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  • 1

    posted a message on Vivien's Akrbow
    1. You don't have to worry about counterspells as much
    2. Madness/Delirium/Animator Enabler
    3. Top-Deck vs. opponent becomes threat after threat after threat no matter what you draw.

    It's basically Coco mixed with Azcanta in artifact form.
    Not exactly a build around card for me at the moment but its definitely a strong tool to have in a variety of creature based decks.
    Posted in: The Rumor Mill
  • 1

    posted a message on Soul Sisters Convoke
    Glare + Emmara = "Glamorous"

    ok that's cheesy lol
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on [Primer] Soul Sisters
    Any interest in Emmara, Soul of the Accord?

    Cause March of the Multitudes is a really really good finisher here
    Posted in: Aggro & Tempo
  • 1

    posted a message on Zombie Indignation
    So I just won on turn 3 against vengevine with this:
    Stitcher'd a Stinkweed with Agadeem, Indignation, and Secrets in hand and it got ugly quick. He did get me down to 9 life in game 2 before he took 40 life loss to the face on a double agadeem. Took a while to loam up two agadeems and chump block.



    Sure it folds to gyard hate, but hey, turn 3 is turn 3. Unlike other decks, this doesn't care whether you kill its beaters.
    Posted in: Deck Creation (Modern)
  • 2

    posted a message on Zombie Indignation
    I saw that new black tutor, so I decided to try and build a deck around it in anticipation. But its' not a control deck with slaughter pact, surgical, etc.
    Instead its built around crypt of agadeem.
    It's not a dredge deck, though it runs similarly. Dredge makes you lose a draw, this actually builds value while filling the yard. More on that later.

    Here's the deck:


    The aim of the deck is to plant creatures in your graveyard, and lots of them so that agadeem can make indignation worthwhile.

    We'll start with the bad:
    It pretty much folds to graveyard hate. There is a mediocre beatdown plan. But it's only going to take you so far.

    The good:
    -You don't care if they kill your creatures. You can block and attack AT WILL without a care in the world. Every creature they kill just ramps agadeem. Maybe you're attacking, maybe you're blocking, doesn't matter. That's good value.
    -There are some recursive creatures like Gravecrawler, Relentless, and Ewit. Ewit was chosen because while you're dumping cards into your yard, you want to grab a land(agadeem) OR a sorcery(indignation). Also, Ewit is a CREATURE. It's basically just extra copies of either.
    -There are 16 creatures that dump cards into the yard, NOT including Stinkweed or even Indignation. Only 2 cause you need combo pieces, so you don't necessarily wanna dredge from turn 1. It's just an oh, an Imp got dumped into my yard, lets ramp up agadeem some instead of whatever draw. Imp also fills in decently as a flyer.
    -If you do have 2 Indignations in hand, one builds the next.

    It's just an average deck, it could never be competitive, but its a lot of fun to play and can be surprisingly both powerful, consistent, and even resilient.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Assassin's Trophy
    Those are monowhite cards not Boros Cards to be Boros it needs RW in the casting cost. My point was RW gets the shaft compared to BG even though RW could based on the color pie get removal just as good. Meanwhile great removal is only one of BG numerous strengths.


    So you don't use Path in your Boros deck because its not RW?

    Considering Black is the best at creature removal, and green is the best at non-creature permanent removal, how does this card not make sense? Why should RW get this as well? Because creature removal is supposed to be a strength to red and/or white? Nope. It's there, but SHOULD not mitigate other color's strengths. You're arguing to make Magic flavorless.

    GY hate is available to every color, with arguably the highest power level being Rest in Peace, White, as well it should be. And it should be available to every color. Graveyard decks are also the easiest to completely blow out. In other words BG's best strength is arguably better than card draw... but this degenerate strategy is counter-able by every color... because its degenerate. That makes it much less of a strength.

    Burn is still the best aggro deck. Good luck arguing against that.

    What do you want to talk about next, Green's best walker STILL being Garruk Wildspeaker?

