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On January 29 2013 04:37 MoonBear wrote:Show nested quote +On January 28 2013 21:36 Confuse wrote:On January 28 2013 14:28 Kinie wrote: So new bannings/unbannings list came out.
Effective Date: February 1, 2013 Magic Online Effective Date: February 6, 2013
Modern Bloodbraid Elf and Seething Song are banned.
Magic Online Pauper Empty the Warrens, Grapeshot, and Invigorate are banned.
Standard, Extended, Legacy, Vintage No changes
They go into more detail explaining why the two main cards in modern got banned. So you're telling me that a 4 CMC creature that has 3/2 haste is detrimental to the format? I think most people agree that BBE is the most powerful card in a Jund deck, but it's a deck that is built upon the premise of 2-for-1s. Yes, I know the elf casts a free spell, but variance decides what that spell is, not her. You can stack the odds in your favor with fetchlands thinning your deck into hitting a spell that is Cascadable into, but it's still random. It's not Jund's fault for playing the most powerful cards in their colors. In fact, isn't that the whole point of Modern? To play these powerful - but FAIR - spells in an eternal format that is meant to encourage creativity and exciting games, and not just who can resolve their game-breaking spell first (like it is in Legacy)?
As for the Seething Song ban, that's almost exclusively for Storm decks, and IMO makes it be a much harder combo to pull off now, to the point of probably not being worth it.
I have no comments about the Pauper bannings, but I'd imagine they just cut the balls off the Storm deck for that. They posted the reasoning for the BBE banning; they want a diverse format, and jund has been doing really well for the last year or so. imo jund is still fine without it. As for the seething song ban i dont like it even with the reasoning they posted; it has a high win rate but not a lot of people play it. Doesn't that mean we'll continue to have a diverse format? i doubt storm would have become oppressive like jund did. For fast and hilar combo there's always Modern Cherios with.Puresteel Paladin and 0 mana equipment. Apparently has a good T2 win rate.
I'm tempted to build the Orzhov damage/healing/damage infinity loop at some point in the near future. Vizkopa Guildmage/Exquisite Blood.
I'm expecting that to have at least a minor vogue in constructed, so how should I go about planning ahead for it? Burn and spot removal? It seems like the best ways to stop it would be Keening Apparition, Searing Spear, and similar options, since you absolutely HAVE to be able to stop the combo from getting on the field.
I mean, if Exquisite Blood was an aura instead of a field, Mark of Mutiny and similar effects would be an obvious isntant shutdown.
So would the solution just need to be control in your sideboard to keep you alive for the beatdown? It's an obvious gimmick strat, but a gimmick is still a bitch if you're not ready for it.
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Honestly, I think you are better off building some kind of Heartless Summoning deck (remember that archetype?).
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I would wait to see what actual decks look like before changing your deck to beat the Exquisite Blood combo. People, in general, are terrible at figuring out what decks will ACTUALLY be good in standard once new cards come out. (see Jund Zombie aggro) Once the actual deck comes out, you can figure out precisely how to attack it. In general though, an aggro deck doesn't really need to worry too much about a deck based around a 5 mana enchantment: your strategy is to kill them before they get a turn 6 to kill you. Cards like Oblivion Ring and Skullcrack are pretty obvious, though, depending on what colors/type of deck you have. But you also don't actually have to keep the combo off the field -- they still have to find a way to gain life, and if you just kill all of their creatures, the lifelink ability isn't gonna do it. There are lots of ways to gain life in standard so I dunno if that plan will be effective, but we'll have to see.
Worst comes to worst, Nevermore naming "Exquisite Blood" probably isn't the most embarassing play ever done ;p
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On January 29 2013 07:52 huameng wrote: I would wait to see what actual decks look like before changing your deck to beat the Exquisite Blood combo. People, in general, are terrible at figuring out what decks will ACTUALLY be good in standard once new cards come out. (see Jund Zombie aggro) Once the actual deck comes out, you can figure out precisely how to attack it. In general though, an aggro deck doesn't really need to worry too much about a deck based around a 5 mana enchantment: your strategy is to kill them before they get a turn 6 to kill you. Cards like Oblivion Ring and Skullcrack are pretty obvious, though, depending on what colors/type of deck you have. But you also don't actually have to keep the combo off the field -- they still have to find a way to gain life, and if you just kill all of their creatures, the lifelink ability isn't gonna do it. There are lots of ways to gain life in standard so I dunno if that plan will be effective, but we'll have to see.
Worst comes to worst, Nevermore naming "Exquisite Blood" probably isn't the most embarassing play ever done ;p
Yeah, my primary thought right now if I see it with my R/B deck would be just kill the Guildmage with various exile burns since it's kind of a pussy on health.
My Exalted deck, should I run into some tool-ish thing like that in more casual play (which is probably even more likely) would just sac Keening Apparition upside the enchantment.
IDK, I doubt it'll be particularly competitive, unless someone finds a way to ensure the combo lives long enough to work, and to get it on the field really damn fast. Even so, I want to figure out in advance how to shut it down hard.
Hmm, looking around, Slaughter Games could handle it for my aggro deck. Completely.
