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  • posted a message on Modern Esper Draw-Go
    Testing my previous list earlier with some minor changes, any more than 4 1 cmc discard seems to be too much. Kept clogging the hand against some of the quicker and midrange style decks. It's an ok number in the mirror as it'll bait out counters so you can't get a peek at what they got. I tried 4 IoK and 2 thoughtseize. I think the thoughtseize belong in SB but with the mirror and BBE it might be a bit better with a 2-2 split main. No rev or StW with the full play set of souls feels alright. Also I'm actually loving ancestral visions here! Went up to four and it's been a solid draw engine with only JtMS and azcanta backing it up. I'm still on 2 charms, I don't want to let them go. Gonna test more Wednesday and try it out at fnm. I'll post records afterwards.
    Posted in: Control
  • posted a message on RW Norin
    Quote from agua_benta »
    It's the opposite. Tron decks hose Jace and GBx decks. It's an easy prey for trons. In any case, Genesis Chamber is really great against these decks. I think jace is ok if we have bolt. BBE is as hard as kalitas, imo


    I agree with the tron hosing jace, sort of. JtMS comes down a bit too late for tron, but I play alot of U/Wx control and my tron match-ups are about 50/50. My prediction with jace is the switch to a more midrange style control build which can out grind tron to an extent. Im working on an esper build with hand disruption, and lingering souls now that jace is unbanned. If you're interested in the tech check out the esper draw-go forum on here, warning it's a rough build atm. But BBE introduces a new line against tron. If jund is on the play and has bob, goyf, or lilly out and tron drops karn to exile the threat, BBE can come in and kill Karn AND get another threat or disruption spell for free. It's not back breaking to tron but it does force them to shift balance. And while genesis chamber may be good against tron in theory it's not on the play mat. Eldrazi tron isn't terrible unless they chalice on 1 but traditional tron runs o-stone and ugin which just straight decimate norin. Crumble to dust and blood moon are our best answers but unless you run SSG they come down too slow usually. Kalitas is worse for us than BBE honestly, we can't just bolt him and be done. He exiles our dudes so we can't RtR them all while making a zombie army. When he's on the board hold attacks until legion loyalist shows up and let him through or chump with myrs. Jace I'm not too worried about, bolt and dreadbore will keep him in check. I suspect all B/Rx builds will toss those in the side just incase.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Esper Draw-Go
    I've been jamming this list today to find flaws against several decks today with a couple of buddies. I played the deck back against each deck 3 times only swapping remands for leaks then countersquall to see how each fared. Long post incoming.

    Esper JtMS:

    Maindeck (60)
    3 Snapcaster Mage
    2 Jace, the Mind Sculptor
    3 Ancestral Vision
    2 Fatal Push
    4 Inquisition of Kozilek
    3 Path to Exile
    1 Secure the Wastes
    2 Spell Snare
    3 Remand
    2 Esper Charm
    3 Lingering Souls
    1 Sphinx's Revelation
    3 Cryptic Command
    2 Supreme Verdict
    2 Search for Azcanta
    2 Celestial Colonnade
    1 Creeping Tar Pit
    1 Drowned Catacomb
    4 Flooded Strand
    1 Glacial Fortress
    2 Hallowed Fountain
    2 Island
    2 Plains
    4 Polluted Delta
    1 Shambling Vent
    2 Swamp
    2 Watery Grave

    Jund: always a good match up for esper. Felt a bit shakier than it usually does though. Mana leak felt the best here, only lost once due to 3 discard spells on an IoK, path, and snap by turn 2 on the draw. They hit goyf on turn 3. Visions proved pretty good here when it came down turn 1 or 2.

    Lantern (whir): this version is worse against lantern than any other I've played. The lack of instant speed draws hurts this math up. I did win once when a vision kicked off suspend and I had them draw 3 to get in lethal with snaps and tarpits. Countersquall was the better CS when they let me keep it.

    Lantern (G/B): see above. Much worse though because of surgical extraction. Lost all 3.

    Madcap Storm: won 2 lost 1. Lost to a turn 3 empty the warrens for 8 dudes and couldn't hit a sweep. He madcapped me one game on turn 2 while I had path in hand. Countersquall and spell snare did most the heavy lifting.

