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  • posted a message on Modern Esper Draw-Go
    @speakerandrew id like to hear a breakdown of how you feel your deck faces against your meta. What are its good matches what do you find are its weak matches. I think batterskull is starting to become too weak to the meta and i think oujutai is strong enough that you could afford to just run 3 (in batterskulls spot)
    Posted in: Control
  • posted a message on [Primer] Mardu (Dega/BWR) Midrange
    I think at first glance, 1 drop Gideon seems the most playable of the mardu flip walkers. But I don't think that makes him playable for modern.
    Posted in: Modern Archives - Proven
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    I really like 1 clique in the main. A card I really miss from the transition of UR to Grixis is the peek, clique gives you some of that function while also adding aerial beats. Currently clique is in place of the 4th snapcaster. I think there are better cards to take slots in the SB so I personally feel 1 in the main or none.
    Posted in: Modern Archives - Established
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    Ive cut the electrolyzes. Ive seen scenarios where i think, it would be great if i had one in hand right now, but havnt run into any scenarios where i think, i could have won if only i had an electrolyze. Its still a good card but theyre are so many good cards to put in the deck and currently i like what K Command does more
    Posted in: Modern Archives - Established
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    I can't afford goyf, hence I play grixis, but if I let them resolve a 3 drop creature because I tapped out for goyf I think I would generally be okay with that. You have a goyf, they played what, a finks? Start swinging with your 4/5 you're winning the race and then save the remand for the next spell, I'm sure they'll try and play another at some point.
    Posted in: Modern Archives - Established
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    I could see ashiok being decent SB material. I dislike dedicating SB slots to a single match though so other than CC let's see where else would ashiok be decent. Probably jund and junk are decent. And if standard has shown anything ashiok could be good tech against control decks as threatening to strip their hand will force them to divert resources. I think ashioks worth a test run.

    I don't see a point of arguing between RUG and Grixis as the premier alternate twin. If anything i say that we're no longer the secondary version. There is simply agro (RUG), Grindy/midrange (URB) and straight combo (UR). They're just different playstyles with slightly different philosophies as to how to win 2 out of 3 games. (I'm not advocating to split the thread though, I still think both RUG and URB play the beat down they just do it with what their colour offers)
    Posted in: Modern Archives - Established
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    I took Grixis twin out for a spin tonight and holy hell is the deck powerful. 4-0'd the night to take first. Heres what I piloted:



    ill go into more details for any match if anyone wants but heres my feeling of the night and the deck:

    Round 1 - Abzan 2-0
    game 1 I think he thinks I'm grixis delver (had 2 people make this mistake game 1 in the night. Bolt an ooze, remand a goyf, let him tap out for a rhino combo him turn 4. i have trouble forcing myself to remove the full combo since our creatures are pretty underwhelming when they're not going infinite, game two i switch into grixis control and just play the grind burn game. i replayed the same snapcaster 4 times in the match. kolaghans command is just absurd, THIS IS THE REASON TO PLAY BLACK in twin. ground him out the twin before he could gavony into lethal.

    Round 2 - Mono U Tron 2-0
    he also thought i was delver, combo'd him turn 4. Game 2 was super super grind. He couldn't find a threat but had answers for everything i was doing. ended up going into turns game 2 but i got there. As talked about above, this is a match where i take out tasigur. to many repeals and remands and snap casters to make him viable. Olivia was an allstar here. i would always want to in the SB, so good in so many matches. another match where cycling commands won the game in the long run.