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I wouldn't worry too much about that deck in the first place.
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On January 29 2013 04:37 MoonBear wrote:Show nested quote +On January 28 2013 21:36 Confuse wrote:On January 28 2013 14:28 Kinie wrote: So new bannings/unbannings list came out.
Effective Date: February 1, 2013 Magic Online Effective Date: February 6, 2013
Modern Bloodbraid Elf and Seething Song are banned.
Magic Online Pauper Empty the Warrens, Grapeshot, and Invigorate are banned.
Standard, Extended, Legacy, Vintage No changes
They go into more detail explaining why the two main cards in modern got banned. So you're telling me that a 4 CMC creature that has 3/2 haste is detrimental to the format? I think most people agree that BBE is the most powerful card in a Jund deck, but it's a deck that is built upon the premise of 2-for-1s. Yes, I know the elf casts a free spell, but variance decides what that spell is, not her. You can stack the odds in your favor with fetchlands thinning your deck into hitting a spell that is Cascadable into, but it's still random. It's not Jund's fault for playing the most powerful cards in their colors. In fact, isn't that the whole point of Modern? To play these powerful - but FAIR - spells in an eternal format that is meant to encourage creativity and exciting games, and not just who can resolve their game-breaking spell first (like it is in Legacy)?
As for the Seething Song ban, that's almost exclusively for Storm decks, and IMO makes it be a much harder combo to pull off now, to the point of probably not being worth it.
I have no comments about the Pauper bannings, but I'd imagine they just cut the balls off the Storm deck for that. They posted the reasoning for the BBE banning; they want a diverse format, and jund has been doing really well for the last year or so. imo jund is still fine without it. As for the seething song ban i dont like it even with the reasoning they posted; it has a high win rate but not a lot of people play it. Doesn't that mean we'll continue to have a diverse format? i doubt storm would have become oppressive like jund did. For fast and hilar combo there's always Modern Cherios with.Puresteel Paladin and 0 mana equipment. Apparently has a good T2 win rate.
Can you link to a list? The only thing google pulls up is a Puresteel less list, which is why I am completely 10000000% on board.
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you guys think any of the guildmages are standard playable? Or are thei clocks just too slow?
I keep tweaking a boros list and the guildmage seems like a decent affect on a stick as a 1 or 2 of.
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On January 29 2013 09:55 Judicator wrote: I wouldn't worry too much about that deck in the first place. Was waiting for you to step in lol. Like... The soonest it combos is turn 5 with ramp? So it will want to be in a controlling shell? So why not use a myriad of other finishers not so vulnerable?
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On January 29 2013 11:59 Shotcoder wrote: you guys think any of the guildmages are standard playable? Or are thei clocks just too slow?
I keep tweaking a boros list and the guildmage seems like a decent affect on a stick as a 1 or 2 of. What do you take out for him? Why do you have mana available to sink into him in the first place?
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On January 29 2013 12:01 Risen wrote:Show nested quote +On January 29 2013 11:59 Shotcoder wrote: you guys think any of the guildmages are standard playable? Or are thei clocks just too slow?
I keep tweaking a boros list and the guildmage seems like a decent affect on a stick as a 1 or 2 of. What do you take out for him? Why do you have mana available to sink into him in the first place?
what do you take out? I'm having issues coming up with cards that are good in every MU. Thalia hurts you as much as it does your opponent, Medic is situational even though he's a 3/3 for 3, There's also War Falcon vs Boros Elite.
Ideally you're looking at
Champion + Boros Elite/War Falcon Ash Zealot + Precinct Captain (Elite Inquisitor, Lightning Marauders, Knight of Glory and Wojek Halberdiers are possibilities) Silverblade + Skyknight Legionnaire
the high end of the curve has been giving me issues too, Hellrider seems good but might be difficult to cast because of Cavern.
I also run Rally the Peasants and Boros Charm as 3 ofs.
I just see the Ability of the Guildmage able to turn grindy aggro games where you have stalled game states vs like Zombies or other human decks. You can use your flooded mana to pump dude or make dudes, but maybe I'm thinking way too much in win more territory.
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Just got back from a draft. Did a lot better this time around, drafted Golgari, and roughly nobody else seemed interested in my colors.
M1, G1, I had to aggro the hell out of a W/u deck, got really good draws and smashed him early. G2, I snatched defeat from the jaws of victory by wasting an Aerial Predation early, and when he countered my other one later, it was GG. G3, handily smashed. Damn angels.
M2, I had to play the Control vs a Rakdos creature deck, G1 I stabilized handily with a Stonefare Crocodile and Trestle Troll, plus a few tokens, ended the game almost back up to 20. G2, I barely managed to stabilize at 4, but he didn't include any burn, so I just kept back defending and chipping away when I could until I suddenly dropped a ton of tokens.
M3, I blinked, 0-2, R/U.
Still, 3 wins total, 3 better than the other night. Thinking about building a proper Golgari deck for my next one.
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Can't stand Golgari in RtR, so grindy without any decent evasion.
