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  • 1

    posted a message on [[Official]] Current Modern Banlist Discussion (7/14/2014 - 1/19/2015)
    Here's the data that I got from GP wins since May 2013 when Second Sunrise was banned:

    GP Portland - May 11-12: Pod
    GP Kansas City - July 6-7: Pod
    GP Detroit - September 14-15: Pod
    GP Brisbane - October 5-6: Affinity
    GP Antwerp - October 26-27: RUG Twin
    GP Prague - January 10-12: UWR Midrange
    GP Richmond - March 7-8: Pod
    GP Minneapolis - May 9-11: Scapeshift
    GP Boston - July 25-27: Junk
    GP Kobe - August 22-24: Burn
    GP Madrid - November 14-16: RUG Delver
    GP Milan - December 13-14: Pod
    GP Omaha - January 10-11: Pod

    Pod has won SIX out of the last THIRTEEN GP's. The next best deck, Affinity, RUG Delver, Scapeshift, UWR Midrange, RUG Twin, Junk, and Burn, EACH have ONE GP wins.

    I get that Pod is the poster child of Modern and it has existed since Modern became a thing. But this deck has DOMINATED Modern since the combo decks with Seething Song and Second Sunrise were banned. Pod has as many GP top 8 appearances as BGx, and it has gone on to win SIX out of the NINE GP's where it top 8'ed. For Modern to become more healthy as a format, I really think Pod needs to go so that other aggro strategies like Zoo, Fish, and Burn can continue to exist. The deck is unfair, there's no good way to hate it out, and it's only going to become more ridiculous as more value creatures are printed over time. It's better to ban Pod when it's 15% of the format taking 45% of the GP titles than when it's 25% of the format since there are more money that players stand to lose. It's clearly by and large the BEST deck in the format whether players play it or not.
    Posted in: Modern Archives
  • 1

    posted a message on GP Omaha Discussion - Coverage info inside!
    ktkenshinx I find it REALLY hard to keep defending Pod. You can say that Pod is only good right now now because it's metagaming against Delver, but take a look at the following 12 GP winners since the Second Sunrise ban.

    GP Portland - May 11-12: Pod
    GP Kansas City - July 6-7: Pod
    GP Detroit - September 14-15: Pod
    GP Brisbane - October 5-6: Affinity
    GP Antwerp - October 26-27: Twin
    GP Prague - January 10-12: UWR Midrange
    GP Richmond - March 7-8: Pod
    GP Boston - July 25-27: Junk
    GP Kobe - August 22-24: Burn
    GP Madrid - November 14-16: RUG Delver
    GP Milan - December 13-14: Pod
    GP Omaha - January 10-11: Pod

    Pod has won SIX out of the last 12 GP's. NO OTHER DECK HAS ABOVE ONE WIN. Affinity, RUG Delver, Burn, UWR Midrange, Twin, and Junk each have one. Pre-KTK or post-KTK, Pod has take more wins than any other deck by far, and it's never in its existence been the most played deck in Modern. If I ever want to win a GP, I'd be stupid not to play Pod.

    I gather that Wizards will keep defending Pod because it's a midrange deck, which they like, and doesn't violate the turn 4 rule. I think this deck has been broken for far too long, and the sooner we let it go, the better everyone will be.
    Posted in: Modern
  • 1

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  • 1

    posted a message on [Primer] U/R Delver
    The W splash is usually too light to afford double W except in late game.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] U/R Delver
    Remand is awful against faster decks like Burn and Affinity where it doesn't slow down them at all, and the draw isn't helpful for developing your board. It's reasonable against control because you use it on their important spells that affect their board like Vendilion Clique or Ajani Vengeant, and since they're running Snapcaster Mage, it's a way to 0 for 1 the flashback. It's best against clunky decks like Mono U Tron and sometimes Melira Pod or Splinter Twin when you're ahead on board since they run a lot of 3 CMC+ cards. If you're behind on board, Mana Leaking a Splinter Twin or Birthing Pod is much better than Remanding it.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] U/R Delver
    A few things as I learned while playing the deck.

