|Frank Moon's Grinding StationMagic OnlineOCTGN2ApprenticeBuy These Cards|
4x Chromatic Star
2x Engineered Explosives
4x Grinding Station
4x Ichor Wellspring
4x Mox Opal
3x Myr Retriever
1x Pyrite Spellbomb
4x Scrap Trawler
4x Semblance Anvil
2x Welding Jar
|4x Ancient Stirrings|
2x Sai, Master Thopterist
2x Buried Ruin
4x Darksteel Citadel
4x Grove of the Burnwillows
2x Inventors' Fair
3x Yavimaya Coast
1x Swan Song
1x Sai, Master Thopterist
3x Karn, Scion of Urza
3x Nature's Claim
2x Ghirapur Aether Grid
3x Galvanic Blast
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Feb 15, 2019Magic Pro League player and streamer Piotr Głogowski just 5-0ed with this list on MTGO.Posted in: Deck Creation (Modern)
Feb 3, 2019Posted in: Deck Creation (Modern)Quote from Poptartz »How are we feeling about our # of answers to thalia, damping sphere and the great white enchantments stony silence and rest in peace. im currently running 3 ways to deal with sphere and thalia, and 4 to deal with the enchantments. I haven't been able to test my humans match up, however i am slightly scared of the match up.
Because we win in one turn our answers can be more temporary than most decks that need to try and win through hate. Bounce effects like Echoing Truth, Æther Spellbomb, and the usually unnecessary Wipe Away. I run 4 in my board. They can also buy you time against aggro and creature combo.
An extra Pyrite Spellbomb can help to deal with many but not all of the hate bears.
Extirpate is very hard to deal with. Fortunately most people are running Surgical Extraction, which if you suspect they have in hand lave a Conjurer's Bauble up.
Jan 30, 2019So in general Visions is considered the better setup card and SoH the better active draw. You are right about it finding a turn 1 Bloom slightly better. This makes them about even turn 1 since you are unlikely to see a Bloom and will instead be setting up lands/not lands as needed. Even if you do see a Bloom off of the scry 2, often will have the opportunity to wait until turn 5 to go off anyway, in game one at least.Posted in: Deck Creation (Modern)
But during combo you will be drawing a bunch of cards, so as long as you draw 1 card after casting the cantrip the setup of Visions is better than the choice offered by SoH.
I was running a 3/2 split before I switched over to Looting.
Jan 29, 2019Posted in: Deck Creation (Modern)
I've added things to the primer based on your suggestions, also a rough list of cards for the sideboard.
I cannot factor in every build mentioned, but I will for any ideas with multiple people supporting it.
Jan 25, 2019Quotes edited for points I'm addressing.Posted in: Deck Creation (Modern)
Quote from Lord Nahkiin »My deck focuses on Grinding Station, and rather than using my Eggs to try and draw into another Open the Vaults effect, I’d use them to mill my own deck to find other artifact to return.
Playing that type of list has several advantages in that you can freely sac your eggs in the early turns, and once you cast your first Open the Vaults with a Grinding Station in play your deck plays out much, much faster than a typical eggs interaction. I've only played with it a few times so figuring out if your turn clock is slower like it feels or if it's actually the same will be interesting.
Here is my take on this version.
If only Careful Study were modern legal. I'm not high on Chart a COurse but let us know how it goes.
Quote from user-24144553 »
For our looping spells Faith's Reward and Open the Vaults, I've always liked having 7 of them in my deck. I think going up to 8 is certainly a viable choice too, but I don't know if I would go lower. We need to see enough of these cards to combo off.
I also decided to run Ichor Wellspring over Elsewhere Flask, because of the 2 draws you can get out of the card. That means we'd also need to run more main deck sacrifice outlets, besides Reshape. I opted to go with Phyrexia's Core and Thopter Foundry. Thopter is a permanent, on-colour sacrifice outlet and Phyrexia's Core is a kinda permanent sac outlet (needs to tap). Between those 3 cards I've felt I had enough sacrifice outlets.
For the lands, Phyrexia's Core, Inventor's Fair and Academy Ruins used to be 4 Darksteel Citadels when KCI was still legal. Now the Citadels have lost all (?) of their value, so I'm trying something new. The Inventor's Fair and Academy Ruins could probably be extra islands, though I don't think I've particularly needed them.
...Tezzeret the Seeker and Sword of the Meek....
Lastly, I use Aetherflux Reservoir as my win-con. I've don't think I've ever really understood why people prefer Pyrite Spellbomb. It can remove a creature and can draw a card, but Aetherflux kills a lot quicker and can very quickly gain a lot of life. Is Pyrite Spellbomb really that good (convince me )?
I was hard on being at 7 recursion spells, changing over to 4xLooting brought me up to 4xVaults. Though that is still in testing.
