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    posted a message on [Primer] Lantern Control
    I think you may have forgotten that you need to sacrifice Buried Ruin as a cost to retrieving the artifact. Also, it can only retrieve artifacts. So... let's say you have two shredders in play, and a buried ruin, and you wanna draw an additional card. So you shred yourself, then sac the other shredder to return that card to your hand. Then you sac Buried Ruin to put that shredder in your hand. So... now you are at an eight land investment... and your Buried Ruin is in the 'yard where it can't be reused. If you had just used Sea Gate Wreckage, you could have just used five lands, and have it repeat next turn. The wreckage is also unimpeded by any Rest in Peace effects.

    I am totally on board with this whole Sword of the Meek / Thopter Foundry combo. We really only need to worry about drawing the Foundry, as we can "go off" with the Sword in our 'yard. Gaining one life and getting a flying blocker per mana we dump in it... Seems like it could be an additional Bridge that doubles as yet another wincon. Keep in mind that we can hold the card we drew during combat and play it on our second main, raising the bridge for our flyers to attack under.
    Posted in: Control
  • 1

    posted a message on [Primer] Lantern Control
    I personally don't see Psychic Surgery as a viable option. Besides Lantern, we don't have a way to shuffle their deck. We could rely on their fetches, but that is inconsistent; it is best to rely on mill rocks instead. Including extra cards to shuffle their deck would dilute our gameplan, increase reliance on Surgery, and also slow down an already painfully slow deck; shuffles take a lot of time, and we cannot afford to burn time on extra shuffles.
    Posted in: Control
  • 1

    posted a message on [Primer] Lantern Control
    I don't know who first mentioned Quiet Disrepair, but this thing is amazing against... every aggro deck ever, actually. You can put it on an opposing Stony Silence, Rest in Peace, or Eidolon of the Great Revel, and just hide behind a bridge, gaining life until you need to destroy their permanent. Or, bring it in against any aggro deck and enchant your own mill rock, and it works similarly to Sun Droplet. Sure, it opens you up to a 2-for-1, and makes you a tad more vulnerable to Skullcrack and Atarka's Command, but it makes up for that by not only doubling as removal, but also guaranteeing that life gain each turn. Where the droplet can only gain you life retroactively and is really only good in multiples, you can gain two life a turn from disrepair no matter what your life total is or how much damage you've taken. I bring it in against most aggro decks, and it stalls long enough for me to find and land a bridge. I run Quiet Disrepair as a four-of in my budget IRL build, and i've replaced Sun Droplet with it in my ideal, online build as well.
    Posted in: Control
  • 1

    posted a message on [Primer] Lantern Control
    I've been using Quiet Disrepair instead of the droplet. I like it a lot better.
    Posted in: Control
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    posted a message on [Primer] Lantern Control
    Quote from LordGrimpow »
    I must have missed something. Why is more creatures even a consideration? What value do they add? What would you give up to add them?

    I... don't know. Utility creatures seem to not be a good idea in this removal-heavy meta. The big reason we even use skite is that it saves other pieces, and is bolt-proof.
    Posted in: Control
  • 1

    posted a message on RWx Soulburn
      

    RWx Soulburn

    View this deck on MTGVault


    Named after its cornerstone card, Soulfire Grand Master, the purpose of this deck is to burn out your opponent while maintaining a reasonably high life total. Unlike pure burn, which doesn't care about its own life total, soulburn is designed to maintain as much distance as possible between your and your opponents' life totals. It focuses on dealing damage while healing at the same time, and thereby increasing the efficiency of your burn spells, simultaneously putting pressure on your opponent while making it progressively more difficult for them to kill you.

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    Core Cards

    The cards i consider to be necessary for the deck.

    Soulfire Grand Master
    The biggest reason i decided to make this kind of deck. Itself having lifelink is nice, but hardly appropriate for a straight burn deck. The second ability, however, which grants all your instants and sorceries lifelink, is extremely relevant. Gaining three life off a Lightning Bolt is extremely helpful and grants extra utility to an already amazing spell. And if that wasn't good enough, it also gives you excellent card advantage in your mid/late-game by allowing recursion of your best burn spells. I highly recommend a playset of this card for any lifeburn deck.

    Lightning Bolt
    The obvious choice. Can become a Lightning Helix for R with Soulfire on your battlefield.

    Lightning Helix
    Extremely effective on its own as a Lightning Bolt and a Healing Salve in one card, when Soulfire is on the battlefield, it gains crazy amount of life while still dealing damage.

    Searing Blaze
    This is my alternate burn spell of choice, although to run it more effectively, you may need more fetch lands. When Landfall triggers, this is two Bolts on one, and with Soulfire on the battlefield, it's two Lightning Helix's for RR.

