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  • posted a message on [Primer] Restore Balance
    I've used Reason // Believe before to help dig deeper. It definitely isn't the best but it's useful to help set up some draws early on. People have also run Jace, the Mind Sculptor but unfortunately if you're looking for a budget solution he isn't going to fit for you. The new card Archmage's Charm seems like it has a lot of potential but UUU is a tough mana cost to hit.

    Another thing I noticed is that I personally feel like the control matchup is really weak without Violent Outburst. When you can only balance at sorcery speed, your opponent can just hold up counters and keep developing their game plan. I think that being able to try and instant speed balance at their end step to eat the counter, then follow it up with another one on your turn is one of the only ways to beat the deck.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Have you had issues casting restore balance during testing? With only 4 cascade spells it seems like there would be times that it is difficult to cast. I'm not sure how often you are able to actually cast the Warden half of Warrant//Warden either but if you say that it's good I believe it.

    I'll try to go through this section by section and give thoughts.

    Lands/Posts: Seems fine to me. Pretty light on red sources but you should be fine to suspend gargadon and cast ricochet trap.

    Finishers: Gideon, Gargadon, and Antiquities war are really solid. I struggled casting antiquities war sometimes when I was running the post version but I think that Gideon is great for the deck. Just remember that if you animate him, he counts as a creature for balance.

    Tempo: Warrant isn't too bad but none of these are really great tempo plays. That's unfortunately just not a part of this deck. I know that you're trying to keep it budget but a Force of Negation would be a better tempo play than supreme will in most cases.

    Combo Pieces: I think that this section is a little weak. Since you don't have a ton of draw filtering like the electrodominance version to find the pieces you need, As Foretold won't be as good. Like I said above, only 4 cascade spells seems tough if that's a big part of your strategy.

    Draw: I love Discovery//Dispersal, I think that it's probably the best card you can have for drawing. Supreme will is good enough but at 3 mana it is expensive.

    Sideboard: Big fan of Failure//Comply, I think that's an underutilized card in general. Fiery justice seems really hard for you to cast. Ravenous trap is phenomenal, as is ricochet trap. Wear//Tear is really good too. I know that you don't want too much red but something like Dead // Gone can be really big for taking out a Meddling Mage or Thalia, Guardian of Thraben.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    This is the list by JMM that went 5-0 on May 21:


    JMM has been the most consistent finisher in online leagues with the Electrodominance/As Foretold version of the deck. The Borderpost version has not shown up in some time. It seems like the was prepared for a lot of dredge with the amount of graveyard hate he has. He's had consistently 4 copies of Greater Gargadon, as well as 7-8 cantrips between Serum Visions and Opt. Some people have experimented with slightly less. Chandra, Torch of Defiance has been interchangeable with JTMS in most of the lists.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    I like the idea of the artifact based deck but I don’t think that you have nearly enough card draw to reliably hit your combo. Serum Visions and Opt let you see so many more cards. Also without fetches, you can’t look at your own top cars and shuffle it away for a sudo scry. You risk getting run over before actually finding a balance.

    I would definitely say that ancestral visions is one of the best cards in the deck but if you test it and find otherwise, I’d could be convinced.

    EDIT: Taking a second look at your list, I think that Teferi is a great include but I think that you want something with more clout than Wrenn and Six. They're cheap so it's easy to run them out but I think that you want at least one planeswalker with a game winning ultimate. Either JTMS or Chandra would probably be my pick.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    What would you run over them? After you have As Foretold out, Ancestral vision is literally a power 9 card. I think that Tolaria West probably only needs to have 2 or 3 copies in the deck but it has some tricks that make it worth it, like transmuting for Tormod's Crypt against dredge or hollow one.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    So with adding green and white for Eladamri's Call and Crashing Footfalls, I tried to add a list of cards that might make it into the deck now:

    1. Path to Exile: The ramp isn't even a drawback since you'll cast restore balance to destroy lands anyways
    2. Lightning Helix: Burn is always a weak matchup and this can help buy a turn for you.
    3. Ancient Grudge: If you're expecting a lot of artifacts the flashback on this is super useful.
    4. Temur Battle Rage: Maybe this is a win more card but it feels like it could be useful for pushing damage through when you can't restore balance by giving Gargadon double strike and trample.
    5. Gideon of the Trials: Helpful against combo, a nice sticky threat that won't die to your own restore balance
    6. Teferi, Time Raveler: 3 mana slots nicely into the deck. Casting restore balance with flash off of As Foretold is nice and his ability to bounce things is really helpful. Plus the static ability is backbreaking for some decks.
    7. Wear // Tear: I was already running this but adding white gives you a one mana option to hit enchantments.
    8. Firespout: Another board wipe for matchups like Humans or Affinity
    9. Rest in Peace: Great card against graveyard decks.
    10. Timely Reinforcements: Almost a get out of jail free card against a deck like burn or mono red phoenix.


