2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Death's Shadow Jund
    Quote from purklefluff »
    Quote from Inukato »
    Quote from iFreeSki420 »
    What are this decks best and worst matchups in the current meta? Haven't played in 6 months or so and trying to get back into modern.


    We don't have many bad match-ups actually, most of our "Bad Match-ups" are very close as in 45/55 in thier favour But I'll try to list off which match ups are good and which are bad. If you have questions why, I'll answer it in a different post.

    Good Match-ups: Jund, Burn,(Very Tricky Match-up, really depends on the Pilots skill) Tron/Eldrazi Tron, Any Scapeshift/Titan Deck, Infect, Puresteel Paladin, Goryo's Vengance/Bird Brain.

    Bad Match-ups: Grixis control/Delver, Abzan, Storm, Ad Nauesum, Revolt Zoo, Elves/Merfolk(Really Depends on how wide they are able to go, I consider them a bad match-up because like Zoo they are able to go wide fast, and Unless we see 2 or 3 cards of disruption followed up by a large threat, they can stall the game out and wait to draw into a win-con.)

    If I am forgetting anything feel free to point it out. Made this list quickly at work!


    are you sure about these? where are you getting this from?

    I've anecdotally found Tron and Bant Eldrazi to be very bad, as well as Lantern Control

    also, i've found zoo to be generally OK, as our maindeck pushes and tarfires have all the targets =).

    meanwhile, i'm fairly certain that regular "normal" jund is favoured against us, because they pack so much more removal, have ways to close out the game once it gets to topdecking, and they have card advantage which we don't.

    so yeah - where did you get this information? the 45/55 comment doesn't seem to ring true either.... i'm just not sure where you're coming from here. like, sure, any opponent can stumble and be hit by a timely thoughtseize, regardless of deck. that's them getting "junded out", but over 100 games, or 1000 games, it all averages out. you can't say we don't have bad matchups because of your own experiences, if that's where it's coming from.


    I guess I should have added in my own experience when I wrote that up, Yes some match ups are bad but I've never really felt on the back foot against Tron or Eldrazi tron for that matter, I did forget to add Bant Eldrazi as a bad Match-up tho, that's my bad. I don't feel like Jund is a bad match up for us at all. but again that might just be from my experience. Zoo match up has changed now because the general Idea now is to main deck Fatal Push, they go wider then us and faster, especially with a t3 or t4 Artarka's Command. Plus it doesnt feel great running your 6/7 Goyf or 8/8 Death's Shadow into a 2/3 Deathtouch.

    Ive been playing this deck a month before GP Vancouver and I've been watching Ghash77 stream whenever I am able to, and seeing as he was one of the first persons to put the deck on the map, he's usually a person I'd get most of my match up information from.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Quote from iFreeSki420 »
    What are this decks best and worst matchups in the current meta? Haven't played in 6 months or so and trying to get back into modern.


    We don't have many bad match-ups actually, most of our "Bad Match-ups" are very close as in 45/55 in thier favour But I'll try to list off which match ups are good and which are bad. If you have questions why, I'll answer it in a different post.

    Good Match-ups: Jund, Burn,(Very Tricky Match-up, really depends on the Pilots skill) Tron/Eldrazi Tron, Any Scapeshift/Titan Deck, Infect, Puresteel Paladin, Goryo's Vengance/Bird Brain.

    Bad Match-ups: Grixis control/Delver, Abzan, Storm, Ad Nauesum, Revolt Zoo, Elves/Merfolk(Really Depends on how wide they are able to go, I consider them a bad match-up because like Zoo they are able to go wide fast, and Unless we see 2 or 3 cards of disruption followed up by a large threat, they can stall the game out and wait to draw into a win-con.)