    Blind Gitaxian Probe before land drop on turn 1. It helps to know what lands you'll want to play, and you might draw into a top deck Delver or Serum Visions. There are enough turn 1 plays to pay the life for Gitaxian Probe unless you're going against a strong aggro deck.

    Fetch your lands before playing Serum Visions so you're not forced to shuffle away cards you like.

    Remember that you can use Delver triggers as a ghetto scry in conjunction with a fetchland if you don't like the top card so you can draw a different card. You can even flip the Delver and then shuffle away the top card.

    The sequencing of Young Pyromancer is heavily dependent on what's in the opponent's hand. For decks without efficient removals like Melira or Storm, it's okay to play your threats on curve. For decks that have a lot of removals like Jund or UWR, it's likely best to wait until you have some sort of backup.

    If you're playing Cryptic Command, it might be worth it to bounce Snapcaster Mage with part of Cryptic Command if it's late in the game. Likewise, using a Vapor Snag on your creature is sometimes the best play since we're light on threats.

    Knowing when to be conservative with your life total and when to be aggressive is important. The deck is capable of doing a lot of damage to itself very quickly, but against RDW or Affinity, that is suicidal.

    Usually, a hand with 1 blue source, 1 Serum Vision, and 1 Gitaxian Probe on the draw is good enough. Not many decks in Modern can keep 1 land hands like that.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] U/R Delver
    I play this deck because it's the most fun deck in Modern in my opinion. There's a lot of interaction, a lot of opportunities to outplay your opponent, and you get to be very frisky with your life total between Gitaxian Probe, Steam Vents, fetchlands, and potentially Vapor Snagging your own creatures. Gitaxian Probe is a very powerful card, and this deck is the best shell for Gitaxian Probe in Modern.

    That being said, UWR Kiki seems like a fine deck, like the one that Shaun McClaren piloted at GP Minneapolis. I daresay that it's better tuned for an unknown meta than UR Delver, which still lacks real participation from pros to tune for paper tournaments. At the end of the day, it's whichever deck you're most comfortable piloting, and for the longer tournaments, it's whichever deck you most enjoy playing.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] U/R Delver
    Quote from myo »
    I've considered this, and what I've found is that it will not make an impact often enough to warrant a slot. If we were playing a grixis deck with discard, it might make sense. However, ensuring you don't see a 2nd of something isn't always the best gameplan as they might not ever get to the 2nd one and you've spent a card/mana/life getting rid of it.


    Basically this. If you're spending 2 life and a card to do something that doesn't affect the board, it'd better be worth it.

    I'd be hard pressed to find a match up where I want to bring it in.
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] U/R Delver
    Sticking a Grim Lavamancer will usually win you the game against Merfolk, I usually side out Remand and Mana Leak games 2/3 in favor of burn spells like Magma Spray and Combust. Engineered Explosive is a house here. Spell Pierce and Spell Snare can be really good or awful, I would definitely keep Spell Pierce in on the play to potentially counter turn 1 Vial, but otherwise it's a pretty average card.

    Against Tron, it is strictly can you do 20 damage before either a swing from Wurmcoil or Karn takes over the game? Turn 1 Delver or turn 2 Young Pyromancer are key here, as is disrupting turn 1/2 Maps/Sylvan Scrying and early Oblivion Stone. Admittedly, Vendilion Clique is much better here than Grim Lavamancer. Negate, Conterflux, and Spreading Seas/Blood Moon are key to winning this match up. I don't think it's a bad match up, you're free to shock yourself as much as you want here because your life total is irrelevant, Gitaxian Probe helps a ton in knowing when to overextend and when to hold back disruption.
    Posted in: Modern Archives
  • 5

    posted a message on [Primer] Affinity
    I. Introduction:

    Affinity is an Artifact-based aggro deck that also goes by the name Robots. The name comes from the mechanic in the Mirrodin block, primarily Affinity for Artifacts on cards like Thoughtcast, Frogmite, and Myr Enforcer. With the release of the Scars of Mirrodin block, Affinity has gained a ton of new tools and evolved into a powerful and synergistic deck that only uses only one Affinity card: Thoughtcast.

