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On October 19 2012 04:09 Judicator wrote: I played the deck with probably the biggest vulnerability to losing its mana dorks and I still didn't think Electrickery was a good card.
First of all, you want to kill mana dorks. You realize mana dorks are going for turn 2 3-drops and not turn 4 5-drops right? Then you admit that it's a card you don't want more than 1 of in your hand, but you're trying to kill 1 drops, so...you're just praying to hit 1 of 2 in your first 8-10 cards? See the problem?
The card doesn't deal damage to players (big minus). Players only play into it if they're terrible, aka the terrible players who overextend their Lingering Souls into these kind of effects in the first place.
Then there's the problem of when do I play this card. I would rather play a 2 drop on turn 2, then Flames of the Firebrand their X/1s (there aren't any fantastic 4 drops that decks are ramping into) on turn 3 and swing in.
This card comes at the price of your board presence in your 2 drop slot which is completely pointless. This is why this card shouldn't be used over both Pillar and Flames in the situations you described. Neither of those cards are absolute bricks later on, Electrickery is.
As for the Red decks doing well, slow down. Red decks always do well after rotation, it doesn't mean that they're good decks. I don't see how it is worse than pillar of flames against those decks. It's fine vs. mana dorks but you feel silly with it in your hand vs. lingering souls. I normally side out 1 or 2 of my pillars of flame for electrickery against these decks because you don't need the exile effect or 2 damage over 1. I don't want to side in flames of the firebrand against those kind of decks because I would rather play a 1 drop and electrickery than flames of the firebrand with 1 point of damage going to the face.
This isn't a card you play turn 1 or turn 2 even though you can. You will almost always play out your guys instead to develop pressure early game. It is a good on turn 3 with a 1 drop or turn 4 with a 2 drop. Turn 3, flames of the firebrand slows down your pressure too much against these kind of decks unless they are playing a lot of midrange stuff as well (which then I wouldn't side in electrickery). This isn't a card I'm "praying to hit" it is just helpful. It's not a great card late game but you're not playing for late game with mono-red. I'm not worried about drawing it on turn 6, 7 or 8, because the game is almost always already decided by that point.
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Newest Grixis decklist. Please tear it apart so I can be a better player 5-0 on MWS means nothing T_T
Once again, Mulligans are really important.
+ Show Spoiler +
Thanks
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I would either focus on a more controlish list with blue planeswalkers or go the aggro route with runechanter's pike and more cheap instants. Just giving some food for thought.
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On October 19 2012 09:30 Judicator wrote: Cut the Syncopates.
I was really on the fence with running those, what do you think would be a good card to take their place? I often found myself tapped out/not with relevant mana for it unless it was syncopate for 1 vs a tapped out opponent (and once they see it they'll play around it, or since I have a blue and 1 open they'll play around it anyways type deal)
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In my experience so far it feels like U/X defender mill is the most fun deck in draft, with the X as some combination of B (Ogre Jailbreaker), R (Lobber Crew) and G (Gatecreeper Vine & Axebane Guardian).
For others with some experience in this archetype, would you run Chronic Flooding in your deck? My gut feeling is no, as most of the time your opponent will just not tap the land unless they need it for something powerful. Kind of like Soul Tithe.
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On October 19 2012 10:51 last.resistance wrote: In my experience so far it feels like U/X defender mill is the most fun deck in draft, with the X as some combination of B (Ogre Jailbreaker), R (Lobber Crew) and G (Gatecreeper Vine & Axebane Guardian).
For others with some experience in this archetype, would you run Chronic Flooding in your deck? My gut feeling is no, as most of the time your opponent will just not tap the land unless they need it for something powerful. Kind of like Soul Tithe.
I'd probably avoid it as unless it's in your opening hand it seems somewhat useless.
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On October 19 2012 09:38 Risen wrote:I was really on the fence with running those, what do you think would be a good card to take their place? I often found myself tapped out/not with relevant mana for it unless it was syncopate for 1 vs a tapped out opponent (and once they see it they'll play around it, or since I have a blue and 1 open they'll play around it anyways type deal)
Dissipates if you actually want counters, if not, find what 2 cards would help in your bad match ups.
