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  • posted a message on Colorless Eldrazi Stompy
    Gotcha! Thanks!
    Posted in: Deck Creation (Modern)
  • posted a message on Colorless Eldrazi Stompy
    Quote from ChaoticTyrant »
    Just 5-0ed the first modern competitive league I've joined :D. It was pretty smooth sailing. I decided to buy into MTGO so I could practice the deck whenever I wanted so I could get ready for the open. BTW, anyone have advice on how to not spend anymore money on MTGO and just use league and challenge prizes to make more decks? I don't really understand the system but I would assume I can turn my prizes into other modern decks.

    (2-1) Bridgevine
    I recognized the deck as I had just been looking at it the day before. My opponent stumbled because I cheesed them with a Chalice on zero to cut off bridge from below. I won from there with multiple thought-knots. Game 2 he just had too much and I kept drawing lands. Game 3 came down to the wire, he had 2 vengevines in the grave but kept whiffing while I just kept drawing gas after the board stalled a bit.

    (2-0) Grixis Death's Shadow
    Won game 1 off of no blockers from my opponent with two scourges pinging them. I dropped the chalice the turn before I won and shut them down, would've had me next turn cuz my opponent had the shadow and battle rage along with a bolt. Game 2 I had turn two thought-knot and stripped a kiln fiend which was there only creature. They didn't draw anything the rest of the game while I beat them down.

    (2-0) Skred
    Turn 1 Scourge off of temple and guide. They couldn't deal with it. Game 2 same thing except I had to play around them exiling my scourges and keeping me from killing two Sarkhans in a row. Was holding up dismember all game and nabbed the Glorybringer and swung in uninterrupted. Not sure if I should keep chalice. Skred and Bolt aren't really worrisome but Relic doesn't do much either besides draw a card. I can't remember what I sided in and out. Idk if removing mimics is the right call either. It's a game that can go either way I assume and the dragons threw me off cuz that's not traditional skred.

    (2-0) Bogles
    Hell yeah, auto win baby. Game 1 turn one chalice on the play, they had nothing but a spiritdancer and I wailed on them. Game 2 I bring in 4 ratchet bombs to go with the chalices and smush them. They get underneath chalice and disenchant it. They get low on cards with no real pressure so I chalice on two to stop their money enchantments and just keep swinging over and over til I won.

    (2-0) UW control
    Got off scourge early and we kept trading resources til we were at 20 and 18 life and low on cards. I drew manlands and finished him off super slow through two jaces. Almost lost because I knew they had entreat the angels and they brainstormed with Jace. I was holding up ghost quarter for collonade all day and almost tapped out for something else before I realized I need to shuffle their deck. They didn't decline the shuffle so I assume they either didn't do it or didn't realize. Game 2 I got an early mimic down and my opponent kept a hand with two teferis and removal. I spyglassed them and shut off teferi and for some reason they decline to field of ruin my temple so I slow rolled a smasher until I knew it was safe. They dealt with my first smasher and copter so I just sandbagged another smasher i drew all game and took the slow plays. This is something I've learned to do against control. Just keeping attacking and passing don't run anything into counter magic. Playing burn has helped me understand this a lot. Anyways, they tap out for teferi even though they can't use them and I cast smasher and swing for 10 for exactsies. No idea, guess the opponent assumed I had nothing. They weren't playing lands so I assume they were drawing action but whatever. Just happy with my finish Smile

    The more and more I play this deck, the more I realize Eternal Scourge is broken. Beating control decks with one freaking creature is insane. Honestly, if I ever decide to get into legacy I'll probably jam this list with more sol lands and see what it can do. With as much interaction as there is in legacy I assume scourge would be great but the players I've talked to aren't sure. Oh well, one day I'll try.