    Affinity is a Tier 1 Modern deck and one of the few real aggro deck in the format with elements of combo and tempo. It combines low-costed creatures with evasion and highly efficient spells in the form of Thoughtcast and Galvanic Blast, and it is also highly resilient to removal and board wipes. The deck has numerous complex synergies that rewards strong pilots with faster clocks. Theoretically, the deck can win on as early as turn 2, although in reality it mostly wins on turn 4 or turn 5 with light disruption.

    While Affinity seems like a simple plays all my creatures and turn them sideways deck, it's one of the most complex decks to play in Modern simply because it is one of the few decks in Modern with reliable mana acceleration and its spells are so cheap. Having access to 4 or more mana by turn 2 means there are many different possible lines, and it takes someone with an intimate knowledge of Affinity and also of the deck the opponent is playing to know the best line to take to maximize clock and minimize blow outs.


    The root of modern Affinity traces back to the Mirrodin block in 2003, when the most infamous deck in the history of the Standard format was built: Ravager Affinity. Ravager Affinity changed the game in a way that Standard players today would not be able to comprehend. Artifact lands like Great Furnace, Seat of the Synod, and Vault of Whispers, and Glimmervoid were the major mana sources powering the deck. The artifacts lands were broken in design, as admitted by WotC, because they effectively decreased the cost of Affinity for artifact spells by 2. Affinity has ridiculously fast hands because it runs cards like Frogmite, Myr Enforcer, and Ornithopter that quickly overran the opponent in conjunction with broken card advantage via cards like Thoughtcast and Skullclamp. The deck also had win conditions outside of combat damage because it ran Shrapnel Blast and Disciple of the Vault to force wins out of nowhere.

    Because Affinity warped the Standard format in such a way that it was either play Affinity or anti-Affinity, WotC decried that Affinity had to die in Standard. On June of 2004, less than 3 months after the release of Darksteel, Skullclamp was banned. On March of 2005, Arcbound Ravager, Disciple of the Vault, Great Furnace, Seat of the Synod, Vault of Whispers, Ancient Den, and Tree of Tales followed suit in being banned while in Standard. The reasoning was simple. Magic is at heart a game, and games are about having fun and variety. In addition, in 2010 Wizards of the Coast decided to change the rules so that damage no longer goes on the stack because it enabled Arcbound Ravager to sacrifice creatures that already had damage on the stack to gain extra +1/+1 counters.

    Today, the Mirrodin block, specifically the original Affinity deck, is credited with causing more people to quit Magic because it has become “unfun” than any other set or deck. Ever.



    II. Card Choices:


    Ornithopter
    - The original 0 drop that came before Affinity, Ornithopter continues to see play as a playset because of its natural evasion and its 0/2 butt. It also helps to power Springleaf Drums and Mox Opal turn 1.
    Memnite
    - As a 0 drop, most of the time it's worse than Ornithopter simply because it's easier to block and weaker to removal. It also helps to power Springleaf Drums and Mox Opal turn 1.
    Signal Pest
    - One of two 1 drops, it is a very cheap Lord that is the fastest means of a clock, but also very weak to removal.
    Vault Skirge
    - The other 1 drop that technically costs 2 life, it helps to race against aggro very well, but also weak to removal. It is very helpful in race situations when the opponent is unable to remove the Lifelink flyer.
    Arcbound Ravager
    - The card that makes the deck tick. There are many tricks to Arcbound Ravager that will be later discussed in the tips section.
    Steel Overseer
    - A newer addition that has proven itself in midrange games. Wins the game on its own if it untaps.
    Spellskite
    - Another addition to either the main deck or the sideboard that tremendously helps against targeted damage removal, e.g., Lightning Bolt.
    Etched Champion
    - A powerhouse against most grindy match ups, it is most often the preferred 3 drop.
    Master of Etherium
    - An alternate 2U drop against a Stony Silence and Lingering Souls heavy meta.


