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  • posted a message on [Primer] Living End
    3-4 Creatures post-end is likely all you need. At that point, they have to play defense. Small dudes become chump blockers. Impressive? Maybe not. Enough to win? Usually.

    Yeah, you have to have a Macabre to answer Ravager, but they have to have a Ravager to answer Living End, so whatever. Also of note, why aren't you playing Jund Charms? An early Jund Charm will almost always wipe their field out if you really need to stop blood loss, and a second one or a Macabre after keeps them from getting the bad stuff back.

    I don't what else to tell you man. I've been playing the deck in Modern for half a year or so and I've always found Affinity to be a great match up. Perhaps you are so geared up towards land destruction that it's hurting your match ups elsewhere. I notice Jund gave you pains too, and that's also a deck I find to be a cakewalk.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    I've never had any problem curb stomping Affinity. The nature of their deck makes them need to over-extend and play out their hand more than most decks. They almost always walk right into Living End with little chance of recovery unless they've got Ravager out (and here is where Faerie Macabre shines).
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    Yeah. I run fetches, so a Blood/Magus Moon effect isn't a horrible idea because I can just fetch up the basics I need. I prefer 1-mana or less cyclers to the fatties; I was just too slow trying to fill a yard with the 2-mana guys. I feel land-cycling sucks. I'd rather draw two cards for the same price and usually hit a land instead. As for GY hate, yeah, good luck without it. Not only is it strong given the nature of our decks, Gifts Ungiven, SlaverLock, Melira, Martyr/Proc, any one running Snapcaster, crappy home brew Dredge lists, and even Storm take a beating with well timed instant speed GY removal. I run 2 Faerie Macabre and 2 Jund Charm main, with another Macabre in the side, and I would never be rid of them.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    Yeah, I've been running into more of the "Modern Dredge" decks and Shaman just hoses them. It's another bit of yard hate for things like Storm. All around a great card with some great uses.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    I can confirm that Loaming Shaman is TEH **** in control match ups. I've taken to running one main. He can't help us from Remand, but otherwise he lets you open up into forcing Cascade/Living End down their throat until one resolves. Plus, at three power he's not too shabby to have in play. I'm running 2, 1 main and 1 more side. I wouldn't really go more than that.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    That land base seems fine, actually; the fetch/shock package is nice to make sure you're starting off with nice fixed colors, but it's not really a MUST HAVE. The Soul's Betrayal throws me off, but then again I'm not in your meta so I assume you have your reasons.

    Baloth is good for Jund, period. I have seen other discard-based decks; Loam builds with Raven's Crime come to mind. But it's primarily there for Jund. You may not see many Loam/Discard decks in your meta, but I'm sure you see a lot of Jund. Liliana is a Baloth's BFF.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    I wouldn't ditch Ingot Chewer. He's still a house against Vials, Isochrons, and Affinity. He's also a good answer to Ethersworn, which is still a good sideboard card because it hates Cascade and Storm. I've just been on auto-side Ingots in after every game 1 expecting that kind of hate, but it's not there as much anymore. Now I can explore other strategies.

    Obstinate Baloth seems to do a fine job of gaining life and covering against Blightnings and such. Not quite as synergistic as the Boar is, but usually much nicer to have around.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    I finished 6-2, 24th out of 197. My losses came to one of the two Tron decks I faced and a Delver deck game which went long and was rather close. His burn is what got him there. Looking over lists, I'm seeing less stuff like Relics, Spellbombs, and Crypts, making game 2 ingot chewers not as hot. I'm very much interested in this Loaming Shaman idea.
    Posted in: Modern Archives
  • posted a message on Trash-Talking Online
    The thing is that I do see and get the same trash talk in paper Magic that I do online, though admittedly with less frequency.

    My first Extended PTQ years back, a butt hurt Rock player confided in me that he didn't think much of my Isochron Scepter deck in a manner which was less constructive criticism and more insulting. I merely reminded him that it did just beat him rather soundly, so perhaps he should worry less about my deck and think seriously about his own.

    My first Modern PTQ (online) my second round opponent made similar remarks because his Affinity build was stomped quickly by me. He made a comment about how he'd be fine and would finish better than I would, and that I wouldn't win more than one round that day. I finished 5-3 that day; he finished 3-5. I reminded him of his prediction via PM; I never heard back from him.