    R/W Norin Sisters: I know this deck isn't really in the meta but it's my pet deck. Thalia sucks but spell snare takes chambers away. This deck is extremely weak to board wipes and also durdles alot in the beginning. Won 2, also first time I hit a turn one visions suspend into a jace on turn five. Draw seven put the two worst back on top, I felt so dirty. Leak was better here unless they have 4 lands.

    Burn: feels like a bad matchup but I pulled 2 wins barely. Without rest for the weary this match is tough. Spell snare was awesome as was countersquall. Shambling vents was also great the one time I pulled it. Jace just died immediately though.

    B/W tokens. Great matchup for esper. Won all three, spell snare was mostly dead though. Verdict is the best card here. Stabilize the board, slam jace, profit! Again countersquall was epic in this matchup too.

    G/W Company: this deck can come out fast and strong. I felt like I was favorable but they just keep top decking critter after critter. I'd knock them down and they climb back up with a CoCo after a sweep. Lost 2, won 1. Remand was alright I guess, leak didn't do much and countersquall was dead except to CoCo and path.

    U/B Control: ahh the mirror, sort of. He had jace AoT, and the games ended up being whoever hit their jace first. Also batterskull was a nightmare. Lost 2 as I only saw jace once and he was a well timed top deck turn 6.

    Well I've been playing magic for almost 10 hours now with the same deck and am brain dead now lol. Imo I think it needs more sweeps in the main. The deck is also more aggressive than I thought with the four manlands. Jace fateseal or brain storm followed by bounce a dude collonade beats is pretty solid. Countersquall ended up being the better performing CS although without remand I found my self top decking a few times.

    I still need to test against hatebears, abzan (junk, druid and finks builds), tron and a few others to see where the deck truly lies. If you don't count the lantern matches the deck ran 13-8, if you include lantern 14-13. So the deck feels solid, most games were close with only 1 blowout from esper. Also i think it needs more discard, only hit IoK a few times in the opener. I'm totally open to suggestions about the build and possible sideboard options, stony and RiP are shoe-ins for sure. I also thiink jace should be a 3 of as I didn't hit him alot of games. Lingering souls was also the reason I won most games, so maybe a 4 of?
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    Quote from Sifr »
    Quote from Blasienstein »
    Could jace be what makes ancestral vision viable in esper? Think a turn 1 suspend, turn 2 remand/leak, turn 3 mind rot, turn 4 jace? Ideally I've always wanted my wraths turn 4 but jace provides the oppurtunity to brainstorm fetch shuffle even a mediocre visions away while still gaining absurd CA. I got rid of all but one of my JtMS awhile back so i wont be able to take advantage of him with the recent spike(honestly contemplating selling my last one now lol). I also agree shifting to a more proactive midrange style would suit JtMS very well. The lingering souls discard method is definately an avenue to take here although I'd like see esper stay the control deck that I've always known.
    I think you're on the right track, but I don't think it's Ancestral that gets better since it competes with Jace, itself. I think you more want singletons to help him lock out combo decks, or more situational removal that helps you get to Jace, like Spell Snare.

    I never played with Jace in Worldwake Standard, where people combined him with Inquisition. Something tells me targeted discard would push you to play a "blue jund" deck, and that it only was a thing back then because of all the mirrors.

    I personally want to start with UW Control and play more Spell Snares, Runed Halo, and a Crucible main. If I'm playing Esper, it's difficult, and I think Esper Charm gets trimmed. That or you go with Amalek0's suggestion to only run 2, in which case it's just a small value-add to the draw suite.

    I suppose this decks biggest weakness was always the "meh" factor, where you should crush a matchup but then play some divinations before just fizzling out. Would you want to add Jace to that over something like Glimmer of Genius, though? The card assumes you have board control, whereas in a draw-go deck you normally ignore the board and try and get away with funneling as much mana as you can into card draw on early turns. Think Twice -> Esper Charm -> Jace the Mind Sculptor isn't great unless you're playing another deck that doesn't utilize positional advantage.


