>>45098533 What would even be left in the meta if this was unbanned? Tron and Eldrazi would very likely survive, as would infect and ad nasueam would just run lab man over the second lightning storm. This deck would destroy all aggro and tron and eldrazi would destroy all midrange and control.
>>45098607 that's not exactly true though , since its run in legacy in a good deck but still has only a 50/50 matchup against burn and even worse against aggro (delver), its also unfavoured vs combos too
>>45098533 The problem with that combo is the same problem that exists for Stoneforge Mystic and according to wizards Twin. The opportunity cost is incredibly low. It WILL be jammed into many decks whether its a good idea or not. This is something Wizards unfortunately wants to avoid and why the axing of Twin confirms that we will never get toys like this again.
>>45098847 to be fair though , it isn't a combo that just wins on the spot , it cant take a couple of turns to actually win, the stoneforge comparison makes sense though its kinda like a "wide" batterskull , gaining a bunch of life such but i feel its only slightly better than bitterblossom in what it actually accomplishes in game
>>45098901 I don't think storm is as unfair as ad nauseam or grishoalbrand. Ad nauseam has an instant speed combo and effectively 7 copies of timewalk against most decks and grishoalbrand not only has a turn 2-3 win, also has a way to easily draw half of its deck. Storm just doesn't seem to compare to those two.
>>45098958 Looks like you want to play Boggles. Hexproof beats buffed through auras. If your plan is to beat down with enchanted unblockable creats, you're going to run into stiff opposition with all the removal floating around the format. If you want to use auras, having a hexproof target is the way to go.
>>45099052 ok ok , alot better , but still ,its not making any waves in legacy and like twin did a while back (could have been a fluke though) , all im saying is that there are better cards already in the modern format so its not like it'll be top tier auto include, would just be nice to have a not ravager robots deck
>>45098822 Aura Hexproof at C2. Its relatively uninteractive, but compared to infect, it can be interacted with. Spellskites and nature's claims (or that new one in oathwatch) can be detrimental. But good god, running 3 suppression fields mainboard has made it back-breaking against many decks, including decks like grishoalbrand if it doesnt combo off turn 2. It basically gives hexproof an opportunity to path griselbrand.
On that note, been sideboarding firewalkers and stony silence. And of course, seal of primordium. Been crapping on everything.
>>45099493 >I cast sphinx rev at the end of your turn >I combo in response and win on the spot Seems pretty unfair. The difference between storm and grishoalbrand is that storm has to dedicate its entire deck in order to draw half its deck while grishoalbrand just needs a few and then can then use one of several finishers depending on the situation.
>>45099603 >>I cast sphinx rev at the end of your turn >>I combo in response and win on the spot >Seems pretty unfair. So UW Control is unfair? Good to know. >>45099573 >With possibly the best hand ever into runner runner runner runner. Rit, Manamorphose, Electromancer, Ritual isn't that hard to get. It's just usually better to wait a turn.
>>45098259 Sphinx's Rev is definitely the best icon. It differentiates the deck from UWx midrange and appears in the UW, UWR, and Esper control decks, unlike, say, Esper Charm. It should also be immediately recognizable to anybody who played during RTR Standard.
>>45098261 I've seen Yuuya's UW decks before. The more tap-out superfriends style control decks should be great now that Twin is gone and there's aggro everywhere. Tron will make you cry though.
>>45098294 Spell Snare is the best way to gain tempo against Modern's aggressive strategies, period. It has some dead matchups, but I would never run less than 3 in Esper.
>>45099667 Because if a deck taps out at any point they lose the game where as with other combos, they can still do things at the end of your turn. It also gives you a much better chance against hate cards as you can just combo in response to someone playing a card that would otherwise lose you the game. This also applies when playing against other combo decks.
