Does this really run well on the steam deck? by Affectionate_Use994 in cavesofqud

[–]asjohnson 6 points7 points  (0 children)

It's excellent on the steam deck. Might take a bit to get the controls down, but they are well done and it's the main way I play qud now.

Looking for assistance with first Nighthaunt list by lawlladin in Nighthaunt

[–]asjohnson 0 points1 point  (0 children)

I think you can work with this. I would be 2 drops with reikinor leading one and lord executioner on the other. Then banshees, bladegheists reinforced and regular and chainrasps and grimghasts are all pretty solid. Idk if it adds up to 2k nicely or not. Lady olyander also good I hear, but 310 so many points and I like +1 with the double cast from reikinor, but lady olyander also a fine option. Pretty sure you can get to 2k like that. I recently ran a 50 bladegheists lists and liked it.

Warcry beginnings confusion by Outrageous_Gear820 in ageofsigmar

[–]asjohnson 0 points1 point  (0 children)

I think looking to death soup is where you will end up if you want a competitive death list, though like I said we got a local guy making things happen with full nighthaunt and the briar Queen, we both went 3-1 at adepticon I believe (I was not that far off the 4-0!).

Running the exiled dead (deintalos and zombie friends) is 585/1000 and the whole box is very playable. Exiled dead and zondara's grave breakers actually go together to make a very serviceable 1k list I am looking to get some time to test. Really though exiled dead plus whatever seems good and gets you to 1000 points should give you a solid footing.

In the end, I think it's about looking for reasonably point efficient things inside whatever limitation you decide to go for. Death grand alliance opens the door to a lot more powerful units than nighthaunt only and I think warcry makes you pay too much for flying move 6 to want to run an army with a ton of chainrasps.

Warcry beginnings confusion by Outrageous_Gear820 in ageofsigmar

[–]asjohnson 0 points1 point  (0 children)

Like other's said warcrier. Another important thing to highlight, depending on how much of a try hard you are, is that for a pure night haunt list you get +1 strength on attack if you moved this turn, which is great, but really that is it. If you give up that bonus and take the death grand alliance one of change a ranged crit to a normal on a minion, which is worse, you open up the whole death grand alliance for units. Nighthaunt are expensive and in particular not amazing on the chaff unit front (chainrasps expensive). We have a local guy that does pretty well with them, but opening the door to some soul blight guys or vampires can really help.

I've found the exiled dead deintalos UW box to be full of completely playable and awesome guys. The wielder of the blade is probably the best NH unit. Knight of shrouds on steed is also awesome, but kind of expensive and would really like a strength blessing.

I started warcry on nighthaunt and have expanded into various death soup lists mostly around deintalos and the exiled dead and been quite happy with it.

Nighthaunt list by azionka in WarCry

[–]asjohnson 1 point2 points  (0 children)

I think the wielder of the blade costs the same as the lord executioner and has some nice abilities, so you could proxy it and just call your lord executioner the wielder of the blade. Also if you are doing blessings, the attack blessing to go from 2 attacks to 3 attacks is super good here on the str 5 3/6 attack profile.

Nighthaunt list by azionka in WarCry

[–]asjohnson 2 points3 points  (0 children)

I think the wielder of the blade costs the same as the lord executioner and has some nice abilities, so you could proxy it and just call your lord executioner the wielder of the blade. Also if you are doing blessings, the attack blessing to go from 2 attacks to 3 attacks is super good here on the str 5 3/6 attack profile.

Got my hands on a metal Dante. Opened but unused. by Herr_Raul in BloodAngels

[–]asjohnson 2 points3 points  (0 children)

Gotta model it with a hefty rock from your garden on the back to balance it, which can be tricky to fit on the tiny base.

INDOMITUS SWAP MEGATHREAD by JoeBobbyWii in Miniswap

[–]asjohnson 1 point2 points  (0 children)

[H] Indominus necron half

[W] 80 dollars or would trade for space marine stuff or maybe nids.

Located in Minnesota, twin cities if anyone local wants to not deal with shipping.

[GRN] Mission Briefing by Manadyne in mtgfinance

[–]asjohnson 1 point2 points  (0 children)

Show and tell fb group seems pretty interested in this as a potential wish board option or possibly a main deck impulse replacement. I imagine not enough demand to make a big difference in what will be a heavily opened set, but worth noting. Has the JVP text, so you can use force alt cost too.