    I was thinking the same thing recently. U/W was where I started in modern with a gimicy silence/ render silent PW build. Now that I've got alot of good control staples I've been wanting to revisit and the JtMS unbanning seems like a good time to do that. Also I don't think that ancestral visions gets better with jace as foretold took that slot, jace just treats it as a draw 4 scry 2 effect. Shuffling the two worst cards awayy with the fetch is a plus. I mean jace+fetchlands is pretty absurd as it is.
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    Esper JtMS:

    Maindeck (60)
    3 Snapcaster Mage
    2 Jace, the Mind Sculptor
    3 Ancestral Vision
    2 Fatal Push
    4 Inquisition of Kozilek
    3 Path to Exile
    1 Secure the Wastes
    2 Spell Snare
    3 Remand
    2 Esper Charm
    3 Lingering Souls
    1 Sphinx's Revelation
    3 Cryptic Command
    2 Supreme Verdict
    2 Search for Azcanta
    2 Celestial Colonnade
    1 Creeping Tar Pit
    1 Drowned Catacomb
    4 Flooded Strand
    1 Glacial Fortress
    2 Hallowed Fountain
    2 Island
    2 Plains
    4 Polluted Delta
    1 Shambling Vent
    2 Swamp
    2 Watery Grave

    A rough list I came up with. Gonna proxy the 2nd jace and collonades since I was dumb and sold mine lol. I think remand could easily be leak or countersquall instead. StW is still here for early chump blocks and possible snap interactions. I want to find a slot for tasigur too. He's become a recent favorite finisher in my current build. Could probably forgo the SR too, but I like to draw all the cards.
    Posted in: Control
  • posted a message on RW Norin
    Quote from binmaa10 »
    He says that it does not perform well in the current meta at the end of the video. But I guess things got shaken up anyways today. So how do you think we should react to the ban?


    Well blood braid elf is certainly bad news for us. We have a favorable g1 against jund if they fail to thoughtseize or IoK turn one. Hand disruption always hurts. The fact that they can now cascade into k-command or lilly game one will up their percentage against us. I usually bring in spellskites, RiP, and blood moons for them. Siding out 1 chamber, norin, sister, both RtR and one other. JtMS coming back is another matter. He can bounce norin to hand and they can either strip or counter him. Combine that with brainstorming and fatesealing and it will spell trouble for alot of decks. I definately think U/x control will be a tougher match up as they will probably lean on hand disruption and lingering souls for protection. I see JtMS forcing control decks into a more aggressive midrange style to support and protect him. On the bright side BBE and JtMS hose tron decks so there is a chance tron will hide in the corner of the meta for a bit.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Esper Draw-Go
    Could jace be what makes ancestral vision viable in esper? Think a turn 1 suspend, turn 2 remand/leak, turn 3 mind rot, turn 4 jace? Ideally I've always wanted my wraths turn 4 but jace provides the oppurtunity to brainstorm fetch shuffle even a mediocre visions away while still gaining absurd CA. I got rid of all but one of my JtMS awhile back so i wont be able to take advantage of him with the recent spike(honestly contemplating selling my last one now lol). I also agree shifting to a more proactive midrange style would suit JtMS very well. The lingering souls discard method is definately an avenue to take here although I'd like see esper stay the control deck that I've always known.
    Posted in: Control
  • posted a message on RW Norin
    Quote from agua_benta »
    Magic Aids made a version (or played somebody's, what I really don't know) that doesn't feat sisters and chamber is in sideboard. It's the other angle I was thinking about to test

    That build looks interesting. Dire fleet daredevil looks like some sweet sideboard tech for sure. I may try this list in the future, with chambers main of course lol. Aether vial is actually pretty good in the base norin sisters build too. Sadly you gotta cut what little disruption youh would regularly run to fit in though.
    Posted in: Deck Creation (Modern)
  • posted a message on RW Norin
    Hey guys it's been awhile. I'll try to cover some of the major topics, let me know if I miss some. Genesis chamber is a must in the main. Yeah it gives us some awkward board stalls against the creature heavy G/W Coco builds and the new 5 color humans. But we can board those out easily. Humans has been a terrible match up for me. Pyroclasms in the side can help here but hurt us too. RtR is our only salvation after that, especially if they've got vials out. I honestly haven't found a way to beat them regularly. Death shadow is tough too unless they spend there first 2 or 3 turns cantriping. Norin chamber seems to be the only sure fire way to get them if they don't have a k-command handy. Ive never beaten tron NOT ONCE. Maybe a game where I get a blood mooon turn 3 on the play but that's it. Titanshift I almost always beat. Our life gain forces them to wait to scapeshift. I like abrade alot even though I haven't tested it too much. Ive also found that smugglers copter, although amazing, seems a bit clunky to me. I'll post both my current lists. Ive done little playtesting outside the kitchen table lately though. Been alternating between storm and lantern at the lgs. Imho I've been preferring my Mardu build over standard R/W. It doesn't seem to durdle as hard some times by foregoing explosive champions and pridemates.

