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As for upcoming standard, I've been doing a lot of testing with GW aggro, specifically the Archangel Aggro that popped up a few weeks ago. Here's my current brewed list, and would welcome some input on the deck.
+ Show Spoiler + 4x Selesnya Charm 4x Advent of the Wurm
3x Scavenging Ooze 4x Elvish Mystic 3x Sylvan Caryatid 4x Archangel of Thune 3x Fleecemane Lion 4x Loxodon Smiter 2x Trostani, Selesnya's Voice 3x Fiendslayer Paladin 3x Voice of Resurgence
4x Temple Garden 4x Selesnya Guildgate 8x Forest 7x Plains
SB: 3x Banisher Priest SB: 4x Unflinching Courage SB: 2x Celestial Flare SB: 2x Ready // Willing SB: 2x Garruk, Caller of Beasts SB: 2x Fade into Antiquity
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On September 17 2013 13:30 caelym wrote: complaining about fetches because they "waste time" is a really flimsy argument for a banning. there's nothing interesting about having to play a worse mana base without fetches. making decks more inconsistent or slower doesn't help modern in any way.
So why doesn't wotc just print a basic land that taps for all colors with no drawback. That would be great for magic right? Decks would so consistent! Also, time is a very big factor. The time factor is the reason sensei's divining top got banned in the first place in extended and was kept on banned list in modern.
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On September 17 2013 16:30 Kinie wrote:As for upcoming standard, I've been doing a lot of testing with GW aggro, specifically the Archangel Aggro that popped up a few weeks ago. Here's my current brewed list, and would welcome some input on the deck. + Show Spoiler + 4x Selesnya Charm 4x Advent of the Wurm
3x Scavenging Ooze 4x Elvish Mystic 3x Sylvan Caryatid 4x Archangel of Thune 3x Fleecemane Lion 4x Loxodon Smiter 2x Trostani, Selesnya's Voice 3x Fiendslayer Paladin 3x Voice of Resurgence
4x Temple Garden 4x Selesnya Guildgate 8x Forest 7x Plains
SB: 3x Banisher Priest SB: 4x Unflinching Courage SB: 2x Celestial Flare SB: 2x Ready // Willing SB: 2x Garruk, Caller of Beasts SB: 2x Fade into Antiquity
What are the celestial flares for?
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On September 18 2013 02:08 DEN1ED wrote:Show nested quote +On September 17 2013 13:30 caelym wrote: complaining about fetches because they "waste time" is a really flimsy argument for a banning. there's nothing interesting about having to play a worse mana base without fetches. making decks more inconsistent or slower doesn't help modern in any way. So why doesn't wotc just print a basic land that taps for all colors with no drawback. That would be great for magic right? Decks would so consistent! Also, time is a very big factor. The time factor is the reason sensei's divining top got banned in the first place in extended and was kept on banned list in modern.
I personally feel that basic lands that tap for all colors is what killed the WoW TCG
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Just throwing it out there: if you don't think Fetchlands are a major source of slowdown and responsible for games that shouldn't go to time going to time, you've never played a Modern tournament before.
I'm indifferent as to them being banned, both of my decks run just fine without them, but it does majorly nerf Deathrite, Tarmogoyf, and Knight of the Reliquary in addition to making mana slightly (very slightly) worse.
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On September 18 2013 04:02 deth2munkies wrote: Just throwing it out there: if you don't think Fetchlands are a major source of slowdown and responsible for games that shouldn't go to time going to time, you've never played a Modern tournament before.
I'm indifferent as to them being banned, both of my decks run just fine without them, but it does majorly nerf Deathrite, Tarmogoyf, and Knight of the Reliquary in addition to making mana slightly (very slightly) worse.
I don't feel bad about those cards becoming weaker in order to give back a semblance of creature choice.
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On September 17 2013 16:30 Kinie wrote:As for upcoming standard, I've been doing a lot of testing with GW aggro, specifically the Archangel Aggro that popped up a few weeks ago. Here's my current brewed list, and would welcome some input on the deck. + Show Spoiler + 4x Selesnya Charm 4x Advent of the Wurm
3x Scavenging Ooze 4x Elvish Mystic 3x Sylvan Caryatid 4x Archangel of Thune 3x Fleecemane Lion 4x Loxodon Smiter 2x Trostani, Selesnya's Voice 3x Fiendslayer Paladin 3x Voice of Resurgence
4x Temple Garden 4x Selesnya Guildgate 8x Forest 7x Plains
SB: 3x Banisher Priest SB: 4x Unflinching Courage SB: 2x Celestial Flare SB: 2x Ready // Willing SB: 2x Garruk, Caller of Beasts SB: 2x Fade into Antiquity
I went 5-0 this past Friday at FNM with this decklist:
+ Show Spoiler +
4x Experiment One 4x Dryad Militant 3x Judge's Familiar 2x Scavenging Ooze 4x Voice of Resurgence 4x Call of the Conclave 4x Selesnya Charm 4x Loxodon Smiter 4x Rootborn Defenses 4x Advent of the Wurm 1x Trostani, Selesnya's Voice
4x Temple Garden 10x Forest 8x Plains
SB: 2x Unflinching Courage SB: 2x Imposing Sovereign SB: 2x Witchstalker SB: 2x Glaring Spotlight SB: 4x Druid's Deliverance SB: 2x Naturalize SB: 1x Trostani, Selesnya's Voice
The wins were against 2 American Controls, 1 Jund, 1 Bant Hexproof, and 1 RDW. The only games I would consider close were against RDW and Bant Hexproof.
