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  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from dwiz
    For a sideboard of


    What do you take out to put this stuff in? I understand when to put each of these cards in, but what are you taking out?


    Depending on the match up, I usually will side out the Dryad Arbor and then the least valuable auras such as Spider Umbra.

    Quote from aeonflux
    If you want to have a sideboard card which can't be hit by Beast Within Silence in response to the cascade trigger "counters" the cascade ability and puts the Living End somewhere to the bottom of your opponent's library.

    Might be a bit too narrow to be a sideboard card.



    Well if his meta is flooded with Living End and he can't beat it, he could fit it into his SB by shaving some other slots. Like cutting Stony if there's not a lot of need for it. Also, Suppression Field might be worth bringing in as it makes their Cycling cost more. Don't take my word on that though, as I've never tested that match up.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from Grokh
    Hi,

    I think you're right i've got too much 2 CCM creatures and not enough 1 CCM ones.

    I'm lacking Dryad arbor, that's right !

    Benefits of playing blue ? Just one card : Geist of Saint-Traft, he puts a huge pressure on your opponent when enchanted by imposing him a very hard clock.

    And Spectral flight >> Spirit mantle cos it'll grant you 1 more +1/+1 buff. Fliers argument is not a real one cos between Hyena umbra and Ethereal armor you'll often have First strike so you'll kill the blocker before he did anything. Fliers in modern are NEVER more than 4 in toughness.

    I just found 2 other people i didn't know working on a UWG list, i link you what they made for the moment, please gimme your opinion on these 2 lists :
    http://www.magic-ville.com/fr/decks/showdeck.php?349307
    http://www.magic-ville.com/fr/decks/showdeck.php?325713


    I think we've reached the point of the discussion where playtesting and results will be the only thing that settles further discussions. Smile

    As for the two decks you linked: The first one is U/W and suspect since it's running 18 lands and 10 three drops. There's also 11 lands that can't produce a turn one Bogle.

    The second list is alright, but I think if you really want Bant to work (I still don't recommend going Bant) it would have to be something like this:

    But test your Bant theories and play some of the G/W lists and find out what works better. Be sure to test against Jund and UWR because you'll be facing a lot of that in Modern.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    You're pretty much forcing blue into the deck just for the sake of forcing Blue.

    The main premise of the deck is to play a turn 1 hexproof creature (Bogle/Scout) and just load it up with cheap effective enchantments. The deck has no desire to survive the late game because it doesn't want to see a late game. It also works under counter magic on the draw and discard on the play. It needs to be fast and finish before control can stabilize or combo can go off.

    You're still running only 12 creatures... So why not 4 Bogle, 4 Scout, 4 Ledgewalker? Not only that, having 8 creatures with a CMC of 2-3 leaves you wide open to a turn 1 Thoughtsieze/IoK vs. Jund on the play and open to Remand/Mana Leak vs. UWR on the draw ... Both of which are pretty much near impossible to overcome with 12 creatures in the deck.

    The only Blue auras are Curiosity and Spectral Flight. Keen Sense and Spirit Mantle provide the same effects for the same CMC. Coronet is the strongest aura in the deck and only running 2 severely dampens the explosiveness and finishing power of the deck.

    You're also lacking Dryad Arbor which is an immensely useful tool in the deck.

    I still see no benefit to playing Blue. G/W can finish turn 4-5 consistently without the need for Stalker, Geist, and Spectral Flight. And yes, Unstable Mutation is a great aggressive enchantment, but not at the cost of crippling the mana base to play it.

    Bottom line, the lack of blue is for consistency and explosiveness. If you want a deck that has late game plays, you're looking a building an entirely different deck than Bogle. A bant deck that plays hexproof creatures, a small aura package, and some control elements is feasible but you're looking to build a new deck from the ground up.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    I'll be adding a section to the primer about why the deck doesn't play Blue. Blue has been proven 'dead weight' in this deck for almost a year now.

    Granted the deck's origins are in Bant, and correct me if I'm wrong, but I believe we have the MtGO community to thank for cutting Blue, adding Dryad Arbor, and tuning the deck to the lean machine it is today.