Not sure what I am going to do in GTC, I don't like how Dimir plays in limited, it plays more like a burn deck where it doesn't matter if you burn them for 19 if you die before that last point, except you are milling cards. No guilds really have good evasion except...Boros so ironically I am probably playing the most UWx-like tempo deck in the least likely guild for the format.
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Hello, please PM me if anyone wants to help me playtest an IRL post-GTC standard deck on cockatrice
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So, curiosity, why is Abrupt Decay worth so much, when it only kills CMC 3 or below? Is it just the fact that it can't be countered?
And, if I'm planning to build Golgari next, should I keep the Abrupt Decay foil, or turn it into cards?
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On January 29 2013 14:15 JingleHell wrote: So, curiosity, why is Abrupt Decay worth so much, when it only kills CMC 3 or below? Is it just the fact that it can't be countered?
And, if I'm planning to build Golgari next, should I keep the Abrupt Decay foil, or turn it into cards?
Because of all the useful things that have been printed below 3 mana.
Stoneforge, goyf, confidant, counterbalance, rest in peace, top, swords, Jitte, delver...etc
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Don't trade for crap. Trade it for a single card that appeals to your play (like a good red or black card) or keep it.
A quick google "foil abrupt decay star city" will tell you how much your card is worth. And 100 one dollar cards << one 100 dollar card.
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On January 29 2013 14:26 Brocket wrote: Don't trade for crap. Trade it for a single card that appeals to your play (like a good red or black card) or keep it.
A quick google "foil abrupt decay star city" will tell you how much your card is worth. And 100 one dollar cards << one 100 dollar card.
Well, I think that depends on the card and the person trading.
Besides, I only found it as $25 for a single one at Star City
Still, if it's really useful for a deck I want to build soon, yeah, I'll keep it. That plus my Lotleth Troll give me a good start, right?
~$28 towards a Golgari deck already. Now the question is, how the fuck does Golgari usually build? Control? Aggro? Balanced?
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On January 29 2013 08:02 JingleHell wrote:Show nested quote +On January 29 2013 07:52 huameng wrote: I would wait to see what actual decks look like before changing your deck to beat the Exquisite Blood combo. People, in general, are terrible at figuring out what decks will ACTUALLY be good in standard once new cards come out. (see Jund Zombie aggro) Once the actual deck comes out, you can figure out precisely how to attack it. In general though, an aggro deck doesn't really need to worry too much about a deck based around a 5 mana enchantment: your strategy is to kill them before they get a turn 6 to kill you. Cards like Oblivion Ring and Skullcrack are pretty obvious, though, depending on what colors/type of deck you have. But you also don't actually have to keep the combo off the field -- they still have to find a way to gain life, and if you just kill all of their creatures, the lifelink ability isn't gonna do it. There are lots of ways to gain life in standard so I dunno if that plan will be effective, but we'll have to see.
Worst comes to worst, Nevermore naming "Exquisite Blood" probably isn't the most embarassing play ever done ;p
Yeah, my primary thought right now if I see it with my R/B deck would be just kill the Guildmage with various exile burns since it's kind of a pussy on health. The idea would definitely be to run out Exquisite blood first, then in the next turn play guildmage and activate + kill immediately. That leaves you "only" vulnerable to counters, enchantment removal, and aggro decks.
The Vizkopa Guildmage + Exquisite Blood combo certainly isn't the worst of combos since at the very least it kills immediately once it gets online. But surviving past the turn when you drop Exquisite blood against an aggro deck is tough, and control decks won't ever tap out by that point.
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On January 29 2013 14:31 JingleHell wrote:Show nested quote +On January 29 2013 14:26 Brocket wrote: Don't trade for crap. Trade it for a single card that appeals to your play (like a good red or black card) or keep it.
A quick google "foil abrupt decay star city" will tell you how much your card is worth. And 100 one dollar cards << one 100 dollar card. Well, I think that depends on the card and the person trading. Besides, I only found it as $25 for a single one at Star City Still, if it's really useful for a deck I want to build soon, yeah, I'll keep it. That plus my Lotleth Troll give me a good start, right? ~$28 towards a Golgari deck already. Now the question is, how the fuck does Golgari usually build? Control? Aggro? Balanced?
Well, I'm working on Golgari at the moment and can say the Event deck is nice base to work from, it gives plenty good cards for its price. I was kind of hoping to build it into a Midrange, but am unsure wheter there'll be change of plans depending on what cards I can get. I got some stuff like Dreadbore and Rakdos's Return along with a Blood Crypt so transition into some kind of Jund might be an option.
But anyways, Golgari seems fun in a way that you can build it with several different focus, they have all that graveyard stuff going which could work with Splinterfright, Boneyard Wurm and Ghoultree (splashing blue might make for fun self mill), scavenge with Corpsejack Menace to mass counters, just straight out Aggro with Rancors and Haste creatures(though alot of list run Gravecrawlers and all the sweet stuff), some Ramp options with Arbor Elf, Farseek, maybe Avacyn Pilgrim? (After Gatecrash launch Gyre Sage?) You could even try some kind of Reanimator, though it will extend to white at least... and so on.
Maybe I'll upload a list of what I'm working on later, it's been very fun to play around with differend ideas and playtest with some friends.
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