I don't like having to find room for a sac outlet that doesn't do much, sure, you'll potentially have infinite 1/1s and infinite life but unless you have your Academy Ruins in play already you can't attack with them without drawing out. I think that if you want to go the sac outlet route in order to run Ichor Wellspring or Terrarion, that Grinding Station is better. Now if there was a haste source or a way to not draw out, then it would be a maindeck backup win.
I would definitely recommend running fetches or basics over those non-basics, makes the combo cleaner.
I think in a lot of ways you are playing with very powerful effects but I'm in favor of running as few cards outside the direct combo as possible and you seem to have a lot.
Tezzeret the Seeker is a neat way to think of interaction with Faith's Reward, but because it cost 3UU we can't play it until we are already comboing where as the other tutors can help with setup.
Jan 24, 2019I've accepted that the ramp package, 3-4 drop control, and late bombs are what make this deck Ponza.Posted in: Midrange
Blood Moon is a card we mainboarded because it was good against at least 51% of the meta (and often way more). When I look at the meta right now, I can't bring myself to main it anymore.
Jan 24, 2019I'm really liking what Faithless Looting does for the deck. Though the Opals make me more confident in running them. I switched my lands to make a R instead of W since we will have white if we're going off anyway. Also upped my Open the Vaults from 3 to 4.Posted in: Deck Creation (Modern)
Red EggsMagic OnlineOCTGN2ApprenticeBuy These Cards Artifact (25)
4x Chromatic Sphere
4x Chromatic Star
4x Conjurer's Bauble
4x Elsewhere Flask
4x Lotus Bloom
4x Mox Opal
1x Pyrite Spellbomb
Instant & Sorcery (18)
4x Faith's Reward
4x Faithless Looting
4x Open the Vaults
3x Whir of Invention
4x Ghost Quarter
4x Scalding Tarn
P.S. FireWolf try [c]Reshape[/c] instead of [[Reshape]] slight differences between Salvation and Tappedout
Jan 23, 2019Posted in: Deck Creation (Modern)
Eggs is a historically ridged deck as far as construction goes, you’ll have your necessary pieces of the combo and then 1-4 flex slots that even then don’t change that much. That said, the deck is currently undergoing a major transformation, so a lot of options are on the table.
We will need 25-35 artifacts, 15-20 lands, a recursion source or two, a slot dedicated to a win condition, and possibly some defensive spells. Wee will be focusing the discussion in on one particular build until others establish a bigger presence.
These will be the cards to power the deck.
Learning the timing on when to use your tutors and how far you’ll have to dig for a mass recursion is one of the key skills you’ll need to master to play this deck.
Typically, 4-9 recursive engine cards and 4-8 Tutors. The exact numbers will come down to how much you value speed verses consistency.
- Second Sunrises:
- Faith's Reward (Run 4) : This is the crux of the deck. It returns your Eggs, Lotus Blooms, and your Ghost Quartered lands. The engine that you are aiming for, well here it is.
- Open the Vaults (Run 2-4) : With Second Sunrise banned this is what we have left instead for redundancy. It doesn’t bring back everything, only artifacts and enchantments so pay attention to the mana you need off lands through fetches or quarters. The plus side is that it will bring back any artifacts you may have sacrificed on earlier turns of the game or if you need to restart your combo after failing to go off.
- Noxious Revival (Run 0-2) : Recur your Faith's Reward to a place where you can easily draw them.
- Roar of Reclamation (Run 0-4) : Can be run in place of Faith's Reward to have a build that recurs artifacts put into the graveyard through any means. It would be a more consistent build as you have the options to sacrifice eggs on earlier turns or come back from a turn where you don’t go off. The drawback of costing 5WW will probably slow down the starting turn by too much.
- Whir of Invention (Run 4) : The main use of this card will be to, at the beginning of your combo turn, sacrifice Lotus Bloom to play Whir for 0 to tutor another Lotus onto the battlefield. Maintaining the same amount of mana until you cast either Faith's Reward or Open the Vaults where you will have 3 extra mana to work with. Later in the combo it will still most commonly be used for Lotuses but if mana is abundant would be used to find an Egg. Games 2/3 it can be used to find board cards if necessary.
- Reshape (Run 1-3) :All the applications of Whir at one less mana, with the sacrificing of an artifact. Remember “in Modern two-mana Tinker for Black Lotus is a legal play.” You generally want to be sacrificing Elsewhere Flask or Chromatic Star so that you aren’t depriving yourself a draw off the eggs that cantrip from their abilities.
- Tezzeret the Seeker (Run 0-1) :Tutors up any artifact in your deck by using his minus X=4. Can then be returned to the battlefield with Faith's Reward for repeatable tutor. Unlike our other tutors will not help us set up in the early turns and then on our combo turn requires us to at least have an investment of 2 since he can tutor for a Lotus Bloom.
