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Straight outta Johto18973 Posts
On August 31 2016 00:32 Doodsmack wrote:Check out my super top secret combo deck . Thoughts? + Show Spoiler +4 Hedron Alignment 3 Jace, Vryn's Prodigy 1 Emrakul, the Promised End 2 Narset Transcendent 3 Nahiri, the Harbinger 3 Anguished Unmaking 2 Declaration in Stone 2 Radiant Flames 3 Planar Outburst 1 Descend upon the Sinful 4 Contingency Plan 3 Anticipate 1 Invasive Surgery 3 Fiery Impulse 1 Wandering Fumarole 3 Evolving Wilds 3 Plains 1 Stone Quarry 1 Sunken Hollow 3 Prairie Stream 2 Island 2 Needle Spires 3 Mountain 2 Port Town 1 Foreboding Ruins 1 Swamp 1 Highland Lake 1 Shambling Vent Thoughts:
- Hedron Alignment is an awful card. You also have very few reliable ways of exiling it to even try and win via the alternative win condition, and doming yourself for 3 with Anguished Unmaking is a terrible idea, especially when you have no other ways to interact with Planeswalkers. Its scry ability is also incredibly underwhelming because you're paying mana to scry 1. That's awful. It's a dead card 90% of the time.
- Your mana base is all over the place since you're trying to run 4 colours. But I can't see how you actually get any of your colours on curve in order to play anything with any consistency? You're also runing 25 lands in a deck that's incredibly top heavy. Don't cut lands. If you are running multiple 5 and 6 drop cards, you play a 26 land deck.
- Cards like Continency Plan are a trap. They're not card advantage. If anything they're negative card advantage. Your deck also has very few ways to take advantage of the graveyard so it's not like milling any chaff or dead cards from the top of your deck even helps you. By the time you can play Descend you should be close to Delerium naturally anyway.
- You don't run enough early interaction. I count 5 cards that actually affect the board by Turn 2, and 10 in total for Turn 3. Except that the mana constrints for these cards demand you have WRB in three turns when your deck also has a large number of U cards you want to be landing as well. Again, not sure how you even play anything remotely on curve in order to stabilise before you get run over by anything remotely aggressive.
- You don't actually have many ways of ending a game. The actual ways you can end a game are Jace Emblem, Emrakul, Hedron Alignment, Planar Outburst, and a 1-of manland. None of these are dependable.
- You pretty much lose to anyone playing a creature + Negate because your deck doesn't actually apply any pressure.
Changes:
- If you want to play jank cards just to say you're playing with jank cards then fine, having fun is subjective. But cut out all the chaff and do-nothing cards in your list so your deck doesn't just sit around waiting for magical christmas land or waiting to be put out of its misery.
- Move down to 3 colours. 4 colours is going to kill your manabase and also means you will rarely play anything on curve. Go Esper or something and throw in Grasp of Darkness, Ruinous Path, and Ultimate Price so you have more early interaction and don't get run over by Bant of White Weenie. Red doesn't have good enough removal to paper over your early game. Black also gives you access to quality Planeswalkers like Liliana, Ob Nixilis, and Sorin.
- Move up to 26 lands.
- Don't cut lands trying to be cute. That's 99% of the time the wrong thing to do.
- 26 lands. Do it.
- Since you're now three colours you can now cram in 4 on-colour manlands without impacting your ability to hit all your colours correctly, which will give you more things to do on board.
- Languish > Planar Outburst because it comes online earlier and also gets around Selfless Spirit.
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Those are good thoughts. The deck is partly just cheeky. The goal is to create that elusive 4 Hedron Alignment deck. So esper leaves me with Fate Forgotten and Anguished Unmaking pretty much as the only means of exile. I chose Nahiri and Anguished for my exile, but maybe I'll switch to Jeskai and go FF and Nahiri.
Agreed on 26 lands.
Contingency Plan or something similar is needed I think in a Hedron Alignment Hail Mary deck. You need a way to drill down to your 4. So the graveyard is mainly just meant to fill up until I find Hedron, hopefully while maintaining removal in hand to stall. Then some delirium benefit would be nice.
Perhaps I will try an Esper version with dark petition and black removal, with Anguished and Fate Forgotten for enchantment exile.
Dig Through Time was much better to have for a Hedron Alignment deck .
Also there are 4 manlands, not 1.