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Have you tried izzet charm? I would rather have charms and maybe thoughtflares rather than think twices and syncopates.
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think twice is "alright", thoughflare isn't a bad choice.
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Split the finals of a draft last night with a sick Rakdos deck. I knew the other guy had Isperia, Jace, Hallowed Fountain (nice pulls, no?) and a billion early drop Detain creatures to clog the board with.
My deck: + Show Spoiler + 2x Rakdos Guildgate 2x Izzet Guildgate 1x Island 7x Swamp 5x Mountain 1x Soulsworn Jury 2x Dead Reveler 1x Teleportal 1x Viashino Racketeer 1x Sewer Shambler 1x Frostburn Weird 2x Grim Roustabout 1x Rix Maadi Guildmage 2x Rakdos Keyrune 1x Ogre Jailbreaker 2x Gore-House Chainwalker 1x Explosive Impact 1x Augur Spree 1x Rakdos Shred Freak 1x Rakdos Cackler 1x Bloodfray Giant 1x Launch Party 1x Splatterthug
Teleportal makes boardstalls so much easier...
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I tried so hard to stay out of white in the draft last night, but packs 2 and 3 i opened angel of serenity and armada wurm. I had to take $30+ worth of cards and win 8 packs....
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On October 21 2012 07:59 DCLXVI wrote: I tried so hard to stay out of white in the draft last night, but packs 2 and 3 i opened angel of serenity and armada wurm. I had to take $30+ worth of cards and win 8 packs....
I'm sure you did :D
Edit: I'm 8 commons and 3 rares from completing my decklist IRL. Hopefully I can trade for the pillars, appetites, severs, and a single sulfur falls I need come Tuesday.
Double Edit: Swapped 2 syncopates for 2 Thoughtflares. The card has been really, really good for me.
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So they announced a 229 card set for next June - Modern Masters.
Modern legal, draftable, $6.99 per booster, 24 boosters per box, 53 rares, 15 mythics, 20 - 30 cards with new art, land replaced with foil.
Tarmogoyf has new art, standard frame and is a mythic. They've changed the rarities of some cards.
Cards are from 8th edition to Alara Reborn.
Draft is said to be halfway between limited and cube. The example was Storm vs Fairies vs Dredge.
No banned cards will be reprinted.
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![[image loading]](http://i.imgur.com/mowtz.png) Heeeellloooo
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Also the set will be released on MTGO.
English only.
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Cardboard crack indeed.
...
I need to get my hands on this.
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The downside is that there are no fetches or Worldwake manlands.
The upside is Bob, Goyf, Cryptic, Clique, Loam, Knight, Remand, Ravager, Hierarch, Helix, Gifts, and more.
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Really trying to find a way to get 4 frostburn weirds into my deck. Just don't know what I would cut for them. Was watching an izzet deck at my FNM last night put them to great use vs everything. Thinking about dropping the think twices but they're my only reliable card draw early on :S My control list already has no real card advantage engine. Maybe I need to bring in Jace?
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On October 21 2012 08:43 Risen wrote: Really trying to find a way to get 4 frostburn weirds into my deck. Just don't know what I would cut for them. Was watching an izzet deck at my FNM last night put them to great use vs everything. Thinking about dropping the think twices but they're my only reliable card draw early on :S My control list already has no real card advantage engine. Maybe I need to bring in Jace?
1) Control decks don't need card advantage in the traditional sense when they have Thragtusk, Entreat the Angels, Terminus, and all sorts of other stuff that just lets them pull out a bullshit victory whenever as long as they have mana.
2) Frostburn Weird doesn't do anything worth doing in constructed, it doesn't block a smiter, it does very little against Zombies, doesn't block Thragtusk, etc. Sure, it trades with a lot of stuff, but it requires you to keep mana up, you'd rather be Terminus/Verdict/etc-ing them.
Also that modern thing looks fucking awesome, I'll draft that.
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