    The deck performs the exact same function but at a more consistent rate when it's only G/W. Mainly it's in the fact that the mana can produce turn 1 Green, turn two any combination of Green and White, and turn 3 double White. That allows the deck to get more explosive hands and curve out the nuts on a consistent basis. With blue in the deck, it makes it harder to resolve a Coronet if you are playing with Breeding Pools instead of Razorverge Thickets and harder to drop a turn one Bogle/Scout if you got a pair of Hallowed Fountains in your opener.

    It's also been well proven that the deck can run off of 12-14 creatures and comparison between Silhana Ledgewalker and Invisible Stalker is close enough to discount any argument that Stalker should be included. Also, unblockablility can be obtained through Spirit Mantle and Trample is huge in the format considering the creatures with the fattest bottoms are Tarmogoyf and Restoration Angel.

    Geist is a three drop and that immediately discounts any use since the average Bogle deck caps at 2 CMC on the curve. The Blue auras are overshadowed by current aura package and Curiosity is easily replaced by the shifted Keen Sense.

    If I overlooked anything, please speak up fellow Bogle players so I can keep the primer accurate.

    Grokh, welcome to the discussion! Smile If you have anymore questions or want to share your decklist we look forward to more discussions Smile
    Posted in: Aggro & Tempo
  • posted a message on [Read This] Official Forum Organization Discussion
    I like option two.

    As for standardized primers, I don't feel that should be incorporated. As a writer and upkeeper of a primer I take great pride in the time and work I put in. There are also a lot of great and creative primers and taking a standardized approach would quash that creative process. I'm all for qualifications (such as required sections and minimum number of words/lists) but cookie-cutter primers don't sound very appealing.
    Posted in: Modern Community
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from yaki
    I play with this deck for 3 months now with some good results.

    I can't understand how to not play path to exile main deck
    So many deck have spellskite main deck like Twin.
    In game 1 without path, if your opponent play spellskite on turn 2 you can concede directly.

    And path could help you against :
    POD or twin before assembling combo
    Infect or Affinity (on a big Inkmoth Nexus equiped)
    Elves on heritage or sentinel
    ....

    Courage could help you only against some deck that you already win like RDW, zoo, merfolk, life,...

    This choice is really strange for me, someone can explain the advantages of playing courage and to not playing path to exile main deck ?


    Reid Duke made a meta call. He predicted the field to be mostly Jund and UWR both of which PtE is horrible to draw and life gain helps put Bogle out of reach. Everyone looking at his list needs to understand that it was tuned for Worlds, I would not recommend a deck list with zero PtE.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from sporenfrosch »
    What do you think about Keen Sense?

    At this point i am playing just 2, the card seems really nice but also conditional. It does not pump and grants no evasion. I am unsure though, if this card fits in here at all, because it just is not aggressive.
    I am traditionally seeing decks very narrow on what they should do, and so far Bogle seems like a hyper-aggressive deck to me, and Keen Sense somewhat fails on that.

    Opinions and experiences appreciated


    Keen Sense is by no means a corner stone to the deck. I've been running zero with great success. It is, however, important to realize that while it doesn't provide a P/T boost, it will draw you into more aggressive enchantments that will boost the Bogle. The one mana CMC is also sweet and unlike Spiritdancer it won't eat a PtE.

    Quote from sporenfrosch »
    Hierarch is kinda off-place here in my opinion.
    You will allways mull until having either a Bogle or a Scout in your starting hand. You will always want to play one of them turn 1 right away fearing discard or counterspells. So technically turn 2 is the first turn you can be playing hierarch. but turn 2 i most likely want to attach as much aura to a hexproof guy as i can, so i can hit my opponent as hard and fast as possible.
    Could you please fill me in why many people tend to play hierarch? I have not yet have any problems manawise (playing 19 lands at the moment), and just for exalted this seems not good enough.


    I play 3 Nobles. While it's true the Noble usually comes down on turn 2 she doesn't slow the deck down at all. Assuming you have a second land drop, best you can make a turn one Bogle is a 5/X. Noble drops that to a best case 4/X. So you are only losing 1 to 2 points of power on turn 2. On turn 3, she enables you to drop more auras and ends up compensating that turn 2 loss of power. All while still providing a bonus of her own, effectively making the Bogle more powerful on turn 3 than you ever could with out her.

    In a 19 land deck, keeping one landers is common, Noble makes for less mulls and ensures you can cast your Coronets on time and empty your hand faster than builds with out her.

    Also, against certain decks that don't pack targeted removal (such as Pod) she lets you keep Bogleless 7's.