Here's the list I'm running, keeping in mind that I haven't tweaked it for the post-Twin meta yet and I really should considering GP Melbourne is a month away
4 Chalice of the Void 2 Wurmcoil Engine 4 Lodestone Golem 4 Urza's Tower 4 Urza's Mine 4 Urza's Power Plant 2 Phyrexian Metamorph 4 Kuldotha Forgemaster 1 Blightsteel Colossus 4 Darksteel Citadel 2 Lightning Greaves 3 Cavern of Souls 3 Steel Hellkite 2 Ugin, the Spirit Dragon 4 Expedition Map 1 Platinum Angel 4 Titan's Presence 1 Sundering Titan 1 Eye of Ugin 2 Mountain 2 Talisman of Impulse 2 Talisman of Indulgence SB: 1 Tormod's Crypt SB: 1 Spine of Ish Sah SB: 2 Trading Post SB: 1 Sundering Titan SB: 1 Ugin, the Spirit Dragon SB: 3 Spellskite SB: 2 Culling Scales SB: 1 Silent Arbiter SB: 1 Duplicant SB: 2 Blood Moon
the flex SB slots in this current build are Crypt, Spine and Duplicant - I'm strongly considering replacing Spine and Duplicant with two Pithing Needles
despite running Tron lands it does not need Tron to win, it takes a lot of practice to figure out what hands to keep though
Culling Scales is probably the least obvious card, but it is absolutely required if you're playing against white and they drop a Stony Silence, it's also generally good at slowing down aggro decks too but it's a nonbo with Chalice
>>45100229 I've found that my pre-board matchup is generally better with Chalice in main instead of Spellskite
I've considered Thirst in the past, when the deck was completely colorless (apart from Metamorph and Spellskite obviously) I was using Mind Stones for cantripping when I didn't need the excess mana. I do actually find Blood Moon to be the strongest colored card to run as I've been screwed over by Blood Moon less than people have screwed themselves over
>>45100457 Not really, it requires you to have two cards in hand. Look at legacy combo, the best answer to force of will is targeted discard. When you run force, you need to run 18+ blue cards to support it. It's easier to just throw 7-8 discard spells into your deck.
>>45100539 >people unironically want angel's grace banned Never seen someone ask for an ad nauseam combo ban before.
>>45100562 Would warp the format far too much if every combo deck had to run discard just to stop force of will. Its not like legacy where combo is so powerful that it will win turn 1 without force of will.
>>45100682 Except the fact that a large number of decks already run counterspells and or discard that can be played on turn 1. Those are pretty good answers to combo and are also useful in other matchups. Force of will is gamebreaking against combo decks as slow as the ones in modern; you could basically never combo without your own discard spells, pacts of negation, or your own force of will; this would be meta warping as combo decks would have to play these cards mainboard simply because of one cards existence.
>>45100744 And by having to devote that many cards to protect the combo, it no longer has the consistency to win turn 2 or 3. Which obviates the need for Force, meaning people won't run it, meaning combo won't need their discard suite and gets the consistency to go off before any interaction can happen.
Printing Force in modern will force storm and other combo decks to get banned for being too consistent.
>>45100801 >>45100879 >>45100879 So why play combo at that point? They would be too inconsistent to beat aggro and lack the tools to control against midrange and other control decks. Why would you play a combo deck over jund if you are forced to run that much interaction?
>>45101014 Because once combo gets diluted by the disruption cards, they don't see play anymore. Since combo isn't playable, there's no reason to run otherwise dead cards in their lists. Since no one's running the cards that force you to interact, combo then runs unchecked since no one is running hate.
By printing cards that weaken combo, you make combo the best deck because no one will run the cards to stop combo. This is how wizards thinks.
