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  • posted a message on [Primer] Living End
    Oh yeah, the full set of Fulminators are the first 4 cards in the list, of course. I was just taking a look at everything that could put itself in the yard and she seems like a decent one of to have for some longer games. There are a couple slots that I play around with in my MD between Ingot Chewers, Shriekmaws, and a loaming Shaman, and I was thinking about cutting one of them for a Lyzolda either MD or in the board just to see what she can do. Anyway, I'll give it a shot and let people know later!
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    Has anyone given any thought of testing to Lyzolda, the Blood Witch?

    Seems decent for reach, and really good at setting up second Living Ends if you get to that point. Pitching 2 Carabids and herself to get the last points of damage through seems good.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End




    This is my current build of this deck, and I've been out of the game for a while, but this deck seems like an exceptionally good choice for the current metagame, and I'm having a blast running it. I love how flexible the deck is, and just how simple it is to tune for different metas - The Shriekmaw, Faerie Macabre, Brindle Boar, and Ingot Chewer slots are all very easily interchangeable depending on what you're seeing around, Shriekmaw usually being the worst one of the bunch. The mana is so easy it actually feels unfair. I'm playing such a bare minimum of duals already, and I think 99% of the time, I don't need color fixing, so I get basics with my fetches and just save the life for Street Wraith. Svogthos, the Restless Tomb is a very good card, but I think Kessig Wolf Run is probably better in here. When Svogthos is good, you've got a graveyard full of guys and are just waiting for a cascade spell to show up, and are probably sitting pretty, waiting for the right moment to Living End. Wolf Run clears up situations in game 2s vs. aggro decks when the board is clogged up, and lets you just go for the win with a Spirit Guide/Fulminator/Macabre who can swing for 5-6 a turn against decks that run lots of Tormod's/Relics.

    All that said, it's not particularly difficult to play around a single crypt or Relic, and you really just need to be able to adapt your gameplan from draw to draw, depending on what you see. Against Tron, I often expect maindeck Relics, so if I have a chance to do something like cycle a Carabid, cycle a Wraith, pitch a Spirit Guide, Living End on turn two, I'll usually do it. The cycling will get me very close to a Fulminator or a Beast Within, and if you can dump 6/7/8 power on turn two and then cast two LD spells, you will almost always win. Otherwise, you'll need to manage your yard, make it attractive enough to bait them into sacrificing Relic in response to a Living End, then just dump a Wraith, a Macabre, and cycle someone after the relic. The lines of play in this deck are such that you never, ever feel completely out of a game, and that's absolutely awesome to play with. Even if someone has cast an Emrakul or Comboed out with Splinter Twin, you still have brilliant outs as long as you've got a Violent Outburst. It's incredible.

    The matchups, in my experience, are fantastic in the current online meta, with Tron and the UW Kibler deck being incredibly easy as long as you can get some LD moving for a couple turns (Simian Spirit Guide is worth his weight in gold here), and both Jund and Delver being eminently winnable. Valakut coming back is nothing but good news for this deck, and indeed any deck that wants 4+ lands in play is going to have a rough, rough time against us. Aggro can be tuned against just as easily if you're expecting a lot of it, but lord of mercy does our main game plan wreck most green/white based aggro strategies.

    Death and Taxes decks with lots of Thalia/Ghostly Prison/Tectonic Edge effects are absolutely hellacious to play against (God forbid they SB Burrenton Forge Tender), but that's a loss I'm willing to take right now.

    The Ricochet Traps and the Firespouts in the board are the slots I have questions about, as I usually go with another Spirit Guide, another Avalanche Riders, and a couple Ingot Chewers vs. control decks, and am able to limit them on mana to the point where I can usually resolve Living End without too many problems. The Traps don't seem better than anything I have in the MD usually, and I'm wondering about other people's use of them. I'm thinking that maybe both of these cards should turn into copies of Volcanic Fallout and Krosan Grip, which would probably make the Ingot Chewers a little redundant. Thoughts would be appreciated!

    Also, I'm curious about how many Faerie Macabre people run MD/SB, whether anyone else rushes out a 6-8 power Living End as I do rather often, and the negative interactions with Deadshot Minotaur. I'm thinking about dropping to two Minotaurs, bumping up to 4 Architects of Will, and maybe cutting Ridge Rannet for a 3rd MD Macabre. This would require a change in the manabase, adding a bit more black (probably 1-2 more Forbidden Orchard?) and would let you side into a very aggressive version of the deck for games 2/3. Most other decks slow down their game plans to add hate for games 2/3, and I feel like adding just pure speed and a touch of mana disruption will probably win a lot of post board matches, when people are prepared to sacrifice their own gameplan in order to attack yours.

