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  • posted a message on [Deck] My GP Columbus deck needs advice
    Quote from Lectrys
    I doubt Vapor Snag is going to get rid of anything for nearly long enough in this deck (how often do you have 6 power on the table like decks that pack Geist of Saint Traft?). Up the black-producing lands and get Go for the Throats or Smothers instead.


    Vapor Snag has played a decent role and when I don't need them, I usually replace them with Surgical Extraction.

    I'll give the direct kill spells a try though Smile
    Posted in: Modern Archives
  • posted a message on [Deck] My GP Columbus deck needs advice
    Quote from rickster_
    Play watery gave or fetch lands over the 2 drowned catacombs? You really want a turn 1 bear or phantasm. What if you had a hand with 1 mutavault and 1 catacomb?


    Granted it's a small sample size but that has yet to happen in 50 games which is why I only put 2.

    I may cut them all out cause I may end up with 1 Glimpse come tournament time in favor of cards like Ninja of the Deep Hours (2) and Mutavault(1) which are in testing now.

    Dismember is rather unexciting most times and is usually sided out, but because it has saved my butt a few times, I'll keep 1 in there.

    The board seems to be near perfect so ya... we're good there.

    I wish Glimpse was more relevant cause when I have Dual Land, JP and Glimpse in opening hand, I win that game 99.9% of the time. Unfortunately that only happens 10% of the time. When Glimpse comes later in the game to pump JP (if we're not there yet), it's more underwhelming unless the situation is really good and JP is clear to attack.

    I think Ninja of the Deep Hours might provide some much needed card draw, much like Silvergill Adept in Merfolk. Phantasm or Mist can easily get through for Ninja so it's pretty guaranteed every time, especially when Mist is usually bigger than there fliers (if any), so they let'em through.
    Posted in: Modern Archives
  • posted a message on [Deck] My GP Columbus deck needs advice
    Quote from bowvamp
    Cut glimpse/mist. Up bear to 4. Try out changelings. Up mutavault to 4x. Add Cavern of Souls. Maybe try out ninjas.

    I'm not going to the GP. Sorry for the lack of elaboration, but this is from my phone.


    I've been thinking the same about Glimpse cause it just feels like a dead card after the first (Only cause it helps Jace's Phantasm). Glimpse also doesn't benefit the deck as a whole and breaks consistency.

    Mist has been wonderful and has made the deck incredibly consistent on its own, he cannot be cut.

    Cavern is only good against few top Tier decks but I may consider 1 or 2.

    Ninjas actually might be a really good idea and Deep Hours is probably the only one I would consider.

    Thanks for the tips Wink
    Posted in: Modern Archives
  • posted a message on [Deck] My GP Columbus deck needs advice
    Quote from BbearZ
    I played against a deck like this with infect. I know infect is not tier 1 but it poops all over this deck. it doesn't fare well against all ins like you already knew against rdw.


    Well I don't expect to see enough infect at the GP to build against it.

    "Infect poops all over this deck". That's like saying Merfolk sucks because it can loose to an Infect deck... heck Tron would easily lose to a fast Infect deck, doesn't mean Infect is consistent enough to make a good Modern deck.

    I can make an Infect deck out of Commons that will beat Tron by turn 2 or 3 on average, that doesn't make it a good deck in Modern.

    Thanks for the comment though Wink
    Posted in: Modern Archives
  • posted a message on what would you play at GP Columbus and why ?
    Quote from VideSupra
    So he's pingable too? For example, a Cunning Sparkmage + Basilisk Collar could tap/kill Emrakul? I was always under the impression that protection from included Hexproof from.


    And just to confirm, all ETB effects can target creatures that have protection from those colors? Only protection from abilities (via Hexproof or Shroud) can truly protect?


    Well a ping is not a spell, it's an ability, so yet you should be able to ping him if you really wanted too... not sure if it'll help though :p

    Emrakul has pro spells. Triggered abilities are not spells so Sower and Image would work and also because they do not target.

    Everyone I have played against are tournament players, I have also played the deck on MTGO in which both those abilities resolved just fine which is further confirmation.

    Anyhow, I think Illusions is a good deck in the current meta... even better than Merfolk, it just needs to be refined as every Tier 1 deck has.
    Posted in: Modern
  • posted a message on [Deck] My GP Columbus deck needs advice
    I'd really love some input on the deck I plan to take to GP Columbus as there is less than 1 week left.

