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  • 1

    posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from Lectrys »
    Tried the deck in the OP against Jund a bunch of times in pre-board games. Narset Pitch Blue lost most of them because Jund is quite good at shredding hands, it doesn't tend to draw additional cards for its CA (see their Dark Confidant, Bloodbraid Elf, Liliana, the Last Hope), it often has a fairly quick clock that can be hard to Engulf the Shore profitably (e.g. Goyf, Scavenging Ooze, BBE), and it dumps its hand fairly quickly and can take advantage of emergency naked Day's Undoing. What can this deck do to combat it and other BGx Midrange decks? How much does post-board removal help?


    To beat Jund you have to hedge pretty hard. Take my list from above and replace a Commandeer and Arguel's Blood Fast out of the board for two Ancestral Vision. Replace Unmoored Ego for two cards like Threads of Disloyalty

    What they predicate their plan on doing is using cheap discard and tough to kill threats that pan out in their favor once the dust settles. With Thougtseize and the like, both players hate to have to lose a card out of it, but Jund is fine with trading off because they put you in the hot seat right away.

    Stealing a Tarmogoyf and blocking their best threats, or stealing Dark Confidant and letting them play the topdeck game while you stock up on gas, those are winning lines. It sucks to fold to their direct damage, but they would be remiss to leave in Bolt post-board as it just costs them a card with little returns. The way you beat the attrition deck is with value. Threads being a 2-for-1 and Vision being a 3-for-1 help tremendously. Relic is also a great tool against GBx: if they plan to eat your creatures with Scooze, you can wittle them out of your GY and deny it any growth to buy yourself many turns. And when Tarmogoyf presents itself as a lategame problem, you can mitigate it for a while depending on how much leverage you can afford yourself.

    The matchup is probably one of the more difficult ones since they can just run you over with Ravine if they didn't already resolve one of their many card advantage engines or stalwart threats. They have a lot of critical spells so make sure to be ready to answer a lot of what they do to kill us and hope you can outlast their discard spells. Having multiple Spell Snare is a big premium in getting tempo back against them. If you can Snare their really good 2s and Commandeer their good 3s then youre in a solid position.

    Assuming you take my list and cut a Commandeer for AV and Unmoored Ego for Threads, my SB plan would be:

    OUT:


    IN:


    You want to get rid of Commandeer because you're probably never going to be able to consistently cast it in the mid-game post board assuming they have even more discard after the fact. Pierce loses value if they don't draw mono-walkers since theyre so spread around on their diversity of threats. Getting to a point where you can counter what will kill your Notion Theif and Day's Undoing as a follow up is your first goal since it is very unreliable to try to untap with Narset. You want to throttle them on cards before getting ahead on board. Blood Fast into Threads to gain a lot is pretty sweet EV :^)
    Posted in: Deck Creation (Modern)
  • 3

    posted a message on UW Control
    Quote from motleyslayer »
    picked up the colonnades I needed to finish my set on the weekend, so decided to play UW control for a bit. Can I get some advice on the amulet titan matchup?


    A long-winded, unedited blurb of mine from the Competitive UWx Facebook Group:

    Side out your Remand if you have any in the main, they are terrible against Pacts and Amulets, which are the two strongest enablers of the deck against us. Obviously side out Spell Snare if you have them as they don't produce results against anything but Negate

    Proactively use your Field of Ruin to prevent them from interacting with Pact of Negation before they can put it on the stack if you have a way to bury them before it's a live play. Obviously if they are a newer player and are tempted to Pact a high impact play like Detention Sphere on multiple Amulets early on, you can try to hedge for these scenarios with 1x Ghost Quarter main being sandbagged in your hand for Karoo lands / blue sources (although most people have moved on to now playing with only 4x Field as their LD) Otherwise, if you are in the business of tempo-ing the opponent, don't forget to Cryptic their Coalition Relic if they've resolved Pact, as it can single handedly help to pay for UU. The matchup between UWx and Amulet has evolved quite a bit that the collective intel regarding free wins against Pact of Negation is overall coming to a slow halt. I don't think you should angle the opponent on this line but be aware of when you can get a free win amirite

    Be aware of their manabase, look at the trending decks and count the aggregate number of basics/Caverns/Tolaria West. This lets you know whether it's a +EV play to Path, Field, or Surgical any particular target depending on how much mana you are afforded at various stages of the game. I've seen lists running 3-4 Forests main so that's probably a safe bet