    A Sideboard plan along the lines of:

    -1 Shriekmaw
    -1 Ridge Rannet
    -1 Ingot Chewer
    -1 Beast Within

    +1 Simian Spirit Guide
    +1 Avalanche Riders
    +1 Demonic Dread
    +1 Faerie Macabre

    Seems like it would be a very quick, efficient way to close out a series, or get back on terms after losing game 1.

    Anyway, I'd love to hear more about how you guys pilot this deck in different situations, your sideboarding strategies, etc. Thanks!
    Posted in: Modern Archives
  • posted a message on [Deck Discussion] Brian Kibler/Sam Black/Martin Juza Tap-out U/W Control
    Most of the time, it will be divination. I'm not discounting it's other modes, But I'm pretty sure being stuck with uncastable cards in your hand will lose you more games than mind rotting someone instead of drawing 2 will win.
    Posted in: Standard Archives
  • posted a message on [Deck Discussion] Brian Kibler/Sam Black/Martin Juza Tap-out U/W Control
    Quote from IComposeEFlats
    Depends what they're morphing into. If they're morphing into Iona, your only out post-resolution is a Jace or a Mind Control. And most poly decks will wait until they have some sort of counter backup, so you need two answers:
    - Jace + either Negate or Path
    - Negate/Path + Sorcery speed removal (only against non-Iona)
    - Negate/Path + Negate/Path

    Also note that poly runs Jace, making him less reliable as an out if they're playing with Iona. That makes Path even more valuable.



    It should be in your deck either way, I'm just saying that if Mythic wasn't around, the argument would hold a little more water.
    Posted in: Standard Archives
  • posted a message on [Deck Discussion] Brian Kibler/Sam Black/Martin Juza Tap-out U/W Control
    Esper charm doesnt fit here. You are running so few cards that can be played at instant speed that divination will often be the same card, just with a significantly easier mana cost.
    Posted in: Standard Archives
  • posted a message on [Deck Discussion] Brian Kibler/Sam Black/Martin Juza Tap-out U/W Control
    Basically every deck that doesnt have essence scatter or instant speed removal in its first 8-9 cards will lose to mythic in short order.

    Mythic is insane, and is the reason that instant removal is a requirement in the current meta.

    against polymorph, negate and sorcery speed removal (or blue removal) all work fine. You don't need path against them, it just helps.
    Posted in: Standard Archives
  • posted a message on [Official - NLB] Sub Forum Archive
    Quote from Apocalypse042
    honestly my idea for running 3 of the savage lands and ravines is because its less cipt lands i have which ideally makes me i bit fater then my opponent. also, i suspect people will be MDing the ruinblaster like the results of the recent lists that came out so it is to combat them.

    I really dont want to cut the SGCs cause he is just too good. he wins games on his own. i think my Sb will -2 TH and +2 Vapors. im not sure what i would put it in for though.

    my thoughts against control were
    -4 LB
    -3 Term
    +4 Durress
    +3 needle (jace, collonade elspeth)
    would Consuming vapors go in too?


    6 citp lands instead of 8 only makes you more vulnerable to ruinblaster. You are still going to draw multiples, but they will be able to hit all of them instead of you still having a copy or two of your best lands after the fact.

    3 needles is too many against regular UW. I would bring in 4 duress, 1 needle, 1 vapors and keep one terminate in. Terminate is ideal against BSA/gideon, whether or not they have a wall. Vapors only really shines when you remove SOJI. Terminate still hits colonnade. Needle hits colonnade and gideon, in addition to jace/elspeth.