    * The deck has been tested and has been successful:
    100% against Tron
    100% against UWR Control
    80% against Angel Pod
    50% against Merfolk
    50% against Storm
    30% against Jund
    10% against RDW



    The deck definitely has the potential to be a nice contender based on the test results but I'm sure could use some tweaking.

    Any tips, comments, advice would be awesome.

    ** If you're going to GP as well, please just try to be honest... I know you want to win too so probably don't want to help make my deck better lol.
    Posted in: Modern Archives
  • posted a message on what would you play at GP Columbus and why ?
    I'd play Illusions with Jace's Phantasm and Surgical Extraction/Thought Scour.

    Why? Because Illusions take care of the targeted removal with Spellskite and Lord of the Unreal. Krovikan Mist quickly gets out of range of pyroclasm. Lord is like playing 5 spellskites for Path, etc.

    The deck can be very fast and has beaten all versions of Tron (after testing).

    Worst matchups: Jund, RDW, Storm

    Hurkyl's Recall usually takes care of Affinity.

    A turn 2 Jace's Phantasm at 5/5 usually takes the game using Glimpse the Unthinkable, however it should not be relied on so 2-3 Glimpse is good.

    Easily copy Emrakul with Image when running 4 Images and 4 Vials + 1 Sower of Temptation to just steal it.

    Anyway, that's what I'm playing. It has potential to win actually or top 8 but usually you have to get Vial turn 1 or 2.
    Posted in: Modern
  • posted a message on [Primer] Illusions
    Quote from Lectrys
    I second Krovikan Mist. This guy is the Illusions slugger and another reason to play Illusions. Sometimes, it's just a flying 1/1 (and that sort of blows), but it's a flying 2/2 or 3/3 fairly often--and that's not counting Lord of the Unreal boosts.

    Play the full playset of Mutavaults--they're Illusions!

    Some other posters in this forum have suggested Mirror Entity with a white splash to protect Lord of the Unreal for 0 mana (post-ability, he's now a 1/1 Illusion with Hexproof due to the fact he boosts himself). I've tested him in Illusions, and the guy is surprisingly good. Turning Moorland Haunt Spirit tokens into boosted Illusions is also fun, and it's an Illusion itself!


    Mirror Entity would effectively kill all your mobs by paying 0 since they BECOME and not GAIN.
    Posted in: Modern Archives
  • posted a message on [Primer] Illusions
    Quote from rickster_
    This deck has no card advantage, no cryptic, silvergill adept, spell stutter, remand, shackles, etc... I wouldn't count thought scour as card advantage, it's just cycles and can possibly grow your phantasm. Glimpse is practically card disadvantage.

    If you're just hoping to get there with dudes and anthems, bw tokens or merfolk are better.

    Half your dudes aren't even evasive, so they can just get blocked. wall of roots, finks, goyf, etc.. If your hope is to play a dude and hope to get there with counter magic, it pretty much has to be a phantasm. And phantasm is probably just a worse delver.

    And the deck folds if you don't draw a lord and a way to protect the lord. The mill cards aren't good enough and there aren't enough good illusions.

    Also to the guy who said run swords, those don't work too well on bears or images.

    Maybe in return to ravinca they'll print a 2cmc instant mill 7-10 card that draws you a card. Then jace's phantasm might become a real card.


    Hey, my favorite movie character of all time!!! Ha

    You make some good points, however after testing the deck has done really well if played correctly. So I disagree that Phantasm isn't a REAL card. I also don't see Glimpse as card disadvantage, especially with Surgical Extraction, however I do see it as a dead card after the first (which is never a good thing).

    Thought scour is used in every Runechanter's Pike deck for the same reason and to draw a card.

    When Phantasm flips on turn 2 due to Glimpse, it's a beast and at the same time, Glimpse takes out many key cards, especially in combo decks. When siding in Surgical Extraction, I've been able to easily get rid of things like Tarmogoyf, Kiki-Jiki, Pyro, etc, etc. Admitedly I'm not usually too happy to see a Glimpse more than once, but I'm looking for it early, so that's the reason for 3, 4 just seemed too much.

    Regarding white splash: That's a great idea Smile but it does up the curve and Amoeboid works wonders when paired with a Lord. It's also completely broke the tempo of other tribal decks such as Merfolk.

    I have gone with the Mutavaults, they're great!

    I appreciate all the comments, please keep the ideas coming. Illusions can definitely be a viable tribe with some work and you'd be surprised; as-is the deck stomps on quite a few Tier1's.