    I'm still trying to understand some things about Chalice interactions -- How does Chalice on 0 stop Bridge from Below?
    Posted in: Deck Creation (Modern)
  • posted a message on B/W Humans
    Quote from bocalwin »
    I had a very similar idea when I saw Ajani, Adversary of Tyrants. I think it has the potential to be better than a knight tribal deck due to the synergies with Ajani and militia bugler. This is the current list I'm working on:

    5 Plains
    7 Swamp
    4 Concealed Courtyard
    4 Isolated Chapel
    4 Aether Hub
    3 Vicious Offering
    2 Fatal Push
    3 Walking Ballista
    4 Kitesail Freebooter
    4 Glint-Sleeve Siphoner
    4 Knight of Grace
    4 Knight of Malice
    3 Militia Bugler
    3 Radiant Destiny
    3 Doomfall
    3 Ajani, Adversary of Tyrants

    // Sideboard //

    3 Duress
    1 Forsake the Worldly
    2 Authority of the Consuls
    2 Remorseful Cleric
    3 Kambal, Consul of Allocation
    2 Cast Out
    2 Arguel's Blood Fast



    I'm not a big fan of Ballista in this particular build, it doesn't synergize well and can't be brought back by Ajani. I'd recommend something that can combat it instead Suncleanser, or something which can help you draw more bodies/answers both early and late game Mentor of the Meek. I'd be curious on your thoughts about SBing Baird, Steward of Argive. Against R/x it seems like a huge way to hurt them, they often run short on mana and it's toughness allows it to dodge all but the big threats like Glorybringer.
    Posted in: Standard Archives
  • posted a message on Mono Green Elves
    From what I gather the general idea of elves in other formats is to power out a ton of elves quickly and then use their tribal ability to gain a winning leverage. Standard doesn't offer the same tribal payoffs (Shaman, Ezuri, and such), nor the same digging power (Collected Company, Lead the Stampede, etc.). We do have Walking Ballista, Lifecrafter's Bestiary, and a few similar wincons and draw spells. Cultivator of Blades might have some potential but because its ability is only active during combat I'm not sure I wouldn't have a different card in the same slow. Vivien Reid's ult is the sort of thing this deck definitely wants, but ulting her, like any planeswalker, is easier said than done. Another walker worth considering is Nissa, Vital Force, she can get back any permanent, and her ult turns ever land into a 0 mana draw spell.

    Following the flood the board with elves concept, I think standard elves would work best by powering out as many mana dork elves as possible. The version I'm toying with started as mono green but has morphed into G/W simply because it opens up Shalai, Voice of Plenty. Not only does Shalai protect the board, she can pump the entire team. To achieve a critical mass of dorks though, we need serious draw power. That's where Bestiary shines, and having multiples only gets better. I'm toying with including one or two Vizier of the Menagerie but with 4 Bestiaries, it doesn't seem good enough to make the cut. With enough dorks, including a few cards like Grow from the Ashes or Harvest Season are worth considering but, again, I'm not so sure they'll pull enough weight to warrant watering down the deck.

    Board wipes are a threat but we do have Heroic Intervention to protect against the likes of Fumigate, and Shalai to protect against Settle the Wreckage. Against control a wide field of creatures, even if they're small, is a nightmare for them. Against aggro it's tougher because they're fast and have creatures with more power, but being G/W allows us to run our own copies of Settle in the SB (I've also considered Approach of the Second Sun since they can't do anything about it and we can flood with enough chumps to stall until we re-cast it for the win). The hardest matchup for elves is likely Stompy, but they are such a small part of the field thanks to Control and Aggro that it's not a huge issue at the moment (and even then, against them the biggest issue is their Trample threats, the rest we can chump until we cast a wincon like we would against aggro).

    Speaking of wincons, Ballista is the obvious one against all 3 of the "most common" matchups. I've already mentioned Approach as an alternative wincon, but there's also Throne of the God-Pharaoh which can quickly win games for us with enough dorks out. With the goal being to cast as many dorks as possible, Clancaller seems a good fit too; we can quickly power out multiple copies to buff the entire field. With the idea being to draw and cast as many creatures as possible, there's some argument to be made for Aetherflux Reservoir though I'm not sure it's good enough to make the cut either.

    Other cards worth considering with this concept are the Vanquisher's Banner and Radiant Destiny, both can pump the team making them harder to kill. They both seem just okay though and I'm not sure they pull enough weight to be included either. Given the choice, I'd lean towards the Banner even though it comes down later, it's ability to draw us more cards can be incredibly useful.
    Posted in: Standard Archives
  • posted a message on B/W Humans
    Karn would be great for the card advantage, sadly as I don't have them I can't say for sure (anyone who does and wants to test them I welcome your thoughts on how he performs).