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On August 30 2016 14:00 Th1rdEye wrote:Show nested quote +On August 30 2016 12:53 zeratul_jf wrote:On August 30 2016 12:04 Th1rdEye wrote: Working on building Modern UG Infect at the moment... need about 6-7 cards and I'm done =) I've always enjoyed aggro--I've had modern Burn//Affinity before this. I've currently been playing a UB Control based brew that has put up good results against decks like Infect, Allies, Melira-Chord, etc. I've lost to several good decks like Burn (my deck is weak against aggro), Nahiri Combo (damn celestial colonnades//lightning helixes), and Jund, but I've since made changes to my deck and am finally getting to a solid build.
Anyone else playing Modern atM? Play modern all the time UG infect is my deck. I personally think infect is one of the best decks in the format since they always have to respect the possibility of a quick kill even if you don't have it. If you play in a lot of local tournaments is always good to switch up what 75 you play, got to put in some spicy things so they never know what to play around. Nice! I had already owned Spellskites, picked up Hierarchs for other endeavours, Gitaxian Probes for Delver etc, and had the fetchlands.. so kinda just went for all the little stuff on Puca next to build infect. Someone sent me 25 cards, all the Mutagenic growth, groundswell, vines, etc... Then, a few other people have chipped in to send me some of the other cards. I still need a few. Do you use Wild Defiance at all? I'm curious as to the better match ups to use it in. I could google it, but hey.... I wanna hear it from someone personally =) Also.. Twisted Image.. that card seems like it could be a lot of fun to use, and the card draw is great. I have a few of those to throw in as well.
The better match ups for wild defiance is whenever you play a deck with red removal, basically says your red removal is useless. It also helps a lot vs anger of the gods as you can use any of your pump spells to save your creatures. It also useful in match ups where you want more counter magic from your sideboard since you won't have too many pump spells but this basically makes your pump spells count as two.
Twisted image is a great card that i run one in the main and one in the board. It takes care of spellskite ofcourse but it helps with the mana dorks, affinity (you can use it on the creature they have plating on and it will basically deal 1 dmg, really easy to get them. This card is also amazing with wild defiance and going regular dmg with your own spellskite. Also if you ever need to cycle it don't use it on your own creature if its possible because if they remove it in response you won't get to draw.
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Next set is gonna be in an Egyptian themed plane.
Also I hope this is a card and I need one in foil.
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Damn that art looks pretty sick. I hope this chandra is really good or at least that the planeswalker for red is awesome.
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On August 31 2016 10:19 zeratul_jf wrote:Show nested quote +On August 30 2016 14:00 Th1rdEye wrote:On August 30 2016 12:53 zeratul_jf wrote:On August 30 2016 12:04 Th1rdEye wrote: Working on building Modern UG Infect at the moment... need about 6-7 cards and I'm done =) I've always enjoyed aggro--I've had modern Burn//Affinity before this. I've currently been playing a UB Control based brew that has put up good results against decks like Infect, Allies, Melira-Chord, etc. I've lost to several good decks like Burn (my deck is weak against aggro), Nahiri Combo (damn celestial colonnades//lightning helixes), and Jund, but I've since made changes to my deck and am finally getting to a solid build.
Anyone else playing Modern atM? Play modern all the time UG infect is my deck. I personally think infect is one of the best decks in the format since they always have to respect the possibility of a quick kill even if you don't have it. If you play in a lot of local tournaments is always good to switch up what 75 you play, got to put in some spicy things so they never know what to play around. Nice! I had already owned Spellskites, picked up Hierarchs for other endeavours, Gitaxian Probes for Delver etc, and had the fetchlands.. so kinda just went for all the little stuff on Puca next to build infect. Someone sent me 25 cards, all the Mutagenic growth, groundswell, vines, etc... Then, a few other people have chipped in to send me some of the other cards. I still need a few. Do you use Wild Defiance at all? I'm curious as to the better match ups to use it in. I could google it, but hey.... I wanna hear it from someone personally =) Also.. Twisted Image.. that card seems like it could be a lot of fun to use, and the card draw is great. I have a few of those to throw in as well. The better match ups for wild defiance is whenever you play a deck with red removal, basically says your red removal is useless. It also helps a lot vs anger of the gods as you can use any of your pump spells to save your creatures. It also useful in match ups where you want more counter magic from your sideboard since you won't have too many pump spells but this basically makes your pump spells count as two. Twisted image is a great card that i run one in the main and one in the board. It takes care of spellskite ofcourse but it helps with the mana dorks, affinity (you can use it on the creature they have plating on and it will basically deal 1 dmg, really easy to get them. This card is also amazing with wild defiance and going regular dmg with your own spellskite. Also if you ever need to cycle it don't use it on your own creature if its possible because if they remove it in response you won't get to draw.