    Edit: We can possibly throw in the Saheeli/Felidar combo? It's a bit slow but with As Foretold ticking up it's an inevitability that the opponent has to play around.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    Oh I hadn't even thought about it for grabbing gargadon. That's definitely useful then!

    This is the green list I've put together so far: http://tappedout.net/mtg-decks/4c-restore-balance-3/?cb=1559220113

    It still feels a little clunky but I'm sure that we can smooth it out. Ancient Grudge is another possible sideboard card that I didn't include but it could be useful. I also brought back in Firespout as extra sweepers for humans/affinity. Blood Moon got cut because I don't think we can reliably run it in a 4c deck.

    I'm thinking about maybe including Kiora, the Crashing Wave in the list somewhere. She was good in the old borderpost list.

    On a sidenote, I think the borderpost version feels pretty dead now that Shenanigans got printed.

    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    I'm trying to figure out what else is worth having green. Ramp is one of the main reasons to play green cards and a restore balance deck doesn't really want that. Ancient Stirrings is the best green card in the format right now and that isn't helpful for us. Maybe we can add some green planeswalkers or something but I'm trying to find a way that Footfalls isn't the only green card that we would be splashing for.

    I guess we don't have to splash for it but we would concede never being able to suspend it?
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    The new card they just revealed, Ruination Rioter, might be another thing that is worth a green splash to me. I can't see its death trigger hitting for less than 5 if you're running 3/4 color mana base with fetches. With Gargadon as a sacrifice outlet it could quickly turn into a 7 damage burn spell finisher. It might make it worth running Faithless Looting or Thought Scour with it so that you can fill up the graveyard a little bit more.

    I'm thinking that between 4 bolts and 4 rioters, you can burn someone out pretty easily to get some quicker wins against the fastest decks in the format.
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    I might have to splash green and white and start running 4 color electrobalance. I think it opens up some really fun cards for the deck.
    Posted in: Combo
  • posted a message on [Deck] Modern Land
    1. With the current decklist, I don’t see myself having an empty enough hand for bridge.

    2. I am not planning on having too much mana to use with blast zone so I won’t be blowing it up at 3 unless that is the only line. I’m planning on Firespout to deal with 3 mana threats.

    3. I agree, I’m weak to pithing needle. I will bring naturalize in almost every game 2, similar to dredge with nature’s claim because cards like RIP and Pithing Needle are obvious hate.

    4. I was trying to stay off of blue if possible but Tolaria West is a great card that blue opens up as well. I’m fairly confident that I need green in this deck, and I don’t think that I have the color support for 3 different colors so I settled on Gr mostly for the Firespout sweeping ability. I might be better off in Gu.

    5. Thespian Stage is intended to be a utility land that copies whatever I need at that time. I think 4 of is aggressive after some testing and I might cut it all together.
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Modern Land
    Trying to bring this topic back from the grave. With the new card, Blast Zone, I tried my hand at brewing a new list. I think there is a lot of potential here.

    https://www.mtggoldfish.com/deck/1908031#paper
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Restore Balance
    I'm going to try and start experimenting with a Jeskai version with some more planeswalkers. I'm going back to the cascade finisher of Nahriri + Emrakul and thinking about possibly trying to work in new Narset and Wheel of Fate. It's probably not better but it could be a fun changeup from the standard UR version.

    http://tappedout.net/mtg-decks/jeskai-electrobalance/
    Posted in: Combo
  • posted a message on [Primer] Restore Balance
    I've felt that the situations when it is good are fairly limited, usually casting Restore Balance and As Foretold from the graveyard when you have As Foretold out. When it isn't doing that, you're basically flashing back an Opt or a Serum Visions for UUU. I don't run Azcanta in my list though so that could be the missing piece that clicks everything together. It's a flashy play that feels really good doing but I don't think that it's better than having a mainboard Abrade to hit chalice or a mana dork.

    I think that it's a really valid sideboard card for something like Dredge or Hollow One that you know will have recursive threats, or a matchup like Jund/GB Rock that will be grindy and probably involving you discarding a lot of your cards.
    Posted in: Combo
  • posted a message on Advice needed! Abzan Panharmonicon
    I love the idea of the deck but it does seem slow, and a little clunky. Only 3 Panharmonicons when they are the main value engine of the deck? I'd try to add the last panharmonicon, or other flicker effects. If you can flicker siege rhino, you can run away with the game fairly quickly but it's tough to get to that point.

    I think that you could either include some ramp since you have green to do that easily, or more early disruption like Thoughtseize or Inquisition of Kozilek to slow the other deck down to your clock.

    For land suggestions, if you are on a budget I would check out the budget abzan rites list from MTGGoldfish. Otherwise, the fetch/shock manabases are fairly standard and effective.
    Posted in: Deck Creation (Modern)
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