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  • posted a message on Taking Turns
    That's awesome Pixeleen. I'm definitely tempted to trade out my 2nd modern deck along with some non-blue staples to foil my Turns deck as well. I just always get that feeling of "I should have been on Turns" whenever I decide to bring another deck.

    My vote for lands will always be Coldsnap Snow-Covered Islands. Pays homage to the Extraplanar Lens days and just look cool. I also have started a Coldsnap club at my LCD, multiple people are now using Snow-Covered basics just for the art. One burn player even put up the money for mountains because the Pterodactyl was so sweet.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    By not playing it in the main board you're hoping the opponent will side out more removal than they would have if they lost to it game 1.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Quote from Pixeleen »
    Quote from Sunforged »
    So this card just came to my attention, Early Frost.

    Has anyone tested with it? I will probably try it out and report back.

    It has popped up in sideboards. Early on, it's sometimes better disruption than Gigadrowse. Good against Tron and similar big mana sorcery speed decks, but I doesn't match the versatility of Gigadrowse, so it's a meta call at best, I think.


    I am hoping it will complement the Gigadrowse/Exhaustion package. I really feel like that is where we excel in the modern meta, tapping our opponents out. If a 2 or 3 Early Frosts make the deck more effective at our most back breaking plays it seems worth testing. I am going to cut Snapcaster for the room, he has just been an ambush viper too often lately. By the time I have enough mana to flashback something worthwhile, I would rather have a huge Gigadrowse or start Warping.

    Quote from Blair Phoenix »
    Also, early game miracles are a trap more often than not imo, because an extra turn without an active Mine is generally not a good enough. I'm not saying miracles haven't also won me games, they certainly have, but as I said before, I dislike the inconsistency of the card. I know I am in the minority on this(Think I'm the only one not running Mastery here) but I've played with the card long enough to know I personally dislike how it plays.


    I am right there with you. If you don't have a mine effect out for the miracle you just wasted a warp effect for a Rampant Growth, and that's at best if you play a land each turn. I have seen the numbers and am thankful for the data collection but there is more at play to evaluate that just did you miracle this game. There has been so many times where I have a Time Warp and a Walk the Aeons in hand and I wait until turn 6 to start the chain so that I can save Time Warp to cast with a Visions or another Mine effect. It's the difference between reliably turning the corner or spinning your wheels hoping for the best.

    Yes we are the minority. No I haven't written Mastery off for good. I will eventually get around to testing it again, just after Early Frost, it is too satisfying playing with unknown commons that shut people out of the game. My deck has become a known quantity for regulars at my shop, throwing in something they haven't seen will be worth it for the look on their face.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    So this card just came to my attention, Early Frost.

    Has anyone tested with it? I will probably try it out and report back.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    I like that list. I have slowly been cutting Snapcasters back, I am down to one currently and I have often just been using him as an ambush viper for that early interaction you were talking about.

    Not sure how successful running both gods together will be, but I am glad someone wants to try it out. Keep us updated!
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Quote from Tanarax »

    When I have I fat goyf and and even fatter deaths shadow breathing down my neck, paying 4 mana to try and dig for an answer is not where we want to be. But I do have to point out this reinforces my earlier arguement about this card being win more because the hands where you have enough breathing room to waste 4 mana (and probably most of a turn) looking for answers are the hands where your opponent is durdling and thus this is still a win more card.


    And again if that is a position you find yourself in Kefnet's ability can put a land back in your hand to help turn him back on. Having an indestructible body when staring down a Goyf or Shadow is not irrelevant. And if your opponent has stripped your hand so bad that a 3 card swing doesn't turn him on, he is probably empty handed as well, in which case the one sided draw is important.

    I am not saying this is the best card that could have been printed for our deck. But as a one of this card can be a role player. I am not saying every list needs him, but I think you're under valuing what he can do.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Because in a game where your hand has been stripped that activated ability is completely irrelevant right?
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Honest question, does any turns player mind a creature getting pathed other than an awakened land? When I ran TitI mainboard during the hyper aggro meta I loved getting pathed. It doesn't exactly slow our gameplan down.

