How fast is Modern?

Started by Mattao19, December 28, 2013, 11:32:33 PM

Previous topic - Next topic

Mattao19

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?

Mattao19


Kaworu, the Fifth Child

Pretty fast, at my LGS it's consistenly over by T5 with every game :P

imthelolrus

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.

Mattao19

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?

Mattao19

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?

Spencer Addington

#6
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.

Spencer Addington

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 :(

Agrus Kos, Enforcer of Truth

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 :( )

Destore117

-.- {goblin Charblecher} all I have to say about "how fast is Modern"

Spencer Addington

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.

Agrus Kos, Enforcer of Truth

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.

Mattao19


imthelolrus

Most common modern removal:
Path to exile
Electrolyze
Dismember
Lightning bolt
Terminate (for Jund)
Galvanic Blast (affinity)

Mattao19

I'm looking at infect and I'm wondering are there any cards liked Lightning Bolt but infect?