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  1. - Top - End - #721
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Ninjaman View Post
    Three card blind was a lot of fun.
    I am in favor of banning special cards.
    I think we should be starting over with no ban list.
    Existing ban list is probably a good idea and raises some interesting design limitations. I'll also support special cards being banned, as things like Ink-Eyes are far too powerful in this format.
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  2. - Top - End - #722
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Fable Wright View Post
    Existing ban list is probably a good idea and raises some interesting design limitations. I'll also support special cards being banned, as things like Ink-Eyes are far too powerful in this format.
    But a ban list will arise anyways as we play. It just seems more fun to start over than not being able to use some cards because someone won with them over a year ago.
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    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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  3. - Top - End - #723
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Ninjaman View Post
    But a ban list will arise anyways as we play. It just seems more fun to start over than not being able to use some cards because someone won with them over a year ago.
    Rehashing the same decks and having everyone work with Black Lotus/Blacker Lotus/Chronomaton for the first few games doesn't seem very fun, either.
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  4. - Top - End - #724
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Fable Wright View Post
    Rehashing the same decks and having everyone work with Black Lotus/Blacker Lotus/Chronomaton for the first few games doesn't seem very fun, either.
    Sure it does. I would love to see what people can do a second time around.
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    Quote Originally Posted by Cizak View Post
    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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  5. - Top - End - #725
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    It's fun for the new people, it's not fun for anyone who's ever played before.
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  6. - Top - End - #726
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Given how slowly this format evolves, I also lean towards keeping the ban list. If a clear majority of players want to start over, I'd be ok with that, but so far I'm not seeing that.

    So far, 4 people have expressed interest. Think I should go for it?

  7. - Top - End - #727
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Reddit spotted another infinite using newly spoiled cards.
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    1x Decoction Module
    2x (Panharmonicon or Decoction Module)
    1x Whirler Virtuoso
    -> Infinite Thopters and, with a 2-1 split, infinite energy
    Last edited by Bucky; 2016-09-14 at 11:53 AM.
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  8. - Top - End - #728
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by TiaC View Post
    Given how slowly this format evolves, I also lean towards keeping the ban list. If a clear majority of players want to start over, I'd be ok with that, but so far I'm not seeing that.

    So far, 4 people have expressed interest. Think I should go for it?
    I'm certainly also interested.
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  9. - Top - End - #729
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Ok, the thread is up. PM me your decks!

  10. - Top - End - #730
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    4x Raise the Alarm
    4x Gather the Townsfolk
    4x Timely Reinforcements
    4x Midnight Haunting
    4x Reassembling Skeletons

    4x Spirit Link
    4x Vampiric Link

    2x Death Pits of Rath
    2x Cathar's Crusade
    2x Whip of Erebos
    2x Diabolic Revelation
    1x Elixir of Immortality
    1x Planar Cleansing

    Does this look good for a cheap anti aggro deck for modern?
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  11. - Top - End - #731
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by gooddragon1 View Post
    4x Raise the Alarm
    4x Gather the Townsfolk
    4x Timely Reinforcements
    4x Midnight Haunting
    4x Reassembling Skeletons

    4x Spirit Link
    4x Vampiric Link

    2x Death Pits of Rath
    2x Cathar's Crusade
    2x Whip of Erebos
    2x Diabolic Revelation
    1x Elixir of Immortality
    1x Planar Cleansing

    Does this look good for a cheap anti aggro deck for modern?
    I mean you basically fold to infect given that you completely lack any serious interaction with them, but yes you would do well vs. affinity/burn/zooicide. My real question comes more about the enchantments and bigger spells you're running. Why are you running a bunch of expensive enchantments that don't really accomplish anything for you? Cathar's Crusade I guess can build up your guys, but Honor of the Pure and Intangible Virtue are significantly more efficient at that. Your Timely Reinforcements are going to be dead a lot of the time since you're pumping out so many tokens and lifegain. Whip of Erebos is good because of the reanimation effect, not the global lifelink. I'm really confused why you're running a VERY expensive tutor in Diabolic Revelation, and why are you running a 6 mana global wrath that kills any enchantments that you're putting on the board.

    This is of course completely ignoring that you basically concede any and all combo, control, or midrange matchups.

