friendly neighbor yearly update

henr0tbad, 5 years ago

haven't been playing much magic recently due to univ taking all my time and having gone back to a 10k population town, but we still trying to figure out stuff so new stuff is pretty "eh" to Control Rakdos (why did i have this terrible idea) but we did get some fun stuff! so here it is Cavalier of Night (replaced Korlash, Heir to Blackblade [cya swamp boi]) K'rrik, Son of Yawgmoth (replaced Fury Storm) [which is weird but hey, Phyrexia] Castle Locthwain (replaced Canyon Slough [the idea of Cycle was good but slow]) And from a old collection, Kokusho, the Evening Star (replaced Hour of Devastation) i've also seen [The Cauldron of Eternity] and [Captive Audience] which seems fun, but complicated to pull off on this deck so yeah, still taking suggestions despite rarely checking this website peace!

LGS Standard Showdown, 9 Nov. 2019

Goloh, 5 years ago

After a couple week hiatus I came to my LGS to play Standard, I brought this deck and it was a good meta call, There were a lot of Okos (mostly Sultai) and BG Adventure, my deck was built to play around them and at the end it got a 3-1 which ended up on a 2nd place. The list is very good and consistent, maybe there are too many counters, I'll probably cut out the Essence Capture and add some Shock instead, I need more ways to make face damage, also another card that got useful but could be cut is Spectral Sailor, he is good but probably the three more copies of Opt would be better because scrying can help you cycle your deck faster, but those are just thoughts atm, time will tell which changes I should do to make it more competitive against the actual meta.
STD 2 / 2
Brazen Borrower feature for Izzet Flash

First Swap

audiclian, 5 years ago

Out: Thorn Mammoth, Tome of Legends, Faerie Vandal, Spectral Sailor, District Guide, Keeper of Fables, Paradise Druid, Silhana Wayfinder, Flower / Flourish, Gyre Engineer, Leafkin Druid, Rosethorn Acolyte, Plains
In: Giant Killer, Realm-Cloaked Giant, Dungeon Geists, Jace, Wielder of Mysteries, Agent of Treachery, Beast Whisperer, God-Eternal Rhonas, Karn's Bastion, Scholar of the Ages, Evolution Sage, Take Vengeance, Wanderer's Strike, Crushing Canopy

This is the first (and most likely last, really) swap for this deck. I took out a few of the mana ramp cards to make room for cards with better effects. I also put a few more interesting cards that gave more interesting decisions or twists on the game. A few favorites I included are Jace, Wielder of Mysteries as a win condition with all the card draw in the game, as well as Scholar of the Ages to get back my instants and sorceries. Overall, there's more of an emphasis on removal, proliferation, and recursive card draw and use effects. This also took away the original decklists's HUGE 2 mana slot, and balanced out the deck with more mid- to late-game creatures and effects that matter.
STD 0 / 0
Chulane, Teller of Tales feature for Chulane+

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ShadowLissy, 5 years ago

Updated mana base and added a fair amount of mana spiking based on recommendations, as well as some new tools for play like [Flameshadow Conjuring] for extra Zirilan value.

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gumgod, 5 years ago

Removed - Muzzio, Visionary Architect - Duplicant - Pathrazer of Ulamog - Fact or Fiction - It that Betrays - Steel Hellkite - Slobad, Goblin Tinkerer - Memnarch - Spine of Ish Sah - Saheeli Rai (moved to a different deck) - Unwinding Clock (moved to a different deck) Added - Narset, Parter of Veils - Ugin, the Ineffable - Karn, the Great Creator - Emry, Lurker of the Loch - Power Artifact - Dramatic Reversal - Riddlesmith - Reckless Fireweaver - Retract - Vedalken Archmage - Sunder

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BuddyR, 5 years ago

This deck has been taking some work to get it running smoothly. Here's some changes I've made from werewolfman2's version and some I've made along the way.

-1 Death Baron +1 Cemetery Reaper This one is a toss-up, as I like both their abilities, but the truth is that I just couldn't find a Death Baron when I slapped the deck together.

-1 Planar Bridge +1 Badlands Planar Bridge was dead in my hand each time I drew it, and the deck needed more lands to smooth out.