    Don't be afraid to Path an enabler like Sakura Tribe Scout (unless they have Amulet(s) going and you need outs to Titan,) as you don't want them to leverage you with an activation in response to Field by having a Karoo land bounce the Field target They tend to make important plays with only half their deck, so if you can throttle their action by countering/D Sphere-ing their Amulets, removing their creatures, and casting Surgical targeting T West, you can really bottleneck them on their potential line of plays down to a paltry few options in Titan and Hive Mind, which are easy to topple one at a time

    I have hedged with 1x Disallow to prevent Primeval Titan + Cavern of Souls from snowballing into an unwinnable game state so make sure to have some kind of plan for their big turn. On top of this I have cut Mana Leak from the 75 to play an extra Negate main because of how there is almost no return for it against big mana and combo decks

    Sometimes, we just lose to set play. They have a turn 2 nut draw, we either have 1CC removal and somehow stabilize or cry and move on to the next game

    If you can make them stumble early on, be generous (as previously mentioned) in how you use Path, yet mindful: as their sideboard plan involves Tireless Tracker to gain card advantage. Don't get caught lacking removal against it because they tend to draw 5-10+ cards when it goes unchecked and it can just break the game open

    If you have to fight multiple game enders, let Cryptic + Path/Condemn be designated to fight Titan, and counters + Snapcaster to fight Hive Mind. We are always going to be catching up to their tempo, making the most mana efficient play is critical to staying alive.

    You want to invest all your counterspells in succession for Hive Mind to A) not die on the spot to Summoner's Pact if it resolves and B) to hope that if we cannot prevent it from sticking that they had to fight with enough Pact of Negations that they cannot force multiple copies of it on us. When they're piling up lands with a Cavern + Titan, you want to force Pact to keep Cryptic from buying yourself another turn while holding up the cheapest removal possible.

    In these cases, the opponent sees that we are spending lots of mana to barely stay alive, and they can get greedy and want to search for Tolaria West + Karoo land to keep the threats coming instead of saving Pact for when they have lethal on the spot. Letting Cryptic take a hit so that the removal resolves and we have to worry about getting opened up a little less is the best EV Overall the simplest way to approach this matchup is to assume the position of the Amulet player, and know that they either want to blitz us with a fast Amulet draw by turn 3-4 or cheese us out with Hive Mind + Pacts in turns 4+ or if plan A backfires, and try to mitigate those plans in the aforementioned order by the appropriate stage of the match.

    Lastly, when all else fails in the long game, you can fall back on Logic Knot and Snapcaster combined to stop Summoner's Pact copies from Hive mind, as their Hive Mind cannot copy Logic Knot for 0UU and use it to copy anything but the Pacts (if they are silly enough to go that route) One Logic Knot and one Snapcaster should probably be enough insurance to prevent such a line, considering there is Surgical Extraction as well to fight the green pact

    Just know that they have a big leg up on us in tempo so try to not think that the games will be relatively fair - we need a bit of luck for these games to pan out in our favor. I think most of us would be remiss to brush this matchup off as we are pretty much a underdog against Amulet

    Furthermore, I'd add that after jamming about 10 or so leagues (after getting tired of my work schedule not letting me commit to paper MTG and pushing me to switch to MTGO,) I've finally 5-0ed a Friendly league (gotta get to comps one day when my budget allows lol) and my newest version has eschewed Stony Silence for Disenchant and one Lavinia, Azorius Renegade. It makes you a little bit softer to the likes of Tireless Tracker and Walking Ballista when facing off against the Amulet decks, but I figure they try to win by siding into Hornet Queen if they aren't playing it maindeck. The upside is that Lavinia blanks so much of what they try to accomplish while modestly getting in for 2dmg per turn. She's been really good for me in other spots as well, like Whir Prison and Grishoalbrand for example
    Posted in: Control
  • 1

    posted a message on GB/x Midrange
    Quote from JaishivaJai »
    Wow! Thank you so much. I was starting to intuit what you were saying in my gameplay after adding Vraska, Golgari Queen. Deafening Clarion and the other boardwipes have been ruining my day. Often during my games I notice I'm just drawing into a bunch of lands. It's just too punishing to play a deck full of creatures that die to all of the most common boardwipes.

    I'm trying to decide if splashing blue for some negate/Chemister's Insight might make this deck worth playing (help me beat control.) Otherwise I'm leaning toward going U/B/g control. It just seems like the counterspells, boardwipes and card draw in the current meta overpower this midrange deck.

    What are your opinions? Is U/B control better than this G/B midrange archetype? Or would adding blue/another color or cards make this deck more competitive?


