Mello wrote...
So tonight we had poor attendance because of the heavy rain, so we only played 3 rounds. Went 1-2. I blame my lack of experience piloting the deck (I've been away from the game since Avacyn Restored), but here's a brief rundown (I didn't take notes):
-Match 1 vs. B/R Zombies: I blasted his creatures and Path'd his Messenger, but then he cast Thoughtseize and took out my Remand, then Faithless Looting right after discarding 2 Demigod of Revenge. I couldn't draw anything on the next turn, so I ate 15 damage to the face the next turn when he was able to