>>45100627 It's not the ad nauseum deck that bothers me , it started off kinda like that since one of my friends plays it and then i started running 2 in my board for shenanigans and there's a storm deck floating around so i thought i'd try it
He would just lose on the spot whenever i drew it and he couldn't do anything, I told him i had it in a pptq in game 2 after i mulled to 3 (something along the lines of "got my secret weapon at least") and he just scooped on the spot after he asked if i had it, same goes with storm and other non-twin, all in decks
There is just no play involved with the card itself , split second is my least favorite mechanic but angels grace shouldn't have ever been printed
>>45101551 4 Eldrazi Temple 3 Eye of Ugin 2 Sanctum of Ugin 3 Urborg, Tomb of Yawgmoth 3 Ulamog, the Ceaseless Hunger 4 Oblivion Sower 3 Thoughtseize 4 Expedition Map 4 Heartless Summoning 4 Thought-Knot Seer 4 Llanowar Wastes 1 Cavern of Souls 3 Sylvan Scrying 4 World Breaker 4 Ancient Stirrings 3 Kozilek's Return 4 Karplusan Forest 2 Forest 1 Sulfurous Springs SB: 2 Pithing Needle SB: 2 Relic of Progenitus SB: 2 Feed the Clan SB: 2 Crumble to Dust SB: 2 All Is Dust SB: 3 Pyroclasm SB: 2 Abrupt Decay
some work is needed to push it, but world breaker is amazing. You rip their hand with seer, then breaker->breaker->ulamog away lands. And return being devoid and instant helps in many match ups. Mana base is a bit clunky, but I feel its the best Ill get as I want to turn 2-3 seer and need the colorless, and want mostly G but still need the R and B. It has so much search it isnt a usual problem unless I mull incorrectly.
>>45101656 Looks cool but the clunky manabase has kept me from pulling the trigger on any of the eldrazi variants. Are you sure a red splash is necessary? I really want to see how far a BG version could go. Green adds so much in terms of resource manipulation while black provides disruption, some color fixing, and answers in the form of Decay and maybe even Pulse.
>>45098822 The opposite of interactive isn't linear, linear either refers to having only one 'route' for victory (in which affinity would be non-linear) or especially blatant synergy for deckbuilding (in which burn would be non-linear). The opposite of interactive should just be 'uninteractive'. I also dislike using 'fair' as a synonym for lacking in any sort of synergy, but that's just the way things are now. Put lantern control around as right as UWx Control and around affinity in height.
>>45102044 I like the red spash, just for return as a reusable board wipe, and it also being instant has been great. going turn 3->return, turn 4-> breaker is backbreaking to most decks. And the deck has so much trouble vs aggro, the pyroclasms seem necessary. I tried the BG versions with mb damntations, or all is dust, but both come down too late typically. Im open to suggestions however.
Just went 4-0 at FNM with this deck. I went up against Naya Burn, Zoo, Infect and Kiki-Chord.
Although with my success, every sideboarded game, I took out Clique and Electrolyze, and I honestly don't think they are that good after playing the deck. Would much rather want clique in sideboard and Lavamancer Mainboard.
Overall, I think it's super strong and my shop's FNM is only Modern, Tron and Eldrazi got pushed down to the lower brackets, while Aggro strategies were boosted, me and a RUG Kiki-Chord player both took Undefeated. The real question is, why aren't you playing RUG?
>>45102486 killing spellskite so ulamog can come through, are you retarded?
>>45102503 I think the most popular is the processor b/x versions, but i've seen a few people trying it out. heartless is usually cut to two post board, its not all that important once you know what your playing against.
>>45102566 >Burn I won 2-1 against Naya, Dragon's Claws does work. >Affinity I playtested with my friend who was on Affinity it definitely has an edge in the sideboarded games when you get rid of Remands for Grudges and Lavamancers (Another reason why I want it mainboard) >Jund Worry about their manabase first and you'll keep them out of the game almost entirely. >Storm/Living End/Tokens Didn't play these matchups, and neither can I give a clear conclusions, but I do know that Life from the Loam was for Living End and any deck that was also mainboarding Land Destruction.
>>45102642 heavy use of side boarding. Abrupts, pithing needles, pyros, and returns are very important in the match up and generally I have to aggressively mull. G1 isnt as bad as vs the prowess or infect decks, but its still rough.
>>45102843 Hey thanks man. You wouldn't believe how difficult it was to find ruskie tron lands here in Burgerland.
>>45102900 I get roundly stomped by burn regularly. The pilot is really cool dude though. Delver and Merfolk also take me to the cleaners most weekends. Haven't lost a game to infect yet. I chalk it up to luck which I'm sure is due to run out.
