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  • posted a message on R/U/G Evolve - Blue Zoo
    Here's what i'm currently testing:



    - decided to give pelt collector a try. I feel we still lack some umpf to get the last damage trough, so despite liking E1 better for consistacy i switched them for now. As i agree that it's pointless without vexing devil, but didn't like to give up narnam alltogether it's a 2-2 split for now. Avatar has been too good to consider replacing, and action with pelt is a plus.

    -of pongifys: I DEFINITELY think 8 is not too much, as it does so much more than evolve stuff. got something blocked-pongify, got too big attacker or something with lifelink coming at ur way-block and pongify. the list goes on. And with so many of them, i'm now trying repeal instead of vapor snag. On it's own it's def worse, but combined with pongies it might become nice cantrip. Time will tell.

    -nissa has been nice so far, tho maybe only as 2-of for now. i like some sweepers in SB and the space in full now. Have to consider counters again in the future as i only have 2 now and no extras in side.


    Quote from Capt. Nick »
    [b]
    [b]On the topic of damage from lands[/b] - I don't think you can really avoid the damage part of lands without losing a color.
    I also would advise against running more than 1 basic Forest. You get screwed by the second Path to Exile or Field of Ruin but honestly, if a game comes to that and you don't have a Pongify in response, things probably aren't going to be much better if you go grab another basic. Like I already said, you have a high color demand each turn with the deck. So wasting lands slots on cards that only produce one color are going to actively hurt your ability to play cards effectively, slow down your ability to roll out threats in proper order, and reduce your likelihood of keeping an opening hand.


    This is why i def don't recommend an island, but two forests have been okay. Not for paths, but to give a chance agaist blood moon. Some decks bet everything on landing one, and it's nice to roll over them after that, as two forests is usually all we need then. As for damage from lands, it can be reduced, IF playing our version. That's why it's called splashing a color, i think..

    Quote from Capt. Nick »

    Personally, I'd recommend running cards like Rancor and Hellspark Elemental that give you extra shots of cards or turn your opponents cards into 1/2 cards. Making your opponents spend extra resources to deal with recurring threats goes a long way to building your advantage. Rancor also does a lot for turning your bad top deck 1/1s into decent 3/1 threats. Also, swinging with a 5/1 Young Wolf on turn 2 is an good time.


    Yes, u w'd. We are playing slightly different versions tho. I'm not against red per se, just don't like the more 3/3s against bigger blockers plan, and giving the opponent opportunity to 2-for-1 us when casting rancor even less. As i see it we're all playing a deck that's not tier anything, so taste applies here. I would like to hear of ur success tho: how much do u actually win with ur version, and how is it stronger than burn or bigger zoo-decks? How do u fare against BGx? What are ur other MU's like? A proper list of those might demonstrate better why do u think adding red makes the deck stronger overall. So far the only fact i'm certain is that ur version is probably losing to burn and our is not. This is genuine interest.


    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    I think i'll follow ur example and try some walkers too. nissa, steward of elements seems good, and it's in the nicer colors as well. (Like i've written before i tend not to fetch the red mana if not absolutely necessary and board most of the bolts out if playing against burn.) Did u consider or try nissa, voice of zendikar at all? i haven't liked her that much, but when she was in my other deck i got the impression that BG-players really hate her...
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from brainpipe »


    But I do feel like this deck is close to being much better than it currently is. It just seems to be missing something that makes it consistent.


    This is my thoughts exactly. We're annoyingly one atarka's command/simic charm/plaxmanta-hybrid away from being really competitive, and mostly the efforts to tweak the traditional list throuh the whole focus a bit off-balance. I'm not switching a deck but less than happy about the fact there is NO simic card that could match the power of other color combos in modern.

    Quote from Shaspoder »

    The hardest matchup that I've played 3 times at local events has been any GBx midrange deck. I've played against Jund and Abzan, and our games seemed super in favor of them, especially Abzan. They just ran all over me with removal spells before I could establish a real board state and before you know it, you're just top decking 1/1s and living on a prayer.


    Yep. This makes me feel it w'd be okay to give BGx the same 3-of space than other fun-killers in our SB. I've been trying to find a suitable solution, but so far i just think that shapers' sanctuary is not it. They rip it from our hand in first turn and after that it's just too late. Rhonas or some such might be better, but i'm still reluctant to go to 3-drops. Then again, games usually go longer, so mana might not be such an issue.

    Quote from Capt. Nick »
    @N_Trauman - I'm not trying to be condescending. .....I'm just trying to help you see how to be a better contributor.