    I debated Dauntless Bodyguard, my problem is I see him as a T3 or later play. On T1 he has nothing to target, and T2 you're casting a Knight of XYZ. I wanted a T1 play that can buy time to build the board and GPF seems the only option for that.

    History has some good upsides, what I don't like is that it doesn't stick around. I might go to a 2/2 split but want to get a better feel for RD first.

    I don't know why I never thought of adding Shalai! You're right, she definitely plays well with the deck. Thanks for the idea!
    Posted in: Standard Archives
  • posted a message on B/W Humans
    After seeing a few B/W Knight decklists running around, I got to brewing the following deck. I don't call it B/W Knights for a few key reasons:

    (1) While it runs mostly knights, it's not entirely knights. It is however, entirely humans.
    (2) It eschews History of Benalia which is sort of the defining piece of Knight decks.

    The Deck*:
    (*At the moment there are 17 SB cards, I'm hoping to refine them with the communities thoughts)



    The Breakdown:

    God-Pharaoh's Faithful -- I'm not huge on this card, a 0/4 blocker with a lifegain upside is okay but nothing to write home about. I'm leaning towards cutting but the only reasonable replacement I could think of was Legion's Landing, which suffers from the issue of being legendary (making multiples bad) and makes 1/1's which in a chainwhirler meta are basically useless.

    Knight of Grace -- A 3/2 (usually), hexproof from black, first striker makes this card a snap include.

    Knight of Malice -- Likewise, a 3/2 (usually), hexproof from white, first striker makes this card a snap include.

    Benalish Marshal -- Anthem effect on a stick. And it's not legendary so multiples only get better.

    Aryel, Knight of Windgrace -- Because we run so many knights Aryel makes the cut, but I don't love her in the deck. That said, she's a 4/4 vigilance creature which is pretty good, and being able to build out the board, and/or act as removal means for now she's got a spot in the deck for now.

    Fatal Push -- If you're in black, you run this. Enough said.

    Cast Down -- I'm back and forth on this one. Extra removal is good, but we've got a fair amount already. I'm considering moving it to SB (or cutting entirely), and moving Arguel's Blood Fast into the main.

    Seal Away -- A 2CMC exile effect is great. There are few problems it can't answer in a creature deck, and we have other options for those.

    Radiant Destiny -- Anthem effect that's not subject to creature removal.

    Cast Out -- An instant speed exile effect is great, but at 4 CMC running 4 copies MB feels a little much.

    Vraska's Contempt -- I'd consider going to 2 on this, but only have 1 to test with. Even so, only hitting creatures and planeswalkers makes it less versatile than Cast Out, so between the two I'd rather the former. The big advantage to V's Contempt is that it doesn't stay on the board so it can't be removed later.

    The lands are pretty self-explanatory. We want W/B sources, untapped as much as possible. It should go without saying but, just in case, I figure I should mention that for Unclaimed Territory name Human, not Knight.

    SIDEBOARD

    Authority of the Consuls -- Slows aggro down, gains life. Pretty much everything we'd want against them.

    Arguel's Blood Fast -- Card draw for grindy games. After it flips it's always a nice trick to turn an about to die creature into some lifegain.

    Sorcerous Spyglass -- I personally love this card, though I recognize not everyone likes it. It shuts off so many problems (planeswalkers, vehicles, ballista, etc.).

    Kambal, Consul of Allocation -- Another card I love, but will admit I'm not sure deserves a spot in the SB. He's human which plays well with the rest of the theme. Moreover, against control he's a must answer problem for them.

    Profane Procession -- This was recently added to the SB during my brewing. I don't think I'd ever want more than 1 copy in my deck. It's really only good late game when we have a lot of mana. Early on though it's just a dead card because I'd rather be casting any number of other options on T3.

    Dusk // Dawn -- Excellent against Stompy, Dinosaurs, and the like; but otherwise just okay. I do like that it can bring back all but 6 of the creatures we run.

    Ixalan's Binding -- As much as I love Cast Out and V's Contempt, sometimes there are problems we don't want to see a second time (Ghalta, Scarab God, etc.). This is our answer against them.

    Angel of Invention -- Another recent addition to the SB during brewing. Lyra is probably better here, but I don't have any to test with so I can't say for sure. She's a flying lifelinker, with vigilance to boot; can go big(ish) or go wide; and has an anthem effect. Definitely an inclusion worth considering.