    Thoughtcast
    - The reason why Affinity is played. U for draw 2 cards is incredibly powerful and helps Affinity to grind it out mid game.
    Galvanic Blast
    - A better Lightning Bolt for Affinity, do note that the opponent can destroy Artifacts in response to sabotage Metalcraft.
    Dispatch
    - A better Path to Exile for Affinity, do note that the opponent can destroy Artifacts in response to sabotage Metalcraft.
    Mox Opal
    -The nut draw in the opening hand, Mox Opal is the only mana acceleration card that works on the 1st turn and that is permanent in Modern. The legendary rule change now allows it to also be played as a Lotus Petal that remains on the board.
    Springleaf Drum
    -The other mana acceleration in Affinity, it enables 2nd turn Blood Moon, Etched Champion, Master of Etherium, etc.
    Cranial Plating
    -The card that makes makes 2nd and 3rd turn kills possible, it is the card that you want to see the most in Affinity because it significantly increases your clock.
    Spell Pierce
    -A possible form of main deck disruption that keeps key spells from resolving and prevents blow outs. It is also helpful to disrupt combo and Affinity hate in Game 2 and Game 3.
    Welding Jar is a strong tempo card that makes Lightning Bolt look bad.


    Glimmervoid
    -The original source of colored mana, Glimmervoid has gone down to 3x because it makes the deck more vulnerable to Artifact removal.
    Blinkmoth Nexus
    -Affinity is more resilient because of the number of manlands it can play, which survives Wrath of God effects.
    Inkmoth Nexus
    -A game changing land that creates an alternate win condition that skillful pilots can use to speed up our clock and ignore enemy life totals.
    Darksteel Citadel
    -The only Artifact land available in Modern, it helps with our Artifact count for Thoughtcast, Cranial Plating, Master of Etherium, and Arcbound Ravager, as well as power our Metalcraft spells.
    Island
    -We play a lonely island as something to fetch for when an opponent plays Path to Exile. It also helps to power Thoughtcast and Master of Etherium.
    Mountain
    -Red heavy variants of Affinity that run Galvanic Blast in addition to Shrapnel Blast typically run 1-2 Mountain to play the red cards.


    III. Decklists:




    This is the starting point, although players may modify it to fit their needs depending on their local meta-game, it is a good place for beginners to start. Almost all Affinity lists today is a deviation of this core.




    This is similar to the main board that I play, but the sideboard is slightly different. The main advantage of a main deck Spellskite is that it helps against all the cards that hit us in the wrong places, Abrupt Decay on Cranial Plating, Lightning Bolt on Steel Overseer, and Lightning Helix on Inkmoth Nexus with Arcbound Ravager's +1/+1 counters trigger on the stack. It also happens to help against our worst match ups Game 1, American Control and Splinter Twin. More on that later.




    "If I wee to run it again I would not be playing Dispatch, and I would remove a Spellskite for 2 Thoughtseize and something else."
    "No I have the 4th Opal, but I took a list to base my testing off and it only had 3, and when I was tweaking it never had the need for the 4th. When I go back to playing Champion I will play the 4th."
    "And you have no idea the reach this has. The amount of games I put so much pressure on Pod they had to pay life to cast and activate it, I just burned them out from there."






    The goal of the deck is mass creatures early and to bum rush the enemy to death. With the number of creatures that the deck runs in additional to Welding Jar, it is incredibly resilient to targeted removal. An early Myr Enforcer will win games, especially when combined with Cranial Plating. Mox Opal would be ideal here, although Paradise Mantle to a certain degree replaces it as an additional mana producer.


    IV. Opening:


    A key part of playing Affinity effectively is knowing when to mulligan and when to keep. The general guidelines are as follows.

    1. Because Affinity is a deck based around synergy, a good number of its cards are very weak on its own (e.g., Memnite, Ornithopter). It's probably one of the worst decks to be on top deck mode.
    2. Since Affinity is threat light in the sense that not all its creatures can do work, it is very important to start with a hand with ideally 1-2 threats, namely, Steel Overseer, Arcbound Ravager, Cranial Plating, and Etched Champion or Master of Etherium. Thoughtcast is another card that influences mulligan decisions simply because it means 2 other cards, which is good in any hand that has access to U mana.
    3. Mana is also critical here. Depending on the hand, starting with 1 mana available can be very bad as you can get stuck, which gives your opponent time to beat you. If you're both playing 1 spell per turn, other decks will beat you by playing better cards that do more on their own.
    4. Be very open to mulligan aggressively as Affinity doesn't need a whole lot of cards to kill an opponent, just the right cards at the right times. An early unanswered Steel Overseer is enough to win games, an early unaswered Cranial Plating can take over games, and so can the right combination of speed and resilience. You can win with hands of 5 cards if you play them out fast enough and the opponent doesn't have access to the right answers in time.