    She's optional, but she doesn't hold back the deck any and should not be discounted as a card choice.

    Quote from Valanarch »
    I'd say that Damping Matrix belongs in the sideboard. It is better than Stony Silence and is often better than Suppression Field. I'd also replace Nature's Claim with Seal of Primordium. Even though it costs one more, it boosts Ethereal Armor until you have to use it.


    As BbearZ said, 3 mana is a lot. Also you've kinda put your foot in your mouth in you last sentence... You'll remove enchantments in favor of an expensive artifact, but a 19 land deck should remove one of the best 1 CMC Disenchants in favor of a 2 CMC enchantment to help boost Ethereal Armor?

    Quote from BSent »
    So I feel like the deck is very weak to Thoughtseize and Inquisition of Kozilek. If we're not on the play and they get the T1 discard for the creature, the game can practically be over. Even if we side in a playset of leyline of sanctity, it doesn't always seem like enough.


    It's just one aspect of the deck that you either have to learn to play around or you need to play another deck if your meta is flooded with discard. Winning the die roll helps and they won't always have the turn 1 discard, but there is little to nothing the deck can do about it.

    Quote from drmarkb »
    The forgetender is almost hexproof vs red, can block red things on its own and could serve double duty vs pyroclasm. The skite is an answer to twin, and other opposing g2 skites and could keep a draw engine guy alive. If the worst happens and the hexproof guy dies or is discarded an umbra + FT is hard to kill, even vs maelstrom pulse/decay.

    I am assuming the basic suite of ethereals, rancors, coronets, mantles and umbras is untouchable. Running 15 men (inc 4 guides) seems to be a lot safer than 12.


    The problem with upping your creature count is you rob from the explosiveness of the deck. Bogle is an all in deck, you load up a Bogle and hope it gets there. When you start planning and building the deck for anything but that purpose, you are diluting what makes the deck work. You'll end up with awkward lines that involve dropping multiple creatures over the course of the first 3 turns when you should be overloading a turn 1 Bogle.

    Skite is a great SB choice for certain match ups. I like the thought of BTE, but more as a SB choice for a specific meta. More testing and results would be required.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from SovietOlga


    Spirit Loop - I'm a big fan of this as a 1, if you read the oracle text of spirit loop, it does not grant the creature Lifelink, so if you have daybreak on it, they both trigger, which throws you into high levels of life ; gaining 14 life with only a 7power creature. It also helps if you don't draw a Daybreak Coronet as well as combat the kinky nature of of the deck. The fact that it comes back is just a bonus.


    Yes I'm aware as Spirit Link does the exact same thing for one mana less (without recursion). Hence my suggestion Wink
    Posted in: Aggro & Tempo
  • posted a message on Why the Hatred of Combo/Combo Players?
    Quote from twndomn
    ...when combo players try to combo out, the nature of this uncertainty is for the combo player to enjoy alone, and it is created by the combo player by design. The combo player chose to do this when he put together this deck. He could have done this against a Monkey and still enjoy solving this puzzle. Do you the combo players choose not to acknowledge this fact?


    This is ignorant. Some of my most memorable and exciting games came from breaking up a combo. The rush of holding that piece of hate in your hand waiting for the right moment... Are they going to have the answer? Can they recover before I can win? Gotta play it at the right moment.... NOW! Smile

    It can be exciting to play against combo. And in casual it can be fun to see insane combos go off.

    I think the 'bad wrap' comes from the lengthy 'combo turn'. Most players hate just sitting there while the combo does it's thing...
    Posted in: Magic General
  • posted a message on [Primer] G/W Auras (Bogle)
    Unfortunately, my Tron experience is very limited since it does not see much play in my area.

    If you're facing a lot of Tron, you should find room in the MD for 2-3 Spider Umbras which would make you a bit more resilient to Pyroclasm.

    Also, pay attention to what your opponent plays. Tron in all it's forms is a diverse deck, so if you see Wurmcoils game 1 keep your Path to Exile count up to 3 because they will most likely side in more Wurmcoils as well as Spellskites.

    Gaddock Teeg could help in the Mindslaver/Karn/All is Dust heavy builds and an early Suppression Field could tie up Expedition Maps/Eye of Ugin (though admittedly Stoney would prove more useful in this match up).

