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  • posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Quote from MynameisHukos »
    Well that really depends on what you think the problem is.

    Dredge's speed or resilience? If its the former, then Neonate/other enables are the problem, but if its the latter then Faithless Looting/Bridge/Prized Amalgram/Bloodghast are the primary offenders.


    Going wide isn't as much a problem as long as you don't dedicate wholly to wiping the free recursive bodies to the point you're soft to repeatedly hardcast Golgari Grave-Troll.

    The thing that affects Dredge's degeneracy potential, at least the way I see it, is more the spells and spell-like effects it has access to that work in the graveyard. In other words, the flashback spells it can play, +/- Bridge from Below. Bridge especially gets rather dumb when the pool of legal flashback spells includes such beloved sac outlets as Cabal Therapy and Dread Return (as in Legacy Dredge), but really anything that just works when it's dredged into the graveyard further supports the whole point about how Dredge the mechanic may read "janky regrowth effect that lets you replace your draw step with a choice card" but is in practice "draw a ridiculous amount of cards; you have no hand size." Gives some stock to Ross Merriam's impression that Faithless Looting should be banned, but I think there's better ways to nerf the archetype if necessary without outright kneecapping it.

    This does suggest that Dredge as it exists currently can get unacceptably degenerate from any future graveyard-matters sets. Or at the very least Modern can't be allowed to have any "Flashback - sacrifice a creature" spells, because that'd just fix the Gargadon problem and make Bridge from Below disgustingly consistent in a Dredge shell.
    Posted in: Modern Archives
  • posted a message on [[Official]] Modern Prices Discussion
    $5 is still $5 too much for a common though.
    Posted in: Modern
  • posted a message on Current Modern Banlist Discussion (9/26/2016 update - No changes!)
    Blue has actually had it rather well in the current Standard... when mixed with White.

    You know what I'd immediately compare the tag team of Reflector Mage and Spell Queller in a Collected Company deck to?
    The Cryptic Command Mistbind Clique crossup in Faeries.

    It's a bit more ridiculous because CoCo makes it a spin of the wheel with results that can go as low as complete whiff or as high as Queller-Reflector while responding to a spell on the stack, but it has that same attitude of "get clowned during the combat step and lose a lot of tempo along the way, or get punished for trying to cast a spell."

    But, admittedly, that's multicolor, not entirely representative of pure Blue.
    Posted in: Modern Archives
  • posted a message on [[Official]] Modern Prices Discussion
    Quote from rcwraspy »
    Yeah, I've been playing Jund forever so I've had Inquisitions for a very long time, and picked them up when they were very cheap, so whatever price they end up at won't affect me. But WOTC's ocnstant up-shifting of rarity still confounds me.

    This is clearly about money. SOMETIMES the rarity shifts are due to limited, but this is a way to insert a $10 bill into a booster pack.

    I don't really have a problem with this. They need to make money to keep printing things - especially these non-standard sets that are hit and miss for them from a sales perspective. If this drives pack sales then it's ultimately good for us. Also, IOK's bubble felt precipitously fragile anyway, I'd imagine this drops the price a meaningful amount for a while.


    Nah it can still make sense from limited design: skill testing.

    You can separate the constructed grinder who drafted a $10 card from the guy who won the draft and got a bunch of packs and presumably the greater reward EV by throwing in a card at rare that's powerful... outside of draft.

    It's a bait card for pack crackers that'll inevitably be dumped on the secondhand market by draft grinders, that it just so happens to be a good card means, assuming everything goes right and IoK doesn't somehow prove to be good in a multiplayer draft environment (which it shouldn't, but Magic is a weird game where people can expect one thing and the exact opposite happens), everyone wins in this arrangement.

    Posted in: Modern
  • posted a message on [Primer] UB/x Faeries
    Bitterblossom advantage is, the way I see it, just a small facet of the overarching "who's the beatdown" question that dictates a Faeries mirror.

    Since even the most control-leaning builds can turn the corner rather quickly into a beatdown position, knowing which role you're assuming in a given game state becomes critical, and trying to take one role at the wrong moment could presumably backfire and force you into the other as your opponent takes advantage of their newfound opening.
    Posted in: Aggro & Tempo
  • posted a message on Inquisition of Kozilek
    The rarity shift makes sense when you account for the fact that

    A) IoK is really REALLY good at what it does. Outrageously good. It gives Thoughtseize a run for its money in hand disruption.
    B) it's kinda hot garbage in draft sets because no draft set is so overwhelmingly focused on 3cmc and below so as to make IoK a contextually better Thoughtseize, so kicking it upstairs to Rare is more for the draft community's benefit.

