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  • 2

    posted a message on BW Eldrazi Processor
    Quote from Headplayer »
    I was thinking about playing thought-knot seer and tidehollow sculler not only one of two, I think ashiok, nightmare waver could be very useful if we think that on turn 4-5 we can cast oblivion sower


    This has been a ~30 page thread where most of those ideas were discussed and tried already.

    If you want to try U/B chat with the ~90 page B/x eldrazi thread, they're still trying all sorts of different colors out.
    I know a few of them are running U/B with Ashiok.
    We can't and don't want to run BWUC Eldrazi.
    Posted in: Midrange
  • 1

    posted a message on Post Bloom/Twin Ban Modern Metagame thread- Keep the talk here please
    I'm actually like, less excited for the Pro Tour. It seems like it's just gonna be piles of linear thrown at each other & sideboard cards roulette.

    That said, what maindeck cards can Tron or BG Eldrazi play to combat Burn/Affinity/Infect?
    Some lists were already playing Spellskite main for Twin, but he's also great vs. Infect if they're not packing Twisted Image.

    Has anyone mentioned Merfolk? Do they fold to the first Wurmcoil or Ostone/Pyroclasm?
    Posted in: Modern Archives
  • 1

    posted a message on BW Eldrazi Processor
    Agreed that Land Destruction hurts Tron a lot harder than Eldrazi.

    Land destruction usually denies this deck 2 mana if it's not a ghost quarter, or 1 mana if it is a Ghost Quarter.
    (Temple = 2 mana, Eye = 2, Eye + Urborg = 3).

    Against Tron, Land Destruction often costs them 4-5 mana (Sowing Salt effect) or 4 mana if it's a Ghost Quarter.
    (Tower, Mine, Plant = 7 total, Ghost Quartered = replace a tron land with a forest. Now they have 1,1, G)
    Posted in: Midrange
  • 1

    posted a message on How would you have drafted this (MTGO Vintage) cube?
    Not sure if y'all are into this, but a few people said it was fun in an Reddit thread.

    http://imgur.com/gallery/XNnCb/new


    This album contains most of the early picks from 3 packs of a draft on the current MTGO vintange cube.

    My deck is revealed (Not Great) at the end of the album.

    Write down your rough picks and see how your deck would have ended up!
    Posted in: The Cube Forum
  • 1

    posted a message on Abzan Liege / Wilted Abzan / Liege Rhino
    Deck doesn't really need more than 4 mana to operate.

    Dork + up to 3 lands means Razorverge Thicket is almost always online.

    2 life lost from extra shock lands is very relevant.
    Posted in: Aggro & Tempo
  • 3

    posted a message on Abzan Liege / Wilted Abzan / Liege Rhino
    Here's the properly formatted version of Emracool (Bizzlebomb)'s dorkless Liege Rhino deck.
    See below deck, in spoiler for clean version of Sideboard guide.
    Use ctrl + f to find the match you need if you're playing MTGO.





    Affinity:
    Out: 4 thoughtseize 2 inquisition 4 voice 1 liege
    In: 2 stony silence 2 engineered explosives 2 zealous persecution 2 Nature's Claim 3 Lingering Souls
    50 playtested matchups 49 wins
    This matchup is laughably easy. Our amount of disruption combined with our clock is insane here. Taking out the hand disruption here is because it gets outclassed by our affinity hate. Liege is great, but a bit to slow here. The final card to consider cutting would be between sculler and voice. In the end, I chose voice as whipflare is sideboarded in in some lists and sculler cant be hit by it. In addition, it still allows us to curve and disrupt if need be and is a better topdeck then the other hand disruption. Affinity is all about flying so voice can rarely get its token.

    Twin:
    Out: 4 finks
    In 2 scooze 2 engineered explosives
    30 tempo twin matches 28 wins, 10 geist of saint twin (UWR twin) 5 wins, Tarmo 3 matches won all 3
    We have a problem in a good way in that there are different routes you can take to put in, but very little to take out. Finks is the worst here as we have what we need against the tempo plan already. Scavenging ooze shrinks goyf and slows the clock of tasigur and murderous cut if grixis is a problem for you. It also blanks snapcaster targets and is an insane topdeck should twin find a way to successfully one for one you. Twin takes out pretty much the entire combo against us due to their very hard ability to combo off, making this a very favorable matchup due to our clock. The key to this is baiting counters, pressuring, and always bluffing or having the answer to a potential combo. They rarely go for it with open mana. Engineered explosives is great here. Put it on 3 and they literally can not win. They cant stick blood moon, they cant combo as the copies have the CMC of 3 , and they cant even geist us. Very rarely will they board something for it as its hard to expect it. If it is a more all in version of twin, I would add the nature's claim and possibly zealous persecution cutting voice as it becomes significantly worse if they only want to combo off.

