Quote from Mazereon »One last thing, fair decks are probably the decks we like to play against, but how do we combat a deck like Neobrand?
I would love to hear some opinions and tips on how to approach degenerate decks.
Quote from Mazereon »Hello there!
A few years back I played around with this archetype for a while, before dismissing it. With modern horizons and m20 the deck got some very interesting toys and I am eager to delve into assault loam once again.
I am thinking about a RG shell, starting from your very checklist CrypticCommander.
But there are a few cards I would like to talk about, so let's get started.
Sorry for the lack of tags, but I am on my phone right now.
Is elvish reclaimer any good?
I do believe so, in theory it is 1/2 that can potentially stem the bleeding early on, or act as a beater or get utility lands. A repeatable instant speed crop rotation is quite powerful.
What about ruination rioter?
Stems the bleeding early on against fast creature decks and develops into a threat that opponents neither want to kill, nor want to attack into. Being able to shoot it down with the last land in hand after dumping the other lands to assault can nearly oneshot the opponent.
(Loam back 3 lands -> cycle forgotten cave -> loam back 3 more lands. Throw 8 damage to the opponent's face and 2 at the rioter to get another 5 damage).
The next card on my list, that fuels those 2 cards mentioned above is lotus field, which is especially good with the elvish reclaimer. The only cards that could be a problem when playing lotus field are blood moon and smallpox, otherwise we don't really care if 2 lands are in the yard, as we can get them back pretty easily.
Next up is cindervines vs. leyline of combustion. I have no experience with either of those cards, so it would be very cool hearing about which one is better and why.
Magmatic sinkhole might be an awesome addition to the removal suite, as it further diversifies spot removal if you are afraid of meddling mage and it can deal with planeswalkers in addition to that. The downside is delving away some amount of the graveyard, but with maybe one copy in the main deck this should be bearable.
And last but not least, in your RG list you are playing quite a few lands that come into play tapped @CrypticCommander. Does this make for weird sequencing at times or have those citpt lands never been bad. And is the cinder glade worth it?
Quote from SandmanNess »Is this really a conversation about the actual numbers of a deck in MODERN going off on turn 1? Is there any deck ever in modern that was even capable of winning on turn 1 at all, much less at a 10%? A deck that's winning 10% on turn 2 in modern has a fair shot of getting banned, and no, it was on MTGO, not paper. Not to mention it's a deck that can combo turn 1, that can dodge any way to stop it outside of a 1 or 0 mana blue answer even if you actually get a turn to play something. It's unaffected by graveyard hate, unaffected by a chalice on 1, only slightly affected by a chalice on 0. You do nothing and they either have it or they don't. And for a deck that wins on turn 3 that wouldn't be a problem but it isn't winning on turn 3, it's winning before I play my first land. And I'd love to see your <10% data, make sure it's post London Mulligan.
Quote from Decadent Command »Faithless looting is overrate in my experience. It give you card disadvantage. And offers no defensive capabilities.
Commune with the gods while searching for answers in a better fashion, also does not lose card advantage. And both of you didn't point out it does a better job of pumping Countryside crusher and Tarmogoyf than faithless looting does.
A one-of Urborg is near useless when you want it early because loam is the best tool to find it but by the time you get loam running their hand is practically depleted.
Quote from Decadent Command »If fact there are only a few instances I'd even consider running flame jab over molten vortex.
Quote from Ace1 »@CrypticCommander
Well i've thought about sakura-tribe scout a bit more and one advantage it gives to straight RG decks is compensating the less versatile interaction with speed. We can still play the midrange game with faithless looting, wrenn and six, life from the loam and cycling lands. If we can slow down the opponent earlier by dropping our payoff cards faster and gain the ability to do multiple things a turn sooner, it may turn the game to our advantage and compensate for some of our clunkiness. Also makes things like blast zone less slow and gives us the ability to start ghost quartering without giving up too much tempo.
I wouldn't play scout in jund or temur, now that i think about it. But i'll be trying it out in gruul. Maybe it isn't good but i'll give it a try