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  • 1

    posted a message on R/x Aggro
    Would you even consider calling this Ramunap Red now? You're excluding the essential land (Ramunap Ruins) and are pushing towards a more vehicle based deck with the likes of Boros cards such as Motorist. This is heavily suggesting Mardu Vehicles with a Dinosaur twist. I wouldn't consider this innovation, more of a switch of decks if this is the case.
    Posted in: Proven (Standard)
  • 2

    posted a message on 8Rack
    Quote from MTGLORD »
    Well I'd firstly point out that the list above is mixing two different routes with Bridge and the Non-Bridge Package of (Funeral Charm/Dismember/Fatal Push)... I think firstly removing Affliction is a mistake. Secondly, if you are wanting to run Bridge you need to remove the Package that Ross uses instead of Bridge. I think that might be where it's going wrong first before discussing whether we go on the play or not.


    I haven´t removed affliction, not sure if you were talking about other card.

    I usually play 2 Bitterblossom instead of Funeral Charm but I wanted to test the mix you are pointing, I went 2-3 in mtgo competitive league with it. I have tested with Lingering Souls instead too.

    Would you play without any removal if you were playing Ensnaring Bridge? I think you need at least 2/3 Fatal Push/Dismember. Not sure about Smallpox in bridge constructions. Would love to hear about the list you would play if you wanted to play Ensnaring Bridge.


    I haven't ever ran Bridge, but from lists that I do see the optimal option is either you run the Removal Package with Pox or your run Bridge. Fatal Push is necessary at 2+ in either lists, but Dismember/Funeral Charm/CB/Small Pox all become unnecessary in Bridge builds. See the issue for me in playing Bridge is that the card is not as punishing as Small Pox can be and post sideboard, the card becomes almost utterly useless when they bring in their artifact removal heavily because of the Rack as well.

    As for lists, it would be similar but imagine a list without Dismember, Funeral Charm, or Small Pox. Bitterblossom is an option to play to along with Ensnaring Bridge. You might also consider upping the land count to 24 if you aren't running 24 lands because of the increase in curve.
    Posted in: Control
  • 1

    posted a message on 8Rack
    Quote from MTGLORD »
    I'm a 8-Rack player since Shrieking Affliction was printed and I've been playing a lot with it last three weeks testing for GP Madrid (team unified). I've tested with:
    - Tom Ross version (without bridges) with 23 and 24 lands
    - Ensnaring Bridge version with and without Bitterblossom
    - BW with Ensnaring Bridge and Lingering Souls
    - With Smallpox + Ensnaring Bridge
    - With and without Collective Brutality in mainboard

    Results have been very poor and I'm asking myself if I should choose other deck for GP and play 8-Rack just for fun in FNMs. I haven't played other decks but I have a month to test.

    My team is playing
    P1: Bant CoCo or Humans
    P2: Titanshift
    P3: ????

    Would you play other deck? Which deck?


    Okay, so the deck in general is not sought out to be highly competitive against the main field. It absolutely has decent match-ups against some of the tier 1 decks like DS, Control, Titanshift, etc; however, the deck's strongest aspect is the surprise factor it yields. Many do not know how to play against it, and I am sure you are very well aware of this. The issue is the deck is just not as STRONG compared to the consistency of dominating the field than the decks that are listed tier 1.

    My opinion is if you are looking to win at all costs, then do not play this deck; however, experience plays a major role. If you feel that your ability to pilot the deck is strong and you know what you are doing then do it, as having advantage of knowing how to run your deck sometimes trumps better decks because you are the better player. Take into example Tom Ross top 4ing at an SCG. Who would've thought that 8-Rack would make it that far? It showed that the ability to pilot the deck well and with a bit of luck, you can make it far.

    I play this deck because I love it, it is not because it will yield me incredible tournament results that will prize me out. I'm content with going 5-4 or 4-5 scrubbing out knowing that I played well with the deck. Some days the deck can take the field by storm and some days it does not, but I play it because I love the concept.
    Posted in: Control
  • 1

    posted a message on 8Rack
    Quote from SirFrancois »
    What do you guys think about Defense Grid as sb tech or mb tech for decks that like to wait until EoT to cast spells on our turn?