    Fumigate -- Board wipe, lifegain. Hits all creatures, unlike Settle which only hits tapped (also isn't shut off by Shalai's effect either). There's not much else to say about it.

    Further Thoughts:
    You'll notice a glaring lack of Settle the Wreckage. I don't have them to test with so I can't say how well they do in the deck, but if you've got them, they almost certainly worth trying. That said, most opponents that see you on White expect it, so you can often bluff having it by just leaving up the mana (when you've got the mana to leave up obviously).
    Posted in: Standard Archives
  • posted a message on Mono-Green Aggro
    I could see it in a RG deck but at the same time I prefer mono G atm. Splashing opens the door to many options but at the cost of consistency. I like knowing nothing I'll draw is going to be a dead card for lack of the right color mana.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-Green Aggro
    What does everyone think about Runic Armasaur and Gigantosaur?

    To me Runic feels like it could be really good, it's card draw on a big-assed stick. Gigantosaur I've seen a lot of bashing because it's a vanilla 10/10 which makes me wonder if it's going to be good enough (that said, a 10/10 non legendary that can be cast as early as T4 (T3 if you're on the 8 dorks package) seems like it has potential)?
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-Green Aggro
    That makes sense, I've not put in nearly as much time on the deck as others and am still uncertain when to board in/out some things. Lockiew's decklist is the one I was referring to, I also really appreciate that he included sideboarding tips for the reason I mention.
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-Green Aggro
    Quote from lockiew »
    Alright, so after another league I'm 21-14 and I like my current list. Here are my match up stats:

    4 Color Deserts: 1-0
    Abzan Yaheeni: 1-0
    B/G Explore: 0-1
    B/G Ramp: 1-0
    Bant Explore: 1-0
    BG Snek: 1-2
    BR Aggro: 1-0
    Esper Control: 2-3
    G/u Stompy: 0-1
    GW Midrange: 1-0
    Jund Midrange: 1-0
    Mono-G Stompy: 1-0
    Mono-R Aggro : 3-2
    Mono-R Flame: 1-1
    Mono-U Mid: 1-0
    Mono-W Mid: 0-1
    Sultai Mid: 1-2
    U/B Control: 0-1
    U/B Mid: 1-0
    UG Merfolk: 0-1
    UR Wiz: 1-0
    UW Control: 2-0

    The matchups that are the hardest imo are those with Ravenous Chupacabra. That things is a beating and I never want to see it, and if they ever get it back with The Scarab God its basically over. I don't really mind the UW control match up, though I haven't faced it with my newest list. Just play around settle the wreckage and get a little lucky and you should be alright. The 4 Thrashing Brontodons help a lot. Against other creature decks, Baral's Expertise is a complete beating and if you cast something off of it its probably game. And we're naturally good against the red decks due to our size.

    For sideboarding, against control decks I generally take out the Ghaltas, the Skyship, the Ripjaw and the Baral's expertise for the Nissas, the Carnage Tyrant, and the Counterspells. Then, if its a black based control deck, bring in the sanctuary's for mana creatures. Bring in the canopy against white based control decks.

    Against R/x aggro, I take out a Heart, the Commit, and two mana creatures for the two harvesters, and the two scavengers.

    Against random midrangey creature stuff just grab the extra expertise, the skyship and carnage tyrant if they're good, and ride big creatures to victory.

    If you have any other questions, feel free to ask. I'm probably gonna keep playing this deck for a while, as I'm really enjoying slamming big green stuff in this format.


    Woops, meant to also ask if you've made any changes to your decklist since you're last update?
    Posted in: Deck Creation (Standard)
  • posted a message on Mono-Green Aggro
    I really like your take, especially on Shapers'Sanctuary. I think it's a seriously underrated card. I'm curious how the Merfolk Branchwalker's have been working out for you? Also, when do you bring in the Deathgorger's usually?
    Posted in: Deck Creation (Standard)
  • posted a message on [Brew] Constructs
    After looking at the G/B Constructs deck, and realizing I had most but not all of the pieces I decided to toy around with it and came up with the precursor to the deck below. The previous version was good enough to top 4 at standard showdown and I feel this one is much more refined and solid than it was.