    Chemister's Insight has a very distinct push and pull conflict with a lot of GB's common lines. You don't want to net value from a draw spell at 4CMC since you are sandbagging your turn instead of playing proactively. You would rather develop tempo by adding to your board since you are supposed to be the instigator in long games, not the detractor. If somehow you can find the blue splash to be profitable, I would suggest a build that maintains synergy with Muldrotha as a one or two of. It's very low impact the turn it's played, but your chances of winning scale tremendously for every turn past the 2nd one that it's out.

    UB control simply doesn't have the tools to keep churning out answers and dealing with the opponent. The Level one of this standard meta is GBx Mid and UWx Teferi Control.

    I don't think adding blue to GB helps it win, since most of why it is so good is its versatility in being able to attrition and outlast aggro with its consistent manabase. Adding a bunch of shocks and checklands on top of the GB suite is pressing, and it doesn't improve your percentages quite that much. If you're asking my opinion, I would recommend my list in post #42 lol
    Posted in: Established (Standard)
  • 1

    posted a message on Grixis Midrange/Energy
    Been seeing a lot of lists pop up, and I have to say they're reminiscent of the Jund decks that dominated standard during Alara/Zendikar rotation. You just have a really sweet spell at every single spot in the curve. Unfortunately, instead of a Putrid Leech at the 2-drop slot to stonewall other aggressive creatures in combat, or to eat a removal spell like a vitamin after blocks + pumps, you have Glint-Sleeve Siphoner, who is actually at its best against control and other midrange strategies.

    I feel that by default, Whirler Virtuoso is just a necessary evil for game one scenarios. Because your early threats are rather squishy, you need some extra padding to make it through to the later turns in the game. I just finished a MTG Arena queue in which I took a game white Virtuoso + Siphoner triggers to help me tempo a Heart of Kiran. It really shouldn't get blown out by Chainwhirler enough for that to be a pressing concern... but it does shine in a lot of situations where other cards might not give you enough coverage.

    My current list in testing:



    (Update: -1 Negate/-1 The Eldest Reborn in SB for +2 By Force
    Making hedges in concession to the Mono-U Outcome combo archetype. Need extra gas for their midgame)

    The entire deckbuilding philosophy is to have every spell affect the board state in game one to avoid losses to any aggressive strategies. This is also why I have the legendary spells at a 3-3-1 split between Nicol Bolas/Scarab God/Liliana. I sprinkled in the Noxious Gearhulk to make for a quasi midrange-breaker and so far it has been putting in work. You need some kind of value to have your Scarab God activations and Liliana -3 pay off in the end

    What I need more data against is G/b Midrange. They're why I stuck with Hour of Devastation in the board. Hard to really tell whether it is going to cut it against what they bring to the table, especially since they can sometimes grow their threats out of Hour range by means of pump spell
    Posted in: Standard Archives
  • 1

    posted a message on [[Primer]] Shamanism
    I don't get why people get riled up over sets dropping cards that could turn a deck into a pile... Shamans has play because of staying power and explosiveness. It's the ultimate turn-the-table aggro deck that treads a beat slower than the viable aggro shells. Forcing 1CC guys and pointless midgame spells into the archetype because '1-drops are good' might seem like the right idea until you realize if you want to get off to a fast start just play a deck where you can go turn 1 Memnite x2, Ornithopter, land, Mox Opal -> Steel Overseer. This is not that deck, so messing with it in a way that doesn't help its strategy is just changing for the sake of change to try to delude yourself into thinking youre next level

    As such it's criminal to leave out Wolf-Skull Shaman. The card helps to get over the hump when board states get murky, and Leaf-Crowned Elder can come in as a silver bullet to play double duty in the battle for board supremacy.

    Lastly, your plan is to go wide and punch in the mouth with a Rage Forger or two. In doing so, playing a Chord of Calling/CoCo is much more valuable than an Aether Vial. Trading your card in for a creature rather than an artifact helps with the extra Rage Forger triggers, and most of the deck is already predicated on tempo rather than bulk. Merfolk can Vial to a benefit because the deck can clock the opponent with just a few lords. There's no such play with Shamans, so most successful archetypes are seen to be playing Bosk Banneret/Beastcaller Savant/BTE to help get on the ground running, eliminating the need to use any other resources to go wide.

