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  • 4

    posted a message on State of Modern Thread: bans, format health, reprints, new cards, and more!
    It's been a very long time since I logged into this forum, but I'm logging in to state this specifically.

    Instead of printing more hate cards, or growing the sideboard slots to 20 in Modern, Wizards needs to take a different approach with their "hate".

    1. They need to power it down. Basically, they need to print hate cards that are strong, but not devastating against certain strategies. But, this is not something they should do in isolation, which brings me to my second and most important point.
    2. If they want to control a strategy or keep something in check, they need to make MAINDECK WORTHY ANSWERS to very powerful linear strategies. The last two cards we got in this realm were Abrupt Decay and Kolaghan's command. Both are powerful cards, but far from over-powered. They also both are important pieces of keeping certain decks in check or at bay.

    Unfortunately, we need more versatile answer cards that don't completely suck if you stick them in your maindeck, but also won't 100% blow out your opponent if they land. Right now, given the state of the meta, there needs to be more answers to aggro decks (or aggro-combo) and decks that can just burn you out.
    Posted in: Modern Archives
  • 1

    posted a message on My Store is Hosting No Ban List Modern
    Quote from VidarThor »
    I think the general conses is that hypergenesis combo will winn. Second place is storm. Afinaty and infect honerably mentioned.
    I would play some form of esper JTMS Stoneblade

    I would lose to hypergenesis

    hypergenesis will win

    yes I would enjoy beating the bloodbraid decks

    Quote from bill_zagoudis »
    1)nothing fair as all broken stuff are legal and there's no FoW to stop them here, all we need is to figure what is the most broken thing of the pool

    2)again nothing fair, i'd bet towards MM Infect or clamp affinity though

    3)not really, it's just a format that combines the worse elements of Modern and Legacy, both Legacy and Modern are superior formats imo (standard too but way too different to compare)


    Please read this article first people - http://www.moxboardinghouse.com/media/modern-no-banned-list/
    This isn't bad either - http://magic.tcgplayer.com/db/article.asp?ID=13333&writer=Melissa DeTora&articledate=6-13-2016.

    Hypergenesis is not that good: It never was that good. Not sure where this "consensus" is coming from. I'm guessing none of these people have ever tried playing this format, nor did they ever play old extended back before modern existed. Hypergenesis is a turn 3 combo deck that has a very tough time fighting through disruption, and will often lose to it's own terrible hands. You would be far better off playing Storm, Eggs, Affinity, Elf-Ball, or Infect if you want to play a deck that wins super fast, yet can actually win through some disruption.

    And yes, fair decks are perfectly viable in NBL modern: Stoneblade, Countertop, Miracles, Death and Taxes, UR Delver, Burn, GW Maverick, Tezzerator, Deadguy Ale, Faeries, Jund, Junk are all both viable as well as competitive in this format. I wouldn't doubt that a competitive hatebear-oriented Pod or Coco list could be playable as well. I also wouldn't be surprised if Lantern Control could be a strong player in this format, although it would get a lot of splash hate with how powerful the artifact decks are.

    This also isn't including the combo-hybrid decks like Twin, Amulet-Bloom, Cloudpost or Scapeshift that are still unfair, but play more of a combo-control game than the other decks seen in here.

    Another tip: Chalice of the Void shuts down the majority of the super unfair decks that people in here say would win with ease. Stony Silence wrecks many of the top decks, and rest in peace is another similarly dominant SB card.

    Final point: Infect is just a worse version of dark depths combo - requires 3 combo pieces (shoal, creature, 9 mana red spell), has less redundancy, and is easier to disrupt (far easier to kill an inkmoth nexus or blighted agent than it is to kill Marit Lage).
    Posted in: Modern
  • 1

    posted a message on My Store is Hosting No Ban List Modern
    I've actually played this format quite a bit, so I should dispel some notions here. This is mostly stuff I've found from actually playing a good amount of un-banned modern, not from just sitting in front of a keyboard.

    Quote from SirHappyBob »

    1) What general deck would you play?


    There are a lot of options (obviously). Personally, I would probably opt for a deck that can beat up on the unfair decks, but has the ability to combo out on it's own as well. BTL Scapeshift (with Dig Through Time), Junk Depths, or maybe Jeskai Ascendancy Combo would be my choice.

    Quote from SirHappyBob »

    2) What general deck do you think will win the tournament?


    Quite often, you have pikes try to bring the most unfair deck possible to tournaments like these. As a result, you often have unassuming "fair" decks like Death and Taxes clean up off the back of simple maindeck cards like Thalia, along with sideboard stony silences. Just be prepared to have a sideboard that can deal with graveyards, artifacts, and can stop decks from playing lots of spells in one turn (either maindeck or sideboard).

