They made the Zendikar expedition trying to sell the set at this point imho
- L
Seeing as how I only play Modern, (Standard is too expensive). I like how I only have to buy playsets of some uncommons. I'm saving money.
Playsets of Scythe Leopard, Blisterpod, Retreat to Coralhelm, Zulaport Cutthroat & Stasis Snare and I'm done with this set. Don't care about expeditions. Have playsets of them already.
Mind that ZE isn't made for increasing avaibility of cards but only for pimping deck for people that can afford high cost Legacy/Modern decks.
The only card that could be tested for MD purpose in a high tier deck is MAYBE the elf, and i kinda like Stasis Snare.
Speaking of combo i don't see any new competitive one and i don't see low tier deck becoming better as well with BFZ cards.
They made the Zendikar expedition trying to sell the set at this point imho
Ok people now seem to want control to beat aggro and that's exactly what I always point out in these threads: Hardcore delusions of grandeur.
You won't get an unbeatable deck, stop whining or go back to T2.
Control needs a bit of help, but it needs to be able to defeat Midrange and Combo as it's meant to be, not aggro.
The day rock beats paper is the day the game is no longer worth playing.
Control wrecks Midrange in modern, and is actually pretty good against aggro already. It really just needs help against combo.
I agree with this but this won't change because in other eternal format combo is almost always countered with counterspells, the path wotc has choose is instead to make combo defeat itself making it less consistent, avoid splash damage for other archetype.
Returning to the point of the thread Liliana is actually the best answer to control for midrange, being able to avoid bolt with the +1 made her very difficult to interact, especially if landed on turn 3
Not that we have also the awaken time walk what staple action/effect is missing to attach it awaken?
We already have the counterspell, the wrath, the ramp...
Impressive win, not being familiar with the deck (only stumbled upon on MODO) wasn't the deck affected by affinity hate?
I ask this because playing Grixis Twin with K commands, grudges and 1 shatterstorm (because of MODO meta) i never had problem and wonder if i need some specific tech for the future (given that MODO will go crazy for at least a couple of weeks)
Spawn of Akoum - 4RR
Rare
Dragon
Flying
Landfall - It deals 1 point of damage to target creature or player. It the land was a mountain it deals 2 damage instead.
4/4
ValuCUTE on legs. Add redundancy and a different angle to the scapeshift deck.
Is it any good?
Spawn of Akoum - 4RR
Rare
Dragon
Flying
Landfall - It deals 1 point of damage to target creature or player. It the land was a mountain it deals 2 damage instead.
4/4
Another angle of our linear strategy.
Is it needed or at least playable?
The only playable equip in modern is B-skull and is barely playable right now.
You have to connect with this card to search it up, so one turn he does nothing, the next turn he has to attack and not be blocked or removed, and then you can pay 5 mana for a equip easily removed by MD artifact hate.
I've always loved the 2 cmc creatures that aren't bad if not played on turn 2.
I'll probably try him in both my grixis delver and my naya burn build, dunno honestly if these are the best shells for it though.
They don't want you to make money and they want to make more money. Nothing unusual here from a big company like Hasbro.
I quit the dream of making money with MODO months ago so not a big deal for me.
They want you, and i will, just play MTGO for the sake of playing a la Hearthstone so my concern are just on the server functionality and coolness. In this regard having a 2-mans queue that set in stone a 60% win rate in order to go infinite isn't that bad.
Finally an idea i had from playing infect in legacy: running Disrupting Shoal a la Force of Will, playing more blue cards MD like DS or Simic Charm (2 cmc bonus to counter terminate and counterspells).
We already saw that it's modern playable, thanks to a fellow mtgs-user, but the question is: do we need it?
There aren't enough blue cards in the deck to support Shoal. The Delver decks' support cards are blue (cantrips, counterspells). Ours are green.
You miss the part where i said "playing more blue cards MD"?
Playing with 4 Probe, 4 cantrip (SV or Sleight of hands), 4 Agents (not the best card to exile but if you draw it in multiples or you need to protect lethal it's a viable option) and some mix of strikes/charm/pierces/dispel...
In most cases we need just 2/3 pumps spells so having the ability to go all in early in the game with counter back up could be good.
On Mutagenic Growth topic: i find it REALLY good only against Pyroclasm and MAYBE with a WD in play (but i this case all the pump spell are really good), most of the time i would prefer to have any other pump spell in hand (Become immense, MOOK, Vines, Groundswell...) over MG.
