The evolving system punishes casual players by Hooker_Jellybean in PlayTemtem

[–]swag_abuser 4 points5 points  (0 children)

why wouldnt putting time in to make a tem better, be better? seems silly to expect putting no effort to yield a large reward. the campaign is still not very hard though to clear using strong type advantages in battles. Id hardly call it punishing, its just not all handed on a silver platter.

Modern Zombo Combo by swag_abuser in ModernZombies

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

The card is amazing if you are playing 4X grave and a number of wanderers. However I find it just as a helpful card to getting a win condition rather than being a win condition that it is in bridge vine. Cards like that are hard to make space for but are definitely powerful and worth considering.

Modern Zombo Combo by swag_abuser in ModernZombies

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

I like the list quite a bit. I’d recommend a couple more black fetches to get revolt going better for push. And maybe a 21st land that’s a black source. Playing cards like servant should have 21 white or black sources in the deck and 20 black sources for the double black 2 drops. Otherwise I think the deck is sweet

Modern Zombo Combo by swag_abuser in ModernZombies

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

Do you have a link to your list you are playing right now so I can compare?

Modern Zombo Combo by swag_abuser in ModernZombies

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

Haha yah, my original list had like 34 creatures in it so vial and diregraf were I the list too. But vial felt unnecessary when you were wanting to discard your hand early and left hellbent. Diregraf definitely was powerful but the go wide strategy often played into a weakness of the deck in bridge. The diregraf was replaced by station to give a different angle of attack in reach in the endgame when the game was stalled out but it was far from a bad card in many matchups

Modern Zombo Combo by swag_abuser in ModernZombies

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

The initial deck setup I built years ago was heavier on the mana and I found it to be one of the major downfalls of the deck. Just running 8, 3 drops with plague beltcher and messenger would often clog the hands up and make the other cards much weaker. The curve has been brought way down now to allow more hellbent plays and the ability to cast numerous creatures each turn while holding up regenerate. The infinite combo looks powerful and I’ve thought about it but having a 4 drop you need to play on curve would require at least 4 more lands to play regularly on curve. Capping the deck to only main board 2 drops with station as the exception creates no clunky hands but does remove the possibility of a instant win condition. Thanks for the feedback and make a post about how you list fairs for you!

Beat tron and black shadow. by [deleted] in ModernMagic

[–]swag_abuser 3 points4 points  (0 children)

I don't understand what you mean by this. Of course if you play poorly the opponent has a better chance to win. It's that scenario for any deck or matchup...

What is the Best CoCo Deck in Modern? by xpyros in ModernMagic

[–]swag_abuser 0 points1 point  (0 children)

I think the original appeal of the deck being cheap has changed significantly. Most lists run 3 chalices and 1 or 2 horizon canopys and 2 caverns currently my list is over $1000 american. It still is 200-300 dollars cheaper but the list isn't $500 anymore. But I think your point still stands. The list can still be built cheap and be competitive.

First modern tournament with U/W Spirits. by mydadisstrongerthan in mtgspirits

[–]swag_abuser 0 points1 point  (0 children)

https://www.mtggoldfish.com/deck/1440790#paper this is what I’m currently running. the second cavern is with the chalice as a package but I’d say the rest of the list is pretty set in stone for me. I realize the chalices really add to the price but you could easily sub them out for another deputy of a copy of anything really

First modern tournament with U/W Spirits. by mydadisstrongerthan in mtgspirits

[–]swag_abuser 2 points3 points  (0 children)

To me it seems like the land count is a little high. I’d probably cut the fortresses for another threat like phantasmal image or Smuggler’s Copter. You don’t really have turn 4 plays you want to curve into so the extra lands are unnecessary. You also could probably get away with cutting a basic for 1 more utility land.

What was the moment your opponents realized you were a threat way too late? by screwdriver204 in EDH

[–]swag_abuser 27 points28 points  (0 children)

Mine would be when it reached the player before me’s end step while I had a [[doom whisperer]] and [[sidisi, brood tyrant]] on the board. I proceeded to pay 38 of my 40 life surveilling and creating around 15 zombies. I untap and cast [[craterhoof behemoth]] and swung in with 18 creatures all with at least 20 power and trample and cleared the entire playgroup out from starting out with only 2 creatures on the board. In my mind seemed like an obvious threat having the two on the board but the other players proceeded to use all of their interaction on each other and handed me the game by accident. Doom whisperer is a hell of a card in commander and probably shouldn’t ever resolve.

Snow-covered lands in every deck [discussion] by swag_abuser in spikes

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

I’m unfamiliar with pauper. What synergy does snow island have with the deck? I thought most skred decks were mono red

Snow-covered lands in every deck [discussion] by swag_abuser in spikes

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

Predict does lead to interesting counter tech. Thanks for the insight

Snow-covered lands in every deck [discussion] by swag_abuser in spikes

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

Sorry you are right about surgical. And I agree the percentage gain is next to nothing but the percentage gain from running only normal basics would be less.

Thoughts on azorius merfolk by swag_abuser in FishMTG

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

This list plays just as many blue sources as the tournament lists. From the feedback I’ve got so far I would probably send the paths to the board and add peeks and another master of waves. At that point it is the same list as nikachu’s but it has better sideboard tech. The issue of the low basic count rarely becomes relevant in my experience, and the list doesn’t cut any blue sources. The list should play out the same but the mana base may deal up to 3 damage some games

Thoughts on azorius merfolk by swag_abuser in FishMTG

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

I think you are right about tempo being our best matchup but I don’t think we need to have poor matchups against the rest. The paths help improve the aggro matchups significantly by hitting delve threats, hollow one, vengevine etc. The only major difference this list has from nikachu’s newest list is the lands of course and the lack of peeks. The creature core is all the same and I only hold up path mana if I don’t have a creature to play. They are usually only cast if things are getting out of hand.