    I will say, using Chord to turn your Wolf tokens and non-threatening dorks into an anthem or a game-changing bullet is a much more reliable way to shift into the midgame than just a CoCo. The average CMC of our guys being paltry doesn't help to cash in value off of it, unlike dedicated CoCo builds where you can easily grab 5-6 CMC of sheer value critters for your money's worth.

    The ceiling is already pretty much decided for Shamans, and there's no proof to suggest that it hasn't been broken if there was any potential. Splashing a third color is silly in a deck that is low to the ground, unless you're on the 12+ fetch/5+ shock plan. And in that case, a card like Nacatl would come to mind, and then you'd realize that you're just playing a worse Nacatl deck than a dedicated zoo plan, because you can't cash in as much with your Rage Forgers. I digress...
    Posted in: Budget (Modern)
  • 3

    posted a message on [Idea] Grand Architect
    Ended up losing in quarters of a PPTQ with the list tonight. My 75:



    Round 1 vs GW Value Land Bears (Lawson Zandi)
    Mull to 5 game one and get buried underneath triple Knight of the Reliquary/double Courser draw
    Game two he ended up having to GQ his own basics just to get on board, and sputtered on low tempo
    Game three he had mana issues again, and I assembled Architect + 4 other blue guys + Ballista + Collar
    (1-0-0)

    Round 2 vs UB Control (Bruce Brown)
    Game one he just has low impact/non-action cards and I get off turn three Architect into Lodestone + Copter
    Game two I get Lodestone + Thorn out by turn 4 and his plays become too awkward to keep up on board
    (2-0-0)

    Round 3 vs Grixis Shadow (Ivan Contreras)
    Game one I get stuffed on lands or else I'd have an opening to run out turn 3 Architect into Lodestone and Copter.
    He discards relevant threat and stonewalls me with double Shadow at 6 life.
    Game two I get ahead on board and land Lodestone + double Wanderer, he concedes
    Game three I end up racing a Gurmag Angler with 7 power, he floods a bit and topdecks discard spells.
    (3-0-0)

    Round 4 vs Eldrazi Tron (Tyler Lindsey)
    Game one I start on the play and just flood the board turn 3. Took him down with 4 life chunks thanks to quad fliers and a Throne
    Game two he mulls to five but runs out TKS on 3 & 4 to keep parity, then races me but pulls ahead with Reshaper and Smasher
    Game three came down to 1 life. I'm racing with double Wanderer, manland, and Kira while Master/Engineer muck up the ground. He's getting in with double TKS and I chump a few times with low impact creatures, before I land a copter and swing to pass. He attacks with Smasher, TKS, TKS, Reshaper. I'm at 10 and go to make a copter, go to blocks, put copter in front of Reshaper and an Engineer in front of TKS. After damage with only 2 mana up he extends the hand
    (4-0-0)

    Round 5 vs Mono-W Taxes (Aydin Kageler)
    I get paired down so opponent refuses ID
    Game one we get deckchecked and he incurs a loss from incorrect registration
    Game two I lead with Wanderer, turn two Engineer > Scultpor > Copter, turn three Master into Lodestone, swing with Copter. He goes to attack with a Splicer token and forgets Master pumps Lodestone, after coughing up his only advantage on board and seeing me run out another two masters turn 5 he concedes
    (5-0-0)

    Round 6 ID
    (5-0-1)

    T8 vs Counter Company (Carl Hendrix)

    Game one my 7 is 5 lands, a Throne and a Wurmcoil. 6 is no lands. 5 is Island/Nexus/Wanderer/Throne/Chief. I keep. Opened the game with a turn 3 Ballista to kill two birds and slow him a bit. Eventually clock him down to 4 life after he has cast two K Finks and a CoCo for a third and an E-Wit to grab CoCo. His turn before taking lethal, he Chords for Viscera Seer but doesn't even need to break his Finks open as he draws another Chord for Anafenza

    Game two my 7 is mono islands and double engineer, 6 is copter/familiar/nexus/trip Islands so I keep and push an Island to the bottom. End up drawing two Islands to start the game and eventually wheeled into low impact creatures. Opponent had the stones so by then his board is developed with the infinite mana so even my topdeck cage can't stop his combo + double Abrupt Decay in hand.

    Felt like I had a decent run but still struggling to see if I should have mulled another time in that second game. Defnitely have to go to the drawing board and see how I can gear up for the next run. Until then I guess :B
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Esper/UB control
    I think the latter half of Commit // Memory is very underrated. Memory has usually won me games in all but one situation when I am poised to successfully resolve it and deal with the "slow turn" if I am hardcasting it from the graveyard. Otherwise, it is smooth sailing if cast by a Torrential Gearhulk during their end of turn. 4 of 5 games so far have been won when I string it into a Pull from Tomorrow and recuperate from a disadvantageous board state, and I'm like 8-10 or 9-11 overall casting it if I have the luxury of casting it instant speed.