    Saying Kefnet dies to path is irrelevant because that is the one removal spell we can benefit from. Also if you're just blindly running him out on turn 3 against an opponent on white, your lines of play are already questionable.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Waterveil's clock starts on turn 10, Kefnet offers the opportunity to have finished the game by that point. It might take one more turn of actually attacking, but it's still faster.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    If you're casting something that would turn him off as a blocker you're interacting in a more effective way, so that's not really a downside imo. The card just forces an either/or situation which is the trade off for being undercosted.

    Mikokoro is 3 mana for symmetrical draw, one more mana for a one sided effect seems appropriately costed. It's not gamebreaking, but it's redundancy none the less.

    It offers a faster clock, something the deck could actually benefit from, and it increases the diversity of threats.

    The hand size is relevant if you need him as a blocker, but just by using second main phase he will be online for attacking almost always if you have a mine effect out.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Edit* missed the previous pages discussion.

    Speaking of draw power and gods... How about the new blue God on the block?

    Kefnet the Mindful
    2U
    Legendary Creature - God
    Flying, indestructible
    Kefnet the Mindful can't attack or block unless you have seven or more cards in hand.
    3U: Draw a card. You may return a land you control to its owner's hand.
    5/5

    This looks perfect for a finisher, even if it's just a single copy in the deck. Evasion? Check. Difficult to remove? Check. Redundancy in our game plan? Check. I would say his 7 in hand is easier to get than 5 devotion as well, it's definitely harder for the opponent to shut off.

    I stopped playing Thassa after my first couple months with the deck. This guy seems miles above her for our game plan.
    Posted in: Modern Archives - Established
  • posted a message on Double Moon Walkers
    Madcap is a nonbo with mana dorks.
    Posted in: Deck Creation (Modern)
  • posted a message on Taking Turns
    Quote from Xexen »

    The deck list in my signature is outdated. I'll try to post again when I get back to the states.


    Win or lose I think you have a good case for most pimped out Turns deck. I just wanted to watch your match but I kept getting blindsided by all dat foil!

    Look forward to the decklist, there is a few people asking for it over in the modern magic reddit sub as well.
    Posted in: Modern Archives - Established
  • posted a message on Time Walk
    Quote from Pixeleen »
    Remand is nice, except when it's not. Grin


    Have you tried out Unsubstantiate in place of or mixed with the Remands? The lack of draw turns people off, but if any deck can handle a little less draw it's the deck that is playing dictates and mines. It has worked out really well for me so far.

    I personally have little faith in Baral and his Expertise, but I will be trying out 2 Howling Mines instead of Thing in the Ice (which will chill in the sideboard) for a while.


    I think moving TitI to the sideboard is a good call, at least until the meta settles after the Push hype. I am looking to put some kind of interaction in their place, might go back to Boomerangs.
    Posted in: Modern Archives - Established
  • posted a message on Time Walk
    Been a while since I have posted here, but with all the fun stuff around the corner and impending meta shift I thought it would be a good time to check in. I only check the last couple pages of comments so forgive me if I am repeating generally agreed upon sentiment.

    First off Day's Undoing! This card immediately became my favorite sleeper powerhouse after trying it out. It's gas. It's disruption. It's graveyard hate. I've had games where after my opponent has sculpted a winning hand with mine effects Day's Undoing crushes their chance. You can only play one copy, multiple in hand will never be good.

    I have been wanting to try a single Quicken as well, or get really goofy and run a playset in place of Visions. Not that I think that's correct but it can be hard testing singletons you never draw. Has anyone tried this card their list?

    On the discussion over Baral, he looks like a good sideboard option if you have a lot of blue in your local meta. In those match ups the resource advantage is huge and ideally they will hopefully be boarding out some of their spot removal.

    Sad day that Fatal Push hits our Awakened lands... but really happy linear aggro no longer gets perfect info.
    Posted in: Modern Archives - Established
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