>>45102960 Honestly, the playtesting I did showed that I couldn't even run a Desolate Lighthouse because consistently having the mana I needed was proving to be difficult, and reducing the amount of mana I had to even 22 or 23 was just causing me to miss too many land drops to consistently keeping them out of the game. Also Manlands are fairly important to the game plan as finishers, so making sure you hit your land drops consistently is important. Again the one loam in the sideboard is against any other deck that might have showed up with Land Destruction, last week FNM was cancelled due to the snowstorm here on the East Coast so I didn't know what to expect post-twin ban.
>>45102500 I tried making a GW tron once. It was slow as fuuuuck but it got out the lands extremely consistently. If you don't already own the cards though, might not be worth it to sleeve it up in paper.
>>45103682 What it does in the match up is more or less correlated to what the opponent is trying to do. Like with Infect, it's trying to do one thing, kill you with 10 infect as fast as possible, where Jund is trying to stop you from doing that and then kill you.
Interactive decks interact with the opponent's game plan as their game plan. (This is my interpretation on interaction for magic for the time I've played it)
>>45103566 I would like to recommend using lingering souls for the junk marker.
We're missing Merfolk. I would guess it'd be somewhere around here. They interact through the likes of vapor snag, spell pierce, and most commonly Spreading Seas and Curse Cathcer while executing the standard creats and lords beatdown plan.
>>45103682 Can you reach out and touch something? Bounce a creature? Counter a spell? Pick apart your opponents hand or destroy a permanent of some type? These are what I consider to be interaction.
If you can only manipulate your own things, be they cards in hand, library, or on the board, you are non interactive. Note: Uninteractive decks can still have minor interactive elements i.e. Echoing Truth in the sideboard of Ad Nauseam.
>>45103740 Yeah I was struggling to find a good junk icon - and I figured relegating lingering souls to B/W tokens when I eventually get around to it.
Also, I think merfolk would be placed a bit more aptly if you flipped it around the Y-axis and moved it down a bit, C-8ish. It's pretty linear but with minimal interaction (aside from spreading seas, but that's mostly to enable it's own islandwalkers)
>>45103936 Fair, as in "fair" magic. Tron is not fair because it does things on turn 3 that "shouldn't" be possible - being able to drop massive 7 drops that "fair" decks simply can't compete with. Jund, for example, is very fair and very interaction. Hard removal, hand disruption, and a good old fashion creature beatdown wincon.
>>45103936 I guess the best use of fair is that there's a lack of extremely strong synergies/combos that enable certain things from happening as quickly or as violently (ie losing).
Don't get me wrong, fair decks doesn't mean it's using Grey Ogres. But their game plan is bread and butter as it gets, kill with some efficient creatures, or a slow burn. (Some say Bolt, Snapcaster, Bolt isn't "fair", it's strong, but not unfair.)
Fair decks exist by winning through simpler means and doing it in a way that isn't ramping to 7 mana on turn three like tron. Jund will just kill you with Tarmogoyf and Dark Confidant.
>>45103936 That's the tough one to define. >>45103988 is right. A fair deck seeks to play an old fashioned game of magic and commonly wins through combat damage. Unfair decks usually seek to subvert the normal timing of magic. Like playing Emrakul on turn 3 instead of turn 15. Or chaining spells in one big turn only to level Tendrils of Agony at you.
As always, it has nothing to do with hurt feelings. These are simply descriptors to loosely define a decks mode of action.
>>45104137 Grixis Midrange and Scapeshift could be added. I'm out of my element now. I would guess Grixis is in the cool kids club down in the lower right while someone with more expirence will have to comment on scapeshift. I haven't even played against it.
>>45104258 Scapeshift was my first Modern Deck, it's definitely more towards where Twin would be in terms of how fair it is and interactive it is. As most of the cards are the same (outside of the combo pieces themselves).