    Chuck Norin

    Maindeck (60)
    4 Champion of the Parish
    1 Legion Loyalist
    4 Norin the Wary
    2 Serra Ascendant
    4 Soul Warden
    4 Soul's Attendant
    3 Ajani's Pridemate
    2 Thalia, Guardian of Thraben
    2 Purphoros, God of the Forge
    2 Ranger of Eos
    4 Lightning Bolt
    1 Boros Charm
    2 Return to the Ranks
    4 Genesis Chamber
    1 Outpost Siege
    4 Arid Mesa
    2 Cavern of Souls
    4 Inspiring Vantage
    6 Plains
    4 Sacred Foundry

    Sideboard (15)
    2 Spellskite
    1 Boros Charm
    3 Wear // Tear
    2 Grafdigger's Cage
    1 Mark of Asylum
    2 Rest in Peace
    2 Stony Silence
    2 Blood Moon

    Mardu Norin

    Maindeck (60)
    3 Lightning Berserker
    4 Norin the Wary
    4 Soul Warden
    4 Soul's Attendant
    4 Dark Confidant
    2 Purphoros, God of the Forge
    4 Inquisition of Kozilek
    3 Lightning Bolt
    2 Thoughtseize
    4 Genesis Chamber
    4 Impact Tremors
    4 Arid Mesa
    3 Blood Crypt
    4 Bloodstained Mire
    2 Godless Shrine
    2 Mountain
    2 Plains
    3 Sacred Foundry
    2 Swamp

    Sideboard (15)
    3 Fatal Push
    3 Path to Exile
    2 Return to the Ranks
    2 Kolaghan's Command
    3 Grafdigger's Cage
    2 Stony Silence

    Again neither of these decks are really tuned for the current meta. If B/R hollow one takes off as well that will be rough too. I hate to admit but Norin has become kinda a troll deck for me. I break it out when I just wanna be called "that guy". It's good fun but I doubt it'll ever break tier 2. I hope I'm wrong though. I welcome any critiques and suggestions to my builds as well. Sorry for the long post.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Lantern Control
    Also I just wanna give a big thanks to all the people who slaved over making this deck awesome. Ive only been playing latern for a couple of months and it's been a blast the whole time, for me anyways.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    Jace is definately not good here. He belongs in U/Wx control almost exclusively. Also I might be the wierd one here, but I've been testing the whir version since it won the PT. I can honestly say I prefer the G/B build. Ive been using Salvatto's exact list though, I'm gonna switch up a few cards for my flavor before I call it quits on whir. Also in a side board game against U/B control at fnm I had an opener of spire, RoT, 2 opal, tezz, bauble, and cage. Played river, bauble, opal, and cage, drew a glimmervoid. Turn 2 tapped opal for black, river for blue, dropped spire and the other opal and slammed tezz down making the bauble a 5/5 and swung. Next turn cage became a 5/5 too. Opponent scooped before attacks lmao! He was livid! Whole night he was complaining about how lantern shouldn't win by lethal on turn 4! I'm honestly thinking about moving tezz to main now.

    EDIT: This is my G/B version
    Lantern Control

    Maindeck (60)
    4 Ancient Stirrings
    4 Inquisition of Kozilek
    2 Surgical Extraction
    2 Thoughtseize
    2 Abrupt Decay
    2 Collective Brutality
    1 Infernal Tutor
    2 Mishra's Bauble
    4 Mox Opal
    1 Welding Jar
    4 Codex Shredder
    3 Ghoulcaller's Bell
    4 Lantern of Insight
    3 Pithing Needle
    1 Pyxis of Pandemonium
    1 Crucible of Worlds
    3 Ensnaring Bridge
    2 Academy Ruins
    4 Blooming Marsh
    1 Forest
    1 Ghost Quarter
    4 Glimmervoid
    2 Inventors' Fair
    2 Llanowar Wastes
    1 Spire of Industry

    Sideboard (15)
    1 Tezzeret, Agent of Bolas
    1 Surgical Extraction
    2 Thoughtseize
    2 Abrupt Decay
    1 Maelstrom Pulse
    2 Welding Jar
    2 Grafdigger's Cage
    1 Seal of Primordium
    3 Leyline of Sanctity