    Quote from SirHappyBob »

    3) Would you enjoy no ban list modern for 1 day?


    Yes, it's a surprisingly diverse format (at least with how it is currently set up in an unsettled meta) that allows even fair decks to thrive. Some decks can be insanely quick, but those decks often lose to slower decks that have the requisite answers. Even a deck like Burn can be a strong contender to win a tournament.


    Overall Thoughts on the Format From Actually Playing It




    1. Skullclamp isn't as overpowered as people think. That's not to say it's bad, but it's far from ridiculously over-powered. The two decks it is super powerful in are Elves and Affinity, both of which you would need to have a lot of hate for anyway. In non-combo decks like UR delver, it's strong, but not really any stronger of a card advantage source than something like Treasure Cruise. Also, considering you have to sacrifice your own creatures, it's important to realize it is also a tempo disadvantage unlike Cruise.

    2. Affinity and other linear decks are insane, but also extremely vulnerable to artifact disruption and general hate. People who say Affinity will reign supreme must be forgetting the fact that everyone will be packing Stony Silences and other uber-strong hate cards in their sideboard.

    3. Hypergenesis is bad. Seriously, it's a linear combo deck that at it's best, is no faster than the other linear combo decks (Storm, Elves, Dredge, Shoal), but is way easier to disrupt, and loses to its own bad-draws way more often.

    4. Twin is a great format policeman. In essence, it still plays the role of "combo deck that beats other linear decks" quite handily.

    5. UR delver-style decks will obviously be a staple, but have their own weaknesses as well.

    6. Dark-Depths decks are significantly underrated. One of the best decks I played with was a Junk-Depths list that was a standard midrange deck with a lot of disruption that could occasionally win out of nowhere with Depths. With Thespian's Stage int he format, there is a ton of inevitability, and there is nothing a control deck can do to counter the playing of lands.

    7. Cloudpost decks are strong - they can wreck most of the fair decks in the format, and with enough disruption, can possibly have game against the unfair decks as well. I prefer UR cloudpost, although UW cloudpost could work well since Path to Exile may be more important in the format with Twin and Marit Lage.

    8. All-In Red is really powerful, and gets better the more people want to play unfair decks, which tends to be the majority of people in tournaments like these.
    Posted in: Modern
  • 1

    posted a message on Modern with No Ban List Tournament
    Quote from ax92 »
    Our LGS held 2 events like this, i brought Miracles. It turned out that it's not the same without Brainstorm, it happens too often that you draw in the first 7 a Terminus or Entreat and ended up waiting for a Jace to get stuff going. Even playing without Counterspell and Fow was a nightmare, every deck was going crazy with me holding a mana leak... Jace is a powerful planeswalker, but in a format full of creature is less likely to stay alive and make the difference (won me a couple of games though).

    The 2 events were won by Jund, followed by Elves and Hypergenesis (1st Event); Jund, Storm and Jund (2nd one). So if you're opened to every kind of deck i would go with a full powered Jund.

    I'm a huge fan of Control style decks and was hoping that MNBL would be an amazing format for it. But instead it left me disappointed. The lack of good counter spell is too critical, and the amount of Combo is crazy high, so i would not try to run fair deck in this particular environment (even Jund cheat stuff into play with BBE).



    Control is a difficult deck to crack in an unknown meta. I sort of disagree that control isn't viable in NB modern, I actually think it's one of the stronger choices, but you need to be able to know what to anticipate in advance if we're being honest. Proactive decks don't have to worry about reacting as much to other decks - they simply need to do their thing and hope for the most part they can power through or race the opponent. Control doesnt really have that luxury.

    With that said, in a combo-heavy format, decks that play a good mix of permission, discard, and sideboard hate (especially relevant sideboard hate) will be powerful. I tend to think control that can win off a combo finish like Scapeshift or even counterbalance is probably going to be superior in this format, but tempo also is quite powerful if you want to go with more of a control-ish mindset.

    Here are some control lists I've had a lot of luck in testing against a pretty wide field (namely on cockatrice admittedly, but against a lot of known and powerful decks in a format like this). Note that 3 of the 4 decks play maindeck relic of Progenitus. That's a good start if you want to have a leg up on combo decks as well as quite a few "fair" decks.


    UW Thopter Control

    Strategy Win off fast mana, efficient removal and artifact hate. Can combo thopters against more fair decks combined with efficient disruption against unfair decks. Pretty simple and straightforward strategy, but has effective tools against every deck in the format except *maybe* 12 post decks, although this can often just race them when backed with permission.

    Main weaknesses is stony silence or other artifact hate.




    UB Planeswalker Prison

    Strategy: Somewhat similar to the UW deck, this deck utilizes artifact hate to increase the tempo. Unlike UW thopters however, this is more of a prison deck that wants to drop early planeswalkers off artifact acceleration, then sit behind an ensnaring bridge as you win off the walkers or off thopter combos.





