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|Modern Masters (MMA)||Uncommon|
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Counter target spell with converted mana cost 2.
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Spell Snare Discussion
4 days ago
Hmmm... Maybe I'll say it this way - I like to play for fun and with stupid ideas, but if I play some kind of daw-go, then I want to play only (almost) unconditional counterspels and removals like Prohibit or excludes and Rend Flesh , Ashes to Ashes or sac effects, instead of essence scatter and doom blade. I just want to be able to kill gurmag with every or at least "most" of my spells. Yea, prohibit doesn't hit him, but this card can counter a lot of cards in this format. Prohibit is pauper version of Spell Snare in modern. Or even better!
I personally love prohibit and most of the time my decks are little "kinky", because I play to much counterspels - 4 counterspell, 4 excludes and 2-4 prohibits, but there is only one excuse. My local meta is control heavy, so my deck can be a little slower :)
And answering your question - no, not prohibits. I would cut preordians instead, but am not a big fan of card selection in draw-creatureless-go, so probably I can't be helpful here...
1 week ago
I did some awful calculating and this is a 25-land deck. Condemn is my suggestion by a great deal because high-costing explosive cards demand removal / answers. If it's a grudge match you could see if 2 Dispel would work mainboard. Here's more low-cost cards for casual play: Spell Snare, Figure of Destiny, Rattlechains, Negate (x2), Vapor Snag, Unsubstantiate
good luck spirits are sweet
1 week ago
Wow, thank you for commenting DragonFaceEater! This helps a lot. Definitely pact is going in the Sideboard, maybe even 1-2 in MB , and I agree with you on cutting one undoing for a mine. I really like Ideas Unbound, but it doesn’t really work with gideon, and we only have 3 sundials, so I don’t think I will add it just yet. I’ll play test with it in the slots of serum visions and see how it works. Finally, I don’t think I will include the other pacts since the main issue with having removal/interaction in the decks is that it would remove efficiency and consistency; I actually ran some Spell Pierces, Spell Snares, and Lightning Bolts originally, but has to cut them for cantrips. I do think pact of negation is good enough that it’s worth sacrificing some consistency for 1-2 of them. What do you reccomend I take out for them, if I should put them in MB?
1 week ago
So far in testing, Verity Circle has performed quite well. I'm only running it as 1 of.
It's not a turn 3 play by any means, it's more of a turn 10 play when you can fully utilize it's potential. When people want to attack first to bait out your Cryptics, this fills the shoes of a psuedo cryptic quite nice, taps their creature(s) and draws you a card while allowing you to keep your counter in hand for main phase 2. In addition, something I didn't initially realize you can Opt > Miracle Terminus > Tap their creature/draw a card in response.
Now as far as the U/W discussion in this thread, which I'm quite enjoying, here are my thoughts.
I don't like Logic Knot, been very unhappy with it in every deck I've ran it in. It can be a dead card a lot of the time. If I go turn 1, tapped Colonnade, turn 2 Island, Mana Leak is fully operational where Logic Knot is fully dependent on the opponent Thoughtseizeing me and not taking it, and if they do that, they're probably not going to play into it unless their plan is to get the counters out of the way. Sure it can be good late game but I prefer more early game interaction (2x Spell Pierce, 1x Spell Snare) since the late game is where U/W Control shines.
I find Glacial Fortress clunky and don't want it to be stuck in my opening hand. T1 Colonnade, T2 Fortress is just not the business. I can see the value of it if I faced Burn a lot. I prefer the singleton Mystic Gate over Glacial Fortress though. The 4 shocks haven't caused any issues.
2 weeks ago
As a suggestion, I think that a great card for the maindeck is Spell Snare, because it costs only and it is good against almost all decks: Different types of The Rock; against Spirits is great to counter Supreme Phantom or Phantasmal Image; against humans you may counter Thalia, Guardian of Thraben, Thalia's Lieutenant or Meddling Mage; against Storm you may counter the feared Grapeshot; etc...
1 month ago
I've been playing Mono Blue Control for several years and I strongly suggest more cantrips and better counters. I'd also advise 1-2 Cyclonic Rift in 75 as a catch all.
A Spreading Seas play set should be in the 75.
1 month ago
I never claimed that perception didn't make it seem worse, however perception doesn't make it worse. Players who don't play around MLD might be screwed, if they don't sandbag unnecessary lands they are asking for it though.
This idea is a very simple one that many players, especially in EDH are familiar with, "overextending into a board wipe". Heard of it?
My points never stated that players should love MLD, they shouldn't, but they can't cope with things they outright ban, and you trying to support their idealistic world of no interaction is downright disgusting. If a player loses to something, they should either
A: Not get mad, because it was a loss out of luck.
B: Not get mad, learn something from it, perhaps play around it, change their playstyle.