    As a note: I'm never too happy to see Phantasmal Bear or Phantom Warrior so 4 Krovikan Mists might be going in there place.
    Posted in: Modern Archives
  • posted a message on [Primer] Illusions
    Come on guys, tell me you don't like the idea, tell me you love it, help me improve it.... something.
    Posted in: Modern Archives
  • posted a message on Jace's Phantasm
    Ok all you nay-sayers who are dissing JP. I'm taking him to the Columbus GP and we'll see how much of a boss he is.

    If anyone would like to help fine-tune my list for the big game, send me a PM, I could use all the help I can get and if I top 8, there's a nice bonus in it for ya Wink
    Posted in: New Card Discussion
  • posted a message on [Primer] Illusions
    Quote from RedPsi
    Hi, I totally like the idea of an illusions deck in modern but it probably won't do nearly as good as I wish it could. With that however, I offer some suggestions:

    Krovikan Mist
    This creature lays down the beats with evasion and enforces your 2 drop count allowing you to leave vial at 2 with multiple plays
    Sword of Body and Mind
    Protections help you go through merfolk, fae, snapcaster mages, delvers and so forth. Also, tarmogoyf. It's a better card overall compared to glimpse since it offers a lot more and isn't just a minus. Sadly however, illusions (except krovikan) just die trying to wield it ):
    Even then, I hate cards that give minus card advantage like glimpse
    Snapcaster Mage
    All around good. Fits with the 2 drops for vial.

    I would probably not worry too much about the extra lord effects from grand architect and cut them for more beaters. What's wrong with delvers in here? You may be able to up mutavaults to 4 as well.

    Hopefully these help.



    Swords are a nice idea but the curve it hurts the curve, plus takes away more than it gives. We then can't get our 7/7 flyer on turn 3. Phantom Warrior will go in as a 2-of since after testing it more often than not acts a finisher that has better evasion than Krovikan Mist.. It would take till turn 5 to get going with sword. Maybe in the SB it will work.

    I don't think you're seeing the whole purpose of Glimpse. Glimpse gets us rolling early quickly, then we can go off turn 3 and use extraction on anything we find like Braids, Kiki, Pod, Angel, Pyro, etc, etc.

    Glimpse is much more than a dead card.

    I don't mind pumping vial to 3, especially if i have two out but no need.

    I was amazed to see after testing though how much Phantom Warrior is a great finisher in this deck as a nice hexproof beater.
    Posted in: Modern Archives
  • posted a message on [Primer] Illusions


    Illusions

    This my first shot at a Primer so bare with me... here goes: For the Standard Primer, please refer to this page.


    Intro


    Blue is the color of control, restricting the field with Counterspells, Bounce Effects and a swarm of unorthodox ways to defeat its foe. Now there's a new in-hexable way to win creeping on the scene.

    With the premier of Magic 2012 we were presented with what seems to be Wizards way of saying, "Hey we're done with fishies" (of course that statement has been recently eradicated by the addition of Master of the Pearl Trident in M13), then they come out with this guy Lord of the Unreal, officially creating the greatest tribe of all time, and I bet I'm not alone on that one.

    Not a lot changes from the Standard version of Illusions but we can surely make Moderns' version a bit more efficient. Ok, so now let's get down to the dirty and see what Illusions has in store for us.


    The Goodies


    The Core:
    These are the cards that are always included, (added a new core card).
    • Lord of the Unreal - Include as a 4 of and is the backbone of any Illusions deck.

    • Phantasmal Image - 4 of card which punishes your opponent for using bombs, also has a wonderful combo with Lord of the Unreal basically creating 8 Lords.

    • Jace's Phantasm - Illusions just got a sweet 1-drop, it's like 5 Flying Men. Mill is on the rise.

    • Mana Leak - Is your savior card and since Illusions Modern is likely to be more control/aggro, it's a must... even in straight aggro.
    I wouldn't say Phantasmal Bear is a core card anymore but it's definitely a 75% inclusion.

    Sidekicks

    Plenty of cards can help you shape and mold your Illusions concoction, whichever direction you decide to go with it, just remember that these are cards that can be considered crucial to pump our guys and give Jace's Pet the power he so deserves or protect our precious Lord.
    • Glimpse the Unthinkable - You want a fattie flyer in Jace's Phantasm don't ya and you want it NOW! Don't worry, we got your fix and all it takes is one shot to get there... you're welcome.

    • Thought Scour - Hmm, card advantage AND fuel for Jace's Phantasm AND fuels a mill win condition... yes please.