  12. - Top - End - #732
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by gooddragon1 View Post
    4x Raise the Alarm
    4x Gather the Townsfolk
    4x Timely Reinforcements
    4x Midnight Haunting
    4x Reassembling Skeletons

    4x Spirit Link
    4x Vampiric Link

    2x Death Pits of Rath
    2x Cathar's Crusade
    2x Whip of Erebos
    2x Diabolic Revelation
    1x Elixir of Immortality
    1x Planar Cleansing

    Does this look good for a cheap anti aggro deck for modern?
    Not really, no. Aggro in modern is dealing with Burn, Burning Zoo, Death's Shadow Zoo, Merfolk, and Affinity. Burn doesn't care about your creatures and just domes you. Burning Zoo tramples over with Ghor-Clan Rampager, Death's Shadow gets you with Temur Battle-Rage, Merfolk largely ignores you, and Affinity will devastate you in a game of attrition. I have strong doubts that you would ever manage to resolve a Planar Cleansing against a Modern aggro deck, though by fluke it's possible that you might wind up casting Death Pits once or twice.
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  13. - Top - End - #733
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Fable Wright View Post
    Not really, no. Aggro in modern is dealing with Burn, Burning Zoo, Death's Shadow Zoo, Merfolk, and Affinity. Burn doesn't care about your creatures and just domes you. Burning Zoo tramples over with Ghor-Clan Rampager, Death's Shadow gets you with Temur Battle-Rage, Merfolk largely ignores you, and Affinity will devastate you in a game of attrition. I have strong doubts that you would ever manage to resolve a Planar Cleansing against a Modern aggro deck, though by fluke it's possible that you might wind up casting Death Pits once or twice.
    To answer both in one the diabolic revelation+elixir of immortality combo. Planar cleansing is in case of a board state that causes something near a stall because I can then recover with the aforementioned combo.

    The key word here is: Inexpensive.

    What deck (or at least some cards) would you recommend that includes black as a color to deal with those things while being inexpensive?
    Last edited by gooddragon1; 2016-09-17 at 07:41 PM.
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  14. - Top - End - #734
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by gooddragon1 View Post
    What deck (or at least some cards) would you recommend that includes black as a color to deal with those things while being inexpensive?
    You need cheap board wipes and a clock. Unfortunately...

    *Googles prices*

    ...Everything has gotten so much more expensive since I bought into Modern.

    Regardless, here is what each deck looks like, more or less.

    1. Affinity: The threats are Steel Overseer, Cranial Plating on Etched Champion/Vault Skirge/Signal Pest, Arcbound Ravager, and Master of Etherium. You need something to deal with a lot of 2-3 toughness creatures on turns 2-3 and some spot removal, or you will lose. Weak to Tarmogoyf and board wipes.
    2. Burning Zoo: You will deal with 2-3 1 mana hasty creatures with 2 toughness. They will get big from Atarka's Command, pumped with Ghor-Clan Rampager, and may complemented by Tarmogoyf, Boros Reckoner, and Boros Charm. Efficient spot removal in response to pumps would help... but a good Burning Zoo player won't pump into open mana, and just let you take the damage. Weak to counterspells and spot removal.
    3. Straight Zoo: You will deal with a lot of 3-toughness creatures, and a few huge creatures speckled in with a lot more toughness than that. Weak to wipes and some way to deal with its burn.
    4. Death's Shadow Zoo: Steppe Lynx, Tarmogoyf, Temur Battle-Rage, the titular Shadow, and a lot of cantrips to pump the Goyf. Beware the Become Immense/Temur Battle Rage play. Weak-ish to spot removal.
    5. Infect: Their creature is flying, unblockable, can pump to lethal size very quickly, and will often be protected well. Weaknesses include high creature density. Weak to spot removal and flash blockers.
    6. Boggles: You need sacrifice removal or you will lose to the boggle with 2-3 umbras on it, lifelink, first strike, trample, and hits like a mack truck.
    7. Merfolk: You will need to deal with 2-3 lords on the field at a time, and the merfolk player just keeps on drawing cards. Weak to 1-for-1ing their Lords.
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  15. - Top - End - #735
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

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    Wow.
    That took a very sudden turn for the dark.

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  16. - Top - End - #736
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Spoiler: Kaladesh limited
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    Is it just my imagination or is the R/W pair in Kaladesh looking aggressive on par with Zendikar?

