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Decks (Magic The Gathering) => Modern => Topic started by: Codester1991 on July 21, 2015, 09:23:44 PM

Title: Any Ideas?
Post by: Codester1991 on July 21, 2015, 09:23:44 PM
whats the chance of creating a combo deck revolving around {Chandra's ignition} it has potential with the speed modern has. What's everyone else's opinions?
Title: Re: Any Ideas?
Post by: Codester1991 on July 21, 2015, 09:30:27 PM
Quote from: ConanEdo on July 21, 2015, 09:25:57 PM
A five-mana spell that relies on having a creature in play? Doesn't seem good

Yet a four mana spell that utilizes no ramp and also needs a creature in play is the most used combo in modern 😁 not trying to be negative over what you said but considering we have birds to pump the ignition or said creature out t3-4 this shouldn't be that difficult. Especially when there are creatures such as Vexing Devil, Deaths Shadow, etc. that are suitable to be pumped to 10 with cards such as {giant growth} {mutagenic growth} {wild defiance} And all the other pump spells infect uses.
In addition
Kiki Jiki is a 5 drop creature who needs another creature out to do his combo as well.
Title: Re: Any Ideas?
Post by: Kaylesh on July 22, 2015, 05:32:24 AM
Quote from: Codester1991 on July 21, 2015, 09:23:44 PM
whats the chance of creating a combo deck revolving around {Chandra's ignition} it has potential with the speed modern has. What's everyone else's opinions?
Combo cheat in a {Blightsteel colossus}?
If that's viable, it could work.
Title: Re: Any Ideas?
Post by: griffin131 on July 22, 2015, 07:09:51 AM
Edit: I should RTFC.
Title: Re: Any Ideas?
Post by: Kaylesh on July 22, 2015, 08:45:55 AM
Quote from: griffin131 on July 22, 2015, 07:09:51 AM
Edit: I should RTFC.
???
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 22, 2015, 02:32:59 PM
Quote from: ConanEdo on July 22, 2015, 02:55:20 AM
Quote from: Codester1991 on July 21, 2015, 09:30:27 PM
Quote from: ConanEdo on July 21, 2015, 09:25:57 PM
A five-mana spell that relies on having a creature in play? Doesn't seem good

Yet a four mana spell that utilizes no ramp and also needs a creature in play is the most used combo in modern 😁 not trying to be negative over what you said but considering we have birds to pump the ignition or said creature out t3-4 this shouldn't be that difficult. Especially when there are creatures such as Vexing Devil, Deaths Shadow, etc. that are suitable to be pumped to 10 with cards such as {giant growth} {mutagenic growth} {wild defiance} And all the other pump spells infect uses.
In addition
Kiki Jiki is a 5 drop creature who needs another creature out to do his combo as well.
Ok, here are just a few of the differences between twin and this:
*All of twins recipients have flash and can thus help mitigate the 7-8 mana investment needed for combo by spreading it out over two turns, the creature can alsp tap down mana
*Twin generally has a backup plan because, unless their opponent doesn't play around twin, they have to slog through removal
*Twin wins the game on the spot
*Twin doesn't require you to untap with a huge creature or spend a bunch of resources trying to pump up said creature to insure it can deal with opposing huge creatures like siege rhino, goyf, Tasigur, and gurmag angler.


In short, twin works because it's a threat to win the game on the spot, and it's effectiveness isn't dictated by the size of its creatures or its opponent's creatures. Or, to put another way, a Chandra's ignition on a boon satyr with one pump spell is 9-10 mana, three cards, and killing off the rest of your own board for a slightly better deal than {Lavalanche}. That's a pretty big difference.

While Twin clearly has an edge here, and a big one, you can still cast a creature turn 4 then {Chandra's Ignition} turn 5. Not as safely but it's doable.

There's no reason this deck couldn't have a backup plan.

Twin does not win the game on the spot! I personally have had them combo into {Supreme Verdict}s, a {Vault Skirge} + {Cranial Plating} for fatal, and various {Fog} effects. I've heard of them /losing/ on the spot to {Rakdos Charm} and next turn to {Batwing Brume}. Part of the reason it's still a deck (ie not banned) is that it's answerable post-combo. {Kiki-Jiki, Mirror Breaker} is another story but still.

Twin requires you to untap with a boatload of little creatures, and still has this thing called a life total that things like {Tarmogyf} and {Siege Rhino} like to take away.

I agree with the last point. Twin is an established, consistent deck for reasons.

I think the only real shell for {Chandra's Ignition} would be a {Hornet's Nest}, {Boros Reckoner}, {Swans of Bryn Argoll} deck but it'd be no better than {Blasphemous Act} and {Chain Reaction}.
Title: Re: Any Ideas?
Post by: Codester1991 on July 22, 2015, 05:50:47 PM
Quote from: ConanEdo on July 22, 2015, 05:26:41 PM
Quote from: LinkCelestrial on July 22, 2015, 02:32:59 PM
Quote from: ConanEdo on July 22, 2015, 02:55:20 AM
Quote from: Codester1991 on July 21, 2015, 09:30:27 PM
Quote from: ConanEdo on July 21, 2015, 09:25:57 PM
A five-mana spell that relies on having a creature in play? Doesn't seem good

Yet a four mana spell that utilizes no ramp and also needs a creature in play is the most used combo in modern 😁 not trying to be negative over what you said but considering we have birds to pump the ignition or said creature out t3-4 this shouldn't be that difficult. Especially when there are creatures such as Vexing Devil, Deaths Shadow, etc. that are suitable to be pumped to 10 with cards such as {giant growth} {mutagenic growth} {wild defiance} And all the other pump spells infect uses.
In addition
Kiki Jiki is a 5 drop creature who needs another creature out to do his combo as well.
Ok, here are just a few of the differences between twin and this:
*All of twins recipients have flash and can thus help mitigate the 7-8 mana investment needed for combo by spreading it out over two turns, the creature can alsp tap down mana
*Twin generally has a backup plan because, unless their opponent doesn't play around twin, they have to slog through removal
*Twin wins the game on the spot
*Twin doesn't require you to untap with a huge creature or spend a bunch of resources trying to pump up said creature to insure it can deal with opposing huge creatures like siege rhino, goyf, Tasigur, and gurmag angler.


In short, twin works because it's a threat to win the game on the spot, and it's effectiveness isn't dictated by the size of its creatures or its opponent's creatures. Or, to put another way, a Chandra's ignition on a boon satyr with one pump spell is 9-10 mana, three cards, and killing off the rest of your own board for a slightly better deal than {Lavalanche}. That's a pretty big difference.

While Twin clearly has an edge here, and a big one, you can still cast a creature turn 4 then {Chandra's Ignition} turn 5. Not as safely but it's doable.

There's no reason this deck couldn't have a backup plan.

Twin does not win the game on the spot! I personally have had them combo into {Supreme Verdict}s, a {Vault Skirge} + {Cranial Plating} for fatal, and various {Fog} effects. I've heard of them /losing/ on the spot to {Rakdos Charm} and next turn to {Batwing Brume}. Part of the reason it's still a deck (ie not banned) is that it's answerable post-combo. {Kiki-Jiki, Mirror Breaker} is another story but still.

Twin requires you to untap with a boatload of little creatures, and still has this thing called a life total that things like {Tarmogyf} and {Siege Rhino} like to take away.

I agree with the last point. Twin is an established, consistent deck for reasons.

I think the only real shell for {Chandra's Ignition} would be a {Hornet's Nest}, {Boros Reckoner}, {Swans of Bryn Argoll} deck but it'd be no better than {Blasphemous Act} and {Chain Reaction}.
The twin doesn't win on the spot argument is missing the point. Twin takes a big risk such as a running a two card combo that can easily be disrupted b/c the upside is that it can win you the game on the spot if your opponent doesn't have it. The big problem with this deck is that just as a two card combo its underwhelming at best and once you start adding in other cards, it quickly becomes not worth it, since you have multiple pieces that still don't just win you the game.