    Trash talking is a way of life. Some people employ it as a tactic; some people give into it as a release of the pressures of competitive Magic. It's usually best to ignore it a shrug it off. No point in getting riled up by something someone else says with the direct intent of upsetting you, especially online.
    Posted in: Other Formats
  • posted a message on [Primer] Living End
    An interesting idea. I don't have time to test it out before the MTGO PTQ in a few hours, but I'll try it out afterwards and see how it goes.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    Yeah, I can't remember who it was that gave me the idea...maybe you? Anyway, as a one of it's a neat surprise. It has won me a few games as either an extra dude or as a replacement winner once Living Ends have been spent or countered. I do want to try a Wolf's Run and pick between the two.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End


    I want to try and make room for Damping Matrix in the side before my next PTQ. Anyway, the whole ape thing was resolved for me in my last PTQ. It was a blast in getting one last dude into the yard (another case for the 1-mana cyclers), it was nice to be able to go off early against the control builds if I have to just things out fast, and it was nice surprise mana for Mana Leaks and similar effects (and Ricochet Traps).
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    I was skeptical of the ape being of much use, but now I can't imagine the deck without it. My first cut were things like Valley Rannet, Ridge Rannet, and Jungle Weaver. I'm not keen on land cyclers; I'd rather draw the card and maybe pick up another creature to cycle that turn. With the other two, I've grown in favor of paying 1 at most to get a guy into my yard. While they are big, they are too slow and keep us from getting a big board out quickly. I'd rather have two 3-power guys than one 6-power guy.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    If this is to be the "new" Primer thread for whatever ridiculous reason, please remove that nonsense about Bloodbraid Elf from the OP. I've not seen one list use it, let alone any list that's had any kind of success. It goes against the concept and the reliability of the deck.

    As for matchups:

    Burn - Gain life however you can. Brindle Boar and Kitchen Finks both play nice with Living End. Obstinate Baloth can pull double duty here while also doing well in Jund matchups. Gnaw to the Bone is an option, but sticking with creature based life gain helps the deck out better.

    Affinity - Graveyard hate will stop them "saving" their board with Ravagers or Shrapnel Blasts. Go with Jund Charms or Faerie Macabres. Ingot Chewers for Ethersworn Cannonist or graveyard hosers.

    Zoo - Win. Fill up your yard, resolve a Living End, and win. Shriekmaws do wonders in this matchup.

    Blue Zoo - I notice Blue Zoo players always tap out for a turn 2 'Goyf. If you're running Simian Spirit Guide (which you should be), go off earlier than you would. Control decks in general become a little easier to deal with if you get a few dudes out fast as opposed to a bunch of 'em out later, and this match is no exception. Bring in those Ricochet Traps for protection.

    Jund - Obstinate Baloth is your friend.

    MartyrProc - Pack Shriekmaws to keep those angels away, and Macabres or Jund Charms to be rid of pesky Martyrs and Hawks. Don't get turned off by the amounts of life they may gain; once you get a field out, you'll take it down quickly.

    Esper/Gifts- Anyone running Gifts into reanimation gets kicked in the nuts by Faerie Macabre. Ricochet Traps are auto-include for control matches. Get dudes out quickly, and don't be afraid to start hard-casting if you're running out of Living Ends.

    Caw/Delver Tempo - Damping Matrix in the side makes birds cry fowl. Is kinda like control, but with more breathing room than something like Tron or MUC.

    Splinter Twin - Sudden Deaths and Krosan Grips save the day. Always keep mana up for them. Force their hand and they'll start playing Pestermites and Exarchs as defense. Post side, be wary of possible Echoing Truths to rip up your field.

    Melira Pod - Macabres and Jund Charms keep them from sac'ing everything in response to Living End and expecting it back. It will also stop their combo dead.

    Hive Mind - Take out your Living Ends and replace them with Angel's Grace. Play one off a Forbidden Orchard or cascade into it via Violent Outburst on your upkeep. Hope it's enough.

    Tron - Land D can go a long way here, but only early game. It's easy to be tempted to keep them off Tron lands, but focus on colored mana or Eye of Ugin. Graveyard hate should be used if they go for Gifts or Mindslaver lock. Ricochet Traps are a must. Don't scoop if Emrakul lands; you can kill it, you can usually take one swing before dying, and you can survive it.

    Storm - Play fast, Fulminator Mage for their lands, and hope you can get their before they do. Graveyard hate in response to a Past in Flames or Pyromancer's Ascension can buy you the time you need. Life gain will help keep them away from lethal Grapeshots.

    Fae - They live and die on the stack more than almost any other control deck out there. Spellstutters pee on Living End. Be prepared to fight to get anything through; an extra Living End from the side may give you that one last chance at going off that you need. Don't be afraid to walk into a counter spell if you have another cascade enabler in hand.

    Pretty much every round you should bring in Ingot Chewers after the first game. Most hate towards this deck is artifact based, and you want to answer it early. Krosan Grips and Beast Within make you wait too long to answer the threat, possibly losing you the game with the loss of tempo. Of all the hate out there, Leyline of the Void and Rule of Law are the only ones that Chewy can't kill, but with the rare exception of Leyline (which I've never had played against me thus far) these cards come out the same time you'd be able to answer with Grip or Beast. Relics, Spellbombs, and Crypts on the other hand come out early and need to be answered quickly. At worst, he's a 3/3 that you can get in the yard for cheap.
    Posted in: Modern Archives
  • posted a message on [Primer] Living End
    There some other thread now for this, for whatever silly reason. See a few post above for the link.

    As for the question though, they save days. They help to force through a Living End resolution, they play well with Simian Spirit Guide, and I've even used one as a trick against bounce/removal. I'd pretty much call them a must-have in the sideboard, especially in such a control-heavy environment.
    Posted in: Modern Archives
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