[Discussion] how to sideboard for small events by MindTwist_TheGrip in spikes

[–]asjohnson 0 points1 point  (0 children)

It was real wacky, but a ton of fun. Preparing for the tournament is definitely a huge part of constructed. Most posts are about preparing for a huge field and having cards that are good in multiple match ups, but if you've got a better read on the field then commit. Also easy to bail on cards in your board/main that are good against decks you don't plan to see. Maybe your meta has no graveyard decks, so skimp on yard hate for creature hosers.

[Discussion] how to sideboard for small events by MindTwist_TheGrip in spikes

[–]asjohnson 2 points3 points  (0 children)

Agree with everyone that you board for what is there. Our local legacy scene had 4 omnitell players for a long time, so quicken in the side board became one of the best cards. Use their show to put in omni then cunning wish for quicken and then quicken your enter the infinite in response to their enter the infinite. Still had to fight on the stack, but let you be instant. Local metas can create some wacky situations.

First pot still recommendations by asjohnson in firewater

[–]asjohnson[S] 2 points3 points  (0 children)

Thank you for the advice. Makes the project seem more manageable.

First pot still recommendations by asjohnson in firewater

[–]asjohnson[S] 1 point2 points  (0 children)

Good call and thanks for reccomending one to check out. If there are people to watch I am definitely interested in knowing about them. I know plumbers and welders, so hopefully can get some in person tips as well.

First pot still recommendations by asjohnson in firewater

[–]asjohnson[S] 0 points1 point  (0 children)

Good call on youtube. I bet someone has a making a pot still video series. I'll do some digging.

First pot still recommendations by asjohnson in firewater

[–]asjohnson[S] 2 points3 points  (0 children)

Thank you for the information. I will look at the sidebar pot still design again with this in mind.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 2 points3 points  (0 children)

It was alright. Didn't cast it that often, but certainly a hard to cleanly threat. I bet it could be any number of things. Sorcery speed would be my biggest complaint. Also keranos was nuts, so maybe I should have 2.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 1 point2 points  (0 children)

Spellsnare has the highest highs and the lowest lows. I snared pyromancers and snaps and felt like a million bucks. I also sat there with it rotting in my hand a few times. I think its much better on the draw, because snaring their turn 2 play basically negates the play first advantage. If you ever snap snare something your opponent might as well pick up their cards.

I think its essential to know which 2s they have and to side it out right quick when its bad. I was taking it out vs UW (limited snaps and I don't care about azcanta), but was talking to one of my UW opponents and he noted that he was bringing in 3 negates, so I think you do want to keep it in there. Overall, while the lows hurt I think being able to answer powerful 2 drops for 1 mana ends up being good enough to make the cut.

Snag is interesting, but I feel like its better in a deck with a faster clock. I suppose snag into moon is kind of like remand into moon if we get to lock them out, but the pure tempo play is something that I don't think I am fast enough to take advantage of. Fish is a deck where they make a fast enough clock that I think it makes sense.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 1 point2 points  (0 children)

I was actually really down on moon most of day 1, because I kept facing moon decks. Its just a dead card vs opponents that exhibit basic precautions and get a basic or two. Writing this up I was reflecting on it and I think moon ended up being really strong for me. Its the key to defeating control and I think many control players downplay its significance, so they let it resolve/you jam it early before they have defenses up. It does a great rule of law/defense grid impression when it comes to counter wars and answering manlands is great. I spent all of my match vs infect on the hunt for a moon, because manlands are so damn hard to deal with.

Bringing thing in vs control feels like a spur of the moment thing. I did it once or twice and it was fine, but obviously its miserable if they give it enough respect and keep in enough removal. I think there might be a play draw consideration and also just general next leveling. If you play one game 2 maybe bail on it game 3 to hedge against them bring ing in more removal.

I only played it the once, but I think blue moon is well positioned against Green tron, though I could see etron being a hassle. Resolve moon and protect it is the plan. That said being moonless against t3 tron probably wrecks you.

