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  • posted a message on Jenara Oath Enchantress - 1v1 DuelCommander Rules
    Since oath banned, does rector+omni are good replacements? Also good with molting skin, which can get infinite casts for sigil/enchantress and situationally help jenara to survive. Since deck got enough amount of tutors, place enchantreses after omni should not be hard. Also drop/node could help you to kill rector as soon as possible
    Also fable of wolf and owl seems good choose as addition to sigil, and vanishing and lost in thought could be strong as "pacifism", how do you think?
    Also what are your thoughts about Heliod? He ramping sera sanctum, making dangerous tokens and make all vigilance, which in my opinion pretty good options
    Posted in: 1 vs 1 Commander
  • posted a message on [Primer] Esper Teachings
    Acctually, I'm still do some mistkaes while playing. Most of them are critical. But still minimun 6 for 4 round-tournment are always mine. Now I try ti tune this fecj for BoM in Paris, cause I got some autowins.

    Has your strategy been working out well for you?

    Game 1 vs Tron is preety tough. I have draw/tutor tribute to hunger + surhical extraction for Emrakul. Also have to deal with Karns and wurmcoils at the same moment. Game 2 If opponent is playing good, he won't play Karn on turn 3 to get mana-leaked, turn 4 - teachings, comandeer, bey. Game 3 preety same.

    vs Grixis control. This is almost mirrorr, but for me it is much easier. His plan is preety same as ours - tar pit + ultimatum, but ultimatum is not 1-turn kill, like zenith. So before SB i always win. After SB it is tougher, cause he got Counterfluxes. But He Also have Slaughter games, which i can steal and be highground again.

    vs UWRControl. I don't have any problems with aggro/midrange uwr. But this one making problems. So much counterspell and Shafow of Doubts. Also it can become burn at last moment. Strategy here do not allow Ajani to come, and kill opponents hand via discard. Stealling Sphinx's Revelation via Notion thief is gonna be last point.


    which only 1/3 of the cards are blue


    If count my curve, you'll see that mu deck is 50% blue, 25-25 black-white, so i never have problems with casting it =)
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Esper Teachings
    Quote from absreim
    Same argument goes for Seek.


    I bealive you do not undestand me... Doesn't it better to deal Emrakul/Kozilek on turn 2 or 5 and having much better sustain in HP, while you have to deal with it via mindreaker trap when it comes?

    Also stealing slaughter games against Grixis to take his cryptic commands/counterfluxes is preety huge advantage, don't you think so?
    As for Karn, if you steal him at turn 4, you just start ruin tron.
    Same for Ajani agasint UWR-control. IF you can protect him from bolts this is win. Am I wrong?

    For example, this is the list I've benn breewing for about month:




    Card explanation:

    1x Consume the Meek -insta-wrath
    2x Cryptic Command - best-counterspell
    1x Disfigure - one of the best modern removals
    4x Esper Charm - huge Card advantage. Always use it in discard mode. Draw only vs aggro
    3x Mana Leak - early counterspell
    3x Mystical Teachings - no comm
    1x Pact of Negation - tutorable FoW
    3x Path to Exile - best modern removal
    1x Slaughter Pact - tutorable removal for 0
    1x Sphinx's Revelation - usefull in lategame to reset hand and healin against aggro
    1x Sudden Death - splinter twin/celestial colonnade/tarmo
    1x Surgical Extraction - dealing with combos/tron
    1x Tribute to Hunger - healthy removal
    1x White Sun's Zenith - one turn win-con

    4x Inquisition of Kozilek - 1st turn discard
    2x Supreme Verdict - wrath =)
    2x Thoughtseize - 1st turn discard

    3x Creeping Tar Pit
    1x Fetid Heath
    2x Glacial Fortress
    2x Godless Shrine
    2x Hallowed Fountain
    1x Island
    4x Marsh Flats
    2x Mystic Gate
    1x Plains
    2x Sunken Ruins
    2x Swamp
    2x Tectonic Edge
    2x Watery Grave

    I tried to choose flexible mana base to avoid Sundering Titan. Also Filterlands good for casting Cryptic Command and White Sun's Zenith.