Thanks a lot! I appreciate all the pointers Just traded 2000 PP on PucaTrade for some Dragonshield Green Mattes to throw the deck in. Just missing x2 Might Of Old Krosa now =)
It's good to see this thread bumpin =D
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I'm excited to see where this new set takes MTG The last couple re-visits were kinda semi boring imo. I played a good amount of BFZ drafts, and I pulled a couple of good expedition lands. The best was when I traveled to Philadelphia for my birthday for a SCG Open and did a $10 8-man draft and was "handed" my packs.. first pack, first pick got a Watery Grave expedition =) Then I proceeded to get all happy and tell everyone it was my birthday..... I'm sure they all were just like "fuck, well I ain't getting the expo this draft."
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Anyone watching Worlds? Was heartbreaking to see the punts happening at the end of that last match.
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I had just turned it on while it was happening so I didn't quite understand what went on. Something about forcing a draw when the game was won?
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http://magic.wizards.com/en/articles/archive/making-magic/masterpiece-series-2016-09-12
Starting with Kaladesh and for the foreseeable future, we're going to be adding a new feature called the Masterpiece Series. Each individual block will have its own name for the Series (the Masterpiece Series for Kaladesh block, for example, will be called Kaladesh Inventions), but it will be referred to overall as the Masterpiece Series. Basically, we're taking what we did with the Zendikar Expeditions and applying it to every set.
Holyshit. Artifact expeditions. Mythical mythic are a thing now I guess
And of course, this legendary quote "Wizards could put $100 bills in packs and people would complain about how they're folded." :D
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On September 01 2016 10:38 zeratul_jf wrote: Damn that art looks pretty sick. I hope this chandra is really good or at least that the planeswalker for red is awesome. Well, looks like they took all the suck from all the other Chandras and reversed it for this one.
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Random trivia. PT Top 8 competitor and Gold Pro Ricky Chin frequents, or at least used to frequent, Team Liquid.
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Welp, just got back from my prerelease. Went 3-0-1, so am pretty happy with it.
Overall, Kaladesh is a weird set. I felt like I wasn't really playing typical magic, which was interesting. The format seemed pretty aggressive, but definitely possible to stall out. The stall outs were never resolved by who had the evasion creatures, though. In all the games I played every board stall was literally won based on who could "manufacture" the most creatures, which I thought was a flavourful and interesting mechanism.
Overall, energy is pretty cool. It's not overpowered, but just another neat thing you have to be conscious of. Neat new mechanic, nothing crazy.
I strongly feel though, from all my games, that vehicles are a trap. The only two good ones I saw were the rare trample/haste one, which was *very* good in an aggressive deck I played against, and the flying 2/3 one, simply because it consistently converts a cheap servo token/bear into a pretty tough to kill flier (having a 3 toughness flyer is a pretty big deal, apparently). I didn't include any in my deck at all and was not disappointed. Except for the two I mentioned above, any vehicles I played against seemed like they were just anti-tempoing themselves. Vehicles, in general, aren't that much better than similarly costed regular creatures so I was usually able to trade 1-for-1 in most situations with a combat trick, except the other player would be down a blocker afterwards from tapping which, in an aggressive format, was a big deal.
I felt like I had a really strong synergistic pool, though. I went black-white, opening a cataclysmic gear hulk (this dude does work when you cast him, although not as much as you would think). However, the MVPs of my deck were animation module, master trinketeer, and the artifact creature lord (the 2/3 that gives other artifact creatures +1 to both stats). I went heavy on fabricate abilities, and had a ton of black spells that put counters on my guys too. Any time the game went past turn 7 or 8, these cards would just take over. Animation module is retarded in a fabricate shell: four mana each turn gets you a +1/+1 counter and a servo at instant speed, as long as you can get 1 token from another source to start the process (not that hard). It was especially brutal on the four mana flying white fabricate dude (I pulled two): the flier just gets bigger and bigger while you churn out servos to clog the ground field up and act as blockers. Master trinketeer also completely took gives over. In stalled out board states, being able to guaranteed churn out two 2/2s a turn is bananas in this format. Throw the artifact creature lord or animation module on top of that and things start to get pretty degenerate pretty fast.