    If I am forgetting anything feel free to point it out. Made this list quickly at work!
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    I really think it's player preference really. All depends on what decks you expect to play against.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Quote from Jonny_Tempel »
    3 DSJ decks in the Dallas Open T32 and all without the white splash.

    http://sales.starcitygames.com/deckdatabase/deckshow.php?&t[C1]=28&start_date=03/10/2017&end_date=03/12/2017&start=1&finish=32&city=Dallas&state=TX&limit=50


    Little surprised by that but I think it's cause of "local meta" being very aggro heavy. I see little to no control/Midrange decks/Grindy decks so it was a good meta call by the locals. I still think if your expecting those kinds of decks the white splash is very important.
    Posted in: Midrange
  • posted a message on Dredge
    Quote from Lantern »
    How was boggles? Did you just race?


    Boogles match up was probably the one that had me the most nervous.

    G1 He took it pretty quick with a Boggle on Turn 1 and a Kor Spirit Dancer on turn 2, I had no interaction for his board and turn three he was able to put a lot of aura's into play on Boggle, it was turn 7/7 on turn 3, I had a decent board and was gonna try and race it, I just need to fade a Daybreak Coronet, but he played it on turn 4 and that was it.

    G2 He mulled to 5, I went strong into dredging early off Insolent Neonate, I had an abrupt decay in my opening to take care of his Spirit Dancer on turn 2, and ended up just out racing him.

    G3 He kept a risky hand and needed to get a creature other then Spirit Dancer, he didnt find it in1 the first few cards and I again had Decay and Engineered Explosives for anything he played after that.

    So I guess you can say I got lucky in the Match up, Any lifelink they can get is just insane in the match up, you can't race it if they find a good hand that leads into Daybreak.
    Posted in: Combo
  • posted a message on Dredge
    Hey everyone! Just wanted to give a quick report from our Friday night Modern event! We only had 16 people because about a handful of regulars were doing conspiracy drafts at another store. I went 3-1 in the Night losing to burn in the last round. All in all the deck seems really strong and fun, my first time playing it in a Tournament, never really made any huge errors, but if anyone would like me to write up a match report I would be happy to share my experience with the deck, as well as a what I sided in and out in each match up, I played Boggles, (2-1), 5 Colour Bring to Light (2-0), Grixis Control (2-0), Burn (0-2).

    Anyway, this is the deck list:



    Posted in: Combo
  • posted a message on What cards do you think should be banned or unbanned in Modern in the next announcement? (4/4/16 update)
    Quote from Ayiluss »
    Quote from Inukato »
    So my buddy Kyle just texted me. He says there is a poster up in one of the Warp stores in Edmonton showing the new banned list already. Given the list it might just be a fake by the store to push sales but thought I should share just in case.

    Banned -
    Eye of Ugin
    Chalice of the void
    Batterskull

    Unbanned -
    Ancestral Vision
    Stoneforge mystic
    Green Sun's Zennith

    What does everyone think of this list? I believe it to be fake, but fogured Is loat it here just to see what everything thinks. I Dont know if this is the right place to post potential leaks so please forgive me in advance.

    I'm pretty sure that it's fake as I can't imagine SFM and GSZ being unbanned and banning Batterskull and Chalice of the Void doesn't make sense.


    I think its fake to, if only the GSZ wasnt listed it could be legit. People said SFM cannot be un banned while Batterskull stays legal, so? And banning Chalice helps keep SPG around? GSZ would be over the top, espcially with Company/Kiki Chord decks around. Elves and infect would be on that boat too.
    Posted in: Modern Archives
  • posted a message on What cards do you think should be banned or unbanned in Modern in the next announcement? (4/4/16 update)
    So my buddy Kyle just texted me. He says there is a poster up in one of the Warp stores in Edmonton showing the new banned list already. Given the list it might just be a fake by the store to push sales but thought I should share just in case.

    Banned -
    Eye of Ugin
    Chalice of the void
    Batterskull

    Unbanned -
    Ancestral Vision
    Stoneforge mystic
    Green Sun's Zennith

    What does everyone think of this list? I believe it to be fake, but fogured Is loat it here just to see what everything thinks. I Dont know if this is the right place to post potential leaks so please forgive me in advance.
    Posted in: Modern Archives
  • posted a message on [Primer] Amulet Titan
    Quote from daviusminimus »
    @ Inukato - nice effort. Against gifts in round 3, if you leave the slaughter pact in, you can tutor it up with tolaria west with your attack trigger from the titan. I tend to leave the slaughter pact in, because Iona is pretty good (assuming you knew it was a gifts deck at that point).