    3x Snapcaster Mage - no comments
    1x Teferi, Mage of Zhalfir - You always need Affro in team:D To be seriuios, this guys locking control decks for you can cast Zenith. Also good finisher. Also preety good against Scapeshift to lock counterspell and suspend

    Sideboard (15)
    2x Celestial Purge - Jund
    1x Commandeer - Karn/Slaughter Games/Liliana of The Veil/Ajani/Gideon
    1x Disenchant - Pod/Affinity/Splinter Twin/Blood Moon
    1x Disfigure - extra removal against aggro
    2x Duress - Control
    1x Hide/Seek - Emrakul
    3x Negate - Karn/Liliana/Control
    1x Notion Thief - UWR/UTron
    3x Timely Reinforcements - aggro/burn

    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Esper Teachings
    Guys, what do you think about using 1 commandeer in SB. Yeah, it is huge card disadvantage, but when I show it to RG tron for karn it makes me instant-win, so as I show it to grixis control for slaughter game, wich preety much make my game easy. Also Hide // seek is very powerfull in mirror matches and GR Tron too. I bealive it is much better then mindreaker trap.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Tezzeret Tron
    Hi, guys, and welcome to the ultimate artificier world =)







    History
    As a magic player i do not really like "tron" decks. Most of them are preety "no-brain" decks. You just need ramping up for karn/eldrazi or make gift/rites combo or mindslaver lock. If you was counterd in both ways, you just go for Emrakul. This is not really fun =\
    I used to play Esper Teachings for a long time and make it preety well, and I like this deck. But at this time I just sit in my chair and start brewing something new. I was thinking about new kind of tron.
    UG - still preety brain-less. Ramping, countering. Not for me.
    UR - too mainstream and not really effective in ceirtain meta.
    UB - nah, there's no "tron-finisher" in it besides Mind Grind. Tezzeret is good but... what? tezzeret? searching artifacts? locking opponent? ramping? I can make my opponent hurt for 20 in 1 turn? It could work. So I start brewing and this is my certain list.
    I really like tezzeret list as it is. IT is good UB/Esper control with locking and biting. BUT. It doesn't have enogh threats. It is just too "controlish". And very weak in early game until 5-6 mana for castin Wurmcoils and Batterskul. So i start thinking that tron ramping could wark good with tezzeret game-plan.
    BTW I still testing and brewing it, so could take some advices Grin

    Game-Plan
    Bassicly there's no straight plan for game in this deck. It is depends on your opponent deck. This deck is full of synergy and combos. I just try to explain main tricks and finishers of this deck.

    1) Locking opoonent via ensnaring bridge+witchbane orb. When i get this 2 guys on the battlefield through tezzerets against UWR and Jund my opponent just do not know what to do. Liliana stop discarding and just stayin in side, as well as Traft.

    2)Trading post + Wurmocoil. As you get lock for opponent you can't attack, so you just make a huge amount of tokens. Then just sacrifice ensnerin bridge and attack you opponent. Also Trading post and Thopter Foundry are good when you playing agasint deck who use path to exile for you wurmcoil.

    3) Mindslaver lock. I do not really often use this combo. To be honest, i never have to. Mindslaver is good by his one but if you get Academy ruins in play you just win. Still as we play tron, Mindslaver is fast and good against versus any deck. It could just switch game in critical moment.

    4) Emrakul. This guys is just our plan Z. If everything going bad just go for him. Also good target for discard by Thirst For Knowledge and Trading Post

    5) Tezzeret The Seeker. At first time i was thinking to playing only Agent Of Bolas. But this guys is far beeter. He is the main engine of the deck.