I don't feel like your deck stands as an aggro deck, as i feel like it gets wiped against most forms of control. It feels slow, and once youve run your 1-3 drops, youve probably only put 5-8 damage in before Verdict wipes the board. Without any anti-Verdict, you're gonna be even slower, and then Control is on 6-7 lands before you're operational again which is never a good place to be. With the 4 Mystics + 3 Caryatids, you're ramping too much. You don't have anything to ramp into except Archangel. The Guildgate also feels misplaced, as it is basically anti-ramp.
My recommendations would be: Drop Guildgates for 2x Forest/2x Plains. Drop the Caryatids for 3x Rootborn Defenses (Anti-verdict even if you're not populating, pairs extremely well with Advent, its basically Boros Charm for Selesnya), drop 2 Loxodon Smiters for 2 Soldier of the Pantheons (Lifegain pairs well with Archangel) for a little more speed.
Idk, just feels like your deck would ramp, play some 2 drops, play Archangel turn 4, and be horribly disappointed by a Verdict...
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On September 18 2013 04:03 Thieving Magpie wrote:Show nested quote +On September 18 2013 04:02 deth2munkies wrote: Just throwing it out there: if you don't think Fetchlands are a major source of slowdown and responsible for games that shouldn't go to time going to time, you've never played a Modern tournament before.
I'm indifferent as to them being banned, both of my decks run just fine without them, but it does majorly nerf Deathrite, Tarmogoyf, and Knight of the Reliquary in addition to making mana slightly (very slightly) worse. I don't feel bad about those cards becoming weaker in order to give back a semblance of creature choice.
You're kidding, right? Deathrite is the only one of those 3 overrepresented. Goyf is solid but nothing special, and only really played in Jund. Knight is only in Brian Kibler decks.
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On September 18 2013 04:42 Terrestrialrage wrote:Show nested quote +On September 17 2013 16:30 Kinie wrote:As for upcoming standard, I've been doing a lot of testing with GW aggro, specifically the Archangel Aggro that popped up a few weeks ago. Here's my current brewed list, and would welcome some input on the deck. + Show Spoiler + 4x Selesnya Charm 4x Advent of the Wurm
3x Scavenging Ooze 4x Elvish Mystic 3x Sylvan Caryatid 4x Archangel of Thune 3x Fleecemane Lion 4x Loxodon Smiter 2x Trostani, Selesnya's Voice 3x Fiendslayer Paladin 3x Voice of Resurgence
4x Temple Garden 4x Selesnya Guildgate 8x Forest 7x Plains
SB: 3x Banisher Priest SB: 4x Unflinching Courage SB: 2x Celestial Flare SB: 2x Ready // Willing SB: 2x Garruk, Caller of Beasts SB: 2x Fade into Antiquity
I went 5-0 this past Friday at FNM with this decklist: + Show Spoiler +
4x Experiment One 4x Dryad Militant 3x Judge's Familiar 2x Scavenging Ooze 4x Voice of Resurgence 4x Call of the Conclave 4x Selesnya Charm 4x Loxodon Smiter 4x Rootborn Defenses 4x Advent of the Wurm 1x Trostani, Selesnya's Voice
4x Temple Garden 10x Forest 8x Plains
SB: 2x Unflinching Courage SB: 2x Imposing Sovereign SB: 2x Witchstalker SB: 2x Glaring Spotlight SB: 4x Druid's Deliverance SB: 2x Naturalize SB: 1x Trostani, Selesnya's Voice
The wins were against 2 American Controls, 1 Jund, 1 Bant Hexproof, and 1 RDW. The only games I would consider close were against RDW and Bant Hexproof. I don't feel like your deck stands as an aggro deck, as i feel like it gets wiped against most forms of control. It feels slow, and once youve run your 1-3 drops, youve probably only put 5-8 damage in before Verdict wipes the board. Without any anti-Verdict, you're gonna be even slower, and then Control is on 6-7 lands before you're operational again which is never a good place to be. With the 4 Mystics + 3 Caryatids, you're ramping too much. You don't have anything to ramp into except Archangel. The Guildgate also feels misplaced, as it is basically anti-ramp. My recommendations would be: Drop Guildgates for 2x Forest/2x Plains. Drop the Caryatids for 3x Rootborn Defenses (Anti-verdict even if you're not populating, pairs extremely well with Advent, its basically Boros Charm for Selesnya), drop 2 Loxodon Smiters for 2 Soldier of the Pantheons (Lifegain pairs well with Archangel) for a little more speed. Idk, just feels like your deck would ramp, play some 2 drops, play Archangel turn 4, and be horribly disappointed by a Verdict...