    • Phantasmal Bear - A solid 1-drop for Illusions, great chump blocker and wastes your opponents resources, I'd say that's worth inclusion.

    • Grand Architect - Oh look, another Lord with ramping effects to boot, how spamtaculous!

    • Adaptive Automaton - Now we have another Lord and has nice synergy with Grand Architect. He doesn't do much by himself but another Lord is always nice.

    • Amoeboid Changeling - This guy can really come in handy and he's an illusion too (Changeling). It can really be beneficial at times to make Lord of the Unreal an Illusion. Say it's turn 4 and you have 1 Lord and 1 Amoeboid Changeling, now you want to cast Phantasmal Image but before you chose the copy your opponent casts Path to Exile on Lord of the Unreal (since Amoeboid is Hexproof), simply tap Amoeboid to make Lord hexproof and Path will fizzle. Our Lord is always vulnerable so it's your call if you want to include a protector like Amoeboid or not. If he's out, he'll usually be a 2/2 with hexproof at a minimum, so not bad. Otherwise use him as to make your opponent waste his resources before play Lord. Another way to use him is if you're playing against Merfolk, a Mirror Match or any tribal deck, you can knock out their biggest threat with ease by making it lose all those nice Tribal-sharing abilities and +1/+1's. This guy also has some synergy with Grand Architect, making it part of the Tribe.

    • Spellskite - For me, this is second to Amoeboid Changeling because more often than not, it's a dead card where-as Amoboid is atleast getting Tribal pumpage and can become a beat-stick while waiting around to use it's ability. Also since he's already hexproof when Lord's in play, he's not as easily removed, however there is the drawback of not being useful when Lord isn't out but as a 1 or 2-of that's usually not a problem.

    Ugh, I don't get it

    Don't worry, I'll show you some cool stuff you can put in your deck to help you decide what direction to take it.

    So there's stuff in your way, keeping you from winning the game and dang it, you want to win. Well let's see if we can take the garbage out.

    • Echoing Truth - THE best bounce card in Modern simply because every deck runs multiples, tokens, etc. This is a meta-call obviously but definitely on the top of considerations for bounce effects.

    • Vapor Snag - A pinger bounce spell for your removal pleasure. At 1CMC it's good enough to be at least a 2-of in most control decks.

    • Dismember - If you're not splashing white, then this is your best option for removal. It'll kill most mobs, it's instant speed and costs 1. Just be careful with the life-loss or you'll lose your you know what.

    • Remand - Great Tempo card if that's what you're aiming for. Need to stall for a turn? Sure. Need a card? Sure, here you go.

    • Cryptic Command - Has a plethora of things it can do, but also has a plethora of water droplets on it soaking up every last bit of mana you have. Doesn't matter though, it's a great card and should be considered as a 2-of if you can fit it into your curve.

    • Path to Exile - If your splashing white, this is the only card most people need to consider for removal. However, if you just can't stand giving that 1 land away, there's always Journey to Nowhere.


    Here's a great thing about the new Jace's Phantasm, while we're pumping our guy we working towards our built-in alternative win condition.

    • Glimpse the Unthinkable - As mentioned before, it gives some gogo juice for Jace's Power Ranger. Wait, what's this, he's already got 10 cards in his graveyard so why not make it an alt win-con and go for more!

    • Snapcaster Mage - I don't think I need to explain this one but anyway... you want to swing tempo? This is the best guy for the job hands down.

    • Mind Sculpt - An M13 choice that empties your opponents library for 7 instead of 10 cards. Consider this a top choice for a highly focused mill approach... other considerations are Dream Twist for its flashback and Tome Scour as it's 5 cards for 1 mana. When considering Jace, Memory Adept, in the Modern format I wouldn't add more than 1 if any... it's really not needed when we have Glimpse.

    • Sun Titan - Taking a page out of Martyr-Procs book, we'll go with a UW variant and use Sun Titan to our advantage and get most of our guys back. Sun Titan > Phantasmal Image is highly useful as well.

    • Avian Changeling - Doesn't look like much but by turn 3 he could easily be a 4/4 flyer for 3CMC, always nice to have when splashing White. Not really an alt win-con but can be a nice beater over a couple turns.

    • Wurmcoil Engine - Great synergy with Grand Architect, is highly resilient to removal and makes most opponents except Path to Exile cringe. You got Emrakul... really? Should I block with Wurmcoil deathtouch guy or should I sac Wurmcoil and block with deathtouch guy?

