidolon
Guide
Swiftspear
Gonti
Rift Bolt
Bump
Spike
Bolt/Charm/Helix
Shard Volley
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
I recently finished my burn deck, I leave the list in case you could give me some feedback. Thanks!
4x Eidolon of the Great Revel
4x Goblin Guide
4x Monastery Swiftspear
Spells
4x Boros Charm
4x Lava Spike
4x Lightning Bolt
3x Lightning Helix
4x Rift Bolt
4x Searing Blaze
2x Shard Volley
4x Skullcrack
4x Inspiring Vantage
4x Bloodstained Mire
3x Mountain
2x Sacred Foundry
2x Stomping Ground
4x Wooded Foothills
2x Deflecting Palm
4x Destructive Revelry
1x Grim Lavamancer
3x Kor Firewalker
3x Path to Exile
2x Tormod's Crypt
Link to deck @ TappedOut.net
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
I didn't say you should play both. I meant that if you play white but not green, you should play wear//tear. If you play green, drev should be there and might be the sole reason you're in green at all.
Leyline, prismatic omen, dsphere, spreading seas off hand. It can help a lot against bogles, though it isn't played much. Tokens plays intangible virtue. Mono-blue taking turns depends on flashing in an Enchantment.
With the current builds without Atarka's Command, you have nothing (I think) that damages a player without targeting that isn't a creature. If they have Leyline didn't mulligan to 4 for it, you're probably done without wear//tear or drev. You also need artifact hate, and a versatile card is a good thing.
If you use RCharm as artifact hate, what do you do for Enchantments? Either nothing or something that probably blows up artifacts too, which makes RCharm redundant. Drev plus separate grave hate is cleaner to me.
I get the sense it's worth discussing, but my gut tells me that the cantripping on Relic is better than the scry on the Totem for us.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
--Tormod's Crypt: exile the graveyard with no commitment to mana needed. This means you can burn while threatening the graveyard as soon as turn 1. Also, it's "Target player's graveyard" which means 2 things: 1) you keep your grave stuffed for grim lavamancer and 2) You get blocked by Leyline of sanctity.
--Sentinel Totem: Cost 1 mana, but you get a scry. A decent middle ground.
--Relic of progenitus: Replaces itself by letting you draw. However, it costs 1 mana to cast AND to activate. So you're likely not going to burn the same turn you attack the grave with this, especially early game.
I personally really like the crypt (Mostly because I like the lavamancer), but if you don't care about your graveyard, the totem looks like it could work pretty fine and its faster than the relic. One mana doesn't seem like a lot, but it could be the difference between a timely response and a missed oportunity to stiffle Living end or Bloodghast.
I'm currently using grafdigger's cage as grave hate in my burn, but I don't have enough experience with the card to express a valuable opinion on it yet (First time trying it actually). All I can say is grave hate is not as important as I thought it would be in burn. We're usually about a turn faster than grave-focused decks
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
I'm starting to realize why Most people think Naya burn is the best/most competitive version, but I'm still very interested in the black color. I initially thought the rakdos color alone could cut it, but a third color is definitely needed to at least have a decent sideboard, and especially to be able to deal with Leyline of sanctity, something pure rakdos just can't do.
with that being said, here's my current Rakdos/FakeJund (Rbg) list I've been testing since a little more than a weeks ago:
4x Goblin guide
4x Monastery swiftspear
1x Grim lavamancer
4x Lightning bolt
4x Lava spike
4x Rift bolt
4x Gonti's Machinations
4x Bump in the night
2CMC Burn (12)
4x Eidolon of the great revel
4x Skullcrack
4x Searing Blaze
3x Mountain
4x Bloodstained Mire
3x Wooded foothill
3x Arid mesa
2x Blood crypt
2x Stomping ground
1x Blackcleave cliffs
1x Copperline Gorge
4x Destructive revelry
3x Shattering Spree
2x Dragon's claw
2x Grafdigger's cage
3x Rain of gore
1x Rakdos Charm
I was initially working with a Boros list, but I agree that the reduced mana cost of a rakdos style list is actually faster. I also have way less problem resolving Gonti's machinations then I initially thought I would and I like the fact that it doesn't target and it gains life. Had no problem with a full playset yet, so yeah really like the black, but like you miss your Destructive Revelry, I do miss my copies of deflecting palm and Kor firewalker in the sideboard. Can't say the same for Lightning helix and Boros charm (well... mayber BC a little bit).
I also tested the somewhat controversial Claim // fame in an earlier build. It's a good card, but it forces you to play more creature than we'd usually want in order to maximize it's potential (creatures like vexing devil, spark elemental, etc.) and it strays quite a bit from what a pure burn deck would want. I wouldn't recommend it if burn is your gameplan goal.
Now I have to try Collective brutality. (thanks to your list) It looks like a good idea actually. Also, I don't really have a problem with eidolon of the great revel being at 4. It's been a 4-of in pretty much all of my burn decks to date. I'd like to point out that the first card I'd want to try in a mardu list would be Crackling doom. Always wanted to resolve this against a bogle player
Sorry for the long post
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
I think it lives between Tormod's Crypt and Relic of Progenitus. If you want hate you don't have to pay mana for, you play Crypt because scry 1 isn't worth 1 mana. If you're ok with paying for it, you play Relic because draw is better than scry and the incremental tap ability is strong as well.
If Crypt or Relic didn't exist, I could see some people playing Totem, but I think the other options are better at what they do.