In the end maybe i'm playing the deck a little different than everyone, mostly attacking for one and setting up a single turn in which i play all the pumps spells (usually 2) with counter/protection up, instead of dilute the pump thing in more turn (needing more pump spells and "free" spells like MG). I prefer doing this because i want to lower as far as possible the chance of being two-for-oned in response.
Hey all, new infect player still... a question on sequencing.
Say your opening hand has Inkmoth Nexus as the only Infect creature,and Noble Hierarch with land to play the Hierarch on T1.
Is the appropriate turn Inkmoth and pass? Or is it Land, Hierarch, pass, and T2 inkmoth?
I would play hierarch first.
1) inkmoth first lets you attack for 1 infect on turn 2 with no protection, getting you barely closer to winning. I wouldn't even attack with a naked inkmoth into open mana.
2) 3 mana on turn 2 enables something like drawing two +4+4 pumps on t2/t3 to swing for the win or even just drawing a wild defiance/monastery siege
3) it hides what you're playing and it will likely eat a removal spell if they have one
Against unknown opponent i always open with a Noble Hierarch on turn 1 unless what i see with a Probe advises me otherwise.
i cut of MB -1 Distortion Strike, -1 Spell Pierce, -1 Mutanegic Growth, -1 Gitaxian Probe. Im pretty shure leaving out DS and Spell Pierce is ok, not secure about leaving out the Probe and the Mutagenic Growth. What is your opinion on Serum Visions. Somehow its nice playing it sometimes turn one or in late game, but its not such a game decider i have the feeling. Maybe cutting the Visions ? In SB i mist a lot the Twisted Images, so after adding 2 Wild Defiance MB i had Space for 2 Twisted Images.
Also very often while playing MB Dryad Arbor i have the feeling of 20/21 Lands is maybe to much? How is your expirience with maybe 19 Lands + 1 Dryad Arbor (i was think to cut away maybe the second basic forest, or 1 of the 9 Fetch Lands) Or is this aproach very risky and not playable over long period of time. Also, i like my Dryad but somehow its most usefull in games against Lilly. The most of the games i played i have the feeling of boarding here out after game 1. So maybe without Dryad Arbor Mainboard ?
Questions over questions i know. Im fully aware that in the end every player has his on feeling about his deck, and what works the best for his own play style. But maybe u could tell me for exemple if its totaly nuts to cut the 4. gitaxian probe MB or to just play to 2 Mutagenic Growth? Would love to here your opinions on that.
A nice sunday to everyone.
I like cantrip but i dislike vision, i would love to play some good library manipulation but i'm not sure vision is a necessary evil, i go as far as saying that maybe is better Sleigh of Hands in this archetype.
Unless you are in a burn/delver heavy meta the downside of drawing multiples Probes is so low while the upside in term of information and consistency is so high that i would never play less than 4 MD Gitaxian Probes.
For me the most overrated pump spell currently is Mutagenic Growth while the most underrated is Groundswell (especially if you play 9 fetches), so looking at your list it gives me the feeling of a little lack of consistency with a low pump spell count, so i would add 2 more Groundswells; but this is just a feeling, maybe playing with it is a different story.
With 4 hierarch and 1 dryad MD i have no problem playing with 19 lands, just be more careful with the hand light on mana that you keep.
Finally an idea i had from playing infect in legacy: running Disrupting Shoal a la Force of Will, playing more blue cards MD like DS or Simic Charm (2 cmc bonus to counter terminate and counterspells).
We already saw that it's modern playable, thanks to a fellow mtgs-user, but the question is: do we need it?
DTT?
Twin wasn't on my radar during the DTT/TC legal time so i have little information on how it would slot in the deck, but it would push greatly Scapeshift (which almost disappeared) while giving some boost for UWx control strategy (really lacking in modern right now).
Also i don't think it would broke Delver tempo decks like TC did.
Sword of the Meek?
I don't have any clue on how it would work in the meta, but it doesn't seem more degenerated than other options in modern.
Maybe time concern like for SDT or Eggs? Or am i picturing the deck too much grindy?
I think you should pass by the Living End thread
- L
Mind that ZE isn't made for increasing avaibility of cards but only for pimping deck for people that can afford high cost Legacy/Modern decks.
- L
Speaking of combo i don't see any new competitive one and i don't see low tier deck becoming better as well with BFZ cards.
