I want to build a Modern deck and I'm just wondering how fast it is? Like when do most of the decks go off?
Hmm ok
Pretty fast, at my LGS it's consistenly over by T5 with every game :P
Affinity or Boggle Auras (aka Aggro decks) can turn 3 or 4 at best. I've had games end on turn 4 with good hands. Most go on longer, midrange and control decks can stall out and eventually win with stuff like {Celestial Colonnade} goyf {Batterskull} {Geist of Saint Traft} etc.
Quote from: imthelolrus on December 29, 2013, 12:09:10 AM
Affinity or Boggle Auras (aka Aggro decks) can turn 3 or 4 at best. I've had games end on turn 4 with good hands. Most go on longer, midrange and control decks can stall out and eventually win with stuff like {Celestial Colonnade} goyf {Batterskull} {Geist of Saint Traft} etc.
On an unrelated note sorry but how much would a Russian Batterskull be worth?
And interesting. What kind of removal do most modern decks run?
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Quote from: Mattao19 on December 29, 2013, 12:18:23 AM
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Infect can :)
T1: forest, {Glistener elf}
T2: forest, 2 {groundswell} and a {mutigenic growth} then swing for lethal.
Quote from: ConanEdo on December 29, 2013, 12:24:24 AM
Quote from: Spencer Addington on December 29, 2013, 12:21:38 AM
Quote from: Mattao19 on December 29, 2013, 12:18:23 AM
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Infect can :)
Infect is also spotty at best and needs a godhand to win consistently :P
Sadly, it's true :(
Quote from: ConanEdo on December 29, 2013, 12:24:24 AM
Quote from: Spencer Addington on December 29, 2013, 12:21:38 AM
Quote from: Mattao19 on December 29, 2013, 12:18:23 AM
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Infect can :)
Infect is also spotty at best and needs a godhand to win consistently :P
Very true, although turn 3 win is almost every game for Infect (except for the fact that {Lightning Bolt} is a 1 drop :( )
-.- {goblin Charblecher} all I have to say about "how fast is Modern"
Quote from: Agrus Kos, Enforcer of Truth on December 29, 2013, 12:26:41 AM
Quote from: ConanEdo on December 29, 2013, 12:24:24 AM
Quote from: Spencer Addington on December 29, 2013, 12:21:38 AM
Quote from: Mattao19 on December 29, 2013, 12:18:23 AM
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Infect can :)
Infect is also spotty at best and needs a godhand to win consistently :P
Very true, although turn 3 win is almost every game for Infect (except for the fact that {Lightning Bolt} is a 1 drop :( )
Infect is super susceptible to burn.
Quote from: Spencer Addington on December 29, 2013, 12:28:00 AM
Quote from: Agrus Kos, Enforcer of Truth on December 29, 2013, 12:26:41 AM
Quote from: ConanEdo on December 29, 2013, 12:24:24 AM
Quote from: Spencer Addington on December 29, 2013, 12:21:38 AM
Quote from: Mattao19 on December 29, 2013, 12:18:23 AM
Quote from: ConanEdo on December 29, 2013, 12:15:37 AM
The speed changes from deck to deck. Combo wants to be online by turn 4 (with wizards banning any decks that can go off turn 3 consistently), same with aggro decks. Tempo, midrange, and control decks are not afraid of grinding it out (I once had an 8/8 {{Cartel Aristocrat}} against UWR), but they will have their decks "online" so to speak by turn 4. You'll also notice a lot of decks generally don't stray above 4 mana, with exceptions being cards that can be cheated out or who win the game. A good guide to the format came during the GP Detroit coverage. So I guess long answer is that you're looking for a game plan that's up and running no later than turn 4 consistently :P
What's the fastest modern can get? I remember that thread saying its impossible to T1 in modern can you T2?
Infect can :)
Infect is also spotty at best and needs a godhand to win consistently :P
Very true, although turn 3 win is almost every game for Infect (except for the fact that {Lightning Bolt} is a 1 drop :( )
Infect is super susceptible to burn.
Not really....You have {Vines of Vastwood} and {Simic Charm} but many players dump those on their turn to boost instead of using them to protect themselves.
Hmm ok
Most common modern removal:
Path to exile
Electrolyze
Dismember
Lightning bolt
Terminate (for Jund)
Galvanic Blast (affinity)
I'm looking at infect and I'm wondering are there any cards liked Lightning Bolt but infect?
Quote from: ConanEdo on December 29, 2013, 01:07:10 AM
Quote from: Mattao19 on December 29, 2013, 01:03:48 AM
I'm looking at infect and I'm wondering are there any cards liked Lightning Bolt but infect?
Don't look at infect, it's terrible. And no, the most poison you'll get off a non-creature spell is one. That would be broken as well if you lightning bolt infect them.
