It provides a body to block big dumb beaters like Death's Shadow or Gurmag Angler or Thought-Knot Seer, it pumps your dorks when you don't need the extra mana, and it's very good in the Control matchup. The Ult is pretty good for a deck that mana floods pretty often as well.
Hi, can anybody explain me why a lot of people run a Nissa in the mainboard. I feel like it's not good. I'm new to the deck maybe i'm missing something.
People who run Voice typically have a few copies of Pia and Kiran Nalaar. I suppose by reading both cards you can see the synergy there. In general, Voice is mediocre on her own but serves as an aternative "Gavony Township" that doesn't nonbo with blood moon. The tokens for chumping are also sometimes relevant, as mentioned by Lancer.
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Chandra is your best win con against control and non-BBE GBx decks (Abzan/Rock). Against Jund she has always been strong, but less so now that they run 4 Bolts and 4 BBE.
In almost every other match up she is always relevant in some way. She is least useful (but still fine) in hyper aggressive match-ups with creature lands. Affinity, new Zoo, Merfolk etc. But with her +1 redirect rule change she will become SLIGHTLY, although noticeably worse.
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Modern Decks
------------ URW Jeskai Control GUWRB Amulet Titan GR Ponza
It would be cool if people would read at least 4-5 pages before asking questions. There were a lot of thoughts on Nissa from everyone and some thoughts on Huntmaster from me.
HoF is cool against any aggro. It's ok to play 1 copy. 2 blockers, +2 HP, strong beater after flip.
Chandra is your best win con against control and non-BBE GBx decks (Abzan/Rock). Against Jund she has always been strong, but less so now that they run 4 Bolts and 4 BBE.
In almost every other match up she is always relevant in some way. She is least useful (but still fine) in hyper aggressive match-ups with creature lands. Affinity, new Zoo, Merfolk etc. But with her +1 redirect rule change she will become SLIGHTLY, although noticeably worse.
Currently, if you deal direct damage to a player, you can choose to redirect that damage to a planeswalker they control.
This rule is going to be changed so planeswalkers are targeted directly. Many cards will receive errata. Cards that target a player will have planeswalker added to the list of potential targets (think Lightning Bolt). Cards that damage without targeting will work as written, and will lose the ability to incidentally damage planeswalkers (think Earthquake).
Currently, if you deal direct damage to a player, you can choose to redirect that damage to a planeswalker they control.
This rule is going to be changed so planeswalkers are targeted directly. Many cards will receive errata. Cards that target a player will have planeswalker added to the list of potential targets (think Lightning Bolt). Cards that damage without targeting will work as written, and will lose the ability to incidentally damage planeswalkers (think Earthquake).
This is the current speculation (and seems the most logical) but we aren’t 100% certain what all the erratas will be for sure until the set release of Dominaria. That is when Rosewater said all cards older cards than Dominaria will be adjusted.
This was from the leak that contained many Dominaria card spoilers, which turned out to be right thus far. If Lightning Bolt loses the ability to target planeswalkers, I'll eat my hat.
Against burn I wouldn't remove blood moons. I prefer to take out the 7 land destruction spells and bring in 2 scooze, 2 finks, 1 baloth, and 2 trinisphere. Keep tracker, courser, and chandra torch of defiance in against midrange and control.
Yeah, land destruction won't really slow Burn down too much, but if you get a Blood Moon to stick you can likely turn off 4-12 spells (depending on their specific configuration).
Yeah, land destruction won't really slow Burn down too much, but if you get a Blood Moon to stick you can likely turn off 4-12 spells (depending on their specific configuration).
Have a different experience against Burn. I take out all moons and titan, bring in 2 baloth 2 scavenging Ooze and 1 witchbane orb. They are an 18 land deck with no counterspells, so it's easy to gimp them by destroying their lands. Burn players would keep mostly an opening hand with only 2 lands, almost never keep one with 3. Getting them to 1 land means they can only cast one spell a turn, giving me time to stabilize. Also have one mainboard trinisphere for the two burn players in our FNM, slows them down a lot if cast early using sprawl.
They really are hitting Red with the nerf bat when it comes to targeting Planeswalkers. Lightning Bolt still works though so its all good for Ponza I guess. Seems confusing though and will be quite the mess for most players, these types of massive changes work way better for something like Hearthstone where the program remembers the rules for you.
Trinisphere helps, but I never rely on closing out a player with pure land destruction if everything in their deck is CMC 1-2. Burn meets that criteria.
As for whether the change nerfs red, I'm a bit torn. I'll miss destroying a Planeswalker with Volcanic Fallout or Earthquake, but having them also not be immune to Bolt because of Leyline of Sanctity is a really big deal.
Yeah, I still lose games where they have the good draw and won the die roll. Have played only about approximately 30+ games with Burn players, so that's not much of a sample size.. but in those games that I won are the times I blown up at least two of their lands, then follow up with a huge creature or primal command to fetch thragtusk. Game 2 is easier because I have baloths that roadblock goblin guide and swiftspear, while I keep up the pressure on their lands. --- maybe it's just that I find them easy because unlike other decks in my meta, Burn does not have spreading seas, ghost quarter / field of ruin to mess up my sprawled land, they have no spell pierce to stop the first stone rain, they have no discard to see my hand.. Burn just attacks really fast, which can be scary, espescially if they went first, but their assault can be halted by gimping their lands and our large creatures are hard for them to kill.