    Of course, if you know you opponents SB plan, go needle heavy, vapors heavy, or terminate heavy depending. But 1/1/1 is better if you don't know what they're doing.
    Posted in: Standard Archives
  • posted a message on [Opposition] Polymorph
    http://legionevents.com/mms-iowa-decklists

    Chris Miller, 1st after swiss
    3 siege-gang commander
    3 eldrazi monument
    4 Maelstrom Pulse
    4 Bloodbraid elf
    4 lotus cobra
    4 putrid leech
    4 sprouting thrinax
    4 lightning bolt
    4 goblin ruinblaster
    4 verdant catacombs
    4 savage lands
    3 swamp
    3 forest
    3 mountain
    4 raging ravine
    1 misty rainforest
    1 scalding tarn
    2 rootbound crag
    1 dragonskull summit
    sideboard:
    2 grim discovery
    3 deathmark
    2 duress
    2 thought hemorrhage
    2 terminate
    4 dragon’s claw

    Louis Kaplan, 2nd after swiss
    4 lotus cobra
    4 putrid leech
    4 sprouting thrinax
    4 bloodbraid elf
    4 vengevine
    4 lightning bolt
    4 terminate
    4 blightning
    3 eldrazi monument
    4 forest
    3 swamp
    2 mountain
    4 savage lands
    4 verdant catacombs
    3 rootbound crag
    3 raging Ravine
    2 dragonskull
    sideboard:
    4 goblin ruinblaster
    3 thought hemmhorage
    4 duress
    4 deathmark


    Trevor Boeckmann, 4th after swiss
    4 raging ravine
    4 verdant catacombs
    1 scalding tarn
    1 misty rainforest
    1 oran-rief, the vastwood
    4 savage lands
    3 dragonskull summit
    2 swamp
    3 mountain
    3 forest
    4 lotus cobra
    4 putrid leech
    4 sprouting thrinax
    2 goblin ruinblaster
    4 bloodbraid elf
    3 master of the wild hunt
    4 siege-gang commander
    3 eldrazi monument
    3 lightning bolt
    3 maelstrom pulse
    sideboard:
    2 goblin ruinblaster
    3 doomblade
    3 deathmark
    1 lightning bolt
    4 duress
    2 haunting echoes

    Vengevine being the only card hilighted for a negative reason.
    Posted in: Standard Archives
  • posted a message on [Official - UWr Walker Control] Sub Forum Archive
    Test it. It just plain kills people with Elspeth, buries opponents in CA with Jace, Kills people (and hit multiple targets) with Ajani, effectively creating another time warp effect if you keep the right permanents tapped down. Its also allows Gideon to just attack for the win in short order, or wrath the board with his -2 ability multiple times. It's weakest function is as a ramp spell that gets you to martial coup mana a turn or two early.

    The build above is 61 cards, and runs 3 cc counters that are meant to hit turn 4 plays in a deck that really want to be tapping down most turns to divinate, seas, or wall early game. Bolt is also a lot worse in a deck that doesnt have trouble getting to the late game that things like martial coup.
    Posted in: Standard Archives
  • posted a message on [Official - UWr Walker Control] Sub Forum Archive
    I could see running 1 Earthquake main. It's an excellent card when paired with Ajani and wall of omens.

    2 deprive I could also see, largely because it hosts a double function in this deck, as both a counterspell and a countermeasure to opposing spreading seas.

    Bolts, double Neg, and other stuff, I think is extraneous.

    Time Warp and Chalice is another build that needs to be tested. I've been wrecking with it. Chalice may not be the best card for the deck, but time warp is incredibly powerful.
    Posted in: Standard Archives
  • posted a message on [Opposition] Polymorph
    Quote from Dreki
    yea as stated above many times, lotus cobra doesn't do really do anything for Jund, yea it fixes the mana a little bit but it kills the tempo as a fast deck.



    1st, 2nd, and 4th seed after a 114 man event all running lotus cobra states that it does in fact do something for jund. It fixes mana, accelerates mana like no other card ever printed, and makes jund a fast deck.
    Posted in: Standard Archives
  • posted a message on [Opposition] Polymorph
    Quote from BassmanARW
    Cobra still seems super fragile and weak. t4 Broodmates seem few and far between.


    I dont think any of them were running Broodmate. They capped out at 5 with Monument and Siege gang, and ran MDed Ruinblasters and Master of the wild hunts.
    Posted in: Standard Archives
  • posted a message on [Official - NLB] Sub Forum Archive
    Run a few more specific fetchs, like 1 each of marsh flats/sclading tarn/misty rainforest over a few basics to keep cobra pumping.

    Basically anything that comes into play tapped past 4 Savage lands and 4 Raging Ravine is sketchy at best.
    Posted in: Standard Archives
  • posted a message on [Opposition] Polymorph
    114 player event in Iowa this weekend had 3 Jund in the top 8, all 3 running 4 Lotus Cobra and 3 Eldrazi Monument.

    Seems like they're (and Gerry T a few weeks back) on to something.
    Posted in: Standard Archives
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