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  • posted a message on Taking Turns
    zcowan: How has the 4 Snapcasters been going for you? I feel like four might be too much. I dont know how to feel about the 3 bolt and 2 path. That seems like its alot of removal and I am unsure how much would be needed.

    Also, I am having issues trying to decide what splash I want to play for Turns. I'm on the fence between UB and UR versions. Attached are the current versions I'm thinking of playing.

    UB: https://tappedout.net/mtg-decks/27-12-18-ub-taking-turns/?cb=1546568117

    UR: https://tappedout.net/mtg-decks/28-12-18-ur-turns/?cb=1546568250

    I currently have two issues with turns:
    1.UB is more control focused while UR is more tempo. Which strategy would be better against the meta?
    2.Their sideboards are radically different. UB has great graveyard and hand disruption. UR has better artifact and creature removal. IDK which would be better, or if there are sideboard cards that could go in either version.
    Posted in: Modern Archives - Established
  • posted a message on Taking Turns
    Hi zcowan! I have trying to figure out which versions of turns I want to play for scg worcester. If I was doing UW turns, I'd lean more on Geist or Thing in the Ice. Game two the other player might take out their removal (keep bolts though?)and Thing in the Ice and Geist require sweepers to remove them. Im currently leaning towards UB turns with Thing in the Ice and a Vendilion Clique.
    Posted in: Modern Archives - Established
  • posted a message on [Primer] Lantern Control
    Hi everyone!

    I also have a question on sideboards. My list is currently as follows.

    1 Abrupt Decay
    1 Collective Brutality
    1 Ghirapur Aether Grid
    1 Graffdigger's Cage
    2 Leyline of Sanctity
    1 Mindshrieker
    1 Nature's claim
    1 Pithing Needle/Spyglass
    1 Pyroclasm
    1 Tezzeret, Agent
    1 Tomord's Crypt
    1 Wear/Tear
    2 Welding Jar

    Two cards that I am interested in trying out are Padeem, Consul of Innovation and Zur's Weirding. I know people have tried Padeem but I was wondering if anyone has tried Zur's Weirding? I am short a Darkslick Shores so am running a second Inventor's Fair anyway. I feel like I might make the lock nigh impossible to beat.

    Posted in: Control
  • posted a message on Jund
    Would running a couple of Grim Flayers help with fix cascade? Flayer lets us fix the top of our library and possibly remove cards we don't want to cascade into.
    Posted in: Midrange
  • posted a message on Jund
    Hi FlyingDelver,

    I feel like I wanted the mountain to fetch and not take 1, but I think your right about having the 18 sources. Ill switch it to Blooming Marsh. As for Funeral Charm, I wanted something that could kill the x/1s in my meta but also play instant speed discard on their draw. I felt like three Terminates can sit in my hand and could use the modality.

    I kept Thrun in the side cuz there's two control decks at the store. A jeskai and mono blue tron usually. Life is for the 8 whack and burn deck that is there. And yeah I don't have 2 more Fulminators :p They are still mad money.
    Posted in: Midrange
  • posted a message on Jund
    Hi Everyone,

    I'm new to this thread but not to jund. I remember back when Tarms were over $130 and it was nutty. I'm playing Jund for an FMN this friday and was hoping to get feedback or suggestions. My meta is a bunch of small creature and CoCo decks, with an occasional tron. I don't have verdants, a 4th LoV,or more fulminators, but I have most of the shell done. I am torn between using rabblemaster or grim flayer. I want to keep Hazoret; her ability feels like deathrite when mana doesn't matter.

    Here is my list:


    Posted in: Midrange
  • posted a message on [Primer] Lantern Control
    Hi Dralin,

    I think your list is better to handle than most. I don't run the four leylines, but I do the academy and 2 welding jar in the main. The biggest issue is them holding up mana for stubborn denial. At that point it's trying to prevent tasigur/gurmag from delving. Id glady Thoughtsieze a stubborn denial over a tasigur.

    As for tron/counters company, I'm maining three pithing needle. You can name endbringer/map/karn or devoted Druid/duskwatch. Both are really hard if you don't have the answer.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    I'd try the savenger grounds. There's not a lot of exile in the main besides Pyxis and surgical. Definitely makes fast decks like living end or dredge easier. Only downside is you lose your graveyard as well. Kind of a nonbo with acedemy ruins
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Hi everyone,

    I have been playing lantern for a year or so and I wanted to get your feedback. I am torn between Ghost Quarter and Nephalia Academy. Being able to stirring into/turn one stop discard is great, but so is blowing up tron lands. Is there/should there be a mix of the two?
    Posted in: Control
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