    I would rank the top 5 cards that you want to see on your opening hand as follows (lands not included):
    1. Cranial Plating
    2. Mox Opal
    3. Arcbound Ravager
    4. Steel Overseer
    5. Thoughtcast


    1. Ornithopter, Memnite, Mox Opal, Springleaf Drum, Signal Pest, Blinkmoth Nexus, Inkmoth Nexus.
    This is an example of an unkeepable hand because it is extremely threat light. By removing the Signal Pest, the opponent effectively reduces you to trying to clock them with a Memnite and a Blinkmoth Nexus, which gives them more than enough time to set up their side of the field and kill you.

    2. Glimmervoid, Etched Champion, Mox Opal, Arcbound Ravager, Cranial Plating, Thoughtcast, Galvanic Blast
    This is another example of another unkeepable hand, simply because you may be stuck on 1 mana for way too long and have the game slip by you. The fact that you're not dropping anything turn 1, for some people, is another reason why this hand just can't get there in time. The opponent can also destroy your only Artifact to keep your Glimmervoid, which is another reason to toss the hand back.

    3. Thoughtcast, Inkmoth Nexus, Vault Skirge, Darksteel Citadel, Signal Pest, Blinkmoth Nexus, Ornithopter.
    This is a very dubious keep. On the one hand, you have Thoughtcast, which means that you effectively will most likely get something later on. On the other hand, you don't have the U mana to cast it. I personally would toss it as there are only 12 U sources that you can draw over the next few turns, and there's no compelling threat for me to keep the hand, being a land heavy hand at 3 lands.

    4. Arcbound Ravager, Cranial Plating, Inkmoth Nexus, Vault Skirge, Memnite, Springleaf Drum
    This is a keepable hand. You have your early mana acceleration into two threats in the form of Arcbound Ravager and Cranial Plating. You also have the potential for a 4 turn clock should you have the right match up by attaching Cranial Plating to Inkmoth Nexus, assuming no other relevant draws. You're hoping to draw another land, but it's not absolutely necessary since you'll curve out just fine being on 2 mana with access to colored mana.

    5. Etched Champion, Glimmervoid, Vault Skirge, Signal Pest, Blinkmoth Nexus, Springleaf Drum, Arcbound Ravager
    This is also another keepable hand, although much slower. Some people would argue that if your opening play is just a Springleaf Drum that it's not a good hand, but I'd disagree. Having an Arcbound Ravager and a Etched Championp means that you can establish a clock early and if you're able to keep Metalcraft up, the opponent will have little ways of interacting with you other than discards or board wipes.

    6. Darksteel Citadel, Steel Overseer, Ornithopter, Mox Opal, Cranial Plating, Springleaf Drum, Inkmoth Nexus
    This is an example of a god hand that just straight up wins the game on the play. You have the ability to play out Steel Overseer turn 1 and not every decks will be able to answer it on the draw. By turn 2, you'll start clocking the opponent with poison counters, and you have the option to kill them by turn 3 if Steel Overseer is not immediately removed, assuming no relevant draws.



    V. Sideboards:


    The sad truth is that lots of Affinity-hose cards exist. Here is a rundown of the cards, decks to expect them in, and tips for combating them.

    Kitaki, War's Wage
    Found in: Melira Pod, Hate Bears, Death and Taxes
    Combat with: Dispatch, Dismember
    Notes: May be run in addition with Burrenton Forge-Tender, which makes Galvanic Blast and Whipflare less helpful.

    Hurkyl's Recall
    Found in: Fish
    Combat with: Duress, Thoughtseize, Spell Pierce
    Notes: If it resolves, you're very likely to lose.

    Creeping Corrosion
    Found in: BG Midrange
    Combat with: Duress, Thoughtseize, Spell Pierce
    Notes: If it resolves, you're very likely to lose.