    Indeed. I thank u for ur kind words but in the name of expediency i think i'll continue to overestimate others by assuming that something like adding young pyromancer and crack the earth is sort of self-explanatory.. :p
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from brainpipe »
    I'm really starting to consider playing Thrashing brontodon in the main deck. I got shut out by a chalice on one on turn one tonight and it felt pretty bad.


    i know how u feel, it has happened to me too and it sucks. I had one MB-echoing truth for a while to help. And i even got to use it, casting it at the end of opp turn, and then emptied my hand to the board.
    But mostly i got the card in my hand instead of threat and was tanking games. So now i just concede to chalice in game 1, take ancient grudges and ceremonius rejections from side to game 2 and many times it works well enough. Fact is some MU's are almost unwinnable, but when u know it and move on ur chanses are better overall.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from brainpipe »
    Quote from N_Trauman »
    btw brainpipe, could u post the whole build and how u think the manabase would look?


    Do you mean how would the mana look with scooze and tracker?


    Yep. 19 with 3-drops feels low, but how high w'd u consider going? More fetches? I would think that risky one-land keeps aren't even possible?
    Or maybe SB cards for slower MU? I have weird tendency to either struggle to get to two lands or get stuck to standstill with all the lands (seriously 6 or more..) Two basics have felt ok tho.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    btw brainpipe, could u post the whole build and how u think the manabase would look?
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from Capt. Nick »
    I mean, you can play whatever you want. I just don't see how shoving cards that you like into the deck without thinking about why you're doing it is really helping the thread. What am I supposed to learn from you're telling everyone? That Crack the Earth isn't good against... ??? You didn't mention what you played it against. Also, how is Young Pyromancer instead of Avatar doing anything better with our other cards? Like, I'd love to get in on some new tech or new strategies for the deck. However, without giving reasoning behind choices and things you're testing nor info about how your testing went, I can't gain anything useful from what you're saying. Which makes it difficult to have a discussion about the deck with you.

    I'm not trying to be a jerk here. I just want to get an actual conversation about the deck rolling. I want to point out that you need to provide better arguments if you want me to take what you're saying seriously.

    Right now it sounds like you are trying to say a red splash isn't good because your version of it wasn't good. Again, against some unknown match up. But it also looks like you intentionally shot yourself in the foot with bad card choices for little to no real reason as far as improving the deck goes. And you're using that as reasoning to say that a RUG version of the deck is suboptimal. Which like I said before, pushing for UG is fine. But if you want to change my mind from RUG, I need you to explain what the benefits are to UG and give me at least some anecdotal evidence that reinforce those benefits from actual play that you've had against real opponents.


    Obviously we're playing what we want, no need to be condecending about it. Moreover, i assume we're mostly not pro players, so HOW we play, our individual playstyle affects a lot witch type of version of the deck is best for us. Or what we end up playing. Pyromancer was my idea of going wide around opp's blockers, and as we have hight inst/sorc mass and pongifys i thought i'd try it. Crack was following that thought on how to utilise undying and pyromancer furter. My problem is that i don't have enough time to playtest, so it was just an idea, and admittedly not a strong one at this point. Seems to me this thread has been about throwing new cards/ideas to public and see if anyone has tried or w'd like to try same things. If i'm building UG with light but necessary red splash, ur going full RUG and brainpipe is drawn to theedrops and concequently more lands it doesn't mean we can't agree on some choices that benefit us all.

    Quote from N_Trauman »

    For the hell of it i tried a version with more red according to my taste, aka young pyromancer (replacing avatar of the resolute) with crack the earth for some of the pongifies and while it was funny it didn't seem reliable enough. Might try again tho, the effect was ridiculous.. Smile ..but, having to have red mana was a big minus. Usually if i notice the opponent is not playing a control game i don't even bother fetching stomping ground, and that has really saved the day against aggro.


    What i spesifically said here is that the need to have red mana was minus in my games. Meaning the full RUG needs to be not only better deck, but that much faster as well. U are free to disagree, but if every opinion that i post here needed to be backed up by hours and hours of playtesting i couldn't ever say anything at all.



    @brainpipe: scooze and tracker are both wery powerful and i'm lost matches to both, so having them ourselves seems appealing, but my personal objective now w'd be to have a build that's so fast that those two, however strong, would be unnecessary for us.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Hm, must admit i didn't read light up the stage correctly. Possibly better than warriors' lesson, tho i'm currently using neither. Good catch!

