i would. the reason for playing a moon effect is to lock out your opponent. playing magus of the moon is pointless since its 2/2 body is a liability when you're trying to lock out your opponent. you shouldn't be playing magus because it's a 2/2. you should be playing it to lock out your opponent.
I think their power level is rather equal. One can do some damage if need be, but at the cost of being easier to deal with and the other one is harder to deal with but will do no damage.
It should be mentioned though that if the zoo player has Qasali Pridemage in play the mage might even be better.
I'm just curious why anyone has not mentioned Boggart Ram-Gang Yet. He seems to me to be a little better hell's thunder. What has been you results with lava spike he seems to me to do to little to deserve the spot
I think their power level is rather equal. One can do some damage if need be, but at the cost of being easier to deal with and the other one is harder to deal with but will do no damage.
It should be mentioned though that if the zoo player has Qasali Pridemage in play the mage might even be better.
I'm just curious why anyone has not mentioned Boggart Ram-Gang Yet. He seems to me to be a little better hell's thunder. What has been you results with lava spike he seems to me to do to little to deserve the spot
the general philosophy with RDW is that each card should do 3 damage to a player; thusly with your opening hand and 2-3 draws you have 21 damage (assuming 2-3 lands); Personally i haven't tested with it, or tested RDW at all, but that's probably his mode of thinking.
I think going that route changes it completely. And its more of a big red deck and you would kind of want koth incase you don't have crusher.
I've been leaning towards more a burn build as of lately. It has been doing very well and only seemed to struggle against U Merfolk and couldn't get passed 5 Glimmerposts (with vesuvas) vs 12Post. But other then that has been rolling through decks. I'll post my list up after I'm off work.
Obviously the blood moon/blood crypt interaction is akward at best so I may end going -4 blood crypt -4 blightning for +4 mountain and +4 flame javelin. I also may cut 1 grim lavamancer and 1 figure of destiny for 2 flames of the blood hand or a 3/3 split of javelin/flames
Obviously the blood moon/blood crypt interaction is akward at best so I may end going -4 blood crypt -4 blightning for +4 mountain and +4 flame javelin. I also may cut 1 grim lavamancer and 1 figure of destiny for 2 flames of the blood hand or a 3/3 split of javelin/flames
I think the blightning is cool MD. Can always Side it out for the Blood Moons if its that bad for you. The Molten Rains I really don't like MD. I think you either play Moon in the board or Rain, not both. They both kind of do the same thing but one is more effective versus more decks. How has running both Keldon and Hellspark working? I find myself to not like the fact that they stick around but I really wanna test Hellspark out.
@Blood Moon vs Magus Arguement
I have to say that Blood Moon is far better IMO. Its much harder to deal with then Magus. No, Blood Moon doesn't deal damage directly. But it does in a sense by slowing down your opponent significantly allowing you to draw more cards which in turn leads to more damage.
I originally thought Magus would better and that people would be running dismember and they would lose 4 but I find that rarely the case. Especially since Moon effects are good even against that run red in them (ex: Jund, Zoo). Magus is far worse in those matchups then in Blood Moon. In the rest of the matchups they are about equal with some decks not being able to deal with them due to not considering you siding them in.
@ bwmasjr7803 I do run fallout in the board and it is good against them. I just kept running into the trouble of them having their lords outside of 2-3 and then me being stuck not being able to kill them. The matchup is definitely winnable, I think we take more of a controlling roll in those games. Keeping them off their lords seems to be key.
because the 4 life is a huge liability and that Skred feeds the shrine.
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And every deck you play against that doesn't have those, it's a dead draw.
How many decks do you play that aren't combo lack even a few creatures? It gives you the ability to destroy almost any creature at instant speed. If you are arguing that it is bad vs. combo then yes I do agree. For that matter searing blaze is garbage against combo but it is still played. Skred shines against zoo where you will have to have proactive answers. In my testing zoo and dark zoo have been very prevalent so that is why it is main.
That's a list I've been experimenting with...don't laugh at Earthquake!
How has Koth been working out? He seems interesting to me. Also Earthquake seems slow for a 4 of (maybe 1-2 for Goyfs). Staggershock seems to slow in general. There are much better burn spells available in Modern.
How has ball lightning and hells thunder been working out?
It seems like your curve it pretty high (3cmc) and it could be lowered with better cards like Grim Lavamancer, Figure of Destiny, Keldon Marauders, Lightning Bolt, Shard Volley, etc.