They made the Zendikar expedition trying to sell the set at this point imho
- L
I agree with this but this won't change because in other eternal format combo is almost always countered with counterspells, the path wotc has choose is instead to make combo defeat itself making it less consistent, avoid splash damage for other archetype.
Returning to the point of the thread Liliana is actually the best answer to control for midrange, being able to avoid bolt with the +1 made her very difficult to interact, especially if landed on turn 3
- L
We already have the counterspell, the wrath, the ramp...
- L
I ask this because playing Grixis Twin with K commands, grudges and 1 shatterstorm (because of MODO meta) i never had problem and wonder if i need some specific tech for the future (given that MODO will go crazy for at least a couple of weeks)
- L
Rare
Dragon
Flying
Landfall - It deals 1 point of damage to target creature or player. It the land was a mountain it deals 2 damage instead.
4/4
ValuCUTE on legs. Add redundancy and a different angle to the scapeshift deck.
Is it any good?
- L
Spawn of Akoum - 4RR
Rare
Dragon
Flying
Landfall - It deals 1 point of damage to target creature or player. It the land was a mountain it deals 2 damage instead.
4/4
Another angle of our linear strategy.
Is it needed or at least playable?
- L
4UU?
- L
You have to connect with this card to search it up, so one turn he does nothing, the next turn he has to attack and not be blocked or removed, and then you can pay 5 mana for a equip easily removed by MD artifact hate.
- L
I'll probably try him in both my grixis delver and my naya burn build, dunno honestly if these are the best shells for it though.
- L
I quit the dream of making money with MODO months ago so not a big deal for me.
They want you, and i will, just play MTGO for the sake of playing a la Hearthstone so my concern are just on the server functionality and coolness. In this regard having a 2-mans queue that set in stone a 60% win rate in order to go infinite isn't that bad.
- L
You miss the part where i said "playing more blue cards MD"?
Playing with 4 Probe, 4 cantrip (SV or Sleight of hands), 4 Agents (not the best card to exile but if you draw it in multiples or you need to protect lethal it's a viable option) and some mix of strikes/charm/pierces/dispel...
In most cases we need just 2/3 pumps spells so having the ability to go all in early in the game with counter back up could be good.
On Mutagenic Growth topic: i find it REALLY good only against Pyroclasm and MAYBE with a WD in play (but i this case all the pump spell are really good), most of the time i would prefer to have any other pump spell in hand (Become immense, MOOK, Vines, Groundswell...) over MG.
In the end maybe i'm playing the deck a little different than everyone, mostly attacking for one and setting up a single turn in which i play all the pumps spells (usually 2) with counter/protection up, instead of dilute the pump thing in more turn (needing more pump spells and "free" spells like MG). I prefer doing this because i want to lower as far as possible the chance of being two-for-oned in response.
- L
Against unknown opponent i always open with a Noble Hierarch on turn 1 unless what i see with a Probe advises me otherwise.
I like cantrip but i dislike vision, i would love to play some good library manipulation but i'm not sure vision is a necessary evil, i go as far as saying that maybe is better Sleigh of Hands in this archetype.
Unless you are in a burn/delver heavy meta the downside of drawing multiples Probes is so low while the upside in term of information and consistency is so high that i would never play less than 4 MD Gitaxian Probes.
For me the most overrated pump spell currently is Mutagenic Growth while the most underrated is Groundswell (especially if you play 9 fetches), so looking at your list it gives me the feeling of a little lack of consistency with a low pump spell count, so i would add 2 more Groundswells; but this is just a feeling, maybe playing with it is a different story.
With 4 hierarch and 1 dryad MD i have no problem playing with 19 lands, just be more careful with the hand light on mana that you keep.
Finally an idea i had from playing infect in legacy: running Disrupting Shoal a la Force of Will, playing more blue cards MD like DS or Simic Charm (2 cmc bonus to counter terminate and counterspells).
We already saw that it's modern playable, thanks to a fellow mtgs-user, but the question is: do we need it?
- L
Twin wasn't on my radar during the DTT/TC legal time so i have little information on how it would slot in the deck, but it would push greatly Scapeshift (which almost disappeared) while giving some boost for UWx control strategy (really lacking in modern right now).
Also i don't think it would broke Delver tempo decks like TC did.
Sword of the Meek?
I don't have any clue on how it would work in the meta, but it doesn't seem more degenerated than other options in modern.
Maybe time concern like for SDT or Eggs? Or am i picturing the deck too much grindy?
- L