    About crack the earth: i have a soft spot for young pyromancer, and reliable token-maker for our pongifies seemed fringe playable. Turn two wolf+crack seemed fun, possibly setting serum vision-players back in lands, and later cracking with pyromancer on field even funnier. But in reality the usefulness of making opp sacrifice a permanent diminishes quickly, and any deck worth it's salt will snip the pyromancer off the table or play around it with nasty repercussions.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from brainpipe »
    I'm curious about how you guys feel about some of the new cards. Namely, Incubation // Incongruity, Light up the stage, and Skewer the critics.

    Incubation being another pongify and a creature dig seems decent to me so far, but I'm not sure if its worth it yet, my testing has been limited.

    Light up the stage and Skewer the critics both rely on the new spectacle mechanic which this deck shouldn't have too difficult of a time using. Both being sorcery speed seems difficult, but having another bolt doesn't seem bad, and Light up the Stage might be a strong card for keeping gas in the tank.


    I could see incubation replacing 8th pongify, but it seems a card that will help if we are losing but also maybe lose us the game when we c'd be winning. The spectacle cards are just not worth it here imo.

    For the hell of it i tried a version with more red according to my taste, aka young pyromancer (replacing avatar of the resolute) with crack the earth for some of the pongifies and while it was funny it didn't seem reliable enough. Might try again tho, the effect was ridiculous.. Smile ..but, having to have red mana was a big minus. Usually if i notice the opponent is not playing a control game i don't even bother fetching stomping ground, and that has really saved the day against aggro.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Quote from Capt. Nick »


    I'm surprised you're picturing Renegade as a blocker. The deck never struck me as trying to play the control role. Renegade's Deathtouch ability is appealing because it makes blocking it a pain. Allowing you to trade up with it. But if you're sitting back with a creature when you're trying to push through damage as quickly as possible, that just seems backwards to me. Tempo means you're trying to keep the way clear for your creatures while delaying any meaningful interaction for as long as possible from your opponent. Our deck can technically play the control game a bit but that's for rare instances where you are being out-aggro'd. Even then, you're likely better off just trying to push damage faster. I'm really curious as to your reasoning for considering your creatures' defensive utility in the deck. I think it'll help me understand where you're approaching the deck from and allow me to explain my point of view better to you.

    As for Avatar, if you're assuming that your mana investment is immediately going to die, then it may not be the best option. For the same mana, you can get Strangleroot Geist (which I think is the real powerhouse card of the deck) that is very resilient, has haste, and facilitates applying pressure for your tempo gameplan. I look at it this way, playing Avatar and having it immediately die means you hopefully got 2 Evolve creatures above 3 power. So you added 2 power to the board and made a 1-for-1 card trade for the opponent. Assuming that power connects, your mana investment got you 2 damage on the turn you played it. But let's say you played Hellspark Elemental instead. Let's say you get a Raptor to 3 power off of it, putting 1 power in play. The opponent kills the Elemental same as the Avatar. You've gained 1 power but only traded 0.5 of a card for their 1 card. You get to spend the second half on the following turn for a total of 4 power (barring no other Evolve creatures entered play). It's bit abstract to compare the two but in a deck that needs to make the most out of the 12-14 cards you're going to see in a normal game, Avatar is a large source of lost potential. Especially when you are curving at 2 and the difference between playing 2 spells in a turn versus 1 is something to be taken into consideration when planning out your turns.

    From my experience, 8 Pongify effects is way too many. The creature base can't really support that many without stranding copies in your hand. Even with the Undying creatures, Pongify uses up their recursive resource and only really trades for an opponents card when used defensively (in reaction to removal). It's definitely a very powerful effect in the deck and helps get more power in play on the cheap but a lot of the value of the card isn't in it's ability to directly influence the board state but to make calculations difficult for the opponent. It's existence alone makes any open blue mana on your board into a ton of possible combat tricks that your opponent needs to assess. Regardless of if you have the card in hand or not. And honestly, it only takes one, maybe two, castings in a game to get a lot of value out of it. I could easily see running 5 of the card and maaaybe 6 to make sure you see one every game. However going higher than that is going to leave you hurting to keep your board full and lead to things like Hybridizing your own Lizard Mutant to blank a removal spell for no other value. I tested originally with 4 Rapid Hybridization and I've never thought I needed more since playing with the 4-of.