    Out of interest, if you drop the Journey of Discovery, will you keep 2 basics? As far as I can tell, the island isn't that good (no hive mind to cast), so a 2nd basic forest seems better. But, if you go down to 1 basic, you can just have the cavern and quarter main. Is that worth considering?

    Did you end up in any counter-spell wars vs Gifts? I just wondered if the 2nd Pact of Negation was missed at all?

    How many times did you play Explore in those match-ups?

    Your deck seems like it might need an alternative win in G1. It's quite easy to see how a deck can go path / snapcaster / path and have you on the back foot (especially if they manage to counter 1 titan at some stage). As a result, is it worth considering swapping the double-strike land for a kessig wolf run? I know that seems a bit nuts, but it turns plant tokens and Azusa's into kings!

    I was going to suggest dropping Journey for the 4th Azusa (I can't see a world where Journey is better), but you've already suggested that!


    I know the I should have left the Slaughter Pact in, that was my mistake, but I had terrible draws up until that point, and I was kicking myself for siding out the slaughter pacts at that point.

    I am not to sure as of yet, I will be testing out a few of the different suggestions/Ideas some of the other players have suggested in this thread, and yes I would be considering that option, I also like the idea of dropping blue together so I can add Oath of Nissa.

    No, the only time I was able to counter a meaningful spell was against UR deck and Esper Mill, countering a Path of Exile and a remand.

    I casted atleast once a game if not more in every match-up.

    I am really interested trying out the Retreat/Sakura Tribe-Scout version with Kessig wolf run, I haven't tested it yet, but I am looking for ward to it.
    Posted in: Big Mana
  • posted a message on [Primer] Amulet Titan
    Long time lurker first time poster, Went to FNM on the most recent Friday to try out the new Amulet Titan Deck, went 3-1, I am just looking to post my deck and explain the match ups I had and what changes were amazing and which i felt were underwhelming.


    So these are the changes I made from the previous builds of "Amulet Bloom" I cut the Hiveminds because I believe this deck's main job now is to consistently drop a threat on turn 3 or 4, not trying to cheat out free wins with Hivemind/Pacts.

    -4 Summer Blooms, -2 Hiveminds - 1 Pact of Negation, -1 Cavern of Souls
    +1 Azusa, lost but seeking, +3 Explore, +2 Journey of Discovery, +1 Ancient Stirrings +1 Ghost Qaurter

    I felt the side board needed a bit of changing as well, Just moved a Cavern of souls from the Main to the side, and added a Ghost quarter to the mainboard.

    Now, on to my matches!

    Round 1 UR Delver/Prowless

    I ended up playing against a friend of mine who I personally felt I had one of the worst match ups in the room UR Delver/Aggro, Game 1 was very slow from my end, he had 2 remands for turn 4 and turn 5 titan then mana leaked it turn 6. I was facing down lethal the next turn, if he had a bolt it was game over, but I had one turn and I was able to stick a titan and stabilize thanks to Radiant Fountain/Vensuza, from there I won the following turn with titan double striking as an 8/6.

    -2 Journey of Discovery -1 Slaughter Pact -1 Ghost Quarter -1 Khalni Garden -1 Primetime -1 Pact of Negation
    +2 Pyroclam +2 Swan Song +1 Cavern of Souls +1 Bojuka Bog +1 Thragtusk

    Game two went just fine and smoothly, was able to get a titan out on turn 4 and he couldn't answer it once it hit the board and I won handily. I was able to clear his board of Swiftspear and a delver on turn two thanks to Pyroclasm as well, didnt see any other side board cards that game, I did have a swan song in hand as well, he just had no counter magic.

    Round 2 Tron

    Game 1 I was on the play again and had to mulligan a great hand for lack of an untapped land. Kept my next 6 with 2 Amulets in hand, I found a third thanks for a turn 2 ancient stirrings and proceeded to turn 3 swing at him for 48 dmg with 3, 8/6 Double striking haste titans.