    Shared via TopDecked MTG https://www.topdecked.me/decks/14ab1d39-71c6-40b1-be36-1dfd7a9c84f1
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    Ok so I'm fairly new to the mtg salvation forums. I've been playing variations of WUx control for a few years, always favoring the esper side. I play a few different decks at fnm but almost always take WUx to scg events and grand prix. Have yet to day 2 a gp (usually mess up due to fatigue lol) but I've hit top 32 twice in scg opens (both with esper). I've rarely felt that esper has a bad matchup at all, tron is about my worst w/l ratio, burn being the next. Affinity is rough but we have an answer to resolved platings, batterskulls, and planeswalkers (I know no walkers are in affinity, just generalizing). Anguished unmaking, hits all non lands. You don't like life loss? Utter end. I usually run 2 rest for the weary in the main (for that cockroach feel lol), so 3 life is irrelevant. Azcanta is straight up bonkers as a 2 of. With all that dig available we get to hit azcanta and dig further. The goal of esper is not to always have an answer but to always be able to produce an answer. Here is my current list, 5-0-0 last fnm (on mobile sorry)

    4 polluted delta
    4 flooded strand
    3 island
    2 plains
    1 swamp
    2 hallowed fountain
    2 watery grave
    1 godless shrine
    3 glacial fortress
    2 drowned catacombs
    3 snapcaster mage
    1 tasigur
    2 search for azcanta
    2 supreme verdict
    4 opt
    4 path to exile
    4 cryptic command
    3 esper charm
    3 remand
    2 fatal push
    2 logic knot
    2 sphinx's revelation
    2 rest for the weary
    1 anguished unmaking
    1 white sun zenith

    My side board varies alot although I always keep stony silence, thoughtsieze and gy hate available. I also know that i dont have collonades, traded mine for some foils in my sydri storm commander. I used to run 2 in place of godless shrine and a glacial fortress. Azcanta and opt are the new additions after replacing think twice (opt), and 1 tasigur and an esper charm (azcanta). I have honestly yet to lose a game where I stick an azcanta, it's so good at filtering. Opt actually lets us do something turn 1 other than hope the opponent plays a 1 drop critter, plus it feels better as a late game draw over think twice. I've also tested thought scour in that slot but it is generally worse with azcanta in the main (its much better if you run a 2 or 3 of tasigur). I know my list is a little wonky but it works for me. I welcome any critiques and suggestions or questions about card choices. Also the only reason that jeskai is "better" than esper is the bolt snap bolt interaction, also they get planeswalker combos. I play against jeskai often as it's a buddy of mine's favorite deck. He usually beats me at least 3/4 of the time but he is also just more skilled than i am (he has 2 top 8s at scg opens). I always feel out played against him but am more even with other jeskai players I've faced.
    Posted in: Control
  • posted a message on [Primer] Lantern Control
    I'm looking to build lantern control here soon. I already play control at my lgs, I'm the only one that does.(W/U and esper draw go) I've faced lantern at some pptq and scg events and it looks like a blast. I'm really only missing a few opals, bridges and the academy ruins to build it. But I guess my question is which version is better? B/G or the whirl build? My meta is mainly aggro with a few combo decks floating around.
    Posted in: Control
  • posted a message on Land destruction deck in Modern!
    I've got a pretty quick G/W build, it locks the opponent by turn 3 about a quarter of the time. 4 ramunap excavators, 3 Azusa, lost but seeking and 3 aven mindcensors maindecked. I also run 4 birds and 4 noble heirarchs with 4 ghost quarters and 3 field of ruins. The goal is to ramp with birds or hierarch to a turn 2 mindcensor or excavator, then turn 3 eldritch evolution into the other lock piece. You then proceed to ruin your opponents day. Other than that its a toolbox chord of calling deck (you could swap for CoCo, I run 29 critters, it just feels bad to hit nothing but your dorks with it). Knight of the reliquary is a 2 of as well for guaranteeing you see your quarters early and often. And a play set of path to exile in case something nasty resolves turn 2. It is fairly weak to bolt though, if your dork gets bolted turn 1 the deck is just too slow.
    Posted in: Modern
  • posted a message on RW Norin
    I'm also working on a prison style build with Norin. It's got some kinks in it still that I want to work out before I post it. Although I'll give a spoiler, suppression field and harsh mentor makes the three color players groan.
    Posted in: Deck Creation (Modern)
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