    Stony Silence
    Found in: UWR Control, UWR Midrange, Boggles, Death and Taxes, Hate Bears
    Combat with: Duress, Thoughtseize, Spell Pierce
    Notes: If it resolves and you don't have a Glimmervoid and a destroy enchantment effect, you're very likely to lose.

    Shatterstorm
    Found in: Jund
    Combat with: Duress, Thoughtseize, Spell Pierce
    Notes: If it resolves, you're very likely to lose.


    The following cards may be helpful in the sideboard depending on your local meta. I won't be going too deep into sideboard options here because there are too many variables, and it's something that you have to figure out yourself.

    Disruption:
    Duress
    Thoughtseize
    Spell Pierce
    Blood Moon

    Creature Removal:
    Whipflare
    Galvanic Blast
    Dismember
    Dispatch

    Artifact/Enchantment Removal:
    Ray of Revelation
    Wear // Tear
    Ancient Grudge

    Artifact Creatures:
    Etched Champion
    Spellskite
    Ethersworn Canonist

    Other Hate:
    Relic of Progenitus
    Rest in Peace
    Torpor Orb
    Grafdigger's Cage



    VI. Match Ups:


    GBrw Jund:
    We are favored in this match up Game 1, or at least until the Lingering Souls resolves.
    Game 2 becomes more complicated if they have the option to board in Stony Silence. Do your best to make sure that it doesn't resolve. Remember, you only need to win either Game 2 or Game 3 to take the match. Also, the opponent may be playing Shatterstorm on the sideboard as well.

    GB Rock:
    Another of the easier match ups, made even easier by the fact that it doesn't run W. We are strongly favored.
    After sideboard, the major cards to play around are Infest and Creeping Corrosion.

    RG Tron:
    The match up is close to even Game 1, although I would give Tron the edge because they have less variance.
    The match up is better after sideboard because we have more answers on our sideboard like Blood Moon and Thoughtseize to create enough disruption to take the win. We only need to delay them for a turn to get a win.

    UWR Control:
    We are unfavored in this match up Game 1 because of cards like Lightning Helix, Spell Snare, and Electrolyze. Learn to play around it to your best ability; sequencing your spells is very important as landing a Cranial Plating and a Etched Champion is also a guaranteed win.
    We are unfavored after board because of Stony Silence and Engineered Explosives.

    Melira Pod:
    We are unfavored in this match up Game 1 because they can create enough road blocks to combo out and kill Cranial Plating Game 1 via Abrupt Decay and Harmonic Sliver.
    We are unfavored in this match up post board because they can bring additional hate with more Harmonic Sliver, Lingering Souls, and Kataki War's Wage.

    Splinter Twin:
    We are unfavored in this match up Game 1 because they can combo out faster than us with more disruption.
    We are close to even Game 2 and Game 3 by adding Spellskite and Torpob Orb. However, if they have access to G, they can use Ancient Grudge to blow us out.

    Fish:
    We are heavily favored Game 1 because we are a much faster aggro deck deck, and our creatures can grow much more quickly than them with Steel Overseer.
    We are favored Game 2 with the additional removals spells available. Just watch out for the Hurkyl's Recall and the win should come decisively.


    UR Delver:
    We are unfavored in this match up Game 1 because of the heavy removal suite in the form of Lightning Bolt, Pillar of Flame, Magma Jet, and Electrolyze.
    We unfavored after board in this match up because more removal via Magma Spray and Engineered Explosives.

    Kiki Pod:
    We are unfavored in this match up Game 1 because of the quick mana acceleration into comboing out while leaving plenty of chump blockers, including flyers like Birds of Paradise and Glen Elendra Archmage.
    We are more even post board because of additional removals spells, as well as Torpor Orb, Grafdigger's Cage, and Spellskite to stop their combo.

    Boggles:
    We are favored in this match up Game 1 because we can effectively race against them with Vault Skirge and Cranial Plating as well as create bigger creatures than them. Our nut draws are much faster because of mana acceleration. We also have additional win conditions in the form of Inkmoth Nexus if they gain too much life.
    We are unfavored in this match up Game 2 and Game 3 because of Stony Silence, additional Lifelink cards on their sideboard, and Path to Exile. Whoever goes first is likely going to have a huge advantage.

