Max fetching potential to disrupt blood moon decks. Maximise chances for early turn basics.
August 22, 2015 8:43 a.m.
Femme_Fatale says... #4
Both points of which are important for Junk and Jund decks.
August 22, 2015 11:26 p.m.
ToolmasterOfBrainerd says... #5
Also shocks are painful. I still don't understand why you'd run more than 1 of each, but I'm sure there's a reason. I think after having 1 of each the remaining spots for duals should be checks or fast lands depending on the deck because if you are going to draw a land, shock lands are exceptionally painful.
There is always the risk of having the check / fast land come in tapped, but not if you build carefully in my experience. Although my experience is very limited as I am a fairly new player, but I have been playing quite a bit.
August 22, 2015 11:39 p.m.
The fetch shock combo is included so that any fetch can get me any colour mana I need. 2 overgrown tomb is vital to facilitate T1 thoughtseize into T2 Goyf, and with only 10 fetches that means I have 12 cards able to facilitate that (1 in 5). Those odds are favourable but still mean that occasionally you miss out on the 'correct' t1 dual land.
Fetches are just something you want to max out on. They're not a significant source of life loss and they enable you to get literally any colour of mana you want. They also protect you from blood moon. There is no reason to run only 8 unless you're just in dual colours. You have to understand that this deck needs access to W,G,and BB on T3 - and that's tricky. It's facilitated by fetches.
2 to 3 tectonic edge or ghost quarter is necessary against tron.
Most run 3 to 4 manlands. I run 2. I don't like a large proportion of non fetch able lands. I have a lot of lingering souls so the lack of manland doesn't bother me.
The manabase in junk and jund is somewhat tricky.
August 23, 2015 9:42 a.m.
ToolmasterOfBrainerd says... #7
Wow. You just keep making the deck more and more interesting. I like this one. Although I'll miss Bob, I think you're right on his exclusion. This version is pretty cool. How well has it been working?
September 4, 2015 12:16 p.m.
It's really fun? Haha.
Yeah so Bob is great when I load up on control, but less good when you're playing creatures because you just don't need that level of card advantage? You don't need constant answers to threats, you just need a few cards.
I really like how hostile this version is to removal spells. Voice of Resurgence can't be removed without leaving a token. Kitchen Finks can't. Thrun can't. It's essentially designed to really annoy grixis control and Jund because a great deal of their decklist becomes a bit impotent.
It's still fine against Twin because 4 decay and 3 path is great. Still soft to Tron. I don't know.... like, this deck is essentially the same as it was before but a bit more fun and surprising. Sorin is such a good 'bet you didn't expect this' card. Generates incredible board advantage.
September 4, 2015 12:24 p.m.
ToolmasterOfBrainerd says... #9
Yeah, but I'm ok with 2-for-2ing myself because if killing voice is done with Kolaghan's Command burn and then I Terminate the token, then we each break even on card advantage. The voice token is also small without a field, so if I can keep their field small, then I'm in a good spot. But yeah, voice sucks for my deck.
But I still don't like Spell Snare. It's too... conditional for my taste. It misses the things I REALLY care about, namely Path to Exile and Kolaghan's Command. Although Spell Snare does hit Snapcaster Mage and voice, two of the most relevant cards in the game.
September 4, 2015 7 p.m.
It's two-for-one though. You've removed one of my cards that I had in hand. You've used two of the cards you had in yours. I have 6 cards left. You have 5.
Now if you use kolaghan's command to force me to discard then it's an initial 1-for-1 then after playing the kill spell it's a 2-for-2. But then that's better for me than K.Command just being a 2-for-1 which it would be if I played like Scavenging Ooze.
Sure you can still accrue value. But it's less value than you could get otherwise. Making the best of a bad situation.
September 4, 2015 7:14 p.m.
spanishtyphoon says... #13
Did you ever think about using Gavony Township?It'd be a great win condition in my opinion. You'll end up having a few tokens from Sorin and Lingering souls chilling on the battlefield. It'd be a many dump which your deck could use too. Unless it'd be to constraining on your mana needs.
September 7, 2015 9:44 p.m.
FAMOUSWATERMELON says... #14
I'm personally not feeling the voice for scooze change. You don't have a ton of creatures, and scooze is really sweet utility.
September 7, 2015 9:46 p.m.
spanishtyphoon - I'm partial to Vault of the Archangel over Gavony Township. When I have multiple tokens Vault of the Archangel will protect me against things like Primeval Titan, for example, whereas Gavony Township won't. I think death touch is a really useful ability to have when behind whereas +1/+1 counters are slightly less useful. They seem a little win-more, as in they only make a big impact when you're ahead.
FAMOUSWATERMELON - I saw it at the world championships but am unsure. It's really good versus Jund, for example. Pretty bad versus twin and stuff.
September 7, 2015 10:02 p.m.
Femme_Fatale says... #16
Living End and Collected Melira are seeing a resurgence.
September 8, 2015 4:34 a.m.
Femme_Fatale - Living end is pretty unwinnable. Scooze or no scooze. I can't exile quickly enough due to my manabase restricting the number of scooze activations, besides I can only start on T3 which is late for Living End anyway. They can wipe the board if my scooze ever gets big too, so I can't just win the game with a huge scooze. Then, if we go to T5 onwards they can just hardcast threats and forget about the graveyard. There's almost nothing a slow deck like this can do :(
I AM thinking about Scavenging Ooze back in; swapping with Voice of Resurgence. The GW in its mana cost is too hard to meet on T2 whereas scooze's G1 is a lot easier. Also scooze is a better wincon and lifegain engine that VoiceOR.