    -1 Radiant Fountain, -1 Khalni Garden -1 Slaughter Pact
    +1 Ghost Quarter, +1 Bojuka Bog, +1 Hornet Queen

    Game 2 as a much slower paced game from both sides, he Natures claimed my turn 1 Amulet, and would have had Tron turn 3 but I had one of my ghost quarters in my opening hand. he played Oblivion stone and sat on that and cracked it after I was able to drop a titan and Azusa, but with out an amulet I was only able to get a Tolari west to fetch a titan next turn. He tried again to get tron but I had my other Ghost quarter ready. Eventually he was able to play Karn with 7 lands and exiled my Titan. I drew amulet from turn and played another titan and killed him. Ghost Quarter was an all star in this match up, going up from 1 Sided to 1 Main/Side is great,

    Round 3 Esper Gifts

    Game 1, This match up was the worst for me, Mulliganed another perfect 7 for lack of an untapped land, kept my 6 and went on with life, he won the dice roll and was able to grab my amulet out of my hand with an IoK, then followed that up with a turn 3 Lily I had no answer for, got the ultimate off lost half my lands, and had about 8 Spirit tokens in the air. Needless to say, I got destroyed.

    -2 Journey of Discovery, -1 Slaughters Pact, -1 Radiant Fountain, -1 Ghost Quarter -1 Ancient Stirrings, -1 Serum Visions, -1 Pact of Negation, -1 Explore, -1 Sleight of Hand
    +3 Leyline of Sanctity, +2 Pyroclasm +2 Swan Songs +1 Cavern of Souls +1 Bojuka Bog +1 Engineered Explosives

    Game 2 started off terribly for me, Kept a hand with out Amulet but with some Decent Acceleration, Azusa, Explore, Titan and some Bouncelands and untapped lands, he started off with IoK getting Azusa, then turn 2 Thoughtseize snagging my explore, then a turn 3 Duress hitting nothing. So all I had left in hand on my turn 4 was Titan and lands. He had ghost quarter early to get my Simic growth Chamber. and after I finally landed a titan with out an amulet out, it wasn't that great of a threat, he end of turned Gifts getting Iona and unburial rites and failing to find the other two, so he brought her back declaring green, I had one turn to deal with it, but couldn't and he untapped and pathed my Titan. Felt bad man.

    Round 4 Esper Mill

    Game 1 went great for him, I had everything I needed but could not find a titan by the time he milled me out. so I scooped when I saw my last titan hit the yard.

    -2 Journey of Discovery, -1 Ancient Stirrings -1 Serum Visions -1 Slaughter Pact
    +3 Leyline of Sanctity, + 2 Swan songs

    Game 2 went great for me, won on turn 2, Had double Amulet and Azusa, Titan, 2 Bouncelands and 1 Untapped land. 10/6 Double Strike, Haste Titan won me game two pretty quick.

    Game 3 I dropped 2 Leyline's from my opening hand, and he couldn't do anything after that point and I was able to win a slower game.

    So I ended 3-1, which was alright for the decks first tournament since the changes.

    Things I liked
    - Explore's were great, I liked the additional land a turn great and the draw helped dig through the deck
    - Ghost Quarter Main over Cavern of Souls, with an additional Ghost Quarter in the side. Was really strong going up against tron, will help in the future against Tron/Eldrazi
    - 3 Azusa, Lost but Seeking, I might try a 4th, since I just recently got my 4th, she's the heart of the deck and if she lives into turn 3 with an amulet and bounce land, thats a titan.

    Things I did not like
    - Journey of Discovery, To slow and felt underwhelming whenever I casted it, it was already the first card I usually sided out in any match up. I probably will be trying a few different versions, but I'll say now I do not recommend running any number of this card.

    All in all, I had a great tournament and enjoyed playing the New version of Bloom, felt great tilting players with turn 3/4 Titan's for the win! Also, if anyone has any questions about the deck feel free to ask! And since this is my first post, any constrictive Criticism is welcomed!



    Posted in: Big Mana
  • To post a comment, please or register a new account.