    Just in White commons, we have:
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    *A premium 2-drop
    *A 2-drop and a 4-drop with attack triggers
    *A 2-drop that benefits from your units dying
    *Two combat tricks
    *A removal spell for attackers/blockers
    *A 3-mana removal spell
    *A 2/2 Fabricate 1 for 3
    *A 2/1 Fabricate 1 flier
    *A 3/4 Flier
    *A tempo cantrip

    vs

    *An 0/4 for 1
    *A flicker effect
    *A disenchant variant

    (tl;dr: 12/15 white commons slot into a Zendikar-style aggro deck, and it's not clear the artifact destruction isn't also better on the attack)

    And in red, we have:
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    *A combat trick for attackers only
    *A premium aggressive 2-drop
    *Two burn spells
    *A menace-granting aura
    *A Threaten effect
    *A 1/3 for 2 that occasionally burns the opponent's face
    *A 1-drop that's playable because it's also artifact removal
    *A 3-drop that often attacks as a 4/3 trample
    *Another 3-drop that attacks for 4
    *A Hill Giant that gives things Haste
    *A big Menace creature for the top of the curve
    *A 1-mana "target creature can't block this turn" sorcery
    vs

    *A card selection spell
    *Demolish
    *A 5/2 for 4

    (tl;dr: 13/16 commons are aggressive-leaning and two of the remaining three are borderline unplayable)

    Moving into the high points of the two colors' uncommons:
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    White:
    An energy powered Circle of Protection variant (anti-aggro)
    A 4-drop with a strong attack trigger
    An Oblivion Ring creature
    A premium 2-drop
    A 4/4 flier for 6

    Red:
    A playable red 1-drop
    More burn spells
    A 3/3 haste for 3
    A sweeper (anti-aggro)
    A 4-drop that disables blockers
    A 2/1 Haste for 2
    A 4-mana Trumpet Blast with vehicle synergy





    And here's my formula for Zendikar limited; you want:
    *Any playable 1-drops you can find
    *2 drops
    *3 drops that can attack profitably into 2-drops
    *Hasty and evasive creatures
    *Removal
    *Combat tricks
    *A bit of direct damage

    Anything else doesn't make the cut.
    Last edited by Bucky; 2016-09-22 at 04:37 PM.
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  17. - Top - End - #737
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    So, I've been looking at getting into Modern, not tournament level, but I'd like to be pretty competitive. I was wondering what suggestions might be worth while. I'm really looking to stay super low budget as well (hence no Path or Thoughtseize).
    Spoiler: List
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    4x Raise the Alarm
    4x Lingering Souls
    4x Spectral Procession

    4x Honor of the Pure
    4x Intangible Virtue

    4x Duress
    4x Murderous Cut

    4x Brave the Elements
    4x Zealous Persecution

    Sideboard:
    4x Pithing Needle
    4x Rest in Peace
    4x Sundering Growth


    I'd like to fill out the sideboard, but I'm not sure what I should be afraid of.
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  18. - Top - End - #738
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Techwarrior View Post
    So, I've been looking at getting into Modern, not tournament level, but I'd like to be pretty competitive. I was wondering what suggestions might be worth while. I'm really looking to stay super low budget as well (hence no Path or Thoughtseize).
    Spoiler: List
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    4x Raise the Alarm
    4x Lingering Souls
    4x Spectral Procession

    4x Honor of the Pure
    4x Intangible Virtue

    4x Duress
    4x Murderous Cut

    4x Brave the Elements
    4x Zealous Persecution

    Sideboard:
    4x Pithing Needle
    4x Rest in Peace
    4x Sundering Growth


    I'd like to fill out the sideboard, but I'm not sure what I should be afraid of.
    Have you considered running the Polymorph package? 4x Polymorph plus 2x fattie of choice (usually Emrakul, but can also be Inktread Leviathan or Blightsteel Colossus or Steel Hellkite or anything, really). Running Blue would also give you the options to play Mana Leak as additional disruption elements against decks like Ad Nauseum or Storm to boot.

    Oh, and you're going to need more token generators. Running 12 creatures in a deck that wants to get there by attacking won't fly at all.

    Sideboard I'd just fill with generic answers at the moment, then tailor it to your metagame once you start fielding it.
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  19. - Top - End - #739
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Just a quick rules question

    In two headed giant, if i control a phyrexian swarmlord, and the opposing team has, say, four poison counters.
    At my upkeep, do i get 4 or 8 tokens
    When i first thought of it, i thought 8 tokens, since each opponent has 4 counters (even though they're shared), though i wasn't certain. After reading the relevant rules i could see, and the card text, i've gotten more confused (probably because of lack of sleep, more than anything else )

    Could someone tell me how many tokens i would get, and possibly explain why. Many thanks.
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  20. - Top - End - #740
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Somensjev View Post
    Just a quick rules question