>>45104297 But the only way to win (as far as I can see) is the scapeshift combo. Twin could go pseudo control and have stuff like Keranos as an alternate wincon. >>45104293 Will do. Given the tron mana base it's going to be considered more unfair.
>>45104293 I would classify U Tron as pretty fair. Perhaps still in the northern hemisphere but nowhere near GR. U generally has a slower pace and uses the tron lands for inevitability rather than powering out a game ender. I've seen a U player just sit on a Platinum Angel for a million turns before finally pushing enough damage through to win. Actually seems pretty fair to me.
>>45104327 Scapeshift had a lot of options in the sideboard for alternative win conditions, I ran a Keranos, an Avanger of Zendikar, an Inferno Titan, and a Batterskull depending on what I was expecting. Compared to UR Twin, it had more options of viable finishers, burning players out is much harder to do (Even with an active Valakut in play if you didn't Scapeshift for enough), however it is possible. I've even seen Obstinate Baloth and Thrun beat downs out of Scapeshift.
During Dig Through Time Scapeshift, you saw more linear game plans because it was so much more consistent, and the meta was good for it. But now it's still not that great.
If I had to put it on the chart, I'd put scapeshift around Storm and Aura Hexproof due to it's a One-card combo facilitated by cheap ramp that can result in T4 (Sometimes T3) wins. However, much like Twin, it ended up trying to wait a few turns for protection.
>>45104435 >If I had to put it on the chart, I'd put scapeshift around Storm and Aura Hexproof due to it's a One-card combo facilitated by cheap ramp that can result in T4 (Sometimes T3) wins. However, much like Twin, it ended up trying to wait a few turns for protection. Scapeshift also ran counters and bounce.
>>45104506 Depends on what the meta is/was and if it needed to interact. 80% of the games I played as Scapeshift, my counterspells were to counter their counter spells or prevent them from killing me before 7-8th land drop. The games where I needed to be a control or interactive deck were the ones that were faster. The only one that I could think about ever playing was Twin or Storm. However, the meta has changed and I haven't played it since Dig Through Time was banned in Modern.
>>45104598 I personally would put it under as a linear game plan. If you replaced Cryptic Commands and Remands with Fog effects, it's almost the same exact deck. It's not an extreme Linear, but definitely more linear than interactive.
>>45104600 Ha, three hours later and I'm still here. I wish I could help you man. I don't play the deck. Looking at the card though, I would say it isn't unless you feel confident you can enable it. However, I wouldn't like to rely on having more than one or two creatures in play. A savvy opponent could keep you off your game with a simple bolt.
>>45105058 >tfw the deck you hate most is one of yours I own a Burn with my associate. He doesn't want to get rid of it, I want to sell it to afford some Snapcasters. He says "anon it is my first deck ever, there's no way I'm going to sell it". I really hope to lose it or that someone steals it. I love magic, there's no deck I hate in magic because loving the game is loving every deck. The exception is for burn because I really hate it. Holy fucking shit is there a worse deck? Always win or lose for topdeck, no skill involved, some people don't count to 20 either! "If I bolt you know you lose right?" Jesus please let Eidolon and Guide be banned. Sorry burn players don't want to bother you but you have to be honest about how much brainless your deckis and how unfunny is to play with or against it.
Creature focussed midrange deck that's much more interesting to play against than "turn things sideways" because of the chord toolbox and the combo.
>Most Hated Gr Tron
Warps the format toward linear decks by destroying fair strategies. Breaks the metagame wheel by being a midrange ramp deck that easily beats control decks with its inevitability. Awful to play against, because you never have a long well fought game against Tron. Either you steamroll them by turn 4 and they are powerless to stop it, or they utterly crush you with their ridiculous threats.
>>45105058 There is a deck spread further up in the thread. You can't miss it. It's the only one. That's my deck literally and it is my favorite. It features the most efficient dig and tutor spells in the format which is relevant to my interests as a primarily UB mage.
>>45104923 Lantern is less fair than affinity? >>45105058 >favorite deck See ^, cool and unique as fuck and I play combo decks so I don't rage about ensnaring bridge. >least favorite Junk. I have never ever had a game against junk (or gbx memerange in general) that I enjoyed for any reason other than catharsis. I can't say that for any other deck I've played against more than twice, even g/r tron.
