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  • 1

    posted a message on [Idea] Modern Infinite Combos
    Quote from brabes »
    was Kiki+Restoration mentioned?

    Don't necro threads, you silly. :b

    If you want to look for Infinite Combos in Modern, there's this thread here: http://www.mtgsalvation.com/forums/the-game/modern/619731-infinite-combo-reference
    It's still taken care of and has a lot of stuff (yes, even the elusive Kiki+Resto ;> )
    Posted in: Modern Archives
  • 2

    posted a message on State of Modern Thread: bans, format health, metagame, and more! (3/13 update)
    I don't actually think that Censor is that good. I tend to agree with SuperHans99, except that I think that Force Spike would be playable.

    If Force Spike would be playable, shouldn't the same go for Mana Tithe as at least a 1- or 2-of in U/Wx Control and similar decks?
    In some rare cases it does, but even then it's usually just there as a game one gotcha card that gets boarded out once shown, not really as a reliable counter.

    I guess Force Spike with Cycling would be too good? And since we can't have a 1.5 mana cost Force Spike, the next best thing is sadly 2.


    Personally I hope that we at least see some sweet experiments with Censor and that it perhaps even finds a niche, but I wouldn't bank on it.
    It does protect your Delver on the draw for one turn, so that is something I guess. ^^
    But so does Spell Pierce... yeah, idk.


    Quote from Trazaeth »
    You mean that is because it's pulling reality smashers or Karns? you're right stirrings isn't even close to preordain it's better.

    Ancient Stirrings's has a different and generally lower ceiling than a generic filtering cantrip though.
    That is why it does more.
    The best thing Stirrings gets is w/e the best Colourless card in your deck is.
    The best thing Preordain or Ponder grab is the best card in your deck.

    If the best thing in your deck is a 5 Mana 5/5 Haste, Trample Colourless thingy, then yeah, Stirrings is better.
    Or a Karn etc. etc.

    But Blue cantrips can get you anything, or dig towards it, which makes them go into vastly more decks and archetypes, as well as generally more universal.
    They get you lands in the early game, threats and answers in the midgame and whatever that one card in your library is that you need right now to win or at least not lose.
    Be it a boardwipe, an answer to w/e keeps you from comboing off right now or the reach to closer out the game.


    Yes, many tools can also be found in Colourless or at least have some equivalent.
    But still, the possibilities for a Preordain are much higher than for Ancient Stirrings, and seeing how these cards have turned out in the past, often eventually powering up Combo decks to very consistent levels, I can kinda get why WotC may be wary about unbans in that category.

    As silly as that may seem to us right now.
    Posted in: Modern Archives
  • 4

    posted a message on Planes Poll
    ...

    goes to invert all the votes

    Maybe put that into your first post. ^^
    Or the title of the poll or so, so you get less wrong votes from people not bothering to read any posts. :b
    Posted in: Magic Storyline
  • 1

    posted a message on Eldritch Moon in Modern - Spoiler Discussion
    Quote from damagecase »
    Actually you can totally whiff on it. And because of sorcery speed it likely will.

    Considering it's black, chances are you know your opponent's hand from a t1 discard spell already, which would help of course.
    But yeah, going for that in the dark is rather risky and you really gotta ask yourself "do I want to turn this card into a instant & sorcery only duress?", as it's not just "oh well, I wasted one mode of the spell", but it also costs you another card or at least this card. ^^

    To be fair, if it hits it's an ok card (the drain mode is p bad in any case though) and again decks like Burn or Delver (Remand aside which is just.. rip) that boast shockable creatures and spells it's probably quite nice.
    But as soon as you see Islands on the other side of the table... beware of using more than 1 mode, because counters just wreck this card.

    Quote from Equinox2793 »


    At best brutality can be a 2 for 2/3 for 3 in decks like grixis control or other graveyard based decks that want cards in their graveyards. You can whiff on this discard just like you can whiff on any other sorcery speed discard, and yet they are still played.

    They are because "cmc >4" and "non-creature" are broad enough to rarely whiff in Modern.
    And even "non-creature" is often only played in the sideboard.