    6) Academy ruins. Mindlaver lock, Capsule endless removal, resurecting wurmcoil etc. Really strong in artifact decks.

    7) Thopter Foundry. It saves wurncoil from "oblivion" with bonus. Also good when Agent goind to ultimate. Also good against 4-5 control deck with sundering titan to send you opponent in Ancient era.

    This all I can remember so far. As I said, this deck full of sinergy and combos. Never know what can help at any moment.

    Card choice

    1x Batterskull - annoying, finisher
    3x Dimir Signet - mana stabilisation. I prefer it more then talismand, because with this i can turn 4 agent.
    1x Engineered Explosives - good removal
    1x Ensnaring Bridge -lock
    4x Expedition Map - tron/academy/color
    1x Lotus Bloom - extra 3 mana from tezzeret
    1x Mindslaver - game-switcher, finisher
    2x Mox Opal - mana stabilisation, slaughter games
    1x Pithing Needle - lock
    1x Thopter Foundry - lifegain, combo
    1x Trading Post - combo
    1x Witchbane Orb - lock
    4x Condescend - tron control Grin
    4x Thirst for Knowledge - MORE CARD ADVANTAGE Cool
    1x Black Sun's Zenith - tron mass removal
    2x Damnation - UB mass removal
    1x Academy Ruins - combo, reanimator
    1x Buried Ruin - 1 time reanimator
    2x Creeping Tar Pit - anti-planeswalker
    1x Eye of Ugin - "tutor" for our fatties
    2x Island - Path to exile, ghost quarter
    1x Swamp - same as above
    4x Urza's Mine - tron
    4x Urza's Power Plant - tron!
    4x Urza's Tower - TRON!
    4x Watery Grave - mana fixing
    1x Emrakul, the Aeons Torn - plan Z guys. Ultimate.
    1x Sundering Titan - Ancient era guys.
    2x Wurmcoil Engine - life gain, combo
    1x Tezzeret, Agent of Bolas - card advantage, finisher
    3x Tezzeret the Seeker - deck engine.

    SideBoard
    3x Disfigure - anti-aggro/bob/shaman/kiki
    1x Executioner's Capsule - anti agroo/kiki/splinter twin
    2x Extirpate - melira/control
    1x Pithing Needle - karn/liliana/tectonic/ghost quarter/ajani/manlands/fetchlands(this one is preety good_
    3x Slaughter Games - control/decay
    2x Torpor Orb - melira/splinter twin
    2x Trickbind - karn/liliana/splinter twin/storm/Ajani
    1x Memnarch - affifnity/tezzeret control

    Pls, comment, rate, advice =)
    Happy gathering Cool
    Posted in: Modern Archives - Deck Creation
  • posted a message on [[Official]] Current Modern Banned List Discussion (1/2013 - 4/2013)
    Quote from Undone

    First of all turn 2. DRS is a card and zoo plays 4 of both.


    Not in my meta =\
    And it is turn 2 of opponent, that means you have 2 turns for block then you need wrath. Think positive!

    Quote from Undone

    Second the non liliana answers to GosT are unplayable in any deck which isn't dedicated control.


    Hmmm... Let's see non-control, non-black decks...

    Tron - pyroclasm, turn-3-wurmcoil
    Pod - kitchen, phantasmal image, aven, qasali, fauna shaman, eternal witness
    Gruul Agro - all creatures are minimum 2\1

    So bassicaly if you play your "own brewer" deck and looses because of GoT doesn't means this card is OP...
    I personally playing both standart and modern Esper mill (without traft), and i have 0 problems with him=\
    It is only a metter of your feeling of game, your meta and brewing. I haven't got turn-2-traft in my meta. But i have turn-3-Karn, so i develop my deck for my meta. If you have turn-2-traft in your meta you need turn develope your deck to fight with it. This is what deck-building is. You can't just take top deck from PTQ and start winning. You can't just ignore him and blame him that he is OP. This is not working that way. He is strong, but not SOOO strong, like dragonstorm on 1st or even on 2nd turn.
    Just my opinion.
    Posted in: Modern Archives
  • posted a message on [[Official]] Current Modern Banned List Discussion (1/2013 - 4/2013)
    So you telling me, that, in worst situation, on your 3rd turn, you can't do anything with 2\2 hexproof guy in the format where there's a lot of mass removal for 3-4 CMC, tons of 2/* blocker and sacrifice-spells and Thoughtsize and Inquisition of Kozilek??
    Hmmmm...