>>45105091 >>45105163 As a frequent player of both, I'd put G/W Hatebears between Merfolk and Mono-G Stompy. It's very linear, and it doesn't seek to interact with the opponent so much as just deny them what they're doing (or make it grossly inefficient). It uses symmetrical effects to an asymmetrical effect, but I wouldn't consider anything it does as outside of the norm.
Mono-White D&T I'd probably put at F5. Its gameplan is very much based on what the opponent does, and Aether Vial is much more of a disruptive tool in D&T than it is in Hatebears. (In fact, vialing in a Blade Splicer to block a Cranial Plated Etched Champion is one of my favorite moments in Magic, and it's happened more than once) Perhaps this is just personal bias, but I've found myself interacting with my opponent very often when playing D&T - reactively, mainly, but reaction is still interaction.
>>45104367 move lantern towards the top-right corner. Also move affinity and infect and stompy waaaaay over to the right (near the center). Anything where you can destroy permanents and block creatures is fair. More fair than bogles, imo. Hell, i'd put bogles up against the left wall, and move storm a bit to the right. With storm you can attack the hand, grave, permanents, kill or counter stuff. Storm may not itself interact, but it allows the opponent lots of avenues for interaction.
Also I'd consider putting Death&Taxes where Lantern is right now. And GW Hatebears slightly to the left of it.
>>45098822 Infect is more unfair than Eldrazi though, the whole mechanic is broken as shit. Ramping to fatties slower than Tron isn't unfair unless your definition of it is one land can't produce more than one mana.
>a meta with two dozen variants of linear, non-interactive decks that all demand different answers >sometimes you go off and sometimes you just get randomly fucked out of nowhere >choosing a deck and sideboard is basically a crapshoot as you try to prepare for everything
>>45105058 >favorite Ad Nauseam, it combines the best of both worlds: solitaire magic except the occasional Darkness vs Infect etc and the kill takes literally a second like with Twin after you've explained it once/your opponent knows your decklist, unlike Grishoalbrand, Eggs, Taking Turns etc which take fucking forever since they can fizzle. >hated Death and Taxes, abyssmal matchup for Tron with the Strip Mine almost every turn, Mindcensor etc but it's pretty shit overall against the rest of the field so its pilots somewhat piss me off in a "why are you playing this shit that has one good matchup" kind of way. All the solitaire combos can play around Thalia and Arbiter easily since Flickerwisp doesn't land until t3 and its usually their biggest and/or only beater so the clock isn't that fast.
I'm just saying in situations where you use Angel's Grace(not as part of Ad Nauseam combo) to survive combat damage/other damage during an opponents turn. If they cast Siege Rhino in second main phase you will die at end of turn. So it's pretty amusing that it's Siege Rhino of all things that can circumvent Angel's Grace damage prevention and can't lose clause.
I got myself Aether Vials and Mutavaults (4 of each) and I'm thinking of making a Modern deck, which one would you recommend: -Merfolks (without Cavern of Souls) -Death & Taxes (as this as an example: http://mtgtop8.com/event?e=11397&d=264687&f=MO) Or are there other better options? I got a decent budget but still limited (reason why I removed the Caverns). Regards.
>>45108246 Different guy, but a Tron ban would result in a decline of unfair decks because Tron filters fair decks early. Once they stop being filtered, they will have a shot to compete with the unfair decks, thus changing the fair-unfair ratio.
I built an elves deck last year for about $100, and I maintain that it's still THE best deck in modern at that price. I run affinity now irl but I challenge anybody to make a better $100 modern deck. Mono-W allies comes to mind.
however, I am fine with tron the deck oozes with flavor and besides it current role in the meta it is a great part of the format imo the problem as I see it is the lack of proper answers unconditional counterspells should not cost 1UU they should cost UU and punish a t3 karn like they are supposed to
I have two expeditions: Fetid Heath and Sunken Hollow
I know Sunken Hollow will likely only fall as it's Standard garbage that will see no play elsewhere as there are infinitely better options, but I have no idea if Fetid Heath is played. I've never seen it before.