    As for Suppression Field, you should try to make room for at least 3 in the SB it pretty much does what T. Orb does but has a broader range of applications vs. a wider portion of the field. Also, I don't see the reason for the second Arbor in the SB, one is enough since it's unusual for them to slam down a second Lily after you deal with their first (and if they do Bogle is usually toast regardless). So I would suggest for your SB:
    -2 T Orb
    -1 Arbor
    +3 Suppression Field

    And for your maindeck, I don't see the difference between Spirit Link and Spirit Loop. Link is much better suited for the deck at 1 mana and the recursion just seems mediocre since it doesn't offer a power boost like Rancor does. Also, Probe is not my taste as an actual enchantment would be better in that slot since Probe won't always draw you what you need. But that's just me Grin

    Hopefully a Bogle player with more Tron experience can step up to help Smile

    EDIT:
    Nevermore could fit into your SB if Tron is heavily played in your area. Slamming one down naming Emrakul could buy enough time to win as it's the only card we can't reasonably answer.
    Posted in: Aggro & Tempo
  • posted a message on DGM Pre-release verdict
    The format sucked... Either you had a super-bomby 3 color deck or had a jank 4 color deck that could barely steal a game from a mana screwed opponent.

    4 packs of DGM was a terrible call... I had a friend pull 12 Cluestones, wtf is he supposed to do with that? I picked Gruul and got Izzet on the flip and had to force a R/W/B/g deck because all my good DGM cards were Orhzov (Blood Keeper, Tithe Drinkers, Aid)

    So basically, if your guild packs flop and you've got off guild bombs in your DGM packs there's little to no hope of scraping together a 3 color deck with reasonable off guild support... I really think they didn't test the pool enough... or at all...
    Posted in: Magic General
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from Zzzxya
    Maybe RIP? Stops goyf and DRS. And vs UWR it stops snapcaster


    That's not what the deck wants to do against those cards. Bringing in RIP to deal with Goyf, DRS, or Snappy dilutes the aggressive auras, stifles Rancor's benefit, and has such a minor impact in those match ups that your practically giving your opponent a free card. RIP should only be used against decks that utilize the graveyard to win the game such as Living End, Melria Pod, and Goryo's Vengeance decks. We can race/plow through Goyf, ignore DRS, and beat UWR before they can hit 6 mana to Snap back a Verdict...

    Quote from Names »
    If UWR continues to be a thing, I could see Gaddock Teeg being a decent card for us.


    I've used two in my SB to great success, UWR doesn't like seeing him as it shuts down Verdict and Command. Also, he keeps a Helix from being thrown at your face which usually ends up buying you a half turn. He's also great vs. Tron, Scapeshift, and Splinter Twin decks.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from Names
    With Eggs banned, do we need to look to shifting our sideboard around a bit?

    Stony Silence is now much less needed. It's still good against Tron and Robots, but Suppression Field does the same thing (slow down Tron and make Robots cry) and is quite viable against other decks as well. I'll probably -1 Stony +1 Suppression Field. It's possible we can just cut Stony Silence all together to fit in more cards, but at this point I really don't know what cards I'd add.

    We can also trim Rest in Peace. It's still good for Reanimator/Gifts/Living End strategys, and DRS and Goyf (which I've never been happy boarding in Rest in Peace for), but I wonder if we still really need it. Maybe we can use those spots for Mana Tithes.


    I agree and it's the first thought to cross my mind with the banning of eggs as well.

    I'm definitely dropping the Stony for 4th Field though I'm not going to cut RIP because I like it way too much vs. Reanimator and Melria pod (which both see heavy play in my meta) though I agree with not bringing it in just to stop Goyf and DRS since it's a waste of a slot and we usually don't care about those guys anyhow Smile

    I'll probably squeeze in a Deglamer or Spellskite in the extra slot.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Quote from Ree
    I believe the new armadillo cloak is worth it in noble hierarch builds as a 2 of.


    This. If anything. Otherwise I think it's going to be too expensive to fit in the deck. It's gotta be tested before knowing for sure, but the card is powerful and deserves a shot.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] G/W Auras (Bogle)
    Detainment Spell is a good tool. It's seen play in top finishing decks. Solves some problems while contributing to the Ethereal Armor count, but if you're not running Spiritdancer it loses a tiny bit of value if you're not running a full 4 of PtE.
    Posted in: Aggro & Tempo
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