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  • posted a message on [Featured Thread -] WUR Delver
    So was thinking UR delver wizards might be a viable choice given the extra playset of bolts (if you play wizards), and the addition of “everyone gets prowess” hasty flyer — making snappy even better due to tribal perks. 4 extra playsets of bolts makes it easier to give up path and wasn’t hard to give up helix for skullcrack. Haven’t played tested, but thought at the theoretical level it seemed like it was worth testing.

    Giving up path and helix made giving up White altogether seem reasonable. I know this is URW delver, but wanted your thoughts. Thanks!
    Posted in: Aggro & Tempo
  • posted a message on Esper Transcendent (Competitive Rogue)
    You're right Vindicate is not legal in modern. Forgot. So no not viable. Distress is a typo I meant Duress because I wanted to focus on non creatures, and avoid shaking oneself, but maybe you're right. I like the speed of Ghost quarters better (and less restrictions) but it might allow them fetch for a basic they needed. I need to go back to Square one on a Vindicate replacement. Thanks for setting me straight
    Posted in: Deck Creation (Modern)
  • posted a message on Esper Transcendent (Competitive Rogue)
    Hi all. I'm new here. I just recently got back into MTG and decided to give modern format a go for the first time. I've played off and on casually since fourth edition (mostly off), and I consider myself a novice with just enough knowledge to be dangerous to myself and others.

    I initially wanted to play a esper control deck like draw/go (EDG) with some hand and land Disruption (to make use of my Thought Seizes and spreading seas). After studying the recent blog posts on EDG, I somewhat reluctantly leaned more towards a pure EDG trusting the expertise and the rational of their good arguments. (It's still a fun deck, but I also enjoy being proactive).

    I then found ET and was excited about the idea. I read up on the March post revealing a "flaw" and thought of a possible solution, maybe you thought of the idea already and it's actually a terrible idea. I thought adding land disruption could round the deck out. A spreading seas on T2 could Mana screw a tron deck or a multi colored deck. Blowing up a land on T3 essentially sends the opponent back to T1/T2 and mana screws them more. So ET would be a deck that disrupts resources the opponent uses to win until you reveal a win condition (main resources being hand, land, and board).

    I also have a crazy side board idea (side board B) if you're interested after I show my version of ET (sorry about the inexperience of memorizing and the laziness of not looking up names; hopefully it's clear enough).



    Clearly Vindicate can remove any non-indestructible permanent, like creatures, but the reason for including it is land disruption (I think it's flexibility is a good thing). I've also exchange path to exile with Swards to plowshards for what I think is an obvious reason (due to the strategy refinement of including land disruption).

    So I like to have my cake and eat it too when I can. Here is my crazy side board idea. 15 cards (side board B) is really the only difference between this version of ET and a decent EDG.

    +1 white sun's zenith
    +1 serum visions
    +4 Cryptic Command
    +2 sphinx' revelations
    +3 mana leaks
    +2 remands
    +2 Celestial Colonnade
    -1 Elspeth
    -3 Duress
    -2 Thought seize
    -3 Vindicate
    -2 Blessed Alliance
    -4 Narset Transcendent

    What if game one you came out with a boring more reactive EDG and game two they sided with those assumptions only to be shocked that you pressed them to their heels with ET. (Granted this ET version has less pressure than previous versions due to the thinning of PWs). E.g., If you whipped out a mana leak game one, how could they know they're gone for game two (and you're blowing up their lands they think they need for mana leak). If it went to game three how would they decide how to board then? You could go left, right or somewhere in between.

    I see a potential for value in keeping your opponent guessing as to what you're up to; i.e. you're disrupting the information he has on your deck. Maybe siding this way is a terrible idea compared to studying/guess the meta and boarding in the perfect 2-4 cards that crush the mechanics of your opponents deck (as they try to do the same to you). Maybe these two decks suck against the same bad matchups so left right and center means imminent death anyway you slice it. Dredge/infect seems like a decent candidate, but perhaps some refinement could be made to bolster up against the gaps I'm unfamiliar with. I'm hoping your experience could help illuminate and reduce the uncertainty and risks.

    I'm looking for feedback on this version of ET that includes land disruption, and also feedback on the sideboard idea to disrupt the information your opponent has about your deck's strategy. I could see where one idea might be good but not the other, if both aren't bad or good. Please set me straight if my hopes for these two ideas are just not aligned with reality. I consider myself a novice so go easy on me please. Thanks!

    Best,
    Dan
    Posted in: Deck Creation (Modern)
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