    Izzet 12-post

    Strategy: Slow the game down with efficient removal, disruption, and life gain while accumulating mana to drop bombs (hence going over the top of midrange, aggro, or other control decks).



    No-Banlist Grixis midrange/control

    Strategy: This is a deck reminiscent of the current grixis delve deck, except it utilizes cards on the ban list instead to power itself up. It's a potent anti-combo deck with loads of disruption and an efficient clock.



    Posted in: Modern
  • 1

    posted a message on Bant Infinite Combos?
    Intruder Alarm combos with quite a few cards in bant colors.

    Intruder Alarm + Thraben Doomsayer = infinite creatures
    Intruder Alarm + Imperious perfect = Infinite Creatures
    Intruder Alarm + Sprout Swarm (with enough creatures) can go infinite with buybacks


    Archangel of Thune + Spike Feeder goes infinite (only requires GW)


    Posted in: Modern
  • 1

    posted a message on Current Modern Banlist Discussion (1/18/2016 update - Summer Bloom/Splinter Twin Banned)
    Honestly, Wizards is lazy. They don't test the cards they use on the ban list, they don't promote interactive games, and they seem to promote dumbing down the game into a game of pure luck.

    Additionally, they need to print some better police cards for the format. I'm not talking fringe sideboard cards like Rending Volley. I'm talking about a viable police card that is maindeck playable. Burn has 8 anti-life gain cards that it plays in the maindeck. Normally, burn would play its sideboard options against hate in the sideboard, but now they get to conserve that space and put their anti-lifegain stuff into the meat of their deck.

    Why can't non-burn decks get maindeck-worthy answers? The only somewhat average answer is lightning helix (which requires two colors, and isn't even that great against skullcrack / atarka's command).

    Why can't we get a land that prevents other lands from producing more than 1 mana? It would be a ridiculously simple solution to the big mana decks that prevent control and midrange from being part of the format.



    I think a big problem is that every card they produce to be a police card either is too narrow (only helps 1-2 fringe matchups), or isn't a card that would ever be relevant outside of sideboard consideration.
    Posted in: Modern Archives
  • 1

    posted a message on Beating Eldrazi
    Quote from Xequecal »
    I don't see how Eldrazi.dec beats Blood Moon ever. The mana base is shaky enough and you can't play basics, and even if you could play basics they don't generate colorless anyways to cast your spells.


    With the newer versions, they'll be dropping Thought-Knot Seers and Reality Smashers the same turn as a blood moon comes down (or earlier), also they have lots of hand disruption. Second, they'll be packing lots of enchantment hate for people running moon in all likelihood.


    I made a GB midrange eldrazi variant, and have been testing it on cockatrice, and the curve is super consistent at dropping bombs on turn 2-4 after a turn 1 hand disruption play. A typical curve I'd play looks something like this.

    Turn 1: Thoughtseize/ Inquisiton of Kozilek / Ancient Stirrings
    Turn 2: Tarmogoyf / Matter Reshaper
    Turn 3: Thought-Knot Seer / Reality Smasher
    Turn 4: Reality Smasher / Thought-Knot / Other stuff.

    Obviously, this can be disrupted, but the problem is that threats come down consistently turn 1-4, and all are massive hard-to-remove bomb that end the game quickly and also generate some level of value for the deck.
    Posted in: Modern
  • 1

    posted a message on Oath of the Gatewatch in Modern - Spoiler Discussion
    This all depends on how much they push the mechanic. If they put it on a bunch of limited junk, then it simply isnt going to be played much. Considering this is only a 1 mana reduction (not that it's irrelevant), it's hard to gauge if they'll aggressively reduce the cost on any cards with surge.
    Posted in: Modern
  • 1

    posted a message on Battle For Zendikar (BFZ) Spoilers - Modern Discussion
    I don't think you would want the Coralhelm Knight of the Reliquary combo to be entirely all in on the combo. I think ideally, you would build it more similar to something like Melira Coco, or Jeskai Ascendancy Midrange.
    Posted in: Modern
  • 2

    posted a message on Battle For Zendikar (BFZ) Spoilers - Modern Discussion
    Retreat to Coralhelm forms a fatal combo with Knight of the Reliquary.


    Use knight to sacrifice a land, which then gives you a new land. This triggers the knight to untap. Tap the land for mana, then use knight again. You can go through all the lands in your library amassing upwards of 16-20 mana floating, then use the final land to grab Kessig Wolf Run, and then swing for 35+ damage with trample.

    If you want, you can even keep a fetchland up so that you can untap Knight and grab an emergency Sejiri Steppe to protect itself against removal.
    Posted in: Modern
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