    The idea is pretty straightforward, drop Constructs, turn sideways. Dropping mimic on 2 is almost always correct, but because it's a must answer I also run 4 chief of the foundry. Not as good as mimic, sure, but having 8 creatures that pump everything else is better than 4. Traxxos on T4 is brutal. And if you stuck a Foundry Inspector (another must answer creature) on T3 it's often easy to cast a 2nd artifact and have it untapped to block.


    I originally ran 3 Scrap Trawler in the main but after playing the deck I found trawlers ability to be lackluster. I also ran 3 Broken Bond (was expecting lots of vehicles and UW) as well but came to the conclusion that Broken Bond is best left in the SB. That said, with UW and Vehicles being such a big part of the meta, running 4 feels fine.

    Shapers' Sanctuary is simply amazing. I ran 3 but went to 4 because you want it T1 and even topdecking it never felt bad.

    Adventurous Impulse is another card I was never sad to see. With only 11 cards in the deck that it can't hit, whiffing is virtually impossible.

    I ran the 2 Heroic Intervention main and found myself always struggling between tapping out or holding up mana for it, so it went to the SB and Blossoming Defense came in. The extra pump can be very relevant as well when attacking so overall I feel it's the better choice.

    I also love Inventors' Fair. The lifegain isn't super relevant but can definitely help buy time against aggro decks. But it's ability to fetch 90% if the deck is what makes it shine. Whatever answer you need, Taxxos, GHulk, Ballista, etc., it finds it.

    The SB is designed to allow some flexibility. The extra gearhulk is for going big if you need to. Against tokens the extra scriptures comes in. Lost Legacy is never expected so G2 against UW naming approach or teferi is as easy as waiting for them to tap out (occasionally it requires baiting with a creature but often they'll do it themselves thinking you've got no interaction).


    I feel like Voltaic Servant has potential in this deck (being able to give us vigilance to any of our creatures/untapped Traxxos when we don't have any to cast) feels strong but so far I can't justify cutting anything for it.

    Overall it's still got a lot of room to grow so I'm turning to the community for thoughts and advice on how to make it even stronger.

    Final thoughts: There are no Karns for budget reasons, but could certainly see him slotting in nicely.
    Posted in: Standard Archives
  • posted a message on <> Bw Eldrazi Midrange
    Subpar for the processor game plan definitely. But again, that's not the goal of this deck. I love the processor version and play it often, this is simply a different way of using similar cards.
    Posted in: Deck Creation (Modern)
  • posted a message on <> Bw Eldrazi Midrange
    Death's Shadow is an interesting idea but I'm not sure how often it will work for us. Our manabase is pretty forgiving (there have been many games we're I've let Godless Shrine enter tapped because I simply don't need the mana up); and I don't own thoughtseize's so I haven't seen how much impact they have on our life total, but we'd have to draw and play all 4 to maximize their benefit to DS. DS decks focus on that card, burning their life total fast to get it out as strong as possible and as fast as possible. Additionally the cards they use to burn their life points usually set up their game plan. We'd probably be casting it as a just so-so strength, and wouldn't be able to protect it like a DS deck would.
    Posted in: Deck Creation (Modern)
  • posted a message on <> Bw Eldrazi Midrange
    Quote from D90Dennis14 »
    I'd put in Wasteland Strangler and Eldrazi Displacer (3/3 split) over Inverter and Extirpate.
    Lost Legacy is good but should not be a maindeck card as it is too slow and clunky, it (or Extirpate) should be in the SB

    Not playing Matter Reshaper is rather odd as well, I'd probably trimm some cards like: Sower, Copter (or Herder) to fit it in.


    There's a BW Eldrazi Processors deck that runs those cards actually. That deck focuses on exiling the opponents cards and then using them as fuel for processors. It's a great deck and is part of what first inspired my take on the deck I'm using now. The deck I'm running eschews caring about exiled cards however and as such means the processors are less frequently able to use their ability. Instead my deck focuses on attacking my opponents deck to clear out their wincons; controlling the board state with removal; and playing tough to handle threats. It doesnt have the same explosiveness, but I've found it more reliable by being less subject to mana issues.
    Posted in: Deck Creation (Modern)
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