What should I do with these? Try to trade up to an actual played Expedition like Horizon Canopy, Godless Shrine, etc? Trade for modern staples? Sell for buylist credit?
>>45110543 The promo art is WAY fucking better. He looks active instead of the passive cowering wretch in the original art. But it's a different kind of fear, he looks distressed because he doesn't actually know how to read the map he's holding, if he even knows how to read at all.
So I kind of like the idea of Taking Turns with Narset. Should I actually try and make it playable, or should I just jam other cute tech like 4 Quicken, 2 Temporal Mastery, 2 Entreat the Angels? I even kind of like the idea of Serra Avengers as finishers, because if I hit an early miracle'd Mastery the casting restriction means nothing and it gets online for cheap after a Supreme Verdict.
this desu I have a huge weak spot for the whole Urza-Phyrexia-Karn-Mirrodin-NewPhyrexia storyline I love Karn, no matter on what side of the board and a slow inevitable deck is fine for me as long as it wins where it is supposed to win and that is the ultra-lategame
and while you are right about the Eldrazi - a Phyrexian war machine that originates from the plane that was made by Karn and was corrupted by Phyrexia, I'm more than fine with that
>>45110563 I honestly wish it was a one Fumarole and 1 Lumbering Falls, mainly because the decks I went up against were bringing a lot of bolts, Paths, and Lightning Helix. Sure Fumarole allowed me to kill a Spellskite and a Wall of Omens, but I can do that with 3/4 of the Manlands if I had 1 Lumbering Falls still. Overall Fumarole is not as great as Raging Ravines but it can beat face like Raging Ravines
>>45112510 Who's to say he didn't learn a thing or two from his nemesis?
>Urza building New Phyrexian war machines, summoning monstrosities from the Blind Eternities, and resurrecting Elder Dragon Gods
All things an amoral wizard with a lot of power at his disposal would do. Doesn't even have to be Urza doing this. Every time I sit at the table, its ME doing this. Thats MY tower, MY silver golem, and I will summon all the phyrexian monstrosities I want and you'll like it.
>>45112578 They're literaly faggots who get orgasms by wanking to the mtg storyline.
Seriously, they that enjoy mtg storyline and/or enjoy decks that respect the mtg flavor like a chandra deck with her parents, all her planeswalker cards and chandra's rage, chandra's phoenix, piromancer's googles, etc.
>>45112711 As much as I was behind this with some of the earlier storylines, the current Chandra/Jace/Nissa/Sorin/Whatever focus is killing my storyboner so hard. They're like fanfic characters. Let's lose the edgy capes and bring back Karn or someone actually interesting into the storyline. All this "planeswalker superfriends fighting tentacle monsters" stuff is weak as fuck and I feel like it might continue in a similar vein in the new innistrad set.
>>45112872 The issue isn't planeswalkers, It's that all the planeswalkers are coming out of the same cookie cutter "hero of justice with troubled past" mold. At least Urza and Karn made mistakes and had some depth.
>>45112884 He took the match (and tourney) with Conflagrate game 3, but G2 he popped Lightning Storm and decked himself. That would have happened game 1, and I would have stood a better chance of winning the match.
At least I know for next time I guess. Worst part was having a Runed Halo dead in my hand on my final turn and not being able to google Conflagrate's name.
>>45112855 >>>45112868 → Me and you... it's me and you. Only if I had a time machine, I'd bang my head into a wall so hard to just maybe forget all of the storyline and fucking bring myself back to URZA saga! I'd also take a note on which cards to get a playset of for playing without wasting much cash
You mean chording their silver bullets? That deck has interaction depending on the matchup. It has either hate in the form of Kataki, Melira or Chameleon Colossus, or reacts with something like Burrenton Forge Tender when Pyroclasm is an issue. It either goes for Shaman kill or Ezuri/Mirror Entity
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