    GW Hatebears:
    We are favored Game 1 because of their lack of removals other than Path to Exile and our ability to have a faster clock than them.
    We are unfavored Game 2 and Game 3 because of their sideboard additions of Stony Silence and Kataki, War's Wage.

    R/U/G Scapeshift:
    We are favored Game 1 because some lists don't even run Lightning Bolt, and we tend to do well against counter magic. Watch out for the Pyroclasm and Firesprout.
    We are about even Game 2 because of lists running Ancient Grudge, which sets us back enough for them to Scapeshift for the win. Spellskite is very helpful in this match up even though it provides no additional damage.

    Storm:
    We are favored Game 1 because they have no real interaction with us. That means we can go for the fastest clock with Inkmoth Nexus to create the fastest clock, or we can gain a bunch of life with Vault Skirge to keeps us out of Grapeshot range.
    We are close to end Game 2 because their sideboard additions in the form of Lightning Bolt, artifact destruction, while generally speaking maintaining a fast clock. Whoever goes first is likely going to have a huge advantage.

    Red Deck Wins:
    We are unfavored Game 1 due to the mass removal suite. Landing an Arcbound Ravager with enough Artifacts in play is key, and so is drawing an early Etched Champion followed by Cranial Plating, in which case it turns to full on race mode.
    We are unfavored Game 2 due to cards like Smash to Smithereens and Rakdos Charm. This is one of the few match ups where Duress is better than Thoughtseize.



    VII. FAQ:


    Red Affinity is no longer a competitive list because it is an all-in strategy based on the cards Atog and Fling. It was discovered over time that Affinity can play an incredibly strong midrange game given the space. If an Etched Champion hits the board, most decks will have no way to answer him other than a mass removal effect. Equipping a Cranial Plating on Etched Champion creates a creature with high degree of inevitability that is unmatched by spells of similar costs. Steel Overseer was also found to be incredibly powerful unanswered since as few as one activations could be game changing in a race situation.


    Tezzeret, Agent of Bolas lacks in having strong synergy with the rest of the deck, being a Planeswalker, and its casting cost is prohibitive at 2UB. Whereas landing a Tezzeret is incredibly powerful in Legacy Affinity where you're effectively creating a 1 turn clock, Modern Affinity does not have as high a threshold of Artifacts to ensure a one hit kill. Tezzeret is an incredibly powerful card, but it belongs in a control shell, not in an aggro shell like Affinity.


    The issue of Tempered Steel mainly lies in the mana base. Producing WW requires additional mana base investment in the form of Plains, City of Brass, or Glimmervoid. Removing Inkmoth Nexus defeats the purpose of pumping creatures simply because it's fewer creatures. The fact that Tempered Steel is an Enchantment instead of an Artifact doesn't help either because Affinity can only run a very limited number of non-Artifact spells. The other issue is that it forces you to opt a less than optimal creature base including a playset of Memnite, which creates issues in consistency as well if you do not draw Tempered Steel.


    The question here is whether Master of Etherium is better or Etched Champion, and I believe it is a meta call. For the most part, Etched Champion is better against Affinity's bad match ups like UWR Control, Melira Pod, in addition to bringing Jund to its knees. However, in a predominantly W meta, Master of Etherium can be the stronger card if it is not met by Path to Exile.


    Spellskite is a card that I've chosen to include in my main deck because it's strong in so many match ups, and it's solid for our deck as another 2 drop Artifact Creature. It helps to protect Steel Overseer from being instantly removed, it helps to protect creatures during the Arcbound Ravager graveyard trigger, and it helps to blank Lightning Bolt, the premier card of the Modern format. Spellskite helps against some match ups like Boggles, Infect, and Splinter Twin immensely Game 1, all of which can effectively race us. There's only a few decks it's bad against, RG Tron and Fish Game 1. Fish is a walk in the park Game 1, and for Tron at the very least it'll always survive a Pyroclasm. Other decks that it's helpful against are American Control, Jund, Rock, Red Deck Wins, UR Delver, and Kiki-Pod.