Also I would totally main deck 1 or two artifact hate spells in the future. This format is almost like scars of mirrodin; something that destroys artifacts is rarely going to be dead, and there's a lot of artifacts capable of taking over games.
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I felt blue was rather underwhelming. Only 1/17 played it as a main colour and 2 more people splashed for it. Vehicles or as I call them choo choo trains are everywhere too. It felt good for me especially when you can generate lots of servos to crew it or playing RW dwarf pilots. Speaking of board stalls, I saw one weird game where it came to time after 50minutes and they were still in game 1 without decking out...
Energy was decent but it felt very gimmicky to me. Hopefully it will be supported in other blocks for it to work.
Artifact hate is a must. Everyone plays it regardless of colour.
Masterpieces foiling is not for me. At least it will pay for my drafts if I ever get one...
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I decided to forego sleep this weekend and attended all 4 of my local store's pre-releases.
Friday Midnight Saturday 1pm Saturday Midnight Sunday 1pm
Keep in mind my "local" store in 35 min drive away...
All in all I had a great time and dragged a few friends along to each one. I did not too badly considering this is only the second pre-release I've done. (I did 3 during Eldrich Moon) As I stated in an earlier post I've only been playing Magic for about 6 months.
I went in order: 1-3 for 7th out of 9 with G/B 0-1-2 for last out of 11 with W/B (rip) 2-2 for 5th out 12 with G/B 1-1-2 for 8th out 12 with U/R pulled a Saheeli Rai
My 5th place finish is my best to date at Pre-release so pretty happy with that. Despite my record in the last one I played my best games and had a chance of finishing a lot better. Both my losses were to opponents that finished in the top 4 and went to 3 very close games.
Highlights of the weekend included a turn 5 Verdurous Gearhulk with a Panharmonicon on the Board to make him a 12/12. Also coming up one Decoction Module short of going infinite with Whirler Virtuoso, but was still able to make 8 3/3 Thropters on opponents endstep because Fabrication Module was also triggering.
People across from me pulled insane shit every single time, I got OK stuff but no Masterpiece. The first one my friend pulled a foil Nissa and 3 other mythics. 2nd one guy across from me pulls another foil Nissa and a Masterpiece, Lightning Greaves. 3rd one, guy (who has been crushing all the pre-releases he only dropped one match, although he had a few draws) pulls a Masterpeice, Torrential Gearhulk and Chandra. The final one same guy pulls Chandra and Nissa! lol
Looking forward to making some new Standard decks, and seeing what new crazyness this new set brings! Not working today due to rain today so time to start sorting through all my loot!
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On September 25 2016 11:44 BallinWitStalin wrote: I strongly feel though, from all my games, that vehicles are a trap. The only two good ones I saw were the rare trample/haste one, which was *very* good in an aggressive deck I played against, and the flying 2/3 one, simply because it consistently converts a cheap servo token/bear into a pretty tough to kill flier (having a 3 toughness flyer is a pretty big deal, apparently). I didn't include any in my deck at all and was not disappointed. Except for the two I mentioned above, any vehicles I played against seemed like they were just anti-tempoing themselves. Vehicles, in general, aren't that much better than similarly costed regular creatures so I was usually able to trade 1-for-1 in most situations with a combat trick, except the other player would be down a blocker afterwards from tapping which, in an aggressive format, was a big deal.
I don't agree with this. Renegade Freighter (3 drop 4/3) is amazing at common. Bazaar Barge is fine. Ballista Charger is playable at least. I never seen it played yet, but I hear Ovalchase Dragster is good in the right deck. I do think the 5 drop 8/6 menace and the 6 drop 10/7 guy are bad though. All of the rare vehicles are sweet. The key is to limit yourself to about 2 or 3 vehicles per deck...4 if their crew cost is low.
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The mindset I've been using to evaluate vehicles is treating them more like equipment/auras than like regular creatures. They take up spell slots in your limited deck, not creature slots since they don't do anything if you don't already have creatures to work with.
You can't really think of vehicles in terms of being self-sufficient creatures in and of themselves but rather you have to look at them in terms of how much they buff the creature that they're "equipped" to. If you set your expectations that way, I feel like it's easier to get a handle on how many you should include and how good they are.
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Also consider that they give your later creatures some form of haste which is great if you're beating down.
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Anyone tried Eternal yet? It's currently scratching my MTG itch without having to spend a shitload of money, which I'm grateful for.
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