    This set has been a long time coming for green, and well deserved to balance the color pie. Hush.
    Posted in: The Rumor Mill
  • 1

    posted a message on Assassin's Trophy
    Quote from boombox_smk »
    Calling it now, I'm going to use 'Astro' as the verb. Astro your Teferi.


    ASTRO

    Teferi, you flew to close to the sun.

    Smile
    Posted in: The Rumor Mill
  • 1

    posted a message on BW Repay in Kind


    What I like most about this card is Sorin giving you the bird.

    This deck is a midrange/control deck that relies on discards, efficient removal, and card advantage.

    discard package:
    Thoughtseize/Inquisition/LotV
    This trio needs no paragraph. These are the core 12 of an 8-rack deck that aims to minimalize hands/threats.

    efficient removal:
    Path to Exile/Anguished Unmaking/Utter End/Wraths
    Cheap removal, Versatile removal, and mass removal

    card advantage:
    night's whisper/phyrexian arena
    simple: life for card draw

    protect life cards:
    GideonotTrials/Gideon Jura/Pulse of the Fields
    Both Gideons can prevent damage as well as turn around and attack. Both of these functions are extremely important. The can't lose emblem is added incentive to play more Gideon's.
    You might laugh at Pulse. Don't. This deck is very good at minimalizing threats. Between the discards, removals, and planeswalkers, its pretty hard to get combat damage through in big chunks. The vast majority of the time, Pulse simply stalls the game out. This allows NW/Arena to accumulate card advantage. It is not uncommon for a single Pulse to be re-casted several times over.

    So how does the deck win?
    It wins by trading life for draw/removal
    -Caves of Koilos
    -Shocklands/Fetches
    -Thoughtseize
    -Night's Whisper
    -Anguished Unmaking
    -Phyrexian Arena

    And then:
    Repay in Kind
    +
    Gideon of the Trials or Gideon Jura

    Method A:
    GoT Emblem, zero life, Repay in Kind

    Method B:
    4-6 life(depending on the Gideon), Repay in Kind, attack with Gideon



    The deck is surprisingly resilient and Repay in Kind is a high power card that just about guarantees a victory sans countermagic.

    Hope you will try it out and play along with me.

    Burn can be problematic in G1. Same as Tron. Sideboard makes matchups favorable in G2/3
    Moon can be brutal if they draw it. There are A LOT of double BB or WW cards in here.
    UW control is tough because we're more proactive than reactive. We just can't interact with everyone playing on our turn too well.
    Scapeshift is trouble.

    Anything creature based is generally a pretty easy matchup.

    Edit: I'm currently experimenting with 2 less LotV and 2 more Pushes

    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Taking Turns
    Quote from zcowan »


    As for Jace, the overall opinion is to run 1-2.. In the current format he doesn't really stick around unless you can cast him in the late game in a turn while also casting an extra turn spell.. Most of the time he is used to just set up a miracle. It's more important to run dictate and howling mine as well as interruption. Honestly you could run the second one in the sideboard as an option to grindy matchups since he is a win condition in his own right lol


    I run 3 Jace's, but I'm in a UG build with Emrakul and Oracle's Vault. Terrible card but its just fun to cast Emrakul for free.
    Posted in: Modern Archives - Established
  • 1

    posted a message on UG Oracle
    So there's this card:


    and the payoff:


    That's the primary win-con. Casting Emrakul for free.

    Getting there is tough, but I've found this little duo fun:

    Jace, the Mind Sculptor and Nissa, Steward of Elements

    You can win with their ults sure, but their primary uses are scrying. Sometimes Nissa's 0 can come in handy. Scrying for Oracle plays, or Temporal Mastery.

    Toss in some Serum and you'll have no problem controlling the top of your deck.

    Still working on the deck, its just an idea. But its pretty tough to beat if the game goes long. Exhaustion has proven itself most of the time.

    I once strung together 4 turns in a row. They were not pleased.
    Posted in: Deck Creation (Modern)
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