- Serum Visions (Run 0-4) :Not an egg but will help with your early game setup and once you are in mid combo with extra mana. Run over eggs that cost mana because while both are mostly dead during the most fragile early combo iterations, this sets up better, where late combo where we are at our strongest already the bad eggs would be better. Obvious interaction is that during combo cast this before cracking your eggs to draw into the cards you scry from.
- Sleight of Hand (Run 0-3) :Same story as Visions except the draw happens differently. Sometimes one is better than the other. In this deck you will more often want Visions.
- Faithless Looting (Run 0-4) :The difference here is that Looting puts cards in a place where we already want them so they can be hit by Open the Vaults. The negative is needing R in the early game. Current Favorite.
- Chart a Course (Run 0-2) :An on color Looting for one more mana. One mana is a lot.
- Thoughtcast (Run 0-2) :A powerful draw effect, for a different deck most likely. Artifact aggro deck can cast this for U once they gave played out their hand to draw more steam. We are running spell based cantrips to improve our early game setup over artifact eggs. Thoughtcast would only really draw us cards cheaply once we are already ready to go off.
- Ancient Stirrings (Run 0-4) :Unlike the KCI builds our artifacts are mostly interchangeable eggs. Unless you put in a colorless combo piece I wouldn’t run it over anything else.
- Board the Weatherlight (Run 0) :Slightly more on color than Stirrings and digs one deeper. Can only find Legendary Lands instead of any land. Generally worse in most ways.
”When the vaults are empty, everyone is rich.”-Open the Vaults
Table of Contents
Jan 22, 2019I've done a few searches for Eggs lists/posts on Salvation and all the active posts are about hybrid/Jank lists.Posted in: Modern Archives - Proven
I'll make the primer for the Post banning eggs unless someone has a thread they would rather be the main.
I was a longtime old-school eggs player even before Faith's Reward was printed.
Like storm, eggs can have its most important cards banned and still recover. It'll be tier 3 for a little, but it'll come back.
Dec 7, 2018Posted in: MidrangeQuote from CrimsonPhoenix7 »I don't think lowering the curve is the solution for this deck. We're not an aggro deck and we don't have the resources to play a grindy midrange battle.
We're essentially a Prison-style deck that uses Stone Rain/Molten Rain/Blood Moon to stall our opponents out and crush them with big threats. As I mentioned in my previous post, BBE has a roughly 40% of hitting a dud card with 10 ramp cards vs. 18 or so non-ramp cards with 3 CMC or less (the actual percentage is going to fluctuate based on your list/what you've already drawn, obviously). I can't help but think that slot could be better filled by something else, even if we haven't figured out what it is yet.
I've actually been against BB Elf, a 3/2 Haste just doesn't add to what we want to do. It's very good, no question, but it doesn't progress our game plan.
I haven't posted much recently because I'm not really running Ponza. I cut the LD.
I've found that LD isn't where you want to be against many decks in modern and that Blood Moon had dropped below the 60% threshold of games where I want it in. Fundamentally changing the game plan with Goyfs might be the direction to go in, but I doubt it. We'd be like Jund except removing lands instead of relevant things.
RG RampMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (16)
4x Arbor Elf
1x Dragonlord Atarka
4x Inferno Titan
2x Platinum Emperion
2x Ruric Thar, the Unbowed
3x Stormbreath Dragon
Instants & Sorcerys (12)
4x Lightning Bolt
4x Madcap Experiment
4x Summoning Trap
Enchantments & Planeswalkers(10)
2x Chandra, Torch of Defiance
4x Utopia Sprawl
3x Cinder Glade
2x Stomping Ground
2x Windswept Heath
4x Wooded Foothills
In many matches I found myself wishing I could just draw another bomb. Boarding out Blood Moon for more creature density. So I built a deck around it.
Summoning Trap At instant speed is incredible against the Control and Creature Tempo matchups. It's Trap cost is incredible, but it's just a bonus, this car dis good enough on it's own once you have more creature density.
The Madcap plan's primary weakness is that it is easy to board against, with diversified threats this isn't a problem anymore. And it really is the turn two dream.
Nov 30, 2018Posted in: ComboQuote from vandergahast »
Don't you feel like you have not enough black sources and green sources? According to Frank Karsten article, we need 14 sources black and red T1 for cycling and 11 green for T3 Violent Outburst. Your list seems to be 2B and 2G short, does cyclers make up for the colored sources? Haven't tried lower sources configuration and I already hate the basic forest as it is, even if i know thats the necessary evil. In theory Street Wraith probably counts as colour source tho. When do you bring Dark Dwellers in?
Occasionally my colors pick which cyclers I play and the order, but I can't think of an occasion where turn one R or B was a problem, the only thing I've ever run into and rarely is wanting BB on turn 2 and not having it. As for turn 3 I have run into being short a G rarely, but I probably could do with two more fetches and two less fast lands. I always lean into basics in light of Moon, Path, and Stripmine.