    In two headed giant, if i control a phyrexian swarmlord, and the opposing team has, say, four poison counters.
    At my upkeep, do i get 4 or 8 tokens
    When i first thought of it, i thought 8 tokens, since each opponent has 4 counters (even though they're shared), though i wasn't certain. After reading the relevant rules i could see, and the card text, i've gotten more confused (probably because of lack of sleep, more than anything else )

    Could someone tell me how many tokens i would get, and possibly explain why. Many thanks.
    You would get four. Much like your opponents share one life total, they share one poison pool. So, as Phyrexian Swarmlord checks for the total number of counters among players who are not your allies, it finds a grand total of four, and you get four bugs.
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  21. - Top - End - #741
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Techwarrior View Post
    So, I've been looking at getting into Modern, not tournament level, but I'd like to be pretty competitive. I was wondering what suggestions might be worth while. I'm really looking to stay super low budget as well (hence no Path or Thoughtseize).
    Spoiler: List
    Show
    4x Raise the Alarm
    4x Lingering Souls
    4x Spectral Procession

    4x Honor of the Pure
    4x Intangible Virtue

    4x Duress
    4x Murderous Cut

    4x Brave the Elements
    4x Zealous Persecution

    Sideboard:
    4x Pithing Needle
    4x Rest in Peace
    4x Sundering Growth
    You don't need 24 lands unless you don't have any duals. And without duals, Spectral/Lingering is sketchy.
    Last edited by Bucky; 2016-09-22 at 09:43 PM.
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  22. - Top - End - #742
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Played in the Kaladesh prerelease last night. Got smoked. I didn't think my pool was that bad (but it was really light on creatures), but I got run over by a very aggressive red-black deck, and then watched my angels and constructs get ruined by the removal suite in a white-green deck. Despite that, I'm liking the set. The cards are pretty, I'm liking the mechanics and it's an interesting limited environment. There's a bunch of cards I'm looking to add to my EDH decks.

  23. - Top - End - #743
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Bucky View Post
    You don't need 24 lands unless you don't have any duals. And without duals, Spectral/Lingering is sketchy.
    Quote Originally Posted by Fable Wright View Post
    Have you considered running the Polymorph package? 4x Polymorph plus 2x fattie of choice (usually Emrakul, but can also be Inktread Leviathan or Blightsteel Colossus or Steel Hellkite or anything, really). Running Blue would also give you the options to play Mana Leak as additional disruption elements against decks like Ad Nauseum or Storm to boot.

    Oh, and you're going to need more token generators. Running 12 creatures in a deck that wants to get there by attacking won't fly at all.

    Sideboard I'd just fill with generic answers at the moment, then tailor it to your metagame once you start fielding it.
    I'd sort of like to stay away from blue for this, I've already got several blue decks, and I'm trying to expand my style away from just playing more Draw-Go. Do you think cutting maybe two or three lands and maybe one Zealous Persecution for a playset of Gather the Townsfolk would be better?

    Also, Fable, when you say generic answers, do you think what I have is a good start or do you have any other suggestions?
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  24. - Top - End - #744
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Techwarrior View Post
    I'd sort of like to stay away from blue for this, I've already got several blue decks, and I'm trying to expand my style away from just playing more Draw-Go. Do you think cutting maybe two or three lands and maybe one Zealous Persecution for a playset of Gather the Townsfolk would be better?
    That would indeed be a good move.

    Quote Originally Posted by Techwarrior View Post
    Also, Fable, when you say generic answers, do you think what I have is a good start or do you have any other suggestions?
    Something like Kataki or Stony Silence for Affinity instead of Sundering Growth, Ethersworn Canonist/Rule of Law/Eidolon of Rhetoric against Ad Nauseum, and Kor Firewalker against burn.
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  25. - Top - End - #745
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    So I need to show someone the 2 headed giant decks we put together at the prerelease. This format is ridiculous and I love it.