-1 Deadapult +1 Impact Tremorsfoil I liked the thought of Deadapult at first, but losing board advantage isn't worth an extra damage, even if it's in response to a board wipe. The deck can't produce the mana needed to really push here. Impact Tremors reinforces Purphoros, so it's better value all around.

-1 Arcanis the Omnipotent +1 Heartless Hidetsugu

-1 Island +1 Field of the Dead

-1 Pain Magnification +1 Island

-1 Deathbringer Thoctar +1 Underrealm Lich The Thoctar was sometimes slow going after taking out Deadapult, and the Lich helps me move through my deck quicker while fueling a couple of other cards.

-1 Pariah's Shield +1 Unholy Grotto I often would just rather use the mana elsewhere when I have equipment in hand, and I could use more lands in the deck.

-1 Unscythe, Killer of Kings +1 Phyrexian Arena Equipments in the deck were feeling lackluster and getting cards in hand quicker is a high priority.

-1 Cryptolith Rite +1 Cabal Stronghold Often, I don't have creatures to spare for tapping with mana. If I had more instants, then maybe Rite would have stayed in.

-1 Gilded Lotusfoil +1 Arcane Signet I know, I know. Signet is just a little faster. The Lotus will likely move back into the deck.

-1 Sewn-Eye Drake +1 Graveborn Muse The Muse gives me more utility and powers the deck.

-1 Stuffy Doll +1 Xenograft Stuffy Doll lost some of its use when I took the equipment out. The enchantment isn't as good as a Conspiracy, but it also is useful for some effects in the deck.

-1 Plague Belcher +1 Fabled Passage It can be argued that Passage isn't good, but retrieving a land is better than a subpar zombie. Belcher's secondary ability just isn't enough when not otherwise supported.

-1 Lightning Reaver +1 Liliana's Devotee The Reaver can be value if it comes out early, but founders in mid to late game. Devotee might not stick, but it's worth the try.

The last is just a few land swaps, some just for better options, some because I don't have an extra copy floating.

-1 Cascading Cataracts, Overgrown Tombfoil, Rupture Spire, Transguild Promenade, Wooded Foothills

+1 Cabal Coffers, Exotic Orchard, Grand Coliseum, Opal Palace, Taiga

4-0 First week with this deck @ Modern FNM!

GeminiSpartanX, 5 years ago

This deck looked interesting, and I wanted to know if delver is now viable in Modern with the printing of Force of Negation as additional protection. Let me tell you, this deck is GAS!

Round 1 vs Burn: I see a Goblin Guide while I'm on the draw, and know I'm in for a battle. Fortunately, my burn spells lined up with his threats and Spell Snare alongside Snapcaster Mage protected me from a few 2 cmc burn spells. G2 I'm on the draw again, and lose a turn before I could finish him off with a flipped Thing in the Ice  Flip. I could have lived if I countered his 1 damage Searing Blaze by Snapping back a Spell Snare, but I was at 4 life and would have needed to crack a fetch to have enough mana to do so. To my dismay, his last card was a Skewer the Critics which needed the spectacle to be active, and I didn't have an answer since I decided to let the 1 damage resolve from searing blaze. I'll try to be more cognizant of that card in the future. Game 3 I steamrolled him with double Young Pyromancers and having enough countermagic up to stop him from getting me too low.

Round 2 vs Monoblack Rat tribal: This was this guy's 2nd time playing modern, and he was running a pretty neat black rats discard deck. (Think of it like a bad 8-rack deck) He got game 1 from me since I kept a poor hand with 4 lands in the opener (hey, this was my first week with the deck so I learned quick not to keep hands like that). He discarded my hand away and had the removal for my YP and delver, and I flooded out. Game 2 was super grindy, with his single 1/1 rat doing about 15 damage to me while I discovered the true grindy nature of this deck, which is Deprive alongside Mystic Sanctuary. I countered everything he did, and eventually landed a flipped a delver while he drew lands and I found an Abrade for his creature to win the race. Game 3 was more of the same, with me protecting a delver with the Deprive lock after he used Smallpox to take care of the first delver I played. I apologized afterwards if my deck seemed unfun to play against but he assured me that it was ok and that he wasn't discouraged to play modern after that.

