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Slight tournament report and Neat rulings for Graft + proliferate
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So I found this out yesterday at monday night modern and thought it may be useful for others since it's a little more technical.

So I had Throne of Geth out along with llanowar reborn Animation module hardened scales for one of our better engines but nothing else in play to sac and turn it on. I played a hangarback walker for x=1, llanowar reborn graft trigger on the stack, I made an animation module token, saced the token to proliferate the hangarback and llanowar reborn and moved the counter onto the hangarback and then made another servo. felt super good.

Ended the night 2 wins against some uw control brew and merfolk, with 2 unintentional draws against BW gideon token control and BG rock

I'll focus on the two draws since the wins felt more like non matches.

Merfolk had more going for it out of the two wins I had but each game came down to me drawing a walking ballista to ruin his board, still 0 win rate against merfolk in my local meta.

Uw control deck was a home brew table top deck with detain creatures and zero wrath effects, I felt bad the entire time. Dude was nice and mentioned he made a mistake bringing his slowest deck to our stores meta, hopefully he comes more prepared next time around.

I win game one against BW control with 3 minutes left in the round, we move to game 2, and end up in turns.

I had 2 hangarbacks, 2 workers, and no green sources, He had 6 flyers from lingering souls and sorin 1 0 emblem swinging for lethal on turn 5, I top decked a horizon cannopy on my turn 4 and drew off it without even thinking about the ancient stirrings in hand exactly for these situations, without a sac outlet I was dead on board and didn't draw into the ravager, but lo and behold if I had played the ancient stirrings instead, I would have gotten to the next card which was a ravager to keep me alive and ultimately win the match. Punt never felt so bad but it's a good learning experience I won't be forgetting any time soon. I chalk it up to playing too quickly due to my opponent mentioning "slow play" taking us to 3 minutes left but looking back It was actually just a grindy match where he didn't have solid answers for my animation module throne of geth llanowar reborn engine and I got there through all his nonsense removal.

Lost game 1 to the rock doing normal things,

game 2 I managed to get a 1 1 counter on my inkmoth from a worker, which I thought was a missplay because opponent had field of ruin and I had a second worker I could have moved the counters onto. Turns out that one little mothboy gets in for 3 turns of swinging before my opponent decides to stop playing his spells and use field of ruin on it. what he wasn't expecting was the animation module pushing those infect counters to the goal without him finding an answer for the welding jar shoring up against his removal plans. Mini proliferate gets there.

game 3 end in turns with him at 2 life in and me not being able to find a walking ballista :(

These two matches are giant grind fests, animation module and throne of geth played a huge part in my survival overall but I feel my list still needs a slight tuning.

You people may think me crazy, but

3 mimic, 3 overseer, 3 throne, 3 animation module, 2 ancient stirrings, 2 welding jar, 3 llanowar reborn, 3 horizon canopy is my current list and it feels pretty good. I may drop 1 seer for the 4th mimic just to get more options naming servo/thopter in the late game. Still iffy on 3 animation module, it's a solid turn 1 play, but it's services are less needed late game so it usually just becomes a sac outlet to ravager/throne of geth.

Anyone else have some more interesting lines that are less obvious at first glance?

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5 years ago