    Round 3 - abzan company 2-1
    game 1 I just control the field, let him beat me low with dorks and small stuff, but keep the coast clear of their important piece knowing I've got time to get out the combo. (I've played this deck a bit myself and know its answer light but i did have to find an answer to spellskite before i die. i do and combo for the win. just loose game 2 to voice beats and powerful collected companies. game 3 was the most exciting of the night. another long grindy one. I've kept in the combo but can't seem to assemble it. have 3 deceivers, 2 snaps and a spellskite staring down his 2 voices, finks, seer and mana dorks dorks. finally i get a twin on a deceiver to which he responds with chord to grab anafenza. now were both staring down each others combo and no one is making the first move. i pass cause i don't want him to infinite scry. he doesn't activate cause I'm bluffing removal. we pass about 3-4 turns in a standoff when he drops a me lira and goes infinite for scry and bolster and life. luckily i can make infinite blockers and tap down his bird to prevent it going over me. go into turns again, top deck a terminate to remove seer and go infinite on the backswing.

    Round 4 - little kid selesnya feat some hate bears??? 2-1

    i didn't think this deck was that great but apparently he was 3-0 going into this match. I combo him out game 1. game 2 he locks me with a aven mindsensor and i can't get my lands. loose to 3 voices. game three he was trying to destroy my lands and colour screw me but i got through it. tasigur and olivia (mainly olivia) won me the match.

    All-in-all I've got to say olivia was the breakout card in the deck tonight. i brought her in in every match. the repeated ability to pick off creatures is crazy. i never even bothered to steal anything as i could just take care of things for good and grow her at the same time. combo'ing is great but i stopped playing twin when i felt like i was too hated out games 2 and 3. grixis feels like its fixed all of that. you can stay combo when its right to do so and switch to control when thats the right play. kolaghans command, snapcaster, tasigur and olivia just provide SOOOO much grinding value and things do to with your mana. i could never see myself not playing twin as grixis.

    I didn't get to cast the bitter blossom, it was seized game 2 against junk before i could cast it (making the goyf bigger was a sad face but it didn't matter in the end.) and i didn't see it against tron but thats where it would have shined. Theoretically I still think its worth its SB spot but i need to get to actually cast it to see. Also i will be keeping the countersqualls in over negates, as game 2-3 usually come down to chipping in with snaps and pestermites till they get into burn range. countersquall totally helps that. I could see switching thoughtseize. I didn't bring them in in any match but I might have brought in inquisition or duress in a few. I might also try blood moon. my personal feeling is that people are already playing around it. In which case its almost like having a 16th sideboard spot as they play around the card you don't have. I love the idea of moon but never feel like it does enough to justify itself outside of straight UR versions.
    Posted in: Modern Archives - Established
  • posted a message on Grixis/Tasigur (URB) Twin (2/2015 - 1/2016)
    What's people opinions on countersquall over negates in the SB, I get that the casting colours are a bit more restrictive but there are plenty of matches where we're playing the counter-burn game and the 2 damage can be very real and if it can be cast reliably then it is just straight better than negate
    Posted in: Modern Archives - Established
  • posted a message on Modern Esper Draw-Go
    @TribalElfMage I think that list looks spicy. I'm glad you've been having success with it! I like a more proactive approach to the control archetype and I also agree souls are awesome.

    Heres a thought I keep on circling back to. If a more proactive control deck wants to occasionally tap low, or even god forbid, tap out, its going to give the opponent a chance to resolve a threat. A deck who's main protection is counterspells isn't going to be in a good spot if too many threats are landed. i think the deck could use some form of catchup other than just path. Then i started to think maybe we can improve another weakness in some lists which is the mana leak/path nonbo. why not try to get some decent small creature removal and counterspell into the deck with silumgars scorn and nameless inversion. with dragons and inversions, maybe even crib swap, it theoretically could keep scorn on as well as adding some decentish removal so supplement path. no idea if its consistant enough but control players have been pleading for counterspell for ever and with the right hoop jumping this is close. just have to see if the hoops are worth it. ( other things if inversion is never completely dead. worst case scenario we can turn a colonnade or ojutai into a 7/1 or 8/1 to speed up the clock by a turn.

    so TribalElfMage have you played around with scorn at all? you'd definitely have to adjust a bit to support it, so maybe your current list is still better.
    Posted in: Control
  • posted a message on [Primer] Bant
    Well that sort of depends on what type of list youre running
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Bant
    All very valid comments! and thanks for putting some explanations behind them instead of just disliking haha its good for brewing.
    Quote from plebeianglenn »
    Ojutai screams "control finisher" the same way Celestial Colonnade does. Decks that run Colonnade are typically draw-go style control that keep the board clear and deplete the opponent's resources before dropping a bomb.

