another gp just passed and it was the biggest constructed ever. 4000+ players? i do not wish to repeat what others have reported on the format. but here it is. that column seems like the old top decks column by Mike Flores
anyway 5 pod decks in the top 8. the last time we seen a deck this dominant is the bloodbraid elf jund era. and it ended up... hahaz. what i personally feel is that we will have to wait and see what happens in the tournament. how i wish this format is a cyclical metagame where the next tournament will be dominated by the decks designed to beat pod. something reminiscence of the power9 vintage tournaments of old... where workshop decks beat combo decks and combo decks beat oath decks and oath decks beat workshop/welder decks. i seriously do hope wizards doesnt use the banned list to be a pseudo rotation. it suck. i am definitely not surprised if the metagame swings to uwr variant decks again :)
pod decks arent as invincible as it looks. as my team mate QS will have said, keep the board clean, keep the graveyard cleaner. do not let anything sticks. pod decks are just decks with powerful interactions and value creatures on their own. do not let the fear gets you. sometimes you just have to kill that bird/hierarch. like i will say, just practise much and you will naturally know what priority of creatures to kill and what to let them keep.
back to my intended topic of this post. gp richmond. 4000+ players. largest constructed events. with each tier1 decks hitting at least $1000 or more. how is that possible? are all magic players loaded with vitamin M? what causes this? and what are the main culprits? and why? and what should we do to prevent this mistake?
recently QS put up a couple of stuffs for sale so therefore he checked the prices on starcitygames.com. holy mama this is what he found out.
arid mesa 59.99 out of stock
marsh flats 59.99 1 in stock
verdant catacombs 59.99 xx in stock
misty rainforest 99.99 xx in stock
scalding tarn 99.99 xx in stock
all the above prices in USD.
wow! just wow! if you play uwr you would have played 4x scalding tarn and 4x arid mesa. easily 600usd there. if you play blue moon thats 800usd there. lands are the most important parts of a deck. you wouldnt want your first few turns to skip land drops dont you? you wouldnt want your first lands to NOT produce the colors you want dont you? fetchlands are the some of the most powerful lands in the game. even in vintage why do decks play 8 fetchlands and say 3 ABU duals? they are just that powerful. they fix your mana and let you have perfect mana. anybody played reflecting pool in lorwyn block? fetch+shock is almost strictly better other than the life loss. not to mention the shuffle effects and tectonic edge protection.
they are expensive because every multicolor deck wants them. they are in higher demands than the onslaught fetchlands(polluted delta and gang) because they can be played in more formats. the onslaught fetchlands can only be played in vintage and legacy whereas zendikar fetchlands can be played in vintage, legacy and modern! and modern have more official wizards support than the other 2 formats. therefore i would also not be surprised if one day they would cost more than the onslaught fetchlands.
while i wont advise readers to hoard cards but please keep in mind that lands are really fundamental to any other decks. the 2-3 points of life are really worth the guarantee that your early mana color production is correct. i have had many experience that lands jumped price the highest. onslaught fetchlands, wasteland, shocks, zendikar fetchlands, worldwake manlands they all went through the same story. they dipped when they rotate and they picked up after they appear in winning decklists and once people started playtesting them they realise the power of the fetchlands. then their price soared without looking back. i also wont advise readers to buy in now as... please read below.
i think you the reader should be able to google why fetchlands are so good yourself. its easy eh? if you are able to come this page then you should know how to use google?
but in regards to the prices now i do hope that the people who have RTR shocks please dont sell them. you will never know when you will need the shocks again. while you can always sell your stardard cards which have rotated out, it isnt the same as lands. keep the lands if they are good. sooner of later once the supply dries up then it will definitely pick up.
ps.
some guy got a snapshot of the modern event deck. while i am not sure whether is it real or fake, it seems like a token decks of some sort. while i dont harbor thoughts of a marsh flats inside, to quote another mtgs user...
"even if its goyf and 59 lands, i will still buy that product."
how true? even if its marsh flats and some rares and lands i will still buy it.
pss.
i heard rumors that the onslaught fetchlands are coming back in the summer block this year. i believe if it really happens, the zendikar fetchlands will drop in price. look what happened to thoughtseize. i would hope readers to adopt a player's mentality, not a speculator mentality. please this is a game, not a currency of some sorts.
with my ending i would like to share this comic from carcboard crack.com
http://cardboard-crack.com/post/78401240638/fetch-lands
ill try to get the picture up as soon as possible?
see ya guys
Friday, March 14, 2014
Thursday, March 06, 2014
powerful interactions in modern
hi everybody today we have a guest article from my great playtest partner, qs
Powerful interactions in Modern
Hi everyone. Today I would like to share with you some powerful interactions that every modern player should take note of. These interactions have become second nature to us that we hardly pay much attention to it. While some are well established since the inception of Modern, others are relatively new to the scene due to recent unbanning and arrival of Born of the Gods. I will attempt to categorise these interactions by deck types for easy reference. Without further ado, here goes.