C: Get mad, because the loss was unwarranted, and was predicated on collusion (players teaming up outside of the game), something outside of the game outside of collusion (an example is a player conceding when you stole a permanent of theirs, therefor depriving you of a resource you fairly gained), or something inside of the game that is broken for obvious reasons, such as a combo that is particularly degenerate due to game rules that do not work in the given format (many believe Felidar Sovereign falls under this category).
Which does land destruction fall under? No one has been able to convince me that C is the appropriate response, and a deck built around it is most likely much more consistent than A would have me believe.
This implies that B is the proper response.
If you think we should frown upon learning experiences, you know, like any interaction, win, or play in any game of magic, then you might as well not play, or is there something so integrally broken about the removal of lands that it in particular is the focus of contempt?
"MLD leaves many players bitter in a way that no other strategy does."
Leovold shutting off hands, GAAIV stax type decks, stax decks of nearly any kind, decks that use Blood Moon, Contamination, Back to Basics, Static Orb, Hall of Gemstone, Winter Orb, Stasis, Tangle Wire, and other cards of that vein, decks that abuse discard like Nath and any deck with Sadistic Hypnotist for that matter, any deck that takes advantage of infinite turns or particularly long turns that imply storm or another slow to watch, difficult to interact with once it is going off style deck.
Yes, many of these are frowned upon, yet Land Destruction is the target of much more hate. Why? Can you explain that to me?
Above was my argument to anyone like Shrazik who reads your BS, , I honestly didn't dislike you until the last paragraph.
Nope, not one bit, but at that point I was considering going off on you, however thought that anyone who read this would think I didn't have a rebuttal to your first 5 paragraphs. Those are above.
Here is a quote, sentence #2, paragraph #6, comment #26. Don't hand me BS like this anecdote again, as anyone with half-working eyes and a quarter-working brain can see that it won't work:
"Recently, a fairly competitive pod of 4 I was playing in lost to a Lord Windgrace deck that cast Silence + Armageddon + Splendid Reclamation on turn 6 - it was a brilliant play and the game was over in less than 10 minutes from that play."
Nice, a jund (Lord Windgrace's color identity of , , and ) deck that can run Armageddon and Silence. Also, nice that a combo that a third grader could see from miles away is considered "brilliant" in a moderately competitive table. BTW that combo takes 9 mana and seems like hot trash for even moderate cEDH IMO, specifically Splendid Reclamation, as Windgrace can do that effect himself.
Also, try not to claim that Ruination and Autumn's Veil are the cards at hand, or that he cycled Decree of Annihilation, or that Impending Disaster was the real effect, as all of those are extremely different and memorably so.
I almost could respect you.
Shrazik I hope your eyes glanced over the end, so you didn't see 's BS in the last paragraph that you quoted, however I will attempt to answer your questions anyway.
"Going a little off topic here but do you think that delves deeper into a more community based issue? One where players would ignore how wrong or right a strategy/playstyle might be in favor of their own perception of what should or shouldn't be played within their playgroup?"
This is the reason that I personally don't play casual EDH, it is competitive EDH, but less compassionate to new strategies, and is so toxic I just can't handle it.
The vast majority of formats, cEDH, Standard, Modern, Pauper, Legacy, Vintage, etc. are all more accepting than casual EDH, so I have just had to stop playing it. Almost every other MTG community is cool with land destruction, Ponza lists in modern are fun midrange strategies that blow up lands and want to go turn one Arbor Elf, turn two Utopia Sprawl and get 4 mana for some sick plays early on. It is a nice and hilarious deck.
Other times it has occurred in modern like in some newer Ramunap Excavator/Azusa, Lost but Seeking/Ghost Quarter lists with Collected Company in modern the decks have been cool but not oppressive, and though they can be rough matchups for some decks, they aren't ever called out to be banned or anything, and even in Vintage when Shops, a deck with some land destruction (Strip Mine, etc.) was a problem the issue was the turn one Lodestone Golem, not land destruction, and no one really minded or thought Wasteland should be restricted, but the Golem should.
As you can see, toxicity of casual EDH isn't much further, but is a problem for a lot of less toxic players who play EDH casually and want to bring a fun, janky Hokori, Dust Drinker to the table, but are banned from playgroups (anecdotal, and an example, not anyone I know, but I have heard of this situation).
Outside of land destruction, I think combo is pretty fair game as long as it doesn't do something unable to be interacted with. Like Flash Hulk turn two is cool, but Spell Pierce exists, so does Spell Snare, Swan Song, Containment Priest, Rest in Peace, Grafdigger's Cage, Leyline of the Void, Force of Will, etc.
1 month ago
Seems like one Vendilion Clique would do it (at least from other lists im looking at. Maybe go down a few Nimble Obstructionist. This would leave room for some combination of Electrolyze, Spell Snare, or Logic Knot.
I don't play this deck so looked at these two lists for reference: