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Decks (Magic The Gathering) => Modern => Topic started by: Taysby on February 09, 2015, 02:00:57 PM

Title: Scapeshift - Tournament Level Modern Decks
Post by: Taysby on February 09, 2015, 02:00:57 PM
Land (25)
4 {Misty Rainforest}
2 {Forest}
3 {Island}
2 {Mountain}
4 {Stomping Ground}
4 {Steam Vents}
2 {Valakut, the Molten Pinnacle}
2 {Flooded Grove}
2 {Breeding Pool}

Creature (6)
2 {Snapcaster Mage}
4 {Sakura-Tribe Elder}

Sorcery (12)
3 {Farseek}
4 {Search for Tomorrow}
4 {Scapeshift}
1 {Compulsive Research}

Instant (17)
4 {Cryptic Command}
3 {Peer Through Depths}
2 {Mana Leak}
2 {Izzet Charm}
4 {Remand}
2 {Repeal}


Sideboard (15)
2 {Kiora, the Crashing Wave}
4 {Obstinate Baloth}
2 {Gigadrowse}
1 {Dispel}
1 {Negate}
3 {Firespout}
2 {Nature's Claim}
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: Codester1991 on February 09, 2015, 09:28:48 PM
I honestly(as a fairly new player) have no idea why you'd play this deck :/ seems like, boring/too slow. Does this actually win tournaments in like tier 1 or tier 2 at all?
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: cltrn81 on February 09, 2015, 09:40:53 PM
Quote from: Codester1991 on February 09, 2015, 09:28:48 PM
I honestly(as a fairly new player) have no idea why you'd play this deck :/ seems like, boring/too slow. Does this actually win tournaments in like tier 1 or tier 2 at all?
This is a control deck with a single card as the combo.  Only way to prevent the combo is counter {scapeshift} or pray your opponent can't math.
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: NovusOrbis on February 09, 2015, 09:44:14 PM
It was tier 1 when {Dig Through Time} was legal. But, the goal of the deck is to ramp out lands via {Search for Tomorrrow}, {Sakura Tribe Elder} and such to get 6 lands into play as quickly as possible. Then, cast {Scapeshift}, search for 5 {Mountain} and one {Valakut, the molten pinnacle} and deal 15 to the face. Usually this is by T4 or T5 and by then your opponent has done about 5 damage to themselves. If not, Blue is for control until you hit your next two {Mountains}.
Or something like that. I like this deck a lot. It's pretty wonky and good.
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: Codester1991 on February 09, 2015, 09:53:12 PM
I see I see, seems like it'd have a rough time against aggro
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: lotrwk on February 09, 2015, 10:25:59 PM
Quote from: NovusOrbis on February 09, 2015, 09:44:14 PM
It was tier 1 when {Dig Through Time} was legal. But, the goal of the deck is to ramp out lands via {Search for Tomorrrow}, {Sakura Tribe Elder} and such to get 6 lands into play as quickly as possible. Then, cast {Scapeshift}, search for 5 {Mountain} and one {Valakut, the molten pinnacle} and deal 15 to the face. Usually this is by T4 or T5 and by then your opponent has done about 5 damage to themselves. If not, Blue is for control until you hit your next two {Mountains}.
Or something like that. I like this deck a lot. It's pretty wonky and good.
It's really not much like that. Your ideal number is 7, and sure, you're ramping up to seven, but it's not just get to seven and scapeshift. It's a control deck that gets ahead of their opponents on mana, then has a one card combo to kill them, but only when you know the coast is clear. It's matchup against robots, burn, and the like is not the greatest pre board, but post board becomes a lot better
Title: Re: Scapeshift - Tournament Level Modern Decks
Post by: NovusOrbis on February 09, 2015, 10:38:49 PM
Quote from: lotrwk on February 09, 2015, 10:25:59 PM
Quote from: NovusOrbis on February 09, 2015, 09:44:14 PM
It was tier 1 when {Dig Through Time} was legal. But, the goal of the deck is to ramp out lands via {Search for Tomorrrow}, {Sakura Tribe Elder} and such to get 6 lands into play as quickly as possible. Then, cast {Scapeshift}, search for 5 {Mountain} and one {Valakut, the molten pinnacle} and deal 15 to the face. Usually this is by T4 or T5 and by then your opponent has done about 5 damage to themselves. If not, Blue is for control until you hit your next two {Mountains}.
Or something like that. I like this deck a lot. It's pretty wonky and good.
It's really not much like that. Your ideal number is 7, and sure, you're ramping up to seven, but it's not just get to seven and scapeshift. It's a control deck that gets ahead of their opponents on mana, then has a one card combo to kill them, but only when you know the coast is clear. It's matchup against robots, burn, and the like is not the greatest pre board, but post board becomes a lot better
True all that, I was just giving a quick rundown of the most ideal matchup.