Round 3 vs UW control: Game 1 went long with both of us getting value out of Mystic Sanctuary and having huge counter wars to keep him from landing a threat. He won a few of them to land 2 Jace, the Mind Sculptors over the course of the game, but I had the lucky delver flip plus a bolt to finish them off the next turn both times. It was pretty epic and fun, but only if you enjoy a good grind. Game 2 I was able to land a delver and protect it for a while, then land a 2nd one which got there. He may have been stuck on 4 lands for a bit though, so this game didn't last as long. I was honestly surprised at how good Archmage's Charm ended up being in this matchup, and Mystical Dispute from the SB did major work with some help from Snapcaster Mage.

Round 4 vs UR Rhinos: At this point I was the only undefeated player, so I couldn't split for 1st against the 2-1 UR Rhino player since there were about 5 2-1 players total. Game 1 I countered a bolt thrown at my YP on turn 2 using FoN, but I promptly died to 4 rhinos over the next 2 turns since I didn't counter his other things. I tried to steal one of his Rhinos with Archmage's Charm after he got the first 2 out, but he unfortunately had the Spell Pierce for it. I figured I needed to be the control player for the SB games, and he wasn't able to close either of them out with all the countermagic I brought in, cutting some bolts and the Magmatic Insights. I was also able to Flame Slash, Snap, Flame Slash the one time he was able to get rhinos out in game 3 before I tempoed him out. I was able to get the Deprive loop out against him and he commented on how that seems pret-ty good. I of course agreed with him.

It was a great showing for the deck, and I had a blast playing it. Deprive bouncing Mystic Sanctuary seems amazing, and I hope to play this deck again to get better at it! Thanks for reading!

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saihtam6, 5 years ago

http://tappedout.net/mtg-decks/list-of-edh-tutor-cards/
EDH 0 / 1
Kykar, Wind's Fury feature for kakaw

better

Barbatron, 5 years ago

hyfv

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Barbatron, 5 years ago

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TogbusPrime, 5 years ago

I swapped out the Decrees and switched Growth Spiral back for Paradise Druid but I predominantly use the deck for lower tiers of play and I see way more black and red there so I'm likely to be switching it back.

Turn 2 win

Cardenal, 5 years ago

For the record, you can still win on turn 2 even without Azusa, Lost but Seeking. You'll need the usual combination of two amulets, an untapped land and a green bounce land along with Arboreal Grazer:

T1: Untapped land and play Amulet of Vigor.

T2: Play second Amulet of Vigor and then the bounce land to generate 4 mana, returning itself to hand. Using one play Arboreal Grazer and repit the bounce process to generate 4 more mana, floating 7 in total to play Primeval Titan. From here you follow the usual path of Slayers' Stronghold and Boros Garrison to give the Titan +4/+0 and haste. Finally, attack and tutor for Vesuva (to copy Boros Garrison to generate the needed mana) and Sunhome, Fortress of the Legion (to give it doublestrike) and swing for the win.

MDN 0 / 0
Journey of Discovery feature for Prime Time

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Erinyx96, 5 years ago

PNR 0 / 0
Spirebluff Canal feature for Izzet GPG

No more Master of Pranks

FindingFblthp, 5 years ago

I plan on taking this version to my locals on Tuesday, -2 Rankles, -1 Cast Down, -1 Dread Presence. +1 Swamp, +1 Grasp of Darkness, and +2 Deathless Knights. I am really interested in seeing how Deathless Knight plays. My hope is it can harass planeswalkers effectively, help me regain pressure in grindier matchups, and of course I hope to use it to go 'infinite' by discard it to Pack Rat while Ayara is out over and over. 4 devotion isn't anything to balk at either. Rankle has not impressed me, he has mostly been a glorified 3/3 with flying. Nightveil Specter seems to fill a better flying role, and I will probably try out at some point. Sadly I only have 1 of those at the moment. I had a feeling 23 lands was not enough, and that has proven to be true based on all the games I have played and others have played with the deck. Classic Mono B from Theros ran 25, but I am hoping 24 will be fine. If I ran 4 underworld connections, I think I would not mind running 25. Not sure what I would cut for the 25th land though. I just had to find my 4th Grasp to swap out the Cast Down. Cast Down is fine, but Grasp being able to kill indestructible stuff has actually been relevant. A Soulflayer without hexproof, or something that has been made indestructible with Boros Charm. Can't regenerate through it either. Dread Presence is a card that actually almost always over performs for me, but I don't like 1 of cards in this kind of deck. I will try a build that leans more into the card later. It absolutely can crush mono red for example.