    GBx:
    Out 4 thoughtseize 2 IoK 2 Scullers
    In 2 zealous persecution 3 scavenging ooze and 3 lingering souls
    (30 matches yet to lose a game)
    Why I have yet to lose a game should be self explanitory. This was meant to pray on GBx and it does just that. The hand disruption is very bad here and we go larger then them and literally produce a threat every turn while having the disruption to stop the bob and goyf. The scullers get the remaining due to it being the best topdeck out of the hand disruption spells as a 2/2 body at worst. Make sure in match ups like this to always say "anything with the trigger on the stack?" Most people dont see sculler much and will 2 for 1 themselves.

    Burn:
    Out 4 thoughtseize 1 path
    In 3 scavenging ooze 2 nature's claim
    40 matches 38 won. This is another easy matchup with the lifegain, the disruption for the creature base and taking the higher impact spells in conjunction with careful fetching. Thoughtseize is the only bad hand disruption spell here even though it does say save a damage, I would prefer save 3 or require burn to hit a creature with a burn spell to get a spell back in the form of sculler. Nature's Claim hits eidolon and our own scullers as well while slowing burns clock a turn or two which is all we need as they are a combo deck. It even hits more fringe sideboard play with things like ensnaring bridge (which is actually insane for burn). Scavenging ooze is more lifegain and a clock in topdeck mode.

    Infect:
    Out 4 rhino 4 liege 2 finks
    In 3 engineered explosivs 3 lingering souls 2 zealous persecution 2 Nature's Claim
    10 matches played (Tyler Hill) won 5 of them
    This matchup generally is unfavorable according to Tyler, but his mass experience with the deck has taught him how to plan against it, making it against a player like Tyler 50-50, but normally favorable for us. Rhino and liege are a clock, but here so are our other things. They have a hard time with the damage plan against us, most of our things are either disruption, low curve clock, or block twice. Lifegain isnt as relavent against infect , so finks gets the cut. The only sideboard choice here that might need explaning is natures claim. Natures claim hits inkmoth, rancor, ichorclaw sometimes if they run it, and the cards they might sideboard against us.

    All control varients:
    Out 4 abrupt decay 2 inquisition of kozilek
    In 3 scavenging ooze 3 lingering souls
    (30 matches against UWR lost one game total, 2 macthes against esper and sultai won all games)
    Most of our things are good against control similar to twin. what I like to do is slam a voice and play one more high end threat then never tap out again untill they answer whats on board, or slam a smiter and ride it to town after taking a path with the hand disruption. Inquisition doesnt hit the high end spells such as cryptic, batterskull, and keranos. Path stays in to deal with manlands, but abrupt decay hits very little. Scavenging ooze is a great topdeck, is a huge must answer threat by itself, is lifegain as every point of damage matters when control is trying to hit for exactsies, and blanks snapcaster mages.

    Amulet:
    Out 2 IoK
    In 2 Nature's Claim
    Hitting amulet and potentially leyline against a combo deck.Enough said. This is generally favorable as I playtested it 4 matches won 2 of them the 2 I lost he always had one turn to topdeck his only out to the situation and they somehow always did. Disruption is great against them provided we have the clock to back it up which we do most of the time. In this matchup, ALWAYS TAKE SUMMER BLOOM!! Steven Speck released an article saying that is the mistake almost every player makes. Summer bloom is the threat. We can decay the amulet if its a problem, but generally it slows them down a ton to take bloom. It is what makes GBx a favorable matchup for amulet, is that single mistake.

    BW tokens:
    Out 4 voice 3 path to exile
    In 3 Engineered Explosives 2 Zealous Persecution 2 Nature's Claim
    20 matches played against it all 20 won
    Tokens blanks spot removal, so path comes out. Decay stays in to hit anthems as the 1/1's are terrible against us, the 2/2's and 3/3's however are a different story. Voice isnt needed as most of the things they do are in the air and are sorcery speed and they dont run enough removal to justify it. Engineered explosives just wins games when it comes in. Persecution is often a board wipe but it also screws with combat math and again just wins games. Nature's Claim at worst hits scullers to stall, but it is mostly a way to deal with hate and hit anthems.

    Zoo:
    Out 4 thoughtseize 2 inquisition 3 tidehollow
    In 3 scavenging ooze 3 engineered explosives 3 lingering souls 40 tested matches
    (30 tribal 10 naya) won all of the naya won 27 tribal
    Souls is a clock with township as well as blockers to stall as every turn matters. Engineered explosives is often game over for them, and scooze is terrible for them as lifegain as well as blanking snapcaster mages. Hand disruption isnt good here as it normally just takes a creature that gets outclassed by ours anyway.