    It is just very versatile and can help to pull the game in your favor. I never really consider putting it on the stack if they aren't behind by many lands, but once I am ahead by a few it never hurts having a free Wheel of Fortune that refreshes your options from when you traded resources early game, and gives you TONS of gas heading into the late game. And if you are the only one using Pull from Tomorrows, you have the advantage of getting ahead and keeping your foot on the throttle once you untap on your next turn.

    I am super giddy to see how my list stacks against any Ux Control coming out of the PT but as of now I can confirm that I prefer it over any other midrange answer to walkers.

    EDIT: Make that 10 for 12, see attachment. I'm tellin yall, Memory puts in work...
    Posted in: Standard Archives
  • 1

    posted a message on Esper/UB control
    Ended up sleeving the following for FNM:



    Round 1 vs Rb Aggro

    Opponent was running Bloodrage Brawler and Hazoret the Fervent to pitch Scrapheap Scrounger and Fiery Temper for value. I do control-ey things and choke him out of resources before committing an Archfiend of Ifnir to the board and closing it out.

    Game two he mulligans and doesn't see too much early action, so it is more of the same.

    2-0

    Round 2 vs Wr Humans

    Opponent has quite a few early game beats (albeit with creatures on low toughness) and gets me to under 5. I resolve Archfiend and nuke his board in response to the double removal he pointed at it. A second Archfiend comes down, and I play draw-go against his topdecks to finish the game.

    In game two, I pick apart his board and Commit // Memory away a Gideon's Intervention which had originally named Pull from Tomorrow, then stuck an Archfiend. He draws dead and I play a second Archfiend to bait him into re-naming with Intervention, and he does. I have plenty of countermagic, cyclers, and a Westvale Abbey in tow, so it was to my benefit. I eventually stick a Pull from Tomorrow to put the game away once a few tokens and my Archfiends turned into a Ormendahl, Profane Prince.

    2-0

    Round 3 vs Abzan Midrange

    In game one, an early Glint-Sleeve Siphoner netted the opponent a few cards while knocking me down to 12. I let a Sylvan Advocate stick before stonewalling it with a Gearhulk to re-cast my Illumination and draw two. The game then spirals into a draw go standoff and I pack my grip with choice answers for his potential lines. Eventually, I pick apart his board and whatever he does end up sticking to it is met with my two Blighted Fen. A second Gearhulk was needed to clock my opponent after the first was killed, but in the end I took it down due to chaining Pull from Tomorrows for 5+.

    In game two, I had much more breathing room as the opponent didn't run out too many early threats. My opponent's lines end up letting me pick my poison, and I was able to counter planeswalkers and then letting him use Traverse the Ulvenwald when he didn't have the tempo to force me into saving my Pulls. I end up letting some 4cc+ creatures stick before casting Pull for 8, then pick apart his board eventually. While playing draw-go, I was able to get there with Westvale Abbey tokens.

    2-0

    Round 4 vs Mardu Vehicles

    Game one the opponent was on the play and my mana was off a turn. A few Aethergeode Miner and a Heart of Kiran put me away in short order.

    In game two, I was fortunate to not be faced against the nut draw, and was able to get my mana on board effectively and on curve. I chained multiple Hieroglyphic Illumination copies en route to picking my opponent's board apart, and had to let two separate win cons hit the bin as my opponent had a few kills spells waiting to see action. I eventually get there after a Scarab Feast nukes two Scrapheap Scrounger and a Censor on his Ribbons for lethal lets me stabilize in time for Archfiend to bring it home.

    Game three was a nail-biter that went to time and had my opponent choked on two lands for 3 turns to start the game off. I play very A-B-C style Magic as my lines are crystal clear and never really open for discussion. Everything sort of fell in my lap, and when I cast the first Pull from Tomorrow, it was when my opponent had no action to really worry about leaving mana up. The opponent has Cut // Ribbons waiting for my Archfiend and I have to draw a counter to it before he could find a second black source, as he was choked on just the one. In that time, I managed to sift through a land pocket and find some answers to keep me alive, before he creeps back into the game with double Scrounger. A final Pull from Tomorrow with UBB open for the potential Flaying Tendrils yielded a bunch of land and an Essence Scatter. Tendrils was 2nd from the top and just out of reach to help me stabilize.