    Doesn't that basically negate the use of Fatal Pushes, Dismember, Collective Brutality, and even Funeral Charm? You basically are taking away our removal package.
    Posted in: Control
  • 1

    posted a message on 8Rack
    Delirium Skeins is one of the better options to also deal with problematic decks such as anyone who drops down t1 chalice or leyline.
    Posted in: Control
  • 1

    posted a message on 8Rack
    Quote from Darkx87 »

    I agree. Very rarely do I find myself mana screwed with 23 in the deck. I believe it has only happened in 1 game out of last 20+ that I've found myself sitting on 1 land for quite a few turns. Even then, with the mana curve, I'm able to do some stuff to keep the game relatively even. Normally, I get to 3 in play with enough lands coming to pitch to other effects, but not so many that I'm without threats. Though, like being mana screwed, that does happen once in a while.


    Well Mana-Screw comes down to running either 4 or 3 Tombs. I'm not sure the additional Swamp makes much of a difference to be fair, but it happens whether you are running 24 or 23 lands. That's simply how Magic works, variance can cost you games when there is nothing you can do about it; however, I am a firm believer that 23 lands is the correct amount you should be playing. I also am a big fan on the fetches at 2. I tried 1 and I tried 3, but it just seemed a lot of the times, I'm either wasting the fetch in hand to a discard, or I'm pinging myself in search of a swamp.
    Posted in: Control
  • 1

    posted a message on 8Rack
    Quote from Darkx87 »
    LGS Report -



    Went 3-1 last night, matching up against: 1) Vengevine; 2) Gifts Storm 3) U/W Control 4) Traditional Jund

    Vengevine - 2-1
    Unfortunately, this was my buddy, so it knocked him out of the running and I know the deck pretty well, having played against it. I definitely feel favored in this match, with the ability to control the game much better than he can create threats. Much like a true combo deck, there's always a risk of a great top deck that lets you run it into a dangerous combo, which is what happened game 2.

    Side in: 3x Grafdigger's Cage; 1x Fatal Push; 3x Bontu's
    Side Out: 4x Raven's Crime; 1x CB; 2x Thoughtseize

    Gifts Storm - 2-1
    I really dislike playing against Combo decks because of the lack of interaction and the feeling that they're just a ticking time bomb that will go off any moment... That aside, he took game 1 fairly easily. I was able to hold him off for quite a while and tink him down with Mutavault and Rack effects for a while, but ultimately he got the combo off. Games 2 and 3 were no contest, because of sideboard. Game 2 I Thougthseized his Smash to Smithereens in T1 or T2, then played a Grafdigger's T3, with a 2nd in hand from a top deck. He made no attempt at getting a storm count going and could not keep any creatures on the field. Game 3 I had a Grafdigger's in play for a few turns, he was able to start his combo and destroyed it with Smash, played his Baral, Chief of Compliance. That was the beginning of his ramp into the lethal storm count, unfortunately for him, I had a Push in hand, and destroyed the Chief in response, ending that right away. From there, he couldn't put anything else together as I took total control of the game.

    Side in: 3x Grafdigger's Cage; 1x Collective Brutality
    Side out: 4x Raven's Crime

    U/W Control - 0-2
    This one I totally botched. Both games I kept lackluster hands and I think I sideboarded incorrectly. I also think the lack of the additional Delirium Skeins in the SB was a problem. Game 1 he resolved a big Gideon. I was able to hold him off and ultimate Lili, placing Gideon in 1 pile and all of his lands in the other. He kept Gideon and proceeded to beat me down. Game 2 I got him down into single digit life, but couldn't close the game out as he utilized Sphinx's Revelation to turn the tables on me.

    Side in: 1x Delirium Skeins; 2x Asylum Visitor
    Side out: 3x Fatal Push

    Traditional Jund - 2-0
    Easy match up here. This guy also plays a B/W 8-rack variant, so he knew what I was all about, but couldn't accomplish anything. I finished both games at 19 life or so, taking damage only from Smallpoxes and fetches.