    GR tron:
    Out 4 decay
    In 2 stony silence 2 Nature's Claim
    6 matches played lost one game. Stony silence is the ***** against tron. In addition, claim is fantastic for us as it hits early dorks as well as wurmcoil and its tokens and O stone. Decay has few targets. This matchup is bad on paper, but in practice we keep them off tron a ton and provide a clock. They cant go over the top if tron isnt complete! It does help I played against it quite a bit prior to this deck and even used to play it for about 9 months.

    U tron:
    Out 4 decay 3 finks
    In 2 stony silence 2 Nature's Claim 3 Scavenging Ooze
    This is only here for if you play MTGO (I only play paper as I dont feel like wasting money on an online version where there is little payoff).
    Stony is better here as it shuts off mindslaver and the mana accelerants they have, as does nature's claim but it also hits platinum angel. scavenging ooze shuts off snapcaster, the mindslaver combo, and provides a clock when all else fails. U tron has trouble against aggro, and this would be no different.

    Living End:
    Out 3 thoughtseize
    In 3 scavenging Ooze
    The only spells you care about are 3 CMC; the cascade enablers, fulminator mage, and blood moon. This could go either way for us as we can disrupt them with scooze and make them dig for the combo. If they get it fast enough, we lose. This is untested but is such a little part of the meta anyway that if it really is a problem I can suggest ways to tweak the board to beat it.

    Blue Moon:
    Out 3 Thoughtsieze 4 Sculler 3 Path
    In 2 zealous persecution 3 lingering souls 2 nature's claim 3 engineered explosives.
    5 matches 4 won. Blood moon and shackles as well as batterskull are all hit by claim, and 2 of those are hit by nature's claim. Souls provides a clock and blanks removal. Zealous screws with combat math, and deals with an increasing win con in the form of master of waves. It was in the original and it is in this one to.

    Merfolk:
    Out 4 sculler 2 voice
    In 3 engineeered explosives 3 lingering souls
    3 matches 3 won. Souls forces them to have a spreading seas after our disruption to win. In addition, Engineered Explosives on 2 spells game over. Sculler gets hit by vapor snag and cant really attack or block much, so he is the worst here. He also gets hit with our explosives. Voice is cut as explosives hits it and there are few counterspellls merfolk runs. This is favorable for us.

    Ad Nauseam:
    Out 4 voice
    In 2 stony silence 2 nature's claim.
    3 matches 3 won. Hand disruption is a ***** for them, and we can get under leyline or destroy it with nature's claim. Claim also hits phyrexian unlife as well as the other mana rocks. Stony silence means game over. No spellskite to protect things, no lotus bloom, and no mana rocks. Voice is literally useless here.

    Storm:
    Out 3 path 4 voice 2 rhino.
    In 2 nature's claim 3 engineered explosives 3 scavenging ooze
    This is an untested matchup, however this is favorable. We have a ton of disruption preboard to stop the bombs from sticking. Post board, scooze deals with past in flames shennanigans. If they try and combo off fast with warrens, engineered explosives takes care of it and they lose from there. Explosives also takes care of ascension and electromancer. Nature's Claim beats the things they will board. We also have a clock thats low curve.

    Scapeshift:
    Out 4 decay 2 inquisition
    In 3 scavenging ooze 3 lingering souls
    10 matches played 8 won. Souls is a clock on its own that blanks counters. We have so much disruption and such a fast clock that the only way they have won every game against me is when they chained 4 cryptics in a row. Scooze hits snapcaster mages as well as is a clock. I like taking the enablers of scapeshift instead of scapeshift or if they have a slower hand the cryptic someitmes being taken spells instant win.

    Bogles:
    Out 3 path 4 voice
    In 3 Engineered Explosives 2 Nature's Claim 2 Zealous Persecution
    2 matches won both. This is super favorable. Zealuos persecution turn 2 often means game over as they lost the creature to suit up with. Explosives also spells game over. Hand disruption preboard is great but post board they board in leyline which isnt terrible against us but at worst we can natures claim it when we need to. Often though, we dont care about leyline and we just destroy an enchantment when they go for corronet and only try to keep the creatures at bay as a 1/1. This spells almost sure victory.