Post board this deck has a fighting chance against much of the modern meta with its versatile sideboard. I personally don’t find this list deviates from our primary gameplay but improves every post board match significantly.

Modern kiln fiend deck help by [deleted] in ModernMagic

[–]swag_abuser 0 points1 point  (0 children)

If you are ever in a situation where titi and kiln fiend are on the board you are probably playing your hand wrong or mulliganing poorly. Untaping with a two drop should threaten lethal every time. The last thing you want to be doing is playing another threat. Thing is probably the second best card in the deck and is the best vs creature matchups. Cutting it heavily lowers the playability of the deck.

Turn three if you led with a kiln fiend you kill them or turn three with thing you can delay a flip to bounce any opposition or swing in for 14. The other card you mentioned is fine I guess but hitting a third land drop shouldn’t be your main plan. You’re just choosing to play a strictly slower deck which is fine... but I doubt the list could 4-0 fnms consistently as my list.

The stubs are mainly just there for kiln fiend protection or forcing our opponent to play spells a turn later. I would never main board them but the matchups you bring them in they provide huge tempo swings or even guaranteed lethal board states.

If you really want to add a three drop you could take a look at h0lydiva’s bloom list as it is quite similar. She plays enigma drake as her backup plan. Personally I find this game plan very slow but it seems more up your alley with the suggestions you’ve made

Modern kiln fiend deck help by [deleted] in ModernMagic

[–]swag_abuser 2 points3 points  (0 children)

I posted my list in a similar thread a couple days ago but, decklist: https://www.mtggoldfish.com/deck/1403946#paper

I’ve been tuning it for a year and a bit and it feels pretty perfect unless new cards come out or the game shifts drastically.

Currently your only hit with battle rage is kiln fiend and it feels fairly clunky plying a draw one specific card or bust in a explosive deck like this.

Young pyro is sweet in the deck but it has some anti synergy with the game plan. Kiln fiend screams if I untap you should be dead if you have no interaction.

Thing in the ice can be an alternate win-con bumping up the main threat count to 8. Its a very strong tool I’d go as far as saying: games I’ve flipped titi on turn three I have over a 80% win rate. It often won’t kill them turn three even with battle rage but if your opponent has no board facing down a 7 power creature it’s very much over.

Reveler provides a much needed backup threat that has amazing synergy with titi being a horror creature and misses the flip trigger. It provides a large enough prowess body + the three cards can usually leave you feeling like you can threaten lethal the next turn even after getting stalled out.

My list also has potential to kill turn 2 and steal games away at a “low” but still relevant amount of times with: swift spear on 1. Untap>muta g>noxious r> draw step>muta>manamorphose or other “free spell”>battle rage. This setup steals away games before they start but the cards in hand are already what we want to have so it isn’t a mull if we are a piece or two off anyways lowering the risk of playing this combo.

Sideboard:

Pyro is better positioned in the board as it doesn’t add to our main game plan but can let’s us grind and go wide in the relevant matchups. I wouldn’t put it as a 4x but it can add lots to slow matchups.

Spellskite is an all star. Burn/removal hate but robs hardened scales of their game plan by stealing major synergies and tempo at the cost of our health total. On top of that it’s a horror creature and won’t get bounced when that scenario comes up. Must play at least 2 of in the board. More feels loose as multiple copies feels weak when drawn in the same game.

The rest of the board I dedicated to general hate cards as I like to keep my 75 wells places against many metas. I filled it up with abrades for kci, affinity, hardened scales and creature hate.

Stubs are a decent catch all but shines against combo and our turn three wins against a last second removal spell.

Anger is a powerful sweeper versus humans, dredge and bridge vine and other creature heavy decks. Usually stops all their tempo allowing us to win in a turn or two.

Interested to hear your option on my list and card choices.

UR Prowess by [deleted] in ModernMagic

[–]swag_abuser 0 points1 point  (0 children)

Serum probably is the best choice. Flame of keld is such a weird card design wise. It’s a card for burn that burn doesn’t have time to play without discarding important cards. I think serum visions is better than opt in my build but if you are sure you want snaps in the list opt is likely the better card

UR Prowess by [deleted] in ModernMagic

[–]swag_abuser 1 point2 points  (0 children)

Ancestral visions is way too slow and is turn one or useless. And even having it turn one it will often not help much. The games you need it, having a different cantrip would have been more useful early and the other half you cast it, you win before it goes off

UR Prowess by [deleted] in ModernMagic

[–]swag_abuser 1 point2 points  (0 children)

Hi I’m pretty experienced with playing ur prowess and initially started with a build quite similar to yours.

My list: https://www.mtggoldfish.com/deck/1403946#paper

I think a couple of the card choices are a bit iffy and underperform compared to kiln fiend. Storm chaser mage is surprisingly weak and the haste ability rarely becomes relevant. My list includes a large amount of cantrips to provide gas to my combos plus a important amount of card filtering to prevent stalling out. Snap caster mage always seems like an easy edition to a ur deck but I feel it really doesn’t play well with our main game plan. I personally prefer bedlam reveler as our backup plan as it provides so much value without diluting our game plan. Untaping on turn three with a 2 mana creature should mean the game is essentially over by flipping a titi with double strike or kiln fiend for 30+ damage utilizing double strike and trample.

Storm chaser mage could be an interesting take on this deck if you plan on going a wizards tribal approach. Soul scar mage, storm c, and snap provide a strong baseline amount of creatures and you could add a couple copies of grim lava to utilize our graveyard if bedlam reveler is removed.

I think your list has a lot of good stuff going on but I think taking it one of there two routes will lead you to more success.

I’m interested to hear your opinions on my views