Discard + 2 drop powerhouse in GBx decks (Jund, Junk, BG midrange, Rock)
What makes good old rock styled decks so powerful? Shouldn’t the banning of DRS send GB decks on a path to exile? Before you write them off, let’s not forget that a turn 1 discard followed by a ¾ goyf is nothing to scoff at. A turn 2 crit that is out of bolt range is a problem to many decks without a dedicate removal suite. Moreover, the turn 1 discard would have cleared any possible ways to remove the lhurgoyf. Barring a godly top deck, the opponent can be said to be ‘behind’ in the race.
Snapcaster + Lightning Bolt in URx decks (Twin, UWR, RUG, UR Delver, Blue Moon)
Affectionately known as Snap bolt within our circle, this is one of the most devastating things you can do in modern. End turn bolt, snap bolt (4 mana only), main turn swing with snapcaster is a whopping 8 damage. Without DRS to keep graveyards in check, Tiago will only grow stronger and stronger. Looking at how suicidal modern decks can be with fetches and thoughtseizes, bolt snap bolt is a nightmare for many.
Urzatron + Karn on T3 (RG Tron, Mono U Tron)
One of the reasons to play Tron is the possibility of landing a Karn on T3. While the opponent is still finding a footing in the game, you have already landed a monstrous Planeswalker which threatens to either, mana screw your opponent by exiling a dual colour land or simply attack the opponents’ hand and have Karn’s loyalty simply out of reach for burn and creature swings. Without a timely maelstrom pulse, do reach for your sideboard for the next game.
T1 Wild Nacatl into T2 Goblin Guide and another 1 drop (Variants of Zoo)
With the unbanning of Wild Nacatl, Zoo is poised to make a comeback in the modern meta. What makes Zoo so powerful? Is it simply its creature suite backed up by removal? What we may forget is the fact that Zoo can simply sneak in so many power 1 drops in the first 2 turns of the game. This is what makes Zoo a nightmare for Faeries because Faeries does not have an answer for 3 creatures without spending 3 removal
spells mainboard. While the opponent has been softened by kitty scratches and goblin prodding, what is left for the Zoo player is just direct damage to the dome.
Cheap robots (Affinity)
Similar to the idea of zoo, affinity aims to throw everything out in the first few turns and watch the opponent struggle against the overwhelming number of permanents on the board. The synergy for affinity is really self-explanatory so I will not go into details here.
Card advantage generators (Dark Confidant, Chandra Pyromaster, Courser of Kruphix)
Bob and new Chandra have been discussed in my earlier article so I would like to discuss about Courser instead. I believe this is the breakout card from BNG. 3 mana for a 2/4 body with useful abilities is an enticing proposition to sleeve up a playset. Playing with the top card of your deck revealed is not a liability in a deck like Jund since every card would be used to trade with your opponent (unlike control styled decks, Jund does not really need the element of surprise). In fact, this could be a blessing since you can fetch a land to shuffle away the card that you do not want. While the second ability does not allow you to put an additional land into play, it does allow you to “play off the top of your library”, netting you an additional card while you discard the land you have in hand to Liliana. The last ability restores precious life and when you have 2 coursers in play, things can get a bit crazy. But that’s not all there is to Courser. 2/4 body means it can block Zoo, treetop,finks all day. It also means it can survive an Anger of the Gods. Even in death, it pumps up your own goyf. Try it today to feel its power. Did I mention Bob, Chandra and Courser in play?
Birthing pod chains (Melira and Kiki Pod)
Podding your creature to upgrade to a better one is one of the best interactions in modern. Birds outlived its usefulness once you have the lands? Upgrade to VOR. Feeling the heat from opposing beatdown? Upgrade to finks. A pesky creature you want to remove? Upgrade to redcap. Want to grind the midrange game? Upgrade to Reveillark. If you have not won the game then, simply chord for the remaining piece to combo off. An active pod wins game. Period.
Playing the resource game (Blue Moon, Hatebears, decks with Tectonic Edge, Prison styled cards such as Ghostly Prison and Suppression Field)
I would like to end today’s article with an interaction which I deemed most important, mana denial. Mana denial works in various ways. It could be a result of you being too greedy with the mana base and as a result not draw the right colours. However, the focus here is on you actively disrupting your opponents’ resources. This can be
achieved through ‘enchant world’ effect such as Blood Moon, targeted effects through Spreading Seas, Tectonic Edge, Ghost Quarter, Molten Rain) or taxing effects through Thalia, Ghostly Prison etc. Magic is a resources game. Whoever gains access to resources first gets to cast his spells first. Elementary right? Whoever gets to cast spells and yet deny opponent the chance to do so? This is an art. Before forming a deck in modern, always ask yourself, is my deck able to fight back against such denial effects? Am I too greedy with the non basics?
Hope you have enjoyed reading this article and feel free to share with me what is your favourite interaction in Magic. Till next time.
Qs
Powerful interactions in Modern
Hi everyone. Today I would like to share with you some powerful interactions that every modern player should take note of. These interactions have become second nature to us that we hardly pay much attention to it. While some are well established since the inception of Modern, others are relatively new to the scene due to recent unbanning and arrival of Born of the Gods. I will attempt to categorise these interactions by deck types for easy reference. Without further ado, here goes.