    Yes Ojutai is a control finisher like colonnade but i think there are some important distinctions. First the pros for colonnade; evasive, uncounterable, immune to sorcery speed removal and wraths. For now we are going to disregard land destruction such as tech edge. Ojutai is also evasive, swings for one more, and has conditional hex proof. But the biggest pro over colonnade is that it doesn't take an investment of 5 mana each time it wants to do something (can actually block). If you're spending 5 mana just to attack, you now don't have much mana left to effectively fight to protect the colonnade, whereas ojutai you're gong into the battle with all mana up. on top of that ojutai continues to draw you gas if she connects. Ive played a lot of control with colonnade. I've always felt control plays it because its basically the only way for the deck to jam in 4 win conditions and not have to worry about diluting their ability to actually play the control game (i.e. want land anyways and when your ready they're your threats)

    now this obviously isn't a control list and these Bant lists don't play colonnades anyways, but i thought i would just answer your comparison with my reasoning behind using one over the other.
    Quote from plebeianglenn »
    Bant wants to be landing inexpensive threats while holding mana for counterspells and removal.

    I think this is a bit of a misnomer. "Bant" doesn't want to land inexpensive threats with counters. "Decks with inexpensive threats and counters" want to land inexpensive threats with counters. Its wrong to typecast the entire wedge into only being capable of being an agro deck. Sure remanding your 5 drop is a tempo swing, but thats sorta the point of remand. Geist might be able to come down turn 2 but any bear can stand in his way without removal. Although similar, I don't think you can necessarily compare a Geist Bant and lets just call it an Ojutai Bant directly because they have different game plans.
    Quote from plebeianglenn »
    Having tried Oracle before, I prefer Cobra. It's much more reliable ramp and has a decent body for attacking. I think that the ramp is more relevant in a deck with a bunch of 2-3 CMC spells, where simply landing a fetchland can net you 3 mana, leaving your 2 other lands and a mana dork to provide counterspell backup. Oracle can't do this, and can't attack well. It just cantrips and blocks horribly, in which case I'd prefer a Wall of Omens for its ability to effectively block early creatures.

    This also falls in line with why oracle over cobra. Geist Bant wants to fuel out those cheap threats and counters as fast as possible so that deck needs as much mana as early as possible. Cobra doesn't do anything for me with a restoration angel in hand and returning cobra to hand with ruse seems like bad value. Oracle is much better with those 2 cards. so much so that I'm considering moving up to 3 in the deck. I also want lasting repeatable ramp, not just an extra mana here and there the turn i drop lands and crack fetches. As for rather having Wall of Omens, at least oracle has the chance to actually ramp as it puts the land into play. But yes you do give up blocking power there but in turn gain attacking power.

    I agree with the snap casters and moved to 2.

    Maybe ojutai's home could be jeskai but i think green is worth more for access to hierarchs, voices and Bant charms. I didn't see any of your post as put down and appreciate the opportunity to elaborate on reasons of the deck. Moderns a tight and fast format, of something isn't pulling its weight and can be done better by other cards or colours than it needs to be cut. We're here to make competitive decks, not just cute ones with cool dragons so they better pull their weight. so far it seems promising. I played several hours against twin today, tweaking my deck, trying to cut the fat and shore up its holes and after some updating the decks doing better and better and i honestly do think ojutai can be an answer to reliably draw cards and finish the game.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Bant
    alright i can do a more thorough write up now. feel free to critique just remember this is by no means a refined and tested list so be gentle.