    1-2

    Total rounds - 3:1

    In hindsight, I wasn't terribly dissatisfied with the list, but if I'm to keep at it with UB I believe I might have to toy with Gifted Aetherborn, and see if I can make it work out of the board. The lack of lifegain can hurt but so too will dumbing the deck down to include more 1-for-1 interactions. I will try to ratchet up the value and impact of the sideboard options and am satisfied with the Grasp for Darkness/Negate switcheroo. Those numbers really depend on your metagame, and mine is chock full of Ux Control so I think I'll stick with 3x Negate main for now.

    To nobody's surprise, really, Westvale Abbey put in some work. Might think of bumping it up to two copies, but I like the 2-1 split with multiple Blighted Fens, since they aren't redundant in multiples.

    Dispossess was a knee-jerk reaction out of fear for losing to Tower, but I feel like it might as well be another Scarab Feast as that thing at least cycles. I don't see Tower being extremely threatening in this format, and with a potential shift to Esper I won't really need to freak out to find tech for it.

    As an aside, it was brought to my attention that you can cast Memory out of Commit // Memory with your Gearhulk. It seems like a really sweet choice when you run out of a grip and need to stock up, especially if you're ahead on lands and the opponent is mostly tapped out. Just making sure everyone else is as caught up as I had to be today lol

    EDIT 1:

    Updated list:

    Posted in: Standard Archives
  • 1

    posted a message on Esper/UB control
    As someone migrating over from Dynavolt Control, I had a few innovations to help me settle into the new format. First, the list:



    On Censor: Honestly, playing Draw-go means this card is never useless. You either make them respect it to the point that it helps you draw into your outs, and even when it's useless, it's just a single mana cantrip. I don't know why people are fussing, it has never served me wrong in the early goings or even late

    On UB vs Esper: I think the format is too fast for three colored manabases atm and am willing to be that unless you're playing some winning combination of blue and red you aren't going to make up any ground with your splash trying to stabilize the game. As great as Cast Out and even Anguished Unmaking are against the gods, I will take my chances on neutering them due to their limitations before I will try to wrestle them with wonky tech that slows the list down

    On aggro: UB is why I made the switch, having tons of cheap removal is too sweet to pass up. You even get a land to help with taking out their late game threats

    On the control mirror: I'm really liking some combination of Sphinx of the Final Word and Confirm Suspicions to fight this fight. Playing a 2-1 split currently but could see myself exploring the two options or maybe sticking a Jace in the board as well

    On the ubiquity of Mardu Vehicles: to heck with 'em, we have Fatal Push, Grasp of Darkness, and Flaying Tendrils

    On Archfiend of Ifnir: Initially, I wanted to flirt with this card's design, and it has paid off tremendously against decks that go wide. When you catch some breathing room and can untap with it, all the late game cyclers and even the Pull from Tomorrows turn into straight gas. The intrinsic value of playing cards that you don't have to commit to but can benefit from when you are ahead is very well worth the consideration. I noticed someone earlier remarking that Gearhulk itself isn't quite enough to seal a game. I agree, and have been putting control opponents away with a four turn clock much more consistently with this guy in the mix.

    I have a lot of other thoughts but all in all I am very satisfied with this list. Have only lost one match in testing where the opponent didn't want to play 2/3 after I flooded G1. After my games I went -1 Swamp +1 Blighted Fen from my original list, this might be a mistake which I will reverse if the generic mana ends up biting me.

    Am willing to buckle to any comments // critiques, and hope I can contribute to the thread with tournaments results/reports in the future. Peace!
    Posted in: Standard Archives
  • 1

    posted a message on [$80-$200] Neon Blue Fish - Grand Architect Aggro


    Grand Architect Aggro

    This is a simple aggressive shell predicated on going wide, and then using its efficiency to cast some number of 5/X creatures, with bounce spells in tow. There ought to be plenty of cheap creatures which can generate enough mana to dump our hand on the board by turn three, with Grand Architect being the linchpin.

    The plan is to proactively use all our resources and aim to kill immediately, as Lupine Prototype loses its value when we have to sandbag any plays. As such, our 75 cannot have any cards which become dead if we cannot cast them, eg. counterspells, targeted removal, excessive CMC 4+, and so on.

    We utilize a bevvy of cantrips which smooth our draws while keeping in line with our curve. The beauty is that the shell is very easy on the wallet, and can be modified with powerful choices if you're willing to dish out for them.