    And while Grixis Delver may be able to reduce the card possible disadvantage or parity, for the moment it's still just that.
    Even if it's not completely lost, you still /do/ lose resources. Yes you can snap back that bolt, but that still costs you have your bolt in that case and that is only if you actually want to / get to flash it back.


    Yes, it has very broad applications, but all of those on their own are /very/ mediocre.
    Vs control a 2 mana Duress just opens you up for Spell Snare that may be sitting in their hand later in the game, against aggro 2 mana Sorcery Disfigure is mediocre as well. If you pay 2 mana to kill a creature, you really want to kill any creature or at least most of them.
    Pay 1 mana more and you can even give all of them -2/-2.


    If you play Grixis, why run this over Terminate as your 2 mana removal?
    Or over Kommand as a value card? What slot would this go in? (Honest question, I'm not up to date on Grixis Delver and similar variants.)
    Sure it enables Kommand and Snappy value, but.... that usually happens in the games and the deck in general anyway.
    E.g. Turning your bolt into a pseudo-Duress isn't that great, even if you "can just snap/jace, vp it back later". It's still resources spent and you don't generally get immediate value out of it.
    It's very slow and not really grindy at that, but falls off quite harshly later on in the game.


    Idk, for me this card is too broad and too mediocre in it's width at that. Flexibility is very nice, yes, but not if it ends up being flexible between underwhelming options at a very real cost.
    If it was highly specialized against one sort of strategy I could see it as a nice sb option, but like this, where 1-2 modes are usually dead or at least very underwhelming... I'm really not convinced.
    Posted in: Modern
  • 1

    posted a message on Sultai Midrange?
    I've had this idea too and lately built this and played some with it on Modo:



    My first approach was more Jund-ish, with a lower curve, Bob and without Ancestral Vision.
    But this take seems a lot smoother. The lifeloss from Bob hurts without 2x Finks or Kalitas, Traitor of Ghet in the main and I couldn't quite find space for the former and we'd need more removal spells to make the latter shine, I think.
    And as a 4 drop he may just be "too little, too late" against aggro. Tasigur on turn 2/3 seems stronger to just block.
    With Bob out and Jace and Tasigur in (as I didn't want to play roulette with delve guys and Bob before ^^) the long game is still strong and drawing 3 after trading 1 for 1 is as strong as it sounds.
    Serum Visions are still in here, because they are great at smoothing out draws and filtering through things I don't need for things we do. It lets me keep more hands and t3 Snap - Visions isn't the worst you can do.


    The mainboard removal may need one more option.
    Snap helps out as well as sometimes Jace and of course Lili, but 2 maybe be too few still.
    What surprised me is how nice Slaughter Pact with Snap feels and the Pact's convenience in general, as I can remove a threat, land a goyf and start swinging or blocking a turn earlier, paying for the Pact after the board has been (somewhat) stabilized.

    Go for the Throat is my 2nd pick to have more than just Lili and Maelstrom Pulse hitting opposing Delve creatures or awkward things like Huntmaster of the Fells.
    As my 3rd spot removal I'd probably pick Disfigure, but I'm not entirely sure /how/ much worse 2 "damage" (and -2 attack, which can have niche applications) is compared to Bolt.
    Dismember is another option, but the lifeloss is dangerous, especially when relying on flashing it back.


    Potentially low removal count aside, another issue might be the graveyard reliance. A Rest in Peace shuts down Goyf, makes Tasigur very costly, turn Snappy into Ambush Viper and makes Jace questionable as well.
    I think this is ok, because of how much value I can get out of the yard otherwise, ticking up Lili relentlessly towards the ult while ditching potentially useful stuff that can be re-bought with Flashback is really nice.
    And one-sided or one-shot hate a la Relic of Progenitus or Tormod's Crypt hasn't been too much of an issue so far.


    As expected it's really good at grinding out other Midrange and some control decks.
    For now I've just given up on Tron completely, without access to Crumble to Dust, Stony Silence or recurring Fulminator Mages.
    Nahiri decks can be tricky as well.