    this is what i play tested last night, played a bit against twin, zoo, infect and faeries. felt like it had game against all of them but there is lots of room for improvement. I've got a laundry list of cards to try out in here but some of the most notable exclusions include: Eternal witness, Kitchen finks, Courser of kruphix(as anyone who plays standard knows the power of that guy) and Sphinx's Revelation (especially if we're ramping and want something to do with the mana)

    Now some explanations: Ojutai is the biggest beater and really the motivation behind trying to build this deck, I think i want a 3rd, but its not our only win condition. the hierarchs should be 4x and the birds 2x but gotta go with what you have. KotR was put in mainly to help find the 1-of Minamo to truly turn Ojutai into an unstoppable force but KotR can be her own win-con (but to be honest, thus far its felt lacklustre, and rarely has been bigger than a 4/4. Probably the closest to getting cut or at least knocked down to 1). Now with voice, i love the thought of getting into some sort of counter war with a voice on the field and with the amount of creatures run the token will be a good sized body too.

    Coiling oracle i don't know if its the right card but at worst it cantrips, at best it ramps and removes a land off the top (this is why I'm thinking about courser), it plays well being an early target for Resto and Ruse and one that i would gladly put back into my hand (this is why i chose oracle over the cobra). snap caster because control and value. Mystic snake because its a cool card, and they just reprinted it outside of its hideous old border, also plays well with Resto and Ruse if need be but I've thought of making it a Glen Elendra Archmage. Same with Clique and clique can win games if left unchecked.

    The nice thing about this deck is there is turn one and two ramp, but after that, most things can be played at instant speed, allowing the deck to actually function as a control deck while either chipping away or finding win-cons and most things have some sort of ETB to grind value. thats why I've gone with Familiar's ruse but i can easily see it being too cute and just going with another counterspell. Same with Voidslime, another card i think is criminally undervalued, however it is 3cmc but if any deck (outside of scapeshift) is going to be able to pay the cost i figure it could be this as with a ramp it can be live turn 2 and has the ability to answer anything. Bant charm seems great, additional creature hate, still valuable against other instant speed decks and the main deck artifact hate for certain matches, just seems good. lastly path and cryptic i don't think need reasoning.

    Still working on the sideboard but theres a lot to chose from in Bant's shard. Thanks for reading and i hope some of you have some input. id love to tighten up the list and I'm sure there are many cards I've overlooked that belong in here.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Bant
    Cool! I'm excited you guys are receptive to different ideas haha (here's looking at you esper control thread) I'll post my deck and go a little more in depth to the theory crafting when I have access to a real computer and not on my phone
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Primer] Bant
    Feel free to tell me to take this idea elsewhere cause it's fairly different from the general trend of bant in this thread but there arnt many bant threads around so I thought I'd try here, but if you guys think this is the place I'll post the decklist I've been playing around with.

    Keep in mind this is in it's earliest stages of brewing. I'm trying to play around with oujutai, I think she's modern playable and bants the deck I see her in. She's got evasion, protection and a very aggressive clock. The biggest drawback I see is the 5cmc. So that's where we add green to the UW and get access to a little ramp to help get her out earlier. That's the starting point and the reason for the three colours, now I look at what those three colours can offer the deck. As said, greens ramp so obviously nobels and birds, blue gives us counter spells, tempo and draw (leaks, remand, cliques and sphinxes rev) and white removal and protection and value creatures (path, voice, finks, KotR)

    Overall the idea is to fuel out extremely value-town creatures and play midrangy/controlish style game. There are tons of creatures in bant that either disrupt or out value the opponent.

    That said I think the blade style tempo decks here look sweet, but was wondering if people have played around with the other stuff bant is capable of like a creature-control style. And again feel free to point me in the direction of the right thread if this is not the place.
    Posted in: Modern Archives - Deck Creation
  • posted a message on BUW Aggro/Control - Esper Midrange
    Sooooo.... "4c win conditions"?
    Posted in: Midrange
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