    Side in: 1x Fatal Push
    Side out: 1x Collective Brutality

    All in all, the deck felt good.
    - Running 3x Mutavault felt better than 4 of. I had it in play every game and only had mana issues for 1-2 turns during my Jund matchup, as I waited for a 3rd mana source to get a Lili on the board.
    - Running 3x Fetch lands felt good too. I only had one game of having to use a fetch for the sole purpose of getting a Swamp. Otherwise, they were great B sources with an Urborg in play and definitely were useful for Revolt triggers. I never had an issue with a 4C creature in play that I could not remove, due to a lack of a Revolt trigger. I'll keep running the 3x fetches and see if that feeling continues.
    - I did not miss Funeral Charm in the deck whatsoever.
    - Collective Brutality definitely had its shining moments of being able to utilize multiple modes by pitching excess lands.
    - I'm going to remove Ratchet Bomb from the SB, in favor of adding the additional Delirium Skeins.
    - I wasn't impressed by Asylum Visitor either and will be testing 2x Pack Rat instead. The reason being, Asylum Visitor seems to be the card to add in when you're in for the long haul games, to allow you to get back to card advantage. However, considering what our cards do, having more discard spells in your hand isn't really that helpful late game, in my experience, as your opponent is usually only sitting at 1 card from their draw step anyways. Thus, most of the cards we draw into late game are dead, as we wait for Rack effects or a Mutavault to come in for a win condition to finish them off. Pack Rat would take those dead cards and unused mana and turn it into additional rats and increased threat. I think this creates a quicker clock and creates a better board state for the deck. In theory. I'll have to test it out to see, but I've definitely seen a number of people online say that they really enjoy Pack Rat in the deck.


    First off, I would like to say that this is an excellent report here, very insightful and very well put!

    Secondly, I noticed you said you were replacing the Funeral Charm for the 2nd CB, was there a reason you up'd your count of Wrench Minds to 4 instead of the CB to 2? How did Ghost Quarter feel in the MB, very interesting tech but can be effective! Also, the 2nd Dismember, many have told me that 2x Dismember can be an issue with taking damage for removal; however, what was your experience with the 2nd copy.

    The deck looks very good in my opinion and one that I'd like to try out myself and see. My local meta here runs a few 8-Racks and a few of the typical builds like Death Shadow's, etc, etc. Any changes you'd recommend if focusing around that?
    Posted in: Control
  • 1

    posted a message on R/x Aggro
    Quote from Nevelo »

    I wasn't super clear. Not just Chandra, but threats in general. Working off a stock list, I'd cut all the shocks, likely cut down to about 2 Abrade and then side into as many of the better threats as I can. Chandra, Ferocidon, maybe a couple Glorybringer if I need to fill some spots.

    Chandra is a little bit slow, but it does represent a threat that is a bit harder to remove. She smacks them for 2 a turn and threatens ultimate in a few turns. She also doubles as removal for Caracal, albeit not the cleanest if we don't have some dudes to block.

    Ferocidon is probably the best threat we have against them, so it might be worthwhile thinking about running 3-4 of them in the 75 going forward.

    Edit: I also think learning how to play around Settle the Wreckage is key in fighting this deck.


    I think you nailed the most important part at the end, it is the strategy of playing around Settle that is most key in winning these games. I notice a few stating that speed is the most important way to win this game; however, with the counter package, I believe it is playing around the one card that can truly screw us.

    Ferocidon I believe is atleast a 2 in the 75 and easily pushed to a 3-4 depending on how the meta shapes up the coming weeks. I believe siding in the larger threats like Chandra and Glorybringer is important. Shocks are useless and Abrade doesn't do much period. Cutting those 6 makes the most sense and playing in 2-3 Ferocidon, 2-3 Glorybringer, and 1-2 Chandra is the way to go.
    Posted in: Proven (Standard)
  • 1

    posted a message on R/x Aggro
    That is why Ferocidon has a huge impact against U/W approach, especially against Regal Caracal. Remember, Ferocidon not only stops lifegain from occuring, when Caracal hit's the battlefield, the opponent loses not just 1 life, but 3 life due to the 2 cat tokens. This is why im emphasizing the importance of running 2-3 Ferocidon in everyone's sideboard.

    A 3/3 for 3 Menace with ability to ping and stop lifegain is a huge advantage against decks like U/W after sideboard.
    Posted in: Proven (Standard)
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