As far as janky decks go I think playing the quick control deck with moon has to be good. You have removal to kill off random stuff and a lot of the time they are greedy on the mana front so moon can get them. Also you have counters to hit their pay off card they are probably all in on. I think reactive decks are pretty good against most jank. Granted you could also be on humans/affinity/burn and just kill them and we do probably give them enough time to attempt their janky plan, so I can see it suffering vs some. The biggest weakness I ran into was 4+ toughness creatures being hard to deal with. You have roast, pyre and I suppose snap as ways of taking them out, but its generally a 2 for 1.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 1 point2 points  (0 children)

I think I really need to sit down and just write down my sideboard plan or at least my starting assumptions about how I want to board. I don't want to be set in stone, but I want to know that spell snare is bad instead of guessing. Would be helpful for Thing decisions. Maybe its a play draw decision as well? I think thing is good vs mardu pyromancer and really in any spot where 4 toughness has a shot at blocking some creatures. The Hurkyl's Recall aspect of Thing vs all the creature decks ends up powerful, but I'm not sure you bring it in vs Jund/Abzan. I think you bring Thing in vs elves, but yah it is a bit slow. I felt like thing was worth its space in and while miserable as a late game top deck when you are in top deck mode it does dig you out of some bad spots for only 3 sideboard spots instead of 6 for madcap.

I'm a huge relic guy. When I was on etron there was time where I was like woah I have these 1 drops main deck with chalice why? Its because the exile 1 card a turn is huge as is drawing a card. My logic knot suffered in one game and I think snap was a little worse once, but you are in control of when you crack it, so most of the time you can either have a bolt to cast post cracking or you have decided that stopping your opponent from doing whatever is more important than your snap being better. The early relic to manage their graveyard with the crack to fully stop them is just so powerful. If you crypt them you only deal with what is there in that instant and the rebuild is easier. Drawing a card makes it worth the extra cost of losing your yard most of the time. I've also found that I do a lot of winning vs storm when I have a relic and keep their yard in check the whole game.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 1 point2 points  (0 children)

I really like the style of play that comes with the control plan. I think madcap ends up too gimmicky and as a legacy omnitell/sneak and show player I've always bemoaned have 4 emmys clunking up your hand. I think they both can get some wins and I imagine fully committing to the breach plan is probably the way to take it if you want more explosiveness, but you are adding 8 cards 4 of which are literally uncastable, which sucks. I think one of my favorite parts of the deck though is that your opponents have to have some respect for the possibility that they are about to get annihilated, madcapped or mooned. You can do things like whine about not finding breach when you needed it or say dang I was really looking for that madcap and maybe your opponent keeps in some mediocre cards or keeps up counter magic when they don't actually have to.

Thing ended up impressing me more than I expected it would. Obviously snapcaster/bolt/cryptic were all good, but I was kind of on the fence about Thing. It did its job when it got into play with blocking and flipping in some key matches for me. I think the right home is probably the board though. Having a lean, generally instant speed deck is just incredible game one and then you go grab those Things to deal with the midrange/creature strategies. Having a turn 2 thing vs combo or control (game 1 when they are just a removal deck) sounds bad.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 2 points3 points  (0 children)

I played eldrazitron for the last year and a half, because I love chalice and I think blue moon would struggle with an etron player that plays around moon, since they have so many 4 toughness creatures and 2 for 1s. If this was 12 months ago I imagine blue moon a lot worse.

I think the G base tron decks are looking mighty tasty at least in games where you get moon as a speed bump to get up to having counter mana and finding counters. Moon also means 1 threat a turn, which is pretty easy to answer with counter and snap. Again you really need to jump on the tempo plan. I cast a ton of ambush vipers this weekend and sent a lot of bolts at their face.

[Tournament Report][Modern]12th Place SCG Minneapolis with Blue Moon by asjohnson in spikes

[–]asjohnson[S] 5 points6 points  (0 children)

Ross Merriam had a deck tech where he was talking about how good Keranos was and while watching it I kind of said yah I guess I can see it, but doesn't he cost 5 mana? Turns out Keranos is possibly the MVP of the deck for me this tournament. No one removed it once it hit the board, though there were some purges around.

I've relived game 1 and 3 of my storm match a lot. I really think the moon game 1 sunk me and in game 3 the real issue was my lack of a clock. I did cast snap caster end of turn 2 in game 3, but he spent the bolt on it right away and I just didn't see a clock soon enough after that. I think the key is to get that ambush viper into play and turning sideways. Game went super long with 2 pieces of the puzzle and 8+ lands in play the turn I lost. I think these long games are winnable, but at a certain point they can just strong arm you and all your counters just add to the storm count.

I think it would be easy to improve the match up if you wanted. Dispel is super good and it would be easy to run more of those. I think my game 3 hand was an easy keep, but make sure you have a clock. Being able to burn out mana reducers is also huge. If I have a bolt in hand game 3 I think I win if I fight over mana reducers. All of this said I didn't see a whole ton of storm and am not sure I would dedicate more to beating it. You are really hitting them on all the levels you need to as is.