Goblin Dark-Dwellers came about because in my matches against counterspell decks it was always about counting how many Living End I had. Effectively adding 2 extra copies of Living End and being able to cast a cascade spell from the yard if necessary. I add him in when I am expecting slower games but no Leyline.
Nov 30, 2018Posted in: Combo
Noct's Living EndMagic OnlineOCTGN2ApprenticeBuy These Cards Creature (30)
3x Archfiend of Ifnir
4x Desert Cerodon
3x Faerie Macabre
4x Fulminator Mage
4x Horror of the Broken Lands
4x Monstrous Carabid
3x Simian Spirit Guide
4x Street Wraith
Instant & Sorcery (11)
1x Beast Within
3x Demonic Dread
3x Living End
4x Violent Outburst
3x Blackcleave Cliffs
2x Blood Crypt
3x Copperline Gorge
1x Overgrown Tomb
1x Stomping Ground
1x Verdant Catacombs
1x Wooded Foothills
1x Archfiend of Ifnir
3x Avalanche Riders
1x Anger of the Gods
1x Faerie Macabre
2x Goblin Dark-Dwellers
4x Ingot Chewer
3x Jund Charm
Round 1- Bye
Round 2- Spirts. Hard games all around, won easier in game 3 because they Quellered the Violent Outburst instead of the Living End, I had a followup cascade spell on my turn that I didn't have to use.
Round 3- RW Prison. Explosive turn 2 and 4 Living Ends. They didn't see Chalice game 1 and I had Ingot Chewer in my opening hand game 2.
Round 4- Tron. Game 1 was turn 2 Fulminator into turn 3 Living End. Game 2 was Turn 3/4/5 Fulminators
Round 1- Tron. Easy win.
Round 2- Dredge. I win a long game one thanks to my mainboard Faeries. Game 2 he Leylines from his opening hand and eventually wins with 4 cards in his library off of a Conflagrate for exactly lethal. Time is called before game 3 even starts. Tie.
Round 3- Harden Scales Affinity. Easily sweep game 1 thanks to Faerie Macabre. Game 2 he blocks with enough thopter tokens to go to 1 and cracks back with enough damage that his Walking Ballista at 6 can close the game. Game 3 Early Ingot Chewer plus Faerie Macabre do their jobs.
Round 4- UW Control. Game 1 he casts an EOT Terminus off an Opt with 2 walkers in play, I scoop. Games 2 I keep him under 3 lands the entire game with Fulminator Mage and Avalanche Riders. Game 3 we both have decent games but a surprise 4th attempt at Living End with Goblin Dark-Dwellers did the trick taking him down from 5 lands to 3 in the process.
Card Choices: I tend to playtest more at my LGS instead of going with tried and true.
I'm a big fan of Faeries main and would be hard pressed to change that in this meta.
Jund Charm plays out well in several match-ups, old its an old tech, but now serves to kill a Meddling Mage and graveyard hate is relevant these days.
Avalanche Riders for the control match-ups, especially Tron, Valakut, and UW
I board in the Ingot Chewer against burn, the lifegain route never seems consistent enough so instead I race them with my cheapest plays.
I will probably add at least 1 Expansion // Explosion to my board.
Nov 28, 2018This deck is a variant on Death's Shadow decks. It varies significantly from the thread on Cragganwick Cremator Toolbox decks in: colors, cards, and game plan.Posted in: Deck Creation (Modern)
ShadowWickMagic OnlineOCTGN2ApprenticeBuy These Cards Creature (22)
4x Cragganwick Cremator
4x Death's Shadow
3x Ghalta, Primal Hunger
4x Snapcaster Mage
4x Street Wraith
4x Mishra's Bauble
2x Collective Brutality
4x Eldritch Evolution
3x Faithless Looting
4x Lightning Bolt
2x Blood Crypt
3x Bloodstained Mire
1x Breeding Pool
2x Overgrown Tomb
4x Polluted Delta
4x Verdant Catacombs
This deck provides significant reach to close a game a traditional Death's Shadow might struggle with.
When discarded to The Cremator Death's Shadow counts as it's full power.
Ghalta is as often cast as discarded with both Shadow and Goyf providing large bodies for cost reduction.
Eldritch Evolution could not ask for better two drops than Snap and Goyf.
Bolt->Snap->Bolt is a great play before or after a big discard.
Most decks utilizing Cragganwick Cremator have to work to reduce the number of cards in their hand since the discard is random, this deck is usually close to empty handed. In a pinch discarding a Goyf for an aditional 5 damage on top of The Cremator's 5/4 body is still very good.
In Gauntlet play-testing it performs above that of traditional Death Shadow in most match-ups.
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