Trinisphere helps, but I never rely on closing out a player with pure land destruction if everything in their deck is CMC 1-2. Burn meets that criteria.
As for whether the change nerfs red, I'm a bit torn. I'll miss destroying a Planeswalker with Volcanic Fallout or Earthquake, but having them also not be immune to Bolt because of Leyline of Sanctity is a really big deal.
I suppose to tell one would have to go through the full card list and see what is actually relevant in Modern. I am far too busy and too lazy for that type of deep dive though. But your right about Leyline of Sanctity, I didn't even consider that.
the lands i am primarily concerned about in burn are stuff like sacred foundry and stomping ground. they usually run no basic plains or basic forest. i guess you could leave in all 11 land destruction spells but i still value moon a bit more than rain effects. i would agree that stone rain is still pretty good here.
For those unsure about the burn matchup (I switched from burn to play Ponza but I still play it about 25% of the time in Modern and 100% of the time in Legacy) Blood Moon isn’t that great. You can keep in the other Rain effects because Trinisphere is your friend here along with your life gain package.
Courser alone is a house against burn as the incremental life gain burn can’t deal with very well. Also never block with Courser unless you are facing down lethal as they can then just bolt or blaze it.
Kitchen Finks is also very good because of it having 2 triggers of life gain due to having persist and this one you always block with.
If you have played any of the other life gain thing above Thragtusk, Primal Command, or Wurmcoil have the potential to put the game out of reach for them but this is a situation where you are forcing them to have the Skullcrack or they lose.
As for what to on the lookout for Deflecting Palm can wreck you so trying to hit with a big finisher might not be wise.
Lastly any sweepers are good here as all of there guys are pretty small. Burn tries to stick creatures early to provide them with consistent damage.
Hopefully this helps.
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People who run Voice typically have a few copies of Pia and Kiran Nalaar. I suppose by reading both cards you can see the synergy there. In general, Voice is mediocre on her own but serves as an aternative "Gavony Township" that doesn't nonbo with blood moon. The tokens for chumping are also sometimes relevant, as mentioned by Lancer.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
In almost every other match up she is always relevant in some way. She is least useful (but still fine) in hyper aggressive match-ups with creature lands. Affinity, new Zoo, Merfolk etc. But with her +1 redirect rule change she will become SLIGHTLY, although noticeably worse.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
HoF is cool against any aggro. It's ok to play 1 copy. 2 blockers, +2 HP, strong beater after flip.
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Temur Tooth and Nail (feat. Kiora, Master of the Depths) deck topic and reddit thread.
Redirect rule? Can u explain better
This rule is going to be changed so planeswalkers are targeted directly. Many cards will receive errata. Cards that target a player will have planeswalker added to the list of potential targets (think Lightning Bolt). Cards that damage without targeting will work as written, and will lose the ability to incidentally damage planeswalkers (think Earthquake).
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
This is the current speculation (and seems the most logical) but we aren’t 100% certain what all the erratas will be for sure until the set release of Dominaria. That is when Rosewater said all cards older cards than Dominaria will be adjusted.
Well, I might, if I had a hat.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Rule change.
------------
URW Jeskai Control
GUWRB Amulet Titan
GR Ponza
Retired
Legacy:
GRUB Lands
Modern:
U Tron
RG Tron
RG Ponza
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Would you be so kind and give us a short sum?
Have a different experience against Burn. I take out all moons and titan, bring in 2 baloth 2 scavenging Ooze and 1 witchbane orb. They are an 18 land deck with no counterspells, so it's easy to gimp them by destroying their lands. Burn players would keep mostly an opening hand with only 2 lands, almost never keep one with 3. Getting them to 1 land means they can only cast one spell a turn, giving me time to stabilize. Also have one mainboard trinisphere for the two burn players in our FNM, slows them down a lot if cast early using sprawl.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
They really are hitting Red with the nerf bat when it comes to targeting Planeswalkers. Lightning Bolt still works though so its all good for Ponza I guess. Seems confusing though and will be quite the mess for most players, these types of massive changes work way better for something like Hearthstone where the program remembers the rules for you.
As for whether the change nerfs red, I'm a bit torn. I'll miss destroying a Planeswalker with Volcanic Fallout or Earthquake, but having them also not be immune to Bolt because of Leyline of Sanctity is a really big deal.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I suppose to tell one would have to go through the full card list and see what is actually relevant in Modern. I am far too busy and too lazy for that type of deep dive though. But your right about Leyline of Sanctity, I didn't even consider that.
i almost never pull out tracker when sideboarding
Courser alone is a house against burn as the incremental life gain burn can’t deal with very well. Also never block with Courser unless you are facing down lethal as they can then just bolt or blaze it.
Kitchen Finks is also very good because of it having 2 triggers of life gain due to having persist and this one you always block with.
If you have played any of the other life gain thing above Thragtusk, Primal Command, or Wurmcoil have the potential to put the game out of reach for them but this is a situation where you are forcing them to have the Skullcrack or they lose.
As for what to on the lookout for Deflecting Palm can wreck you so trying to hit with a big finisher might not be wise.
Lastly any sweepers are good here as all of there guys are pretty small. Burn tries to stick creatures early to provide them with consistent damage.
Hopefully this helps.