    • Skaab Ruinator - A huge beater for 3CMC! If you're milling yourself you might as well put those GY cards to use and pop out a flying Tarmogoyf. If he sticks, he can win games. Not an illusion but you could use things like Wings of Velis Vel or similar stuff.

    • More alt win-cons to come, please wait...

    Samples

    Well I don't really have sample(s) for you just yet but I got one for you. Remember Merfolk, well we're using the same mold but throwing an Illusions touch too it. Since we are in-hexable and can fly earlier in the game, we have an advantage over more decks than Merfolk... in your face, j/k, Merfolk is a great deck!



    My only itch here is whether to Maindeck 1 or 2 Amoeboid Changeling, suggestions welcome.
    * Update: Added Surgical Extraction and Phantom Warrior (A great finisher after testing)
    Merfolk vs Illusions

    Surely this would be a big debate, so I'll cover a few points.

    In the aggro/mill version posted in the Samples section, we're essential playing a tempo/aggro game similar to Merfolk but with a built-in alt.

    We do lack the Reejery ability to untap Aether Vial, however we can easily add the effect with Ghostly Touch but it's not as efficient so that is one advantage Merfolk has over use.

    We can theoretically have the same amount of Lords. Lord of the Unreal, Grand Architect, Adaptive Automaton is the same as Master of the Pearl Trident, Lord of Atlantis and Merfolk Reejery except that we get to ramp and have hexproof while they have islandwalk and can untap/tap stuff.

    We can have a 5/5 flier out early as turn 2 with Glimpse the Unthinkable and Jace's Phantasm, it takes Merfolk at least turn 4 and that's without using resources for other things besides Coralhelm Commander. A 5/5 flier on turn 2 is huge! Then turn 3 we can Lord of the Unreal, then Phantasmal Image turn 4 and everyone's hexproof besides Lord. Of course you can go safe and play Vial turn 1, Glimpse the Unthinkable turn 2, turn 3 Lord, Phantasmal Image AND Jace's Phantasm. So now if you wait till turn 3, you have a 7/7 flier with hexproof!!! You can't even get a regular, plain ole' Tarmogoyf that big that early.

    Of course this is picture perfect but not as hard as you might think (you should be able to consistently get this done by turn 5-6 while some turns are spent on counters, removal, etc). After that's done, turn 4 and forward is all about Milling and doing things in response to your opponent.

    I hope we all learned something about Merfolk vs Illusions which is sure to come up in the future somewhere. While Merfolk has some nice advantages, I'd say with the quicker beater, earlier evasiveness and built-in alt win-con, Illusions is better... sorry if I offended anyone.

    If you can find a way to effecively make Lord of the Unreal also hexproof without wasting resources, please post your solution.

    My solution is Amoeboid Changeling.

    Well thanks everybody for reading this glorious and probably underwhelming Primer. I'll be continuously updating it IF it gets enough hits, I'm not going to mess with it if I get 1 or 2 responses.

    Your comments, suggestions, criticisms and more are all needed. Everyone feel free to chime in so we can make this primer better.
    Posted in: Modern Archives
  • posted a message on What deck to take to Modern GP?
    Quote from BlippyTheSlug
    What about... SplinterStorm? (UR Storm that sides into Splinter Twin)


    I saw that roaming around MTGO a few times and was like, "WTF, This dudes packing two decks in one".

    SplinterStorm would definitely be out of my budget range but it's a very nice idea... definitely throws players off.

    ** Nevermind, price checked it, it's not bad.

    Looks like a very hard strategy for others to exploit, wow that's awesome... Splinter Twin and UR Storm rolled up in one.
    Posted in: Modern
  • posted a message on [Primer] MartyrProc (12/2011 - 12/2014)
    Quote from Lectrys
    Looks like you're playing a Soul Sisters deck. You may get more help in the Soul Sisters thread in Developing Competitive; nowadays, Martyr Proc and Soul Sisters have mainly joined forces (and I believe the Demi-Proc shell is the best Soul Sisters build yet).

    I'd treat Ajani, Caller of the Pride much like an equipment. If you think your deck could use equipment, then use him.

    Ajani 3.0 does look better with Kitchen Finks, though.


    Flying and Double-Strike for 3... yes please, I'll have some more.

    I don't see much difference in Martyr and Soul Sisters anymore so I figures this is good a place as any to ask question, sorry if not.

    On a side note: I'm thinking Sublime Archangel Deserves a spot as a 1-of in place of Mikaeus and/or Angel of Jubilation.
    Posted in: Modern Archives - Deck Creation
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