Edit: new Mike Flores article: http://www.gatheringmagic.com/michaelflores-09222017-the-chained-to-the-rocks-experiment/
He has interesting things to say about wear//tear, tarmogoyf, relic, shrine, and the GDS matchup. He's apparently trying out chained to the rocks as different and situationally better paths. According to him GDS is all about sequencing strategy, and I agree.
If you read the Flores article I linked in an edit, he feels that Burn is very well positioned. Brutality is really just a sideboard card outside of decks that want to fill their grave, like dredge and esper gifts. I'm close to being able to generate statistics on burn hate usage and I'll post it here when I have it.
While Collective Brutality is a very strong card against Burn, in general we only need to worry about lifegain if a deck will be gaining 6 or more life.
Skullcrack goes a very long way, and I've won games where my opponent has gained almost 10 life - it's tough but can be done.
There's currently not enough lifegain in the meta to warrant running extra anti lifegain cards IMO.
RWG Burn
GW Abzan Company
Chained to the Rocks...to be honest, I forgot that card existed. It's definitely an interesting thought. My biggest concern is that the decks we want to bring it in against can often have answers to it. BGx has Abrupt Decay/Maelstrom Pulse, EldraziTron and UW Control has Ghost Quarter, Merfolk has Spreading Seas. I think it dodges GDS hate, which is nice. By the time they land a midrange threat we want to deal with, do we really care about the ramp?
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
To begin, here are the lists I used to calculate. These are what I personally believe to be the best 75 for an open metagame. I only used the maindeck for calculation purposes, but I thought I'd list the sideboard for completion.
10x Fetches
4x Inspiring Vantage
3x Sacred Foundry
3x Mountain
Creatures (12)
4x Goblin Guide
4x Monastery Swiftspear
4x Eidolon of the Great Revel
4x Lightning Bolt
4x Lava Spike
4x Rift Bolt
2x Shard Volley
Other Burn (14)
4x Boros Charm
4x Searing Blaze
4x Lightning Helix
2x Skullcrack
2x Skullcrack
2x Deflecting Palm
3x Path to Exile
3x Rest in Peace
3x Wear // Tear
2x Shattering Spree
12x Fetches
2x Sacred Foundry
2x Blood Crypt
2x Mountain
Creatures (12)
4x Goblin Guide
4x Monastery Swiftspear
4x Eidolon of the Great Revel
4x Lightning Bolt
4x Lava Spike
4x Rift Bolt
4x Bump in the Night
4x Gonti's Machinations
2x Shard Volley
Other Burn (8)
4x Boros Charm
4x Lightning Helix
3x Path to Exile
4x Skullcrack
4x Searing Blaze
4x Wear // Tear
With that in mind, here are the numbers about the decks I calculated. I used the expected creature damage values in the primer for calculcation, adding the Eidolon attacking and Eidolon triggering numbers together.
Average damage per nonland card: 2.96
Average CMC: 1.45
Number of cards needed to bring someone to 0 life from:
20=6.757
19=6.419
18=6.081
17=5.743
Average amount of mana needed to bring someone to 0 life from:
20=9.80
19=9.31
18=8.82
17=8.33
Average CMC: 1.29
Number of cards needed to bring someone to 0 life from:
20=6.757
19=6.419
18=6.081
17=5.743
Average amount of mana needed to bring someone to 0 life from:
20=8.69
19=8.26
18=7.82
17=7.39
So what does this mean? It means that, on average, Mardu burn will require about one mana less than Boros burn to drop someone to zero depending on their starting life total (which is brought down as a result of fetches, Thoughtseize, etc). Is this significant enough to go to three colors? I believe so, for several reasons. First, it's important that not only does Mardu burn require one mana less, but exactly how much mana each decklist requires. Boros burn requires ten mana for 20-19, and nine mana for 18-17 (you can't have fractions of mana, so I always rounded up). Likewise, Mardu burn requires nine mana for 20-19, and eight mana for 18-17. This means that if your first three land drops are hit, it's possible for Mardu burn to turn 4 kill someone from 20. That simply won't happen with Boros outside of extremely unlikely creature damage; for Boros, you need to hit all four land drops, which we specifically build to avoid. Not only that, but it can only happen on the draw, because we'd need seven burn spells to be successful. In addition, it means that in order to turn 4 kill someone from 18-17, a common fetch range, Boros needs to hit their first three land drops. Mardu can afford to miss exactly one. This allows us to more safely play a lower land count and makes it less vital for us to hit our third land drop exactly on turn three. This in turn allows more gas and less risk of flooding.
Because of this, I feel it's worth going into a third color to play eight more bolts even though it's more painful to do so. Boros burn seems to need incredibly perfect hands to approach the speed of Mardu, and any sort of disruption significantly harms it. Mardu seems to suffer from these problems drastically less. It improves our goldfishing enough in exactly the right way for it to be what I believe is mathematically relevant, and I believe the format has slowed enough for the pain increase to be worth it.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
Oh yeah, I forgot about Inpsiring Vantage, because my build isn't running it. You're totally right on that.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
I am hoping to start a discussion on ensnaring bridge:
1) Worth putting in SB?
2) If so, how many copies? (typically I hear 2, as noted in the SB section of the primer)
I have debated this for some time. I went 6-3 on day 1 of the Louisville open last weekend, and I think it would've definitely been helpful against some of my match-ups. What are your thoughts?