Discard + 2 drop powerhouse in GBx decks (Jund, Junk, BG midrange, Rock)
What makes good old rock styled decks so powerful? Shouldn’t the banning of DRS send GB decks on a path to exile? Before you write them off, let’s not forget that a turn 1 discard followed by a ¾ goyf is nothing to scoff at. A turn 2 crit that is out of bolt range is a problem to many decks without a dedicate removal suite. Moreover, the turn 1 discard would have cleared any possible ways to remove the lhurgoyf. Barring a godly top deck, the opponent can be said to be ‘behind’ in the race.
Snapcaster + Lightning Bolt in URx decks (Twin, UWR, RUG, UR Delver, Blue Moon)
Affectionately known as Snap bolt within our circle, this is one of the most devastating things you can do in modern. End turn bolt, snap bolt (4 mana only), main turn swing with snapcaster is a whopping 8 damage. Without DRS to keep graveyards in check, Tiago will only grow stronger and stronger. Looking at how suicidal modern decks can be with fetches and thoughtseizes, bolt snap bolt is a nightmare for many.
Urzatron + Karn on T3 (RG Tron, Mono U Tron)
One of the reasons to play Tron is the possibility of landing a Karn on T3. While the opponent is still finding a footing in the game, you have already landed a monstrous Planeswalker which threatens to either, mana screw your opponent by exiling a dual colour land or simply attack the opponents’ hand and have Karn’s loyalty simply out of reach for burn and creature swings. Without a timely maelstrom pulse, do reach for your sideboard for the next game.
T1 Wild Nacatl into T2 Goblin Guide and another 1 drop (Variants of Zoo)
With the unbanning of Wild Nacatl, Zoo is poised to make a comeback in the modern meta. What makes Zoo so powerful? Is it simply its creature suite backed up by removal? What we may forget is the fact that Zoo can simply sneak in so many power 1 drops in the first 2 turns of the game. This is what makes Zoo a nightmare for Faeries because Faeries does not have an answer for 3 creatures without spending 3 removal
spells mainboard. While the opponent has been softened by kitty scratches and goblin prodding, what is left for the Zoo player is just direct damage to the dome.
Cheap robots (Affinity)
Similar to the idea of zoo, affinity aims to throw everything out in the first few turns and watch the opponent struggle against the overwhelming number of permanents on the board. The synergy for affinity is really self-explanatory so I will not go into details here.
Card advantage generators (Dark Confidant, Chandra Pyromaster, Courser of Kruphix)
Bob and new Chandra have been discussed in my earlier article so I would like to discuss about Courser instead. I believe this is the breakout card from BNG. 3 mana for a 2/4 body with useful abilities is an enticing proposition to sleeve up a playset. Playing with the top card of your deck revealed is not a liability in a deck like Jund since every card would be used to trade with your opponent (unlike control styled decks, Jund does not really need the element of surprise). In fact, this could be a blessing since you can fetch a land to shuffle away the card that you do not want. While the second ability does not allow you to put an additional land into play, it does allow you to “play off the top of your library”, netting you an additional card while you discard the land you have in hand to Liliana. The last ability restores precious life and when you have 2 coursers in play, things can get a bit crazy. But that’s not all there is to Courser. 2/4 body means it can block Zoo, treetop,finks all day. It also means it can survive an Anger of the Gods. Even in death, it pumps up your own goyf. Try it today to feel its power. Did I mention Bob, Chandra and Courser in play?
Birthing pod chains (Melira and Kiki Pod)
Podding your creature to upgrade to a better one is one of the best interactions in modern. Birds outlived its usefulness once you have the lands? Upgrade to VOR. Feeling the heat from opposing beatdown? Upgrade to finks. A pesky creature you want to remove? Upgrade to redcap. Want to grind the midrange game? Upgrade to Reveillark. If you have not won the game then, simply chord for the remaining piece to combo off. An active pod wins game. Period.
Playing the resource game (Blue Moon, Hatebears, decks with Tectonic Edge, Prison styled cards such as Ghostly Prison and Suppression Field)
I would like to end today’s article with an interaction which I deemed most important, mana denial. Mana denial works in various ways. It could be a result of you being too greedy with the mana base and as a result not draw the right colours. However, the focus here is on you actively disrupting your opponents’ resources. This can be
achieved through ‘enchant world’ effect such as Blood Moon, targeted effects through Spreading Seas, Tectonic Edge, Ghost Quarter, Molten Rain) or taxing effects through Thalia, Ghostly Prison etc. Magic is a resources game. Whoever gains access to resources first gets to cast his spells first. Elementary right? Whoever gets to cast spells and yet deny opponent the chance to do so? This is an art. Before forming a deck in modern, always ask yourself, is my deck able to fight back against such denial effects? Am I too greedy with the non basics?
Hope you have enjoyed reading this article and feel free to share with me what is your favourite interaction in Magic. Till next time.
Qs
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