    - Approx. $100USD for a competent starter's list sans sideboard (Timestamp: Oct 15th 2016)

    - Streamlined and efficient - putting lethal on the board by turn four is an important part of succeeding in Modern. This deck aims to meet that criteria consistently.

    - A brewer's dream - Customizing this deck to your liking won't hurt your chances of succeeding with the core pieces.

    With that said, let's take a closer look at the shell:








    Grand Architect Rate5 - Anthem on a stick that puts Sol Rings in your corner. Easy four-of.

    Phyrexian Metamorph Rate5 - I wish I could give this a 6/5 rating. It is THAT good. Once you dump your hand, it can be an extra anthem if you face no blockers, an extra 5/X (the most common application,) extra copies of Crane, or even more of your few value spells like Swords, Shackles, etc. The deck is not playable with any less than four of these.

    Etherium Sculptor Rate5 - By and large the most effective tempo card in your list. If you can chain these, you can go wide without hesitation. One of the sweeter creatures which can also benefit from Grand Architect all around.

    Glint-Nest Crane Rate5 - I knew this card had an excellent purpose when Kaladesh was spoiled. This thing does all the dirty work for us: almost strictly better than Faerie Mechanist, it keeps the wheels turning when we need to push through our deck for answers. Can help with parsing numbers for your 75 as it makes sideboard tech consistent while giving a much needed body in the air. Really good in conjunction with Copters at picking up Sword and enabling it.

    Myr Superion Rate4.5 - Without a doubt extremely painful to build around, but equally satisfying to cheat into play. When you're jamming these one after another, it makes the classic Bolt-Snap-Bolt seem so anemic. It is of utmost importance to keep your mana generators in high numbers to ensure we're able to cast these.

    Lupine Prototype Rate4.5 - The most recently printed tool for our gadget belt. Combined with Myr Superion and Phyrexian Metamorph, these mana-efficient beaters can easily overwhelm an opponent who's not ready. You must dedicate your deckbuilding prowess to the rate at which he's active on curve. If your line isn't being picked apart by the opponent, and it's past turn five when your Lupines are able to attack and block, you're not doing something right.

    Chief Engineer Rate4 - Our version of Springleaf Drum. He helps turn your early plays with Sculptor and Crane generate two-drops en masse. Playing three because you can get flooded with its redundant effect.

    Vedalken Engineer Rate3 - Pales in comparison to Scultpor and Chief Engineer, but is the contingency should either of the two be dealt with. I can see this spot having its numbers shaved for a greater good.

    Renowned Weaponsmith Rate2.5 - The ugly cousin of Vedalken Engineer. Useful for budget lists and/or in conjunction with a Twisted Image plan. Doesn't generate mana for Etherium Sculptor, but when you need to connect for three damage...



    Smuggler's Copter Rate5 - The gel that smooths this deck over. The first application I picked up on was that it can help to pitch Myr Superions when we can't cast them, which leaves our Lupine Prototypes stuck. A useful tool that survives sweepers and contributes to accelerating our draws. In a grindy matchup, these filter all your useless critters so that you can find Sword and recur them.

    Æther Spellbomb Rate4.5 - We can let these sit around if Inventors' Fair is out, we can rip a new card with the cantrip mode, and most importantly, we can remove any critical blockers or threats with its bounce mode. Don't leave home without these.

    Sword of Light and Shadow Rate4 - Gives us enough of a lifegain cushion, attritions well, and combos excellently with Copter. Very useful in a creature-centric strategy. Especially playable in our build considering how fast we power it out.

    Twisted Image Rate3.5 - A budget option or metagame call. You can easily find a target for this even if the opponent yields none. Gives your creatures more of an edge in an alpha strike, or can end up zapping opposing manadorks, walls, and Spellskites. (BONUS: neuters a Kiln Fiend for a turn)



    Sea Gate Wreckage Rate4.5 - We often go turbo and let this thing do work as early as turn four. Both an auto-include and a no-brainer.

    Darksteel Citadel Rate4 - Lets your Ghost Quarter find an Island without any damage to your manabase, helps with meeting Inventors' Fair's conditions, and can also be cantripped via Glint-Nest Crane. A solid three or four should definitely be shoehorned into your list.

    Inventors' Fair Rate4 - While this card helps with decks that can lend themselves to play a more chippy game, there is no drawback to us playing this. As unassuming as this is in most instances, it can be a very clutch option, allowing to tutor for either evasion or removal in a pinch.