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FCCharlie, 5 years ago

PNR 0 / 0
Evolution Sage feature for Lands

Version 6.2: Overdue 2019 Overhaul

TheStephenation, 5 years ago

Some new cards that are perfect for this deck came out in 2019, and I'm finally making room for them. Unfortunately, I've decided to cut Doomsday. I really like the card, but it has been a dead draw in too many games. -1 Burgeoning -1 Doomsday -1 Skirge Familiar -1 Blooming Marsh -1 Command Beacon -1 Llanowar Wastes -1 Strip Mine -1 Woodland Cemetery +1 Force of Vigor +1 Veil of Summer +1 Finale of Devastation +1 Collector Ouphe +1 Nurturing Peatland +1 Prismatic Vista +1 Forest +1 Swamp

Big upgrades!

OP_Sigma, 5 years ago

Found myself a Taiga and Tropical Island. I doubt that it'll make a huge difference, but I gotta give the swarm what asks for.

Bayou or Badlands might be next

I should have bought them 15 years ago.

Testing a few cards

madenach, 5 years ago

for testing I am switching in: Shard Convergence, Sultai Charm, Crackling Doom

in exchange for: Sigarda, Host of Herons, Traveler's Amulet, Wipe Away

Sigarda wasn't fitting the theme enough to keep her in mainboard. It was a toss up between traveler's amulet and Armillary Sphere so I flipped and the amulet lost. Wipe away is brilliant for spot removal before someone can combo out but it otherwise doesn't fit the theme and it's more expensive than an Unsummon.

edit: Noticing a bit of stalling so I'm also trading out Skyshroud Claim for Notion Thief until I can test Shard Convergence.

On the other hand, Crackling Doom is just fantastic instant speed removal for 3 mana and 3 counters. Lots of synergy all around. Sultai charm is also a quality, flexible trade, with (limited but still very useful) spot creature removal and the only charm that can destroy either artifacts or enchantments. Lastly, Shard Convergence is new to me and I wanted to playtest. It doesn't specify basic so I can grab a bunch of check lands and ensure no missed drops or symbols for 4 turns out, plus the added benefit of deck thinning 4 cards total. It doesn't bring them out like Skyshroud Claim does, so I'm not canning that one (yet). I've noticed many times when I cast Skyshroud Claim, it will put me a land or two ahead, so I'm ahead a turn or two and possibly able to make a play that turn, but then I don't draw into any for a few turns and I'm right back to missing drops.

Shard Convergence also may cause me to discard cards. Not the worst thing, I can always can the lands (or cards) I don't need but that's definitely something to consider if you're trading one card for 4. If I use it because I'm missing land drops than I probably have a full hand anyways... It could be total trash, idk I guess we'll see.

Traded 2 total symbols for 7

edit: pulling Vorel for Riku for testing. Vorel does great things but has limited synergy compared to Riku. Riku won't generate counters on Ramos like Vorel but he might make each inst/sorc/nonlegendary creature count twice as much

FNM 0-3

DotaFerShota, 5 years ago

  • Round 1: 0-2 Mono-R Prowess
  • Round 2: 0-2 UW Miracles
  • Round 3: DROP
This one felt rough. Prowess burned me out game one and game two they dropped a Shrine of Burning Rage and I couldn't stabilize/ remove it before it had enough counters to dead me. UW Miracles (I can't seem to dodge this miserable matchup) did its usual thing.
MDN 28 / 13
Kroxa, Titan of Death's Hunger feature for Jund Em Out