    (For record, i don't play him)
    Posted in: Modern Archives
  • posted a message on [Primer] UW Control (1/2012 - 7/2013)
    Hi guys. Wanna show you my Esper Total Control. While testing it it showes me preety good results, jsut wanna check your thought, so check it out.



    This is preety old school countrol-finisher deck, but had one trick. Main goal is to survive until Karn and then protect him, restart the game several times and win with 1-0. If we Win to fast, opponent gonna sideboard against us and we do not want it. This is main trick.

    Here some notes:

    Remand/Mana leak/Spell Snare/Criptyc Commnad/Vendilion Clique/Snapcaster Mage/Inquisition of Kozilek - no commnets. Must have.
    Path to Exile - removal + mana stabilisation (2nd one is for hard situations).
    Sphinx's Revelation - best mid/late-game draw.
    Esper Charm - on turn 4-5 very good discard/draw (depends on situation). Also anti-blood moon.
    Supreme verdict - IMO best mass removal, cause it's uncounterable. If opponent have regenerate we got tonns of counterspells and discards.
    Karn, liberated - our Finisher. Do not get hurry to put it in table. If your opponent hade some card advantage, better is to w8 for some counterspells for covering his back.

    Sideboard:
    About it. As i said - the main goal is to finish game as late as possible. BUT. Sometimes you just need to finish it right now. So here some sideboard.

    Celestial Purge - some anti-jund/goblins/blood moon removal
    Echoing Truth - anti-exarch
    Spreading Seas - slowing tron. I run for 4 cause this thing not stoping tron, just slowing him, so i need 2-3 on table. Also preety good when opponent got only manascrew. Also draw.
    Stony Silence - eggs =\
    Supreme Verdict - some extra anti-aggro
    Torpor Orb - anti-pod
    Posted in: Modern Archives - Established
  • posted a message on [[Official]] Esper Control
    Quote from Dilleux_Lepaire
    Gadiner : I'm not pulling that out of nowhere. Playing Control with fewer than 25 lands is recognized to be too few lands. You mind geting to 10 lands a lot less than staying stuck on three.

    As for replacement, probably Tragic Slip. It does so much against RB aggro!


    Well, 25 lands not so bad as i test, i just forget, that my opps probably do not have draw engines and hod empty hands about 5-6 turn. So it is really good option. Ty for that.

    Tragic slip is not good option, cause i need remove creaturesm but this one need double remove, if u know what i mean, so i just put some verdicts in sideboard and 1 obl ring for some extra planeswalker removal.

    Anyway thx for some advices.
    Posted in: Standard Archives
  • posted a message on [[Official]] Esper Control
    Quote from Dilleux_Lepaire
    Gadiner : Sorry, didn't see him in there :S

    Your only draw card in there is Thought Scour. If you Sphinx Revelation and get to ten lands, it's not a problem. You want to get consistently to 4-5 mana in 6-7 turns, and that requires more lands than that.

    Against aggro, there are better options than Azorius Charm, namely Devour Flesh, Doomed Traveler, High Priest, tragic Slip. Indestructibility it's such an issue that you'd want Charm. If you're worried about it, Tragic Slip goes right through.