If the meta continues to shift towards combo and away from agro control I will add Keldon Marauders in instead of Skred. Also Ensnaring Bridge is my new favorite card against post decks as it stops there deck entirely in its tracks and that will buy you time to shrine them for an obscene amount.
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It should be mentioned though that if the zoo player has Qasali Pridemage in play the mage might even be better.
I'm just curious why anyone has not mentioned Boggart Ram-Gang Yet. He seems to me to be a little better hell's thunder. What has been you results with lava spike he seems to me to do to little to deserve the spot
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the general philosophy with RDW is that each card should do 3 damage to a player; thusly with your opening hand and 2-3 draws you have 21 damage (assuming 2-3 lands); Personally i haven't tested with it, or tested RDW at all, but that's probably his mode of thinking.
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And every deck you play against that doesn't have those, it's a dead draw.
volcanic fallout?
agreed, blood moon is alot harder to get rid of
why not just run the dismembers md?
4x Arid Mesa
4x Scalding Tarn
8x Mountain
4x Blood Crypt
Creatures
4x Goblin Guide
4x Grim Lavamancer
4x Figure of Destiny
4x Hellspark Elemental
4x Keldon Marauders
4x Lightning Bolt
4x Rift Bolt
4x Incenerate
4x Blightning
4x Molten Rain
4x Blood Moon
4x Volcanic Fallout
4x Dismember
3x Smash to Smithereens
Obviously the blood moon/blood crypt interaction is akward at best so I may end going -4 blood crypt -4 blightning for +4 mountain and +4 flame javelin. I also may cut 1 grim lavamancer and 1 figure of destiny for 2 flames of the blood hand or a 3/3 split of javelin/flames
I think the blightning is cool MD. Can always Side it out for the Blood Moons if its that bad for you. The Molten Rains I really don't like MD. I think you either play Moon in the board or Rain, not both. They both kind of do the same thing but one is more effective versus more decks. How has running both Keldon and Hellspark working? I find myself to not like the fact that they stick around but I really wanna test Hellspark out.
@Blood Moon vs Magus Arguement
I have to say that Blood Moon is far better IMO. Its much harder to deal with then Magus. No, Blood Moon doesn't deal damage directly. But it does in a sense by slowing down your opponent significantly allowing you to draw more cards which in turn leads to more damage.
I originally thought Magus would better and that people would be running dismember and they would lose 4 but I find that rarely the case. Especially since Moon effects are good even against that run red in them (ex: Jund, Zoo). Magus is far worse in those matchups then in Blood Moon. In the rest of the matchups they are about equal with some decks not being able to deal with them due to not considering you siding them in.
@ bwmasjr7803 I do run fallout in the board and it is good against them. I just kept running into the trouble of them having their lords outside of 2-3 and then me being stuck not being able to kill them. The matchup is definitely winnable, I think we take more of a controlling roll in those games. Keeping them off their lords seems to be key.
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because the 4 life is a huge liability and that Skred feeds the shrine.
How many decks do you play that aren't combo lack even a few creatures? It gives you the ability to destroy almost any creature at instant speed. If you are arguing that it is bad vs. combo then yes I do agree. For that matter searing blaze is garbage against combo but it is still played. Skred shines against zoo where you will have to have proactive answers. In my testing zoo and dark zoo have been very prevalent so that is why it is main.
I might be able to write a quick skeleton, if you're able to finish it up later, or provide me some notes for what you're planning to include.
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That's a list I've been experimenting with...don't laugh at Earthquake!
How has Koth been working out? He seems interesting to me. Also Earthquake seems slow for a 4 of (maybe 1-2 for Goyfs). Staggershock seems to slow in general. There are much better burn spells available in Modern.
How has ball lightning and hells thunder been working out?
It seems like your curve it pretty high (3cmc) and it could be lowered with better cards like Grim Lavamancer, Figure of Destiny, Keldon Marauders, Lightning Bolt, Shard Volley, etc.
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4 Goblin Guide
4 Figure of Destiny
4 Flames of the Bloodhand
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
4 Skred
4 Shrine of Burning Rage
8 Mountain
4 Scalding Tarn
4 Teetering Peaks
4 Bloodmoon
3 Dismember
4 Ensnaring Bridge
4 Smash to Smithereens
If the meta continues to shift towards combo and away from agro control I will add Keldon Marauders in instead of Skred. Also Ensnaring Bridge is my new favorite card against post decks as it stops there deck entirely in its tracks and that will buy you time to shrine them for an obscene amount.