    Sideboard thoughts I've had are:
    - 2nd Flaying Tendrils in the side, but so far that, Damnation and EE do a fine job and are nicely varied. Still, more sweepers may be necessary against aggressive decks as well as some toolbox company lists
    - Sadistic Sacrament used to be Countersquall, but between Jace, Lili and general tap-out playstyle, I don't think counters are necessary or do enough against combo. With 6x discard in the main and Lili as well as flashback for discard it's already quite nicely set up and being able to exile an Emrakul from Nahiri or e.g. both of Ad Nauseam's wincons made me pick it over Cranial Extraction and similar effects. Maybe should be 2 Duress or other Extraction effects, or something else for a different matchup entirely.
    - 1x Unravel the Aether is for Wurmcoil and similar shenanigans, between sweepers and Creeping Corrosion I think Affinity should be ok, and against other things there are still Decay and Pulse. Maybe this should be something else as well though.
    - Sower of Temptation is against other Midrange and Control decks, to give me a threat that's similarly awkward against Liliana as e.g. Huntmaster of the Fells or Lingering Souls are. It may be too squishy though and perhaps good ol' Thragtusk could be more reliable.
    - 1x Finks is just as an additional annoying value creature against (non-path) decks and as a little extra against aggro, although 2x Feed the Clan /should/ be able to handle Burn quite well already.
    - Night of Souls' Betrayal is just a bit of a pet card of mine and I like it against decks with Lingering Souls, many X/1s (Snap & Clique and similar) and of course Infect.
    - Graffdiggers Cage is imo the best graveyard hate option after Scooze, which is awkward with Goyf at times. In addition is also hits Nahiri "combo" decks and CoCo/Chord decks.




    The mana base is quite solid so far.
    I like being able to fetch painlessly and against Blood Moon for 2 Swamps for Lili.
    2 Forests and more green than needed in general are for Scooze, as it can be quite hungry and when I need it I want to be able to rely on it.
    The Creeping Tarpits have been nice, I don't want to see them before turn 4 generally, between Discard, Vision(s), removal and threats I have enough I really want to play on curve, but as finishers they do a good job and earn again points in Goyf-stalled board matchups.
    For anyone interested, here's a link to the mana cost vs mana source distribution.




    So yeah, that's that.
    It's just the second draft and needs a LOT more testing and tuning, obviously, but so far it's quite good at doing what it's supposed to do: Try to out-Jund Jund. :3
    Posted in: Deck Creation (Modern)
  • 2

    posted a message on No more Modern PTs: Modern guidelines revealed
    Quote from Magicalrabbit »
    Can someone explain to me how this is productive as Wizards just said a year ago they were doing away with core sets and could focus more on doing reprints and then announce they're closing the PT event for the biggest and most popular external format?


    Eternal formats aren't what the PT is about.
    It's about showing off the new set in Limited and the new Standard environment it created.

    In an eternal format the newest set rarely has an overly large influence and aside from bans they have few ways to imitate this "new format" part of the PT.

    So, letting Modern actually be an eternal format instead of a pseudo-eternal one with more or less arbitrary bans as it's annual "rotation" to somehow make it fit what the PT is about, is a very good thing.


    And the PT has nothing to do with reprints or not. ^^
    Posted in: Modern
  • 1

    posted a message on Can you make a Soul Sisters deck without Martyr of Sands?
    Not quite true.
    Soul Sisters tend to run Martyr in some lists, for more explosive starts into active Serra Ascendants, but it can be easily played without the card.

    Though I'd suggest you search for this in the dedicated Soul Sisters thread, rather than out in the open, for more in depth advice.
    There's even discussion on it in the primer itself.
    Posted in: Modern
  • 2

    posted a message on Ensoul lich
    Add some number of Urborg, Tomb of Yawgmoth to the deck.
    You want Darksteel Citadel, but also the Lich, who needs BBB to cast, so with the Citadel it becomes a 4 drop, in case you don't have a turned on Mox Opal or Drum + Ornithopter (which seems likely with only 3 of each).
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [Primer] Soul Sisters
    Rhox Faithmender
    Boon Reflection

