That's what I'm saying though. Missing a land drop is rarely a hard move for any deck at an adept level. Late game I really don't care if I miss a land drop because I'll get to the point where I can drop whatever I top deck anyways. Capsize just allows for more stall and more constant stall. He say's he want's to bounce lands. Besides the occasional Ghost Quarter or Tectonic Edge no Tournament deck sacrifices lands. I play both legacy and modern. It just doesn't happen.
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It just very little late game. Even my Selesnya token deck. Turn 1 he drops an island shield sphere. My turn 1, I drop a forest avacyn pilgrim. Turn 2 he drops island and boomerangs my forest. Turn 2 I still drop the forest and the call of the conclave I was planning on doing anyways. Only difference is I won't get to swing with the pilgrim. Oh well.
That being said, have you also considered Aetherize or Aether Spouts for those times that you just can't dig up that Propoganda?
Bouncing a land is not the end of the world. Any mana ramp deck won't care. Besides in response the land being targeted it can be tapped for mana. So anything instant speed is still going to get played. Since the Boomerang has no recursion slowing down the turn 2 doesn't make an auto-win. In fact, it means you have less things to copy. Many good decks also run mainly on a cmc of a max of 4. Thus bouncing one of their lands may take away the 3 drop they were thinking about playing, but instead they will play the land back down and just drop the next 2 cmc they were planning on doing later. Capsize is just strictly better because bouncing that early in the game does not screw with decks curve a lot. Boomerang is more of an oh crap button when your opponent gets fattie out and you can't find propaganda. Capsize allows a buy back, and a lot more late game advantage. Bouncing one permanent a turn is more annoying that 4 bounces max and I no longer need to worry.
Instead of boomerang have you looked at Capsize? Capsize is just mean because you buy it back and then use it over and over again.
I see where you're coming from. I've already played this deck multiple times and it does quite well. Each one of those cards has a purpose. Pack Rat is dodgy, and a back up plan incase my bridge gets kaboomed and then extracted. I like it's ability to make any "dead draw" a copy. Also, Bitterblossom is there for that 1/1 flying ping while I have 1 card in hand. The Pack Rat is there to agro for me if I lose my bridge. As far as the spot removal, in my meta, smother just works better. Plenty of the decks in my meta have Mutavaults main boarded so bump in the night is a no go for that pumped land. I'll take a look at Geth's verdict. See if it will work. Thanks for the comment.
Did it. Turned out to be Golgari But I like it.http://www.mtgvault.com/ajanibeastmode/decks/golgari-grave-work-2/
Hmmm, I'll try to making one of those and see how it goes.
I wrecked him game 2 and 3 so it didn't end up mattering. He tried his silly little sac combo for a midrange kill in response to no blockers declared and I responded by smothering his land after the rest of the field was dead. He scooped.
Hey guys. Deck #2 is made! Here's the link! Let me know what you think.http://www.mtgvault.com/ajanibeastmode/decks/budget-jund-modern-2/
Opening hand was Inkmoth Nexus, Two mox opals, A steel overseer, A memnite, A signal pest, and a Springleaf drum.Turn two, he drops a Ravager (top decked), Man's the Inkmoth, taps the overseer, moves to combat. He now has a 2/2 Inkmoth, and a 2/2 Ravager. He swings with Inkmoth and Signal Pest. Inkmoth buffs to 3/2 and no blockers declared. Ravager Sac's all but himself and Inkmoth and ends with 8 +1 +1 counters. Then he sac's the ravager to himself and moves the counters onto Inkmoth. Inkmoth is now a 11/10 until end of turn. Good game.
I made a post rotation standard deck. Need some sideboard ideas though. Any suggestions?http://www.mtgvault.com/ajanibeastmode/decks/standard-mardu-beatdown/
Took 11 flying infect to the face by an Affinity deck two days ago. It was turn 2… I just wanted to cry a little.
The only big problem I see is you don't really have kill spells or enchantment removal. You should be wary of Leyline of the Void and the new GWB legendary from Khans. You have no way to remove them and would ruin your deck completely.
Good Call! Was making a cut soon anyways! Thanks!
You guys have helped keep this deck at the top of the home page for sometime now. That's pretty cool. If any of you play discard decks, you know that generally, in discard it's just a bad idea to use it in multiplayer. I'm gonna go ahead and take this chance to give a shout out to Spiffmeister for making a deck that is similar to this one, just modified for multiplayer. If any of you enjoy playing multiplayer and really enjoy the discard mechanic, check out his deck!http://www.mtgvault.com/spiffmeister/decks/v-multiplayer-discard-fun/
I accidentally put 148 islands in a deck before. Meant to be 14. Kept wondering why I had all land hands!
I love the deck personally. The "auto-pilot" legacy decks bore me. I prefer to have a challenge while play. Knowing the entire time that I could lose because I messed up and could have done things differently adds challenge to the game. Not quite sure how to sideboard yet. Haven't played enough legacy.
Hate to be an advertiser guy but for you legacy players out there. Here is the legacy deck I run. It takes an extreme amount of skill to play and is very difficult to do correctly, but it's also the most fun you'll have in legacy. Enjoy!http://www.mtgvault.com/ajanibeastmode/decks/like-jesus-making-miracles/
Seems decent. Only problem is a creature, not a very decent creature at that. Once I get them Top decking, Liliana will do his ability while being more versatile and harder to target. But thanks for the suggestion.
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