    Side note to B: the better a draft environment is, the quicker the secondary market should be flooded out by draft leftovers. If people enjoy Conspiracy 2, expect those rareshifted IoKs to get flipped back to the card shop to continue funding drafts, and watch as the savings get passed down to you!

    Posted in: The Rumor Mill
  • posted a message on [[Official]] Modern Metagame Discussion Thread (Updated 6/12/2016)
    Anger nukes every creature they could play save for sufficiently large Golgari Grave-Trolls, and Greater Gargadons in Gargadon-Bridge variants.

    I don't think it's as hot against the Gargadon-Bridge build since you could just end up sweeping Bridge tokens when the Dredge pilot decides to throw all their creatures into the grave in response (assuming Gargadon is suspended), and if any of your creatures die to Anger they'll be exiled instead which means they get to keep their Bridge(s).

    But still it whacks the meat of the deck. Flaying Tendrils almost gets there but whiffing on Amalgam surely blows.

    Mind you I'm just theorycrafting here. Some mix of AotG and gravehate pieces seems an ok start in Red-inclusive decks, Anger's upside is that it can push Dredge around but still has game against decks that actually play Magic.
    Posted in: Modern Archives
  • posted a message on [Primer] UB/x Faeries
    Quote from Potatomuffin »
    So is anyone else thinking about possibly going on hiatus vs all the incoming dredge? Mulliganing until you get a Grafdigger's and then having it get removed feels bad >.<


    Nah it's fine.

    It's fiiiiiiiine
    Posted in: Aggro & Tempo
  • posted a message on [[Official]] SCG Modern Discussions
    If Dredge wins, let the complaining begin. If RG Breach wins, it "was a fluke." So I think RG Breach winning is the better option. I haven't played the matchup, but I have played on both sides of those decks. I'd say that Dredge is favored, but a timely Anger of the Gods can be bad for Dredge if they don't have that furry 9/7 suspended. :p



    At least the Dredge subgame seems infinitely more manageable in the context of Modern.

    But then again WotC has a massive hatred of Dredge so who knows if merely existing as a viable deck is enough to proc the banhammer?
    Posted in: Modern Archives
  • posted a message on [[Official]] SCG Modern Discussions
    Quote from ktkenshinx »
    Quote from rcwraspy »
    Quote from izzetmage »
    LOL 3 Jund

    I love it when people say Jund is bad and it then T8s an event.
    Who said it was bad?

    People love to talk about how Jund is a bad choice because it is too reactive and doesn't have enough answers to Modern's proactive decks. Not everyone argues that, but I do hear it.


    Too reactive?

    SorcerySpeed.dec is too reactive?

    Ok that has got to be *****posting.
    I don't care if people are saying it with their actual mouths, that's *****posting even in meatspace.
    Posted in: Modern Archives
  • posted a message on [[Official]] SCG Modern Discussions
    I really would've liked to see Ross Merriam's game.

    Surely being in the top 8 of an Open is strictly better than leaving with $0 in Jeopardy, right?
    Posted in: Modern Archives
  • posted a message on [[Official]] SCG Modern Discussions
    Breaking news: Collective Brutality clowns Burn.
    Details at 11.

    But seriously, good card is good.
    And not just because Dredge can abuse the extra discard opportunities.
    Posted in: Modern Archives
  • posted a message on [[Official]] SCG Modern Discussions
    The jankest gamplay on Twitch.

    I love it, Ponza for t8!
    Posted in: Modern Archives
  • posted a message on [[Official]] SCG Modern Discussions
    Quote from izzetmage »
    Leyline of the Void prevents Narcomoeba by preventing the dredges.

    Dredge can still beat Cage by hardcasting Golgari Grave-Troll. Honestly I'd rather face Cage than Leyline, but that's because I don't play Steam Vents, which is essential for hardcasting Narcomoeba and Amalgam.

    I love those games where Dredge beats a SB hate card. There's something magical about winning with Insolent Neonate beats and hardcasted Grave-Trolls.


    I'd rather see Dredge casting a huge fatty fair and on the stack rather than doing dumb recursive things that may or may not include BfB-Gargadon chicanery.

    But that's just my sentiment.
    Posted in: Modern Archives
  • posted a message on [Primer] UB/x Faeries
    Savor is cute but untapping is kinda an important part of the Virtual Time Walk strategy.

    The Delve Time Walk would be more useful, although it's a hell of a cost and encroaches on Murderous Cut.

    Edit:
    Have I sung my praises for Murderous Cut this month?
    Posted in: Aggro & Tempo
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