    Well, different mu's make me play differently. Like when against UW-control, if my hand is not the fastest i can easily put 2/3 narnam to run laps first. But when against death's shadow, i'm really in no hurry to attack and help their gameplan, but rather sit back, try to amass creatures and horde interaction. Narnam shines as blocker, when i want to swing with flier and keep goyfs and shadows from attacing. Not saying it's the best thing to do, but i really like how one can vary playstyles depending on mu's and learn fast.
    My hardest mu's seem to be removal-heavy black midrange and izzet phoenix. I'm considering giving up the 2x smuggler's copter and having stronger interaction like remand or unsubstantiate instead.
    (My dreamhand is 2 lands, 1 evolver/wolf/pongify-package and interaction like bolt and spell pierce, and avatar of the resolute) soon to follow is quite powerful. )

    Quote from ketoglutarato »

    as for the red spalsh, i'm still on the fence. we either go deep with red as Nick does, or the splash isn't simply worth it, especially because the deck has pretty greedy color requirements. Ancient grudge is not even close to being worth the splash, nor the bolts/vexing devils are worth a shaky manabase.


    like i said, matter of taste mate. But if Reid Duke can play abzan-lists that splash white only for some lingering souls and strong SB options like stony silence i don't think it's a bad play. (sry about the weak fanboy-argument, couldn't help myself :p )
    And like Capt. Nick, i've only experinced problems with greedy one-land keeps, tho i think it's the right call if hand looks the part. (ur on the draw, have several 1-mana options to play and a land that can get u blue/green.)
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    In my experience avatar of the resolute usually dies the second its on the battlefield, and the value comes from evolving others. Of course it's nice to have MB answer to lingering souls as well. To me the core of the deck is 8x evolvers, 8x pongify and 8x undying, and the rest is negotiable. I think i'd be willing to make more changes if more meaningful interaction was available. As it is, narnam renegade is effective 'must kill' blocker.

    Red splash has served me well. ancient grudge is waaay better than any sort of 1-mana substitute that's powerless to combat chalice and more efficient than any 2-mana alternative. Haste is a good point tho, just haven't found the right creature to my taste. pyroclasm is definitely just a 1-of for now, so it doesn't effect the splash. It c'd just as well be second echoing truth or what not.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Seems to me this is a matter of taste and playstyle, and those decks with lots of red go to the burnish side. I like the original idea of dumping power to the board turns 1 and 2, and then keeping interaction up. Tho there definitely s'd be better interaction, any sort of plaxmanta with simic charm effect w'd be welcome. sidisi's faithful is too lame on the attack imo but in the right direction.
    Heres my current build, not a lot of red, and many games i don't even fetch for the stomping ground. Burn and UW-control are mostly favorable mu's and i really like it. Used to get floored by both :p

    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    For the most part i agree with u brainpipe . The only point of contention is the pongify effects. I've been playing 7 and many times missing the 8th, so i probably go to the amount the starter of this thread suggested.

    Last week i went to fnm with this but made so many mistakes that no results to mention. However, i had one pyroclasm in the SB and liked it. even when my creatures would not survive it i was able to fire it after attacking to swipe the board. Maybe only a one-of.
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    Ha, u are right, and i probably end up trying beast within again in future. Smile So far i haven't liked the two-mana counters but then again, i've lost my fair share..so remand sounds good too. (nostalgic kitchen player in me itches to put some power conduits in the deck but i try to stomp the urge and concentrate on winning something..) :p

    I actually have the deck in paper, and as i don't really have money to spend on magic online (and furthermore it feels bad to pay for the cards twice) i have tried it in xmage. It has been really good for learning to stack, and i'm sure the m-online is better (more competitive and less bugged), so please tell how it goes there!
    Posted in: Deck Creation (Modern)
  • posted a message on R/U/G Evolve - Blue Zoo
    This is where i'm now:



    Copter's are still working fine, and dryad arbor is a must for them. It's funny how only after playing enough with this i'm ready to admit what the posts at the very beginning said: no 3-drops. It may be my playstyle too, and there are games where i'm at 4 lands, but more often i had beast within in hand with 2 lands for the whole game.
    swan song does not appel to me. giving a flying blocker to opponent, no way.
    relic of progenitus has been okay, mainly for the upside of cycling. I still have to remember to switch the copters out when i see colaghan's command, as its way too efficient against them.
    The island is probably gonna change for another fetch, but so far two forests have worked. I'm taking this to the next fnm and hope to do as few mistakes as possible. Like u said brainpipe, i have mostly kept the one-landers for now, and it has been okay.
    Posted in: Deck Creation (Modern)
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