    I can agree with you about 24 lands (i always try to play in 24, but it depends on avarage CMC). But in 25 i really get only lands on topdecks =/ I'll test 25 but not very sure about that, cause always was happy with 23-24 lands in control decks

    About charm. Any suggests about it replacement? 2 rings and 1 sphere against planeswalkers and aggro?
    Posted in: Standard Archives
  • posted a message on [[Official]] Esper Control
    Quote from Dilleux_Lepaire


    Gadiner : Definitely add two or three lands. You should try Jace, Memory Adept. He's not instant-speed, but he mills your opponent pretty quickly. Psychic Strike's two-cards mill isn't worth it. Play Dissipate.

    Against which deck would you side in Azorius Charm?


    Jace in there, look carefully. And charm is for more removals against aggro and against indestructible creatures(boros/golgari charms)
    About lands. I got preety good draw engine so if i got 24+lands i get land-flood while testing. Any suggests to minimize that?
    Posted in: Standard Archives
  • posted a message on [[Official]] Esper Control
    hi, guys. I wanna show you my esper total control mill. See if you have some thought/comments on it.



    The idea is simple - total control of spells and table and milling in free time. I dont' use straight milling cards cause they sorceries (like mind grind) or milling only few cards and do not worth spending slots and mana on them (like dream twist).
    Posted in: Standard Archives
  • posted a message on [Deck] UBx Mill
    I read most of posts here, but really do not undesrstand why most of you forget about Howling Mine and Font of Mythos.
    This cards are huge draw engine and milling at the same time. Plus it is permanent. Plus, i'm sure that most meta do not have artifact-destroy cards. The only problem of this cards, that you draw your opponent, but hey, you are in UB. Get some more control and just counter everything, cause, again, this cards drawing you too. And to be honest in mid/late game you just need some epic draw to renew your hand. So i bealive this cards will help you.
    About mesmeric orb. I do not bealive that this is good choice, cause you milling your self. This kinda wrong option, cause in early game you milling all your answers to your opponents moves, and mid game you just milling yourself. IMO not best option for control mill.

    So what do we need:
    Howling mine - 4
    Fonts of Mythos - 2-3
    Archive trap - 4
    Counterspells - 8-12
    Removal - 4-8 (including mass removal)
    Snapcaster mage - 3-4
    Leylines of the void/rest in piece - 3-4
    Nephalia drownyard 2-3

    Other cards are preety private choice for your metagame.

    This is my list. I didn't play with him, cause i need a bit more time for collecting those cards. But still he is preety good.



    I know, you gonna say: "Why? Why you not playing Glimpse the unthinkable?". My answer is that it... is... sorcery... Glimpse was good only in 1st ravnica Standart with twincast and traumatize. Modern is more aggresive and have much more quiz's to solve. So IMO in Modern your first goal to survive. All mill cards must be cheap abilities of permanents or must somehow helping you to control. But again, this is only my opinion.
    Posted in: Aggro & Tempo
  • posted a message on [Deck] U/W/g Blink
    Guys, thx for feedback. try to answer every1

    Stonehorn Dignitary + Venser lock.

    This is good combo, but i don't have aggro deck's in my metagame. As i said Seht's tiger protects me on Flash speed and protects me from red burn spells. So i choose him. But if there'll be aggro in my meta 3 slots is for this guy reserved

    Cloudshift is also a solid


    You didn't read the post. Yeah, cloudshift is very good. But i need Momentary's blink Flashback for 8 blink cards. I could use snapcaster mage but it is 4 more slots wich is very hard here.

    @Darkest Light, the idea of deck you write is good. But IMO it is too control. It seems like i should kill my opponent only with Angel and Clique =\ Plus your deck is about to resurect, meanwhile i need more blinking to protect my creatures and providing effects. And it is preety unstable cause of lake of draw. If deck isn't showing you good topdecks you just can't do anything with it.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] U/W/g Blink
    BLINK


    First of all hi! I wanna show you my idea about blinking and see if you can help/suggest me something in it "perfection".