    Stony Silence is probably the one card that hates Affinity the hardest. Stony Silence stops 12 out of Affinity's 24 mana sources, and it also stops many of our major interactions, including but not limited to Cranial Plating, Arcbound Ravager, and Steel Overseer. The issue is that even with Enchantment removal in hand, it's difficult to destroy Stony Silence because you still need a Glimmervoid for colored mana. I think that Enchantment removal should be a part of the sideboard, but it may not necessary to be a good idea to put it in Game 2 on the draw. Instead, rely on other 1 answers like Duress, preferably Thoughtseize, and Spell Pierce. Wear // Tear is another answer if you're also expecting some amount of Artifacts in addition to Stony Silence like in the case of American Control. I would not use Ray of Revelation because it is more a concession to Boggles rather than to as a way to destroy Stony Silence because of the prohibitive 1W cost.



    VIII. Tricks:


    The following section is a list of tricks mostly composed by user nightspirit.

    You can read about the thread here: http://forums.mtgsalvation.com/showthread.php?t=464775

    #1 If you have 2 or more of the same artifacts and your opponent casts Echoing Truth targeting them (or any other "Echoing" card) you can sacrifice the targeted one with Arcbound Ravager to counter the effect and save the other card.

    #2 If the spell targets only a creature and has many effects (like Lightning Helix) and you sacrifice the target all the effects are countered. It does not affect cards with multiple targets (like Searing Blaze) - in that case the spell does as much as it can.

    #3 You can tap Blinkmoth Nexus and Inkmoth Nexus for mana and then activate them. They won't attack but they'll get counters from Steel Overseer and count as artifacts for Cranial Plating or Metalcraft cards.

    #4 You can assign Blinkmoth Nexus as a blocker and then use its tap ability it to pump it +1/+1.

    #5 Remember that you can attach Cranial Plating at instant speed for BB to an unblocked creature after the declare blockers step.

    #6 If you have 2 artifacts in play and Metalcraft cards you can wait with activating you Blinkmoth Nexus or Inkmoth Nexus and possibly trick your opponent into an unfavorable situation.

    #7 When they want to use Vedalken Shackles on your robot you can use a Springleaf Drum to tap it in response.

    #8. Be careful when you cast Dispatch. If you only have three artifacts, and they kill one in response, you are just tapping down the dude. If you suspect something it might be better to cast it at the right time e.g. in the declare attackers step on the opponents turn instead of later. The same risk goes with Etched Champion. On the other side, you are always safe with Mox Opal, because it's mana ability.

    #9 You can sacrifice Arcbound Ravager to itself to move counters to another Artifact creatures. You won't get an additional counter though.

    #10 If you have two Arcbound Ravager in play sacrifice one with the other one - it will get an additional counter and you can choose another modular target.

    #11 You can block with Steel Overseer and then tap it to add counters before damage.

    #12 You can block with Arcbound Ravager and then sacrifice it to pump up another robot. The blocked creature will remain blocked and deal no damage as long as it doesn't have Trample.

    #13 You can pump up Inkmoth Nexus with Blinkmoth Nexus.

    #14 You can block a creature and sacrifice it to Arcbound Ravager so that it doesn't deal combat damage (unless the creature has Trample). This is especially useful when the attacking Creature has Lifelink.

    #15 In the mirror you can use Spellskite to counter an opponent's Arcbound Ravager. Once they target who's getting the counters from Arcbound Ravager, just redirect to Spellskite (Note that it's a may ability)

    #16 Adding Spellskite and Arcbound Ravager together, you can forcibly fizzle a burn spell like Lightning Helix that can target a creature by changing the target to Spellskite and sacrificing it to Arcbound Ravagger.

    #17 Read the rulings of all your cards on magiccards.info - they contain useful information.



    IX. Links:


    http://www.mtggoldfish.com/archetype/5300
    An incredible website that has shows the cards commonly run on Affinity, along with other information about the meta and format staples.

    http://mtgo-stats.com/archetypes/Modern/RU1/
    An alternative website that basically does the same thing. I prefer MTG Goldfish to view the format staples, and it's more pleasing on the eye.
    Posted in: Aggro & Tempo
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