    Westvale Abbey Rate4 - A limited all-star, this land can swing life totals in an instant. While it seems counterintuitive to be so poised for the late game, there are numerous situations in which this card lets us stabilize - or win from nowhere. If we're unhappy to see this, it means we were probably trying to win on turn 4 or 5.

    Ghost Quarter Rate3.5 - We squeeze as many of these into the list as we can, as it is sometimes our only way of stopping Tron and Infect. Considering our curve, we are very sad to crack these on anything other than Darksteel Citadels. Shave these to a minimum if your draws don't yeild enough Islands.



    Spellskite Rate5 - Probably the MVP of the 75 in matchups where he comes in. For budget purposes, I really don't know how to make ends meet without these... excellent versus Burn, Infect, Death's Shadow, Bogles, etc.

    Relic of Progenitus Rate5 - We can use these proactively to draw into threats, and that's the top priority with our SB hate. Gives us game versus Living End, CoCo, Dredge, Loam, Abzan, and many others.

    Hurkyl's Recall Rate4.5 - The go-to Affinity hoser in blue. Can help against Tron and Lantern Control. Running into Ensnaring Bridge played a big part in the inclusion of this slot. Has the added utility of letting us save our artifacts against any sweeper-heavy builds.

    Grafdigger's Cage Rate4 - Viable against CoCo, Chord, and dredge strategies. Probably a necessary evil, considering how quickly those decks operate.

    Hibernation Rate3.5 - We get flat-out rolled by Elves if not for this card. Being on the steep end of the curve makes it hard to run three. Also viable against Kiki-Chord, Bogles, Infect, certain Zoo variants, etc. Don't think any sideboard should go without these in a blind field.


    Master of Etherium Rate3.5 - It can be very explosive when coupled with Phyrexian Metamorphs, but also feel very inconsistent at times. If you can manage to get maximum value from its buff while playing the absolute most artifacts you can get away with, he is playable.

    Etched Champion Rate3.5 - We cannot use this as a battering ram to drive the win home like Robots can with a Cranial Plating. That being said, an impenetrable 2/2 is still solid despite being on the deep end of the curve. A good two-way card.

    Sword of Feast and Famine Rate3.5 - Once upon a time, this card was format-defining. These days, it can help against combo, but in our shell these give a much needed boost to our curve, which is the most important aspect of our plan. The ability to help creating an aversion of some of the best blockers in the metagame is what justifies this singleton. Would be ranked higher if we played more lands.

    Vedalken Shackles Rate3 - We play all the Islands, so this one can be a bomb against sligh strategies. Might get outpaced in the format, so choose who you wield this against wisely.

    Academy Ruins Rate2 - Chaining Spellbombs, blockers, or a Spellskite acting as a meat shield can be all you need to put the nail in the coffin. Unfortunately our build doesn't break this nearly as well as a Thopter Foundry or Tron deck considering timewalking for one of the permanents doesn't yield card advantage, outside of Sword.

    Vedalken Certarch Rate1.5 - A humble beater that can double as your tempo spell. You must tailor to its Metalcraft needs, and look to cut non-essential non-artifact cards from your core. Underwhelming in its design, but can actually attack whereas Spellbombs cannot.



    Bident of Thassa Rate3.5 - The midrange game changer. Turns our trash creatures into treasure, and synergizes well with Westvale Abbey tokens. Played over Thopter Spy Network because Crane fetches it and your creatures can drop its cost. If sideboarded, would be brought in for matchups in which we're not racing.

    Day's Undoing Rate3.5 - We lend ourselves to the exact purpose of Day's Undoing. Better against attrition decks where we aren't itching to block with our Lupines. May be just a slightly worse option than Bident of Thassa, but still playable.

    Pithing Needle Rate3.5 A flexible option that answers any back-breaking tech from the opponent, namely Engineered Explosives. We flounder in grindy matchups, so keeping a planeswalker at bay is vital. I can see these being swapped for a more focused card choice.

    Mizzium Skin Rate3 An answer to Abrupt Decay, though our woes with GBx builds extend far beyond the plight of uncounterable removal. At times it can keep our team alive against red sweepers, and is a bona fide solution to removal heavy decks.

    Tidebinder Mage Rate2.5 If you need to ration the amount of permanents vs. non-permanents you're wielding in the board, while meeting your needs against R/G opponents, this is the right card to smooth you over. As it stands, Hibernate and Spellskite seem like much better options against those colors. Traditional Fish takes better advantage of it due to their lords.

    Under Construction!!

    Under Construction!!
    Posted in: Budget (Modern)
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