    Spoiler: Deck 1
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    Night Market Lookout x4
    Eager Construct
    Reckless Fireweaver
    Scrapheap Scrounger
    Syndicate Trafficker
    Spireside Infiltrator x2
    Pia Nalaar
    Prakhata Pillar-Bug
    Foundry Screecher
    Filigree Familiar
    Built to Smash
    Underhanded Designs
    Prophetic Prism
    Key to the City
    Unlicensed Disintegration
    Renegade Freighter x3
    Start Your Engines
    Ovalchase Dragster
    Ballista Charger
    Swamp x8
    Mountain x7


    Spoiler: Deck 2
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    Attune with Aether x3
    Servant of the Conduit
    Wild Wanderer
    Prophetic Prism
    Glimmer of Genius
    Aether Theorist x2
    Larger than Life
    Whirler Virtuoso
    Vedalken Blademaster
    Highspire Artisan
    Chandra, Torch of Defiance
    Saheeli's Artistry
    Rashmi, Eternities Crafter
    Nissa, Vital Force
    Oviya Pashiri, Sage Lifecrafter
    Die Young x2
    Hazardous Conditions
    Make Obsolete
    Appetite for the Unnatural
    Take Down
    Forest x6
    Island x4
    Swamp x3
    Mountain x3


    The decks were super consistent, and preformed exceptionally well. Keeping the Chandra out of the RB deck might have been a mistake, but the other deck had zero problems finding the right mana, and it was making people at the tournament kinda salty so it all worked out in the end. This was the most fun I've had in 2HG.
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  26. - Top - End - #746
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Whoo! Pulled a Mox Opal from my last pack in my last pre-release!
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
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    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
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    ...Why do I imagine you licking your lips and rubbing your hands together?

  27. - Top - End - #747
    Barbarian in the Playground
     
    polity4life's Avatar

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I see we have a little modern talk going on.

    I decided to creep into that format. While I like standard, I'm not enamored with the cost to keep up with the Joneses. Modern seems to offer a very stable format where the core is very solid with the occasional addition of something to the main or sideboard (correct me if I'm wrong though!).

    Anyway, here is what my L2 friend saw played at an event he was judging and it's really in my wheelhouse:

    Eldrazi Tron
    Creatures:
    2 x Spellskite
    2 x Wurmcoil Engine
    1 x Endbringer
    4 x Endless One
    4 x Matter Reshaper
    4 x Reality Smasher
    4 x Thought-Knot Seer
    1 x Kozilek, the Great Distortion
    2 x Ulamog, the Ceaseless Hunger

    Spells:
    4 x Expedition Map
    3 x Dismember
    3 x Spatial Contortion
    2 x Warping Wail

    Land:
    3 x Wastes
    4 x Eldrazi Temple
    3 x Ghost Quarter
    2 x Sanctum of Ugin
    4 x Urza's Mine
    4 x Urza's Power Plant
    4 x Urza's Tower

    Sideboard:
    2 x Pithing Needle
    3 x Ratchet Bomb
    3 x Relic of Progenitus
    3 x Bottle Gnomes
    1 x Warping Wail
    3 x All is Dust

    I played against his Naya Zoo deck and it did very well. I haven't had the opportunity to try it against any of the other staples of the format but I'm told it at least has some answers to other decks.
    Demonlobster.com because we both know that you know that I know that you like fun!

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  28. - Top - End - #748
    Bugbear in the Playground
     
    Planetar

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Eldrazi Tron is a solid deck, compromising its 80-20 matchups to bring up its 20-80 matchups relative to GR Tron. You still end up being highly favored vs. Jund due to how simply powerful the eldrazi creatures are, but actually flip some favored matchups into unfavored (Abzan company namely, the way Tron wins is turboing out a Karn or Ugin which abzan can't answer. For Eldrazi Tron, you're just too slow and get combod out).

    Regarding the specific decklist, I'm surprised at the inclusion of Kozilek but no Emrakul, the Promised End.

  29. - Top - End - #749
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I didn't get any masterpieces or anything, but between two prereleases I opened 3 Saheelis. So I guess that worked out pretty well.
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

  30. - Top - End - #750
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    polity4life's Avatar

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by ChaosOS View Post
    Eldrazi Tron is a solid deck, compromising its 80-20 matchups to bring up its 20-80 matchups relative to GR Tron. You still end up being highly favored vs. Jund due to how simply powerful the eldrazi creatures are, but actually flip some favored matchups into unfavored (Abzan company namely, the way Tron wins is turboing out a Karn or Ugin which abzan can't answer. For Eldrazi Tron, you're just too slow and get combod out).

    Regarding the specific decklist, I'm surprised at the inclusion of Kozilek but no Emrakul, the Promised End.
    It's more for mid-to-late game card draw with a very threatening body as a bonus. Emrakul would be very disruptive but I wouldn't be able to leverage her mana-cost discount too well. I'm contemplating removing Kozi and perhaps an Endless One for two Ugin.
    Demonlobster.com because we both know that you know that I know that you like fun!

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