    The mirror:
    Out 4 thoughtseize 2 inquisition 2 sculler
    In 3 lingering souils 3 scavenging ooze 2 zealous persecution
    Persecution is great at screwing up combat math and wiping the opponents board as they always run the dork version. Souls is a clock and can block at worst. Scavenging ooze screws with other souls , is a great topdeck on its own, and is lifegain. I feel we are favored as we have more disruption then they do and we run manlands so we go bigger. The only not bad hand disruption here is sculler as it exiles liege or smiter or even rhino. I do feel although we seem favored, this becomes hand dependent and skill dependent.


    With all that in mind, I've only tested the deck a limited number of games, and I haven't played it against Twin yet. However, Loxodon smiter was often the last card I wanted to cast. He didn't affect my opponent's hand, life total, or my own life total whenever I played him.

    Any chance we can shave that down to 2 for another slot?
    Options:

    Posted in: Aggro & Tempo
  • 1

    posted a message on Poll - What should we name Modern BW Midrange (CLOSED)
    Right. Sounds great.
    So until the end of time, we will always refer to b/w midrange + discard strategies by a beer.

    I'm glad the rest of the decks weren't named something 100% irrelevant.

    Can you imagine

    Zoo is rocking chair
    Tron is garden flower
    Twin is Wheat Budweiser
    RWB Control is grandma style
    Hexproof is Bloody Mary
    Jund is glass of milk
    Posted in: Modern
  • 1

    posted a message on [Primer] Mardu (Dega/BWR) Midrange
    Soggy Tacos,

    You could add 3 Pack Rat for a fast viable win condition and gives you an idea of how to sculpt your game plan.

    With the lack of good 2 drops in Dega colors, you're better off running cards that craft your turns 3-7, where you will actually win.

    Magma Jet
    Night's Whisper
    Pack Rat
    Bitterblossom (Not recommended)

    Posted in: Modern Archives - Proven
  • 1

    posted a message on [Deck] Deadguy Ale - BW Midrange (4/2014 - 9/2014)
    Quote from PasstheChips »
    Alternatively, how do people feel about either Blood Baron of Vizkopa or Obzedat, Ghost Council as finishers? Both are very hard to remove, Blood Baron to pretty much and wraths and Obdezat only path to exile. That and Obzedat comes with an immediate lifeswing.



    I think their big problem is that they both cant get through a Tarmogoyf or a big Scavenging Ooze.
    They also die to Snapcaster Mage block + Lightning Bolt/Electrolyze.
    Also blocked by Wurmcoil Engine.

    They are extremely difficult to kill though, and can win a game on an empty board.
    Baneslayer Angel is basically unblockable but she can die to Path to Exile +Doom Blade/Dismember/Flame Sash.

    Obviously every card dies to something, it's more a matter of resilience to removal vs. how useful it is once cast.
    This deck has lots of removal and discard of its own, so its likely the opponent has run out of removal/cards/blockers.
    I guess you're only casting 5-drops if the Pack-Rat plan didn't go through, vs. a clogged board or opponent with lots of removal.

    Obzedat can't fly or dodge Path to Exile, but let's compare Baneslayer to BBoV.

    Vs. Jund/X decks, Baneslayer Angel is probably better, because she flies over all of their creatures and her lifelink means they can't race via: Raging Ravine + Tarmogoyf +1 Bane.
    Vs. U/R/x decks, Baneslayer Angel and Blood Baron of Vizkopa both die to Bolt + Snap + Bolt/Electrolyze. BBoV dies to any Flame Sash but Bane dodges that. BBoV dodges Path to Exile which is huge. +1 BBoV.
    Vs. Birthing Pod, lots of mana dorks + green ground creatures makes BBoV worse, but she dodges Shriekmaw and Nekrataal + Voice of Resurgence Blocks. Baneslayer is more likely to attack the next turn, but far more likely to get killed. Tough choice here. +0.
    Vs. Tron, Baneslayer flies over Wurmcoil Engine and can strike for lethal. She also flies over UTron's Treasure Mages and Solemn Simulacrums. +1 Bane.
    Vs. Hatebears, They are all in on Path to Exile and white blockers in the ground and air. +1 BBoV
    Vs. Affinity, Galvanic Blast kills both. Baneslayer can block any fliers they have left, or fly over Etched Champions + ground creatures. +1 Bane.
    Vs. Scapeshift, They are playing Electrolyze over bolt now which is harder to cast + snap + flashback. Which means that they would have to Snapcaster Mage block + Izzet charm + Electrolyze + Bolt. +1 Bane.
    Vs. Hexproof, BBoV dodges Path to Exile and can hold off their Kor Spiritdancer if she doesn't have Spirit Mantle. +1 BBoV.

    That puts Baneslayer Angel at 4.
    Blood Baron of Vizkopa at 3.
    Of course that's only some matchups and my quick analysis, what do you guys think?
    Posted in: Modern Archives - Established
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