    Boros Charm
    All modes of this spell are extremely relevant. When Soulfire is on the battlefield, its first mode is Warleader's Helix priced like a Lightning Helix. The second mode is an excellent answer to Wrath-type effects, and it can also be used during combat to keep your blocking creatures alive for a counterattack. The third mode is best used on a Serra Ascendant, but in certain fringe cases can be used on a Monastery Swiftspear or a Soulfire Grand Master to make it deal first strike damage.

    Serra Ascendant
    For when you need a cheap, fat beater. Getting to thirty life is surprisingly easy to do with Soulfire on the battlefield when you're gaining six life per burn spell. Even when it's not a 6/6 with flying, it still natively has lifelink and can continue to raise your life total.

    Monastery Swiftspear
    This is essentially Goblin Guide v2.0, and is the new Burn staple. It also fits in quite well in this deck, especially with Jeskai Charm.

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    Fringe/Splash Cards

    The cards i consider to be helpful, but not required and certainly swappable.

    Vexing Devil
    I like toying with my opponent's mind a bit. Usually though, it's just a first-mode Boros Charm for R.

    Young Pyromancer
    Tokens never hurt anybody. You're already casting tons of spells; might as well get some creatures out of the deal!

    Jeskai Charm
    I've mostly included this card for the third mode. It's quite easy for this deck to have lots of creatures on the battlefield, especially with Young Pyromancer. Granting both the P/T buff and lifelink make this card invaluable when both attacking and blocking, and in my opinion that mode alone makes this card worth mainboarding. Being able to tempo an opponent by both bouncing a creature and screwing up their draw, and also being able to flat out burn their face, grant this card the versatility it needs to function well.

    Spell Pierce
    'Cause i'm a troll, and countering Living End is really fun.

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    Sideboarded Cards

    Feel free to change these as fits your meta and playstyle.

    Holy Day
    I'm a really big fan of Fog-style effects. It's a classic maneuver of mine, letting the opponent think they're winning the game, then drop one of these and swing for lethal on my turn's counterattack. I use it in my Infect build for that specific reason, and i have rarely lost the game while holding one in hand.

    Blasphemous Act
    Red's favorite board wipe. The only reason i'm using this instead of Supreme Verdict is because of the possibility of insane life gain with Soulfire.

    Mana Leak
    I like being able to side into a more control-oriented strategy if necessary.

    Deflecting Palm
    I considered mainboarding this, but decided against it since most decks don't swing with giant creatures. I recommend bringing this in against Bogles or Infect, though, especially since Soulfire allows you to gain that life instead of losing it.

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    Variants

    Different ways i imagine people to take this deck.

    Naya Aggro RGW
    I could most certainly envision a splash of green for wonderful cards like Wild Nacatl or Atarka's Command. This would also pave the way for Destructive Revelry as a sideboard option. The only reason i didn't splash for green and go for the Command was because i liked blue for control too much, and don't want or need a shaky four-color mana base.

    Boros Aggro RW
    I personally splashed for blue, but there's really no need to do so. Replacing the Spell Pierce's and Jeskai Charm's with some more burn would work perfectly fine. It would feel a lot more like a burn deck, and may even be more successful than the build i currently have.

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    Revisions and Playtesting

    How my build has changed and how it has fared.




    2-0 vs. Mono-Black Discard
    Game 1
    Led with a Vexing Devil, which the opponent allowed to stay (maybe cause they thought they'd draw into Victim of Night), followed by a Soulfire Grand Master on turn 2. My opponent kept hitting me with Raven's Crime and Wrench Mind, and Victim of Night'd one of my Vexing Devils, but my constant attacks with Soulfire and my consistent burn spells won me the game.

    Sideboard
    –3 Searing Blaze
    +3 Mana Leak
    I figured this guy didn't have too many creatures in his deck, and i was right. I brought in Mana Leak so i'd have a better chance of countering Wrench Mind and friends.

    Game 2
    Turns out Mana Leak was completely useless, as i never came across any lands other than Sacred Foundry and a Mountain. A first-turn Mutavault and The Rack (which i didn't know was Modern legal) really put some pressure on me. His Pack Rats didn't help much either. Fortunately, i was able to draw multiple burn spells, and once again Soulfire kept my life total high, despite being in topdeck mode and losing three life a turn. After trading his Mutavault with a Serra Ascendant and a third-mode Boros Charm (which i should have just burned them with), and gaining eight life by Helixing a Pack Rat and attacking into another with Soulfire, i got them into burn range and won with a second Boros Charm.


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    Summary

    Please leave all kinds of feedback!

    I still consider myself to be a novice brewer who hopes to get into the competitive scene. As such, i'd like all your comments and ideas concerning this prototype! Feel free to post your own decklists as well!


    Posted in: Deck Creation (Modern)
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