Saying something's difficult because it's not a two card combo and requires other pieces is also a pretty underwhelming argument seeing as goryos vengeance decks require a card in the graveyard this automatically making it more than just a two card combo that is easily disrupted and does very well. Hell even bloom titan a deck that requires 4-5 pieces to make a combo go off is a beast of a deck.
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 22, 2015, 06:21:51 PM
I see what he's saying and he's right. It's just not powerful enough.
Title: Re: Any Ideas?
Post by: Codester1991 on July 22, 2015, 06:32:16 PM
Yall do realize your creature survives right?

Creature t2 or 3
Pump t4 or 5 with ignition
Destroys everything with 9-10 damage to your opponents face, then attack with the same creature with 9-10 points of damage. It's not like fling you don't sac the creature.

But oh well. I'm stubborn when it comes to my own ideas. You are right but I do believe that configured correctly it can have potential.
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 22, 2015, 06:33:32 PM
It could. How's it performing?
Title: Re: Any Ideas?
Post by: griffin131 on July 22, 2015, 07:44:45 PM
Quote from: Kaylesh on July 22, 2015, 08:45:55 AM
Quote from: griffin131 on July 22, 2015, 07:09:51 AM
Edit: I should RTFC.
???
I misread Ignition and thought it hit each player, when it actually hits each opponent.
Each player would cause Blightsteel to draw a game.
Title: Re: Any Ideas?
Post by: Codester1991 on July 22, 2015, 07:48:55 PM
Quote from: LinkCelestrial on July 22, 2015, 06:33:32 PM
It could. How's it performing?

Currently bought all the pieces and are waiting for them to come in to test it at FNM's so I shall let ya know then brotha
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 22, 2015, 10:30:55 PM
Please do. Looking forward to it!
Title: Re: Any Ideas?
Post by: griffin131 on July 23, 2015, 08:55:12 AM
Quote from: LinkCelestrial on July 22, 2015, 02:32:59 PMTwin does not win the game on the spot! I personally have had them combo into {Supreme Verdict}s, a {Vault Skirge} + {Cranial Plating} for fatal, and various {Fog} effects. I've heard of them /losing/ on the spot to {Rakdos Charm} and next turn to {Batwing Brume}. Part of the reason it's still a deck (ie not banned) is that it's answerable post-combo. {Kiki-Jiki, Mirror Breaker} is another story but still.
Supreme Verdict won't do much since it's a sorcery and the army attacks the turn it comes out (the tokens have haste). Ditto the Cranial Plating argument.

If twin resolves and makes the army, they aren't going to pass turn with tokens unless you Fog or do something else to end the game.

QuoteTwin requires you to untap with a boatload of little creatures, and still has this thing called a life total that things like {Tarmogyf} and {Siege Rhino} like to take away.
No, it requires you to untap with the dude you flashed in at EoT.
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 23, 2015, 07:44:07 PM
What version of {Splinter Twin} are you playing that they have haste? {Kiki-Jiki, Mirror breaker}?

Edit: I'm stupid, and so are the people I play against...they combo then I'm like "okay I have a turn" and they give me it...(I don't say anything they just pass)
Title: Re: Any Ideas?
Post by: griffin131 on July 23, 2015, 11:32:07 PM
Not only do they have haste, they're exiled at EoT so... :-)
Title: Re: Any Ideas?
Post by: Indianslayer on July 24, 2015, 07:30:02 PM
I think {Deaths Shadow} could have potential. Use the combo with {Spoils of the Vault} and {Angels Grace} to pump him up huge, then either {Fling}, {Rite of Consumption}, or {Chandras Ignition} the lil bugger (but should be huge if the combo goes off). And if you ran black, you get throw {Thoughtseize} as disruption, and just other good spells like {Spellskite} to protect and {Gitaxian Probe} for hand sculpting (also, all of those are great ways to lower your life for {Deaths Shadow}). Just an idea though, not sure if it would totally work that well
Title: Re: Any Ideas?
Post by: InfinitiveDivinity on July 24, 2015, 10:59:08 PM
This card just doesn't seem good enough to build around. At the point where you cast it, the creature in play should just win you the game.
Title: Re: Any Ideas?
Post by: LinkCelestrial on July 25, 2015, 12:55:06 AM
Well something like {Touch of Moonglove} could make it cool but it's just not enough...