    You can probably ask the people in the MartyrProc thread ( http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/582574-martyrproc-a-modern-control-deck-updated ) about your ideas, or in the Soul Sisters thread ( http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/490942-soul-sisters ).
    Maybe Soul Sisters is closer to your list, as MartyrProc doesn't really run Honor of the Pure or the soul sisters, though dedicated Soul Sisters lists don't necessarily run Squadron Hawk.
    So going by what you mentioned your list seems somewhat inbetween, perhaps a more Martyr focused Soul Sisters approach. Idk. :p


    Either way, I don't think those cards are really good in a competitive deck.
    As fun, more casual inclusion, sure go for it and drive fair decks even more nuts! ^^


    The problem with those 2 is that they cost 4 and 5 mana and for that high price you generally want a game-winning card in Modern.
    Just gaining life doesn't win you the game though.
    Granted, as a cute sideboard option against some aggro decks and tempo as well as midrange decks, also some control decks it can work, sure. But a 1/5 lifelink or a 5 mana enchantment that don't do anything on their own are very slow and not good against many decks.
    The point is, if you are in a position to cast them, have them stick and abuse them....you're probably in a decent spot already.
    Against an aggro deck like Burn or Affinity you can drop them and then get killed by a Lightning Bolt, Atarka's Command, Ornithopter with Cranial Plating etc.
    Your 4 or 5 drop didn't do anything and can easily be too late when they can kill you t3/4.

    In a midrange or tempo grindfest, if you get to resolve one and don't have them be blown up by those deck's versatile removal, you've probably won with a few Martyr sacs, as they can have a hard time to deal a couple hundred damage to you.
    BUT that only works as long as they let you play your game.
    And midrange as well as tempo are great in disrupting their opponent. Again, the cards don't do much alone and just dropping a Rhox vs an Angler isn't going to cut it, nor will it stop a swarm of unblockable fish people.

    Control decks might give you the time to set up a cool combo of Rhox/Boon and some Martyr cycles, but they are also quite good at grinding you out and unless you have surplus Cavern of Souls to name Rhino or Monk, you are probably going to have an even harder time to get those guys on the field.
    Granted, there aren't many control decks in Modern.
    We have Grixis "control", which will give you issues with removal, counters and dropping a cheap 5/5 to plow away.
    RUG Scapeshift, which runs a lot of permission to not let you resolve your lifegain, but against Scapeshift a martyr that puts you well above 3x life is probably enough to prevent a sudden combo death anyway.
    The new UW tap out value deck with Sun Titan shenanigans that can probably do a decent job at at least keeping up with your staying power, while getting a quite sticky board.
    Esper draw go decks, which will just sit there, counter your big things and eventually make a huge amount of cat tokens (White Sun's Zenith) to club you to death with.
    Lantern "control", which is more of a prison deck, doesn't care about your life total for the most part anyway.
    U Tron doesn't care either, as they'll just counter / bounce annoying things and eventually kill you with the Mindslaver lock.


    Which brings me to the biggest issue with these 2 cards:
    They do nothing against combo.
    I said before, a 4+ drop has to have huge impact pretty much right away and be a threat.
    Gaining a lot of life by turn 5 or 6 with those cards up sounds sweet, until your realize that you're already dead turn 4 to decks that don't even care about your lifegain:
    -Infect (10 poison by turn 3/4, doesn't attack your life anyway)
    -Twin combos of any sort (can combo t4 or whenever you tap out / they can have counters up, deals infinite damage [on Modo you can gain a lot of life and make them play out their combo to make them waste time of course, but that won't work irl where they can shortcut to "I do this *combos*, now I do this 3 billion times more" ^^])
    -Amulet Bloom (can kill you t2/3 with Titan, or via Hive Mind + a pact)
    -Elves (they pump their guys by a ton and swing for 20+ with relative ease, each turn once the combo is up)
    -Storm (will usually kill you before t4/5 and can deal a lot of damage with multiple Grapeshot or Empty the Cheons [life gain is nice, a ton of goblin tokens which more to come are often nicer ^^])
    -Any Gifts/Unburial Rites deck (Iona, Shield of Emeria is probably gg)
    -U Tron (you no longer have turns and they kill you eventually)
    -Podless Pod (gains more life with the infinite combo, can deal infinite damage [again, time consuming on Modo, so you can maybe cheese a win every now and then if they are low on time])
    -Grishoalbrand (can kill you before those come down, though I'm not sure about their maximum damage, so you might be able to out-lifegain them, if they aren't faster and don't run Emrakul)