    Idea
    The whole idea of this deck is use blinking effects and creatures which get some interesting effect when they enter/leave battlefield. It is all about synergy, fun and flexibility

    So here it is.




    Chemistry of deck
    So what do we have

    Control
    Vendilion Clique - good anti-loose condition plus opponent hand monitoring. Must have in every blue deck
    Condescend - good counter spell plus scry
    Mana Leak - no comments
    Remand - no comments
    Seht's Tiger - good anti-agro, anti-traft control. Also can counter splinter twin combo and buy us some time.

    Deck control

    Sleight of Hand - my favorite 1st drop.
    Wall of omen - anti-early aggro plus draw
    Remand - some draw

    Win-con
    Well, it is hard to say if there's a traight win-con here. You can kill opponent via tokens, control battlefield via emblem, kill opp via angel/clique. The main win-con here is not dieing. So it is bassicly about deck - what it will bring you

    Notes

    Here i try to explain my choise of cards for you to be on my wave:cool:

    Sleight of Hand - bassicly Sleight of Hand and Serum Visions are similar. I prefer 1st one cause i don't like to draw what i don't know, i like to be 100% sure in my choise. So it is preety private choice. 4 of 4

    Blade Splicer - one of the best ealry blink creature. For 2W u get 3/3 with first strike and 1/1. So it is must have in any blinking deck. 4 of 4

    Restoration Angel - Flash. Flying. 3/4. Blink. All that for 3W? Hell, I want it. You may ask why i dont play 4 of them. Well this is more about control here then aggro. Plus 4CC is preety heavy for control spam-creature. So 3 of 4

    Seht's Tiger - Flash, 2/2, protection from... splinter twin, epic burns, traft killer. Bassicly the only his problem is in CMC. 2WW is just too much for control (like restoration angel). I like this guys, but can't go 4 of them. So 3 of 4

    Thragtusk - Best blinking creature. He has in-effect, he has out-effect. What else you need? But, yeah 5CC is totally not my best option. So 3 of 4.

    Vendilion Clique - good 3 drop instead of blade splicer. Check out opponent hand, remove some dangerous spells and win-cons and play save. Also she can get some draw in late game. The only minus of this card is legendary type. But still must have in every blue deck. 2 of 4

    Wall of Omens - best 2nd drop for blink. It stop aggro and draw a card on 2nd turn. 4 of 4.

    Remand - my favorite counterspell. It buy you some time and draw for 1U. Also in early game can make your opponent to discard at the end of turn. Still thinking about Condescend as a replacement, cause it has scry. BUT. Remand affect your deck, while Condescend just help you understand how you should play. So it is preety private choice. 3 of 4

    Mana Leak - my favorite counterspell. best of a kind. 4 of 4

    Momentary Blink - 2nd engine of deck. The reason is why i choose this instead of cloudshift or Ghostly Flicker is Flashback. It makes 8 cards instead of 4. So 8 of 4 :p

    Venser, the Sojourner - 3rd deck engine. And the ultimate one. He blinks, he makes unblockable and if opponent forget about him, hell, he is allmighty.

    Sideboard

    Sideboard is depends on you metagame. In my meta i have eggs, hive minds, urzas and splinter twins. So bassicly i manage it to resist all those modern-titans

    Cards I expel

    Armada wurm - this one preety good. With venser you can make sure this guys will play good. BUT. He has 2WWGG. 6CC is way too much for this deck. This guy will find his place in some ramp-blink, but on in this one.
    Fiend Hunter - this got very good synergy here. And 1WW is not a problem for him. But. I bealive Seht's Tiger is a bit more flexible dut to Flash and can hold traft/overrun/etc. But he is still good and can play in total azorius-control-blink (instead thragtusk)

    So this is it. This is my modern-blink. You can also check it on here.

    Comment, criticize, rate. I really need you opinion.
    Cheers
    Posted in: Modern Archives - Deck Creation
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