Having played a deck very similar to the first one posted last week, I have to concur with your assessment. Go against *ANY* form of aggro, and laugh in their face as your beaters and lifegain shits on their whole deck. Go against tempo or control and you simply lose because there's nothing explosive to ramp into. It's a counter-meta deck; it shits on the GR dragonmaster going around everywhere, so if that's the local meta and you expect 50% or more of those, definitely play it. If there's any sort of control (BWR, BG, UW/UWR) it will just ruin your day.
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On September 18 2013 05:51 deth2munkies wrote:Show nested quote +On September 18 2013 04:03 Thieving Magpie wrote:On September 18 2013 04:02 deth2munkies wrote: Just throwing it out there: if you don't think Fetchlands are a major source of slowdown and responsible for games that shouldn't go to time going to time, you've never played a Modern tournament before.
I'm indifferent as to them being banned, both of my decks run just fine without them, but it does majorly nerf Deathrite, Tarmogoyf, and Knight of the Reliquary in addition to making mana slightly (very slightly) worse. I don't feel bad about those cards becoming weaker in order to give back a semblance of creature choice. You're kidding, right? Deathrite is the only one of those 3 overrepresented. Goyf is solid but nothing special, and only really played in Jund. Knight is only in Brian Kibler decks.
I always mix up Modern and Legacy lol Damn SCG tournaments with their Standard/Legacy pairings
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iGrok is a nasty individual.
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On September 18 2013 08:14 Risen wrote: iGrok is a nasty individual. hahaha
Btw, re: fetchlands banned = better creature choice:
Why are you playing creatures at all?
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On September 18 2013 08:33 iGrok wrote:hahaha Btw, re: fetchlands banned = better creature choice: Why are you playing creatures at all?  Because storm and UWR are horrible.
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On September 18 2013 09:56 deth2munkies wrote:Show nested quote +On September 18 2013 08:33 iGrok wrote:On September 18 2013 08:14 Risen wrote: iGrok is a nasty individual. hahaha Btw, re: fetchlands banned = better creature choice: Why are you playing creatures at all?  Because storm and UWR are horrible. Well duh.
But T...
I should probably stop talking now haha
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As for upcoming standard, I've been doing a lot of testing with GW aggro, specifically the Archangel Aggro that popped up a few weeks ago. Here's my current brewed list, and would welcome some input on the deck.
I'd find a way of slipping some boon satyrs in there You shit on most aggro and midrange decks already, you want to make life hell for control as well. I don't think verdict is going to be super common any more, and what sweep removal there will be will ignore indestructibility (anger of the gods, planar cleansing, merciless eviction etc) so I wouldn't be running 4 maindeck rootborns.
I also think people should give savage summoning a chance. It's a very meh card, but the value of your creatures in this kind of deck is so high already that the +1 counter really does work on them, getting them out of the range of various burns (can't mortars a smiter, anger a lion etc). Being able to hold your creatures in hand and play them EOT after a wrath or to intercept damage or mess with a dude's spell combo (savage summoning voice of resurgence in response to the first component. You don't get an elemental from that one, but it messes with the rest).
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Planar cleansing and anger of the gods do not get around indestructible
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you are correct. just ME then. I really thought cleansing was exile all permanents, guess I'd better RTFC
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Ok,I never played magic in my life and I really wanna get into it so I have a few questions. How do I go about learning about the cards,what's strong and what isn't,how to construct a deck.etc? I saw people play magic on different clients,I'm mostly interested in playing draft mode(not interested in constructed),is there like one official client or are there more out there? I kinda understand the rules and basic strategy from watching some streams but some stuff just doesn't click yet,is there a day9 of magic out there for noobs? There are a lot of formats,I have no idea how to go about it there.
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How do I go about learning about the cards,what's strong and what isn't,how to construct a deck.etc?
There's no super easy way. Watch streams, listen to podcasts. If you're interested in getting into limited, I'd recommend limited resources. Read how to draft and how to play sealed articles, dig up the jargon, learn terminology.
I would recommend learning to play magic at your local game store- playing a draft face to face is far better training than online and you'll likely find people willing to help you out too. It's pretty much the same cost as drafting online and if you begin to win prizes, most stores will let you run up a 'tab' where you use your prizes to draft again for less. (eg: let's say you pay 15 bucks to draft and win three boosters- your next draft will only cost you $3 if you use the boosters you won for your product). Europe has a pretty strong and cool magic scene, so you should be able to find something to fit your needs.
There's also just something about opening packs and playing with real cards that teaches you to get into the right frame of mind for the intense mental game that magic is, a ritualistic kind of thing. Once you have that down you can play online and get the same experience, but if you dive straight into online you miss out.
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I have a certain individual in my playgroup who has a very anti-fun EDH deck. It's a fucking $1200 grand arbiter deck, to start with, then it's just loaded with all the retarded cards like JTMS, omniscience, bribery, tamiyo, 9 extra turn cards, you name it. Other than flashfires and boil, what can I put in my $150 kaalia deck to just be general hosers, without dropping tons of cash?
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