    Not really combo, but against GR Tron it won't do a lot either, as they'll either exile them with Karn, exile a bunch of things and restart the game or, most likely, just drop Emrakul eventually.


    Yes, those are all a lot of worst-case scenarios, but that's what's important to look at when evaluating new cards to replace others. Don't just look at what you gain, but think of the tough games and what they'd do there, over the other card(s).
    Honor of the Pure is a lot more versatile and useful in more situations, to race a combo deck, defend against aggressive decks with more than just a pile of 1/1s and generally put on pressure.


    So...
    TL;DR:
    They are win-more cards that will often do too little, too late and have barely any / no impact on their own.
    As a cutesy sideboard card against midrange and tempo decks they might steal a win every now and then, but against most other decks I doubt the will do much, as you still need to survive to get to play them and have a board/hand to gain life from.
    Other cards would do better in their spot I think, as Martyr decks are really good at gaining life anyway. Not to mention the inherent issue with lifegain: it doesn't kill your opponent on it's own.
    Especially Honor of the Pure, as it gives your guys a way to outrange 1 damage / -1/-1 removal (and Pyroclasm / Drown in Sorrow with 2 of them) as well as let them trade better.
    Without those and instead 4 4 or 5 drops you not only make your mana curve higher (so you might want a or two land more, to get to 4 mana on turn 4 more reliably with not only Rangers to cast then), you also make it harder to keep the board you need to make use of the doubled lifegain.
    And they are dead against most combo decks.


    BUT!
    As they are relatively cheap cards, you can just get 1-2 and try them out.
    When they work they are probably going to be great, but making them work can be difficult.
    And I wouldn't recommend running 4 of them in any way.
    So, if you're alright with adding some cute jank to your deck, then go for it and see how they do. If they work well for you, great!
    But be wary that, depending on where you play and what your meta looks like, there are a lot of decks that you'll probably side them out against.
    Posted in: Aggro & Tempo
  • 1

    posted a message on Blitzkrieg - B/R Control - Shock and Awesome
    Quote from wm0 »
    For those of you still on board with Bobs, what do you think of the inclusion of Endless One? I get that it doesn't interact nearly as well as Nyxathid and the like, but it's always going to fit the curve and if you draw with Bob it's a free creature, i.e. it can act as a chump or a finisher. For obvious reasons it doesn't play well with pox effects.

    I don't really think that "it's a free Bob flip" is a compelling enough argument to run it.

    It's a vanilla(!) x/x for x, which is very underwhelming.
    Doesn't pass the bolttest till you pay 4, get's chumped by Lingering Souls like a goyf or delve guy, w/o their efficiency.
    It has no immediate impact on the battlefield and basically needs to be played for 5 to be able to not die to the common 4/5 goyf or tasigur and trade with angler.
    As a chump blocker there are better options, ones that don't die to any aggro deck's 1 drops. Instead of a 1 mana 1/1 you'd get more out of playing Darkness. :p
    I'd sooner understand Hangarback Walker as a threat/blocker hybrid than Endless One, and even that is quuiiiite a stretch.


    So, overall, I don't see how it would do much of use:
    It's too slow against aggro decks (their 1 drops beat it, often even as a 3 drop, when it still dies to their bolts).
    It's too expensive against midrange decks, as all of their big guys cost less and do more.
    It is just a body that does nothing much, has no evasion or utility.


    If we had some way to (ab)use +1/+1 counters then maybe, but the way it stands I don't think it's a great card for any version of this decktype.
    Versatility is nice, but not when all modes are sub par versions of actual cards. :p
    Posted in: Deck Creation (Modern)
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