Thought so and infect looks fun! But I've never played modern and I realize that it's glassy as hell is that why it sucks? Bc if they bolt or path your dude you're screwed?
Or just play for fun. Most of my modern decks aren't competitive and take 5 or 6 or even more turns to win. That's okay too. Modern format can be a blast. There is a great balance of power, a strong sense of "color pie", and a vast pool of great cards to draw from when designing decks. I recommend starting off with some casual-modern and go competitive when you get a sense of the format.
Very true I think that will probably be my route. I play mostly for fun too like I love competitive play but even in that I play for fun I'm not one of those players that's like "YOU MISSED YOUR UNTAP STEP JUDGE!!!" Lol
True ok well thanks for your advice!! I want to try modern so ill build a deck and see how it goes!
Quote from: Mattao19 on December 29, 2013, 01:32:50 AM
True ok well thanks for your advice!! I want to try modern so ill build a deck and see how it goes!
Best of luck!
Quote from: Destore117 on December 29, 2013, 02:16:58 AM
Quote from: Mattao19 on December 29, 2013, 01:32:50 AM
True ok well thanks for your advice!! I want to try modern so ill build a deck and see how it goes!
Best of luck!
Thanks
Honestly if you want speedy damage {lightning bolt} that suspend 1 - {R} 3 damage card
Rakdos cards also work very well. {rakdos cackler} {rakdos shredfreak} {spiked jester} {hellspark elemental} and a card I personally hate.
{Vexing devil}
Merfolk is really fun to play ;)
Quote from: rarehuntertay on December 29, 2013, 10:33:09 AM
Merfolk is really fun to play ;)
Noooo :( Merfolk are my bane! The last time I played against Merfolk... *shudder* I dun wanna talk about it.
Quote from: Taysby on December 29, 2013, 11:37:38 AM
Quote from: Mattao19 on December 29, 2013, 01:29:20 AM
Very true I think that will probably be my route. I play mostly for fun too like I love competitive play but even in that I play for fun I'm not one of those players that's like "YOU MISSED YOUR UNTAP STEP JUDGE!!!" Lol
Untaping is the one trigger that you cannot miss actually... Things will always untap.
'twas a joke ;)
I play casually with friends and like we'll bend a few minor rules but like I'll tell them "hey. Can't do that. You're DQ'd I win!" But like. It's just for fun so we don't really care. Like when someone searches a graveyard we might accidentally switch cards around. Nothing serious.
Quote from: Destore117 on December 29, 2013, 10:03:29 PM
I play casually with friends and like we'll bend a few minor rules but like I'll tell them "hey. Can't do that. You're DQ'd I win!" But like. It's just for fun so we don't really care. Like when someone searches a graveyard we might accidentally switch cards around. Nothing serious.
Switch cards around? Is that illegal?
Quote from: Mattao19 on December 29, 2013, 10:54:06 PM
Quote from: Destore117 on December 29, 2013, 10:03:29 PM
I play casually with friends and like we'll bend a few minor rules but like I'll tell them "hey. Can't do that. You're DQ'd I win!" But like. It's just for fun so we don't really care. Like when someone searches a graveyard we might accidentally switch cards around. Nothing serious.
Switch cards around? Is that illegal?
Yes because some cards have triggers in the gy. Can't remember what card but there is one similar to if there is a creature above him you can play him or something
Quote from: Rass on December 29, 2013, 11:06:37 PM
Quote from: Mattao19 on December 29, 2013, 10:54:06 PM
Quote from: Destore117 on December 29, 2013, 10:03:29 PM
I play casually with friends and like we'll bend a few minor rules but like I'll tell them "hey. Can't do that. You're DQ'd I win!" But like. It's just for fun so we don't really care. Like when someone searches a graveyard we might accidentally switch cards around. Nothing serious.
Switch cards around? Is that illegal?
Yes because some cards have triggers in the gy. Can't remember what card but there is one similar to if there is a creature above him you can play him or something
Wow s*** I better watch out
{Ashen Ghoul}
Hope this helps.
Quote from: Rass on December 29, 2013, 11:15:55 PM
{Ashen Ghoul}
Hope this helps.
But that's not modern legal so does one still have to have the GY in exact order for Modern?
Quote from: Mattao19 on December 29, 2013, 11:22:54 PM
Quote from: Rass on December 29, 2013, 11:15:55 PM
{Ashen Ghoul}
Hope this helps.
But that's not modern legal so does one still have to have the GY in exact order for Modern?
No, you don't have to keep graveyard order for Modern.
I guess I'm wrong. I thought every format you have to keep you gy in order.
Quote from: Rass on December 29, 2013, 11:29:27 PM
I guess I'm wrong. I thought every format you have to keep you gy in order.
Only in legacy and vintage does it matter. The other formats don't care. Commander might care but since its casual I don't think ppl care.