TheAlexGnan - You didn't finish your comment so Im not sure what the entire argument was. I wouldn't swap Thrag for Scooze anyway. Thrag is an amazing stabiliser versus most aggro decks, and also threatens most control decks due to the fact that even when it's killed it leaves a 3 power creature behind.
I agree that scooze is amazing. I disagree that it's a star card against Living End (though it does work hard in that matchup - it just isn't the silver bullet you would hope it is) and a few of the others you listed but regardless it IS very good.
I am very strongly leaning towards swapping VOR for Scooze. Remember though scooze is super easy to kill. VOR isn't.
September 8, 2015 10:36 a.m.
Upward-SaGa says... #18
Your deck is pretty dead v Living End game 1 unless you can get an amazing hand with 2+ hand rip and a goyf, but post board you're going to need Nihil Spellbomb or Tormod's Crypt to slow them down long enough. Probably at least 2 copies. I think your Mainboard creatures are also a little too slow. I understand that Thrun, the Last Troll and Thragtusk are absolute beasts, but let's be honest.. Goyf does most of your work, and Kitchen Finks does your lifegain for you. I would personally switch Thragtusk or Thrun, the Last Troll with that Maelstrom Pulse in the board as Aggro decks such as Merfolk and Elves are absolutely climbing the ranks in the meta. Plus, it hits nasty things you don't want.
September 8, 2015 12:34 p.m.
Abzan and Jund lose to Living End. That's it. There's no discussion there.
Thragtusk is stupid versus grixis control and Jund. It is literally the best card you can be playing against Jund right now. With Sigarda being second best. A threat that doesn't get 1-for-1d with removal AND allows you to stabilise against aggro decks like Burn is very valuable.
Thrun is your game winner versus Grixis control and Twin. The meta is very blue heavy (as always) and having a guaranteed threat is nice.
Maelstrom pulse is sorcery speed and 3 mana. It's dead versus Twin because they go off in their own turn. Note that twin is well over 5% of the meta. I love Maelstrom Pulse against some decks - but not against enough to play 2. 3 mana in modern is just such a huge investment for a kill spell that is probably going to just hit one thing. You have to remember that Pulse is not going to do a lot versus Merfolk unless they're very unlucky, and it's not going to do a lot against elves either (unless they're unlucky). Yes they're both decks that run the risk of doubling up on creatures, but it's not likely and it's not a huge risk. Besides Damnation, and Engineered Explosives are the best cards for those 2 anyway. Maelstrom pulse is like a distant, distant 3rd haha.
I'm thinking hard about this deck but I'm pretty sure this is close to how I want it. Second maelstrom pulse is interesting though.
September 8, 2015 12:55 p.m.
It's pretty simple really.
Even if you DO stop them cascading with T1 discard it doesn't guarantee that you stop them cascading next time. I mean they could easily draw into another cascader. Even if they don't draw into a cascader, they'll suspend Living End so you only get a few turns to do anything.
Your abrupt decay's are dead cards in this matchup which is also annoying. Your removal just isn't as effective.
They run multiple Fulminator Mage to throw you off your plan - disrupt the manabase.
Your Scavenging Ooze can't exile enough quickly enough to either threaten their creatures OR swing in before a Living End resolves and kills them.
Monstrous Carabid, Jungle Weaver, and Pale Recluse will threaten goyfs.
So essentially:
They dodge removal
They clear your board
They destroy your manabase
They play bigger creatures
September 8, 2015 3:19 p.m.
ToolmasterOfBrainerd says... #22
I agree with greez. Voice is the one card I fear in mtg. I'd rather see most any other card on the other side of the table than Voice. It's simply something I cannot handle without an inherent 2-for-1 against me, which is not how you pull ahead in mtg. Pyroclasm is my only way to combat it effectively.
If I were you, I'd run 2 of each in Scooze, Finks, and Voice. Maybe drop 1 Abrupt Decay for 1 more Voice or Finks, but I'd try to find room for all 3 if you can. They're just so good....
September 21, 2015 6:28 p.m.
Jamesfurrow says... #23
Figag the problem with your solution to voice with Pyroclasm is that you are stil being 2v1d when voice dies it still makes the token. the only real way to deal with voice if it lands on the board is to exile him. Lucky for cheif he is in the one of the colors that does it so effectively lol. any way if you are to put in voice i think you only need him as a 2 of and to make room for him i would drop a Kitchen Finks and a Scavenging Ooze. My logic being that ooze still is powerful in a lot of match ups but voice is simply value at all times on the board and when he is removed. also voice seizes up grixis decks quite a bit in general because of its anti instant clause. so if your meta is full of grixis decks i would definitly encourage Voice of Resurgence as at least a two of mainboard being supported by ooze
September 21, 2015 10:12 p.m.
ToolmasterOfBrainerd says... #24
Well, I was saying clasm was effective because it can usually kill most of the stuff that makes Voice a threat. But yeah, it's still a 2-for-1 because I can't exile. God, that thing is so hard to deal with. And at 2 mana?!?!
September 21, 2015 10:16 p.m.
Jamesfurrow says... #25
to deal with voice you typically use Pillar of Flame or Anger of the Gods when in red. in white its much easier due to o ring like enchantments and Path to Exile being avaliable to them. other colors really dont to my knowledge have such luck with voice
ChiefBell says... #1
Haven't play tested a lot but it's so-so.
Creature heavy abzan tends to do better than control versions against Jund. I would say this deck doesn't do fantastically but I haven't tested after putting Sorin in.
July 26, 2015 12:21 p.m.