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  • posted a message on [Primer] UR Storm
    It's real easy to design a deck that goldfishes a T3 win. How well do you when when facing down hand disruption, removal and a fast clock? Can you beat countermagic? When your engine dies to every creature removal spell in the format, how reliable is your deck really going to be?
    Posted in: Combo
  • posted a message on Burn
    You shouldn't have much trouble against a Valakut style deck to begin with. If you do, Molten Rain is a much better plan then something like Runed Halo.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Quote from Renaud_256 »
    Has anyone tested Runed Halo with favorable results?

    I used to be scared by the WW, but that doesn't seem to be an issue when playing Boros w/ 4x Inspiring Vantage


    What's the application? I can't imagine running a card that does no damage unless there's a deck that absolutely folds to it. Like Rest in Peace against Dredge.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Yeah this nicely frees up a few sideboard slots. I can take those RIPs out and add back another Path or something. Need to go look at the box and figure out what makes the most sense.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR Storm
    Probe banned, I really don't think Storm can survive without it. Far too important to scouting out countermagic and turning on Ascension a turn early.
    Posted in: Combo
  • posted a message on Burn


    Kinda makes me want to try out a BR version again. Being able to play 2 additional 1-drop spells probably means you can go down to 19 lands without too much trouble. Fetches, Eidolon triggers, and just opponents hitting you should be more than enough to reliably trigger this.

    Not the greatest topdeck, but maybe you can keep fetchlands up for it? I'm skeptical it could be better than what's already available, but probably worth investigating.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR Storm
    Quote from AcademyRuins »
    Why not play more Electromancers? A list similar to Finkel's with 7 Electromancers, cutting the Ravings, sounds like a good place to start.


    I disagree. Ravings is a really good card and I'm not upset to have multiples in hand. I never want to see more than 1 electromancer, though. Seven creatures that all do the same thing is just too many for a deck that needs a critical mass of instants/sorceries to win.
    Posted in: Combo
  • posted a message on [Primer] UR Storm
    I think I'd rather play him as Electromancer 1-4. It's rare that you need more than 1 on the board at any time and the extra point of toughness means you can use him to block something like a Goblin Guide. Additionally, the easier mana cost might save you 1-2 points of life here and there.
    Posted in: Combo
  • posted a message on Burn
    Quote from Vissah »
    You can play Skullcrack before blocks and then block Kor Firewalker and kill it.


    This is not true. Skullcrack will only remove the damage prevention aspect of protection. You still cannot block it.

    To get someone with Skullcrack they must block your creature with the Firewalker. Then you 'Crack them and trade.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] UR Storm
    Dusted Storm off for a random local modern tourney and remembered why I love this deck so much. So many little decisions and so many different paths to victory. Killed someone by going into beatdown with two Electromancers then finished them with Bolt -> PiF -> Bolt. Felt amazing.

    Also remembered why I put the deck down in the first place. Staring down a T1 Goblin Guide is just such a horrible feeling. I'll probably continue to play it here and there when I notice that the Burn players aren't in attendance (this guy was new, didn't know what he was on before it was too late).
    Posted in: Combo
  • posted a message on Burn
    Lavamancer is GREAT as a 2-of. Repeatable damage through blockers, presents uncounterable damage, shrinks Goyf, is just a total nightmare for a pretty big portion of matchups, etc. etc.
    Posted in: Modern Archives - Proven
  • posted a message on U/R Control
    I'd rather have Volley, I think. Being able to copy it in the late game is pretty big and it'll kill *everything* in the early game.
    Posted in: Standard Archives
  • posted a message on U/R Control
    Volley only kills Archangel of Tithes if you copy it.
    Posted in: Standard Archives
  • posted a message on U/R Control
    Regardless of specific card choice, I definitely think the deck needs access to more sweepers. 2 Kreaturn and 3 Chandra post-board don't feel like enough in a world of white weenie everywhere. Impulse is probably good to have some number of as well, given how many 3-toughness creatures there are.
    Posted in: Standard Archives
  • posted a message on U/R Control
    Another option would be Seismic Rupture, which you definitely can cast with Goggles. Early game 2 damage should be plenty to clean up a bunch of dorks and late game you can hit for 4 with Goggles.

    It misses fliers, but you weren't going to get Avacyn or Tithes with KReturn either.

    Rending Volley is another one that will deal with every white threat but Tithes.

    edit: Cone of Flame is also legal in standard, if you didn't know. Probably not worth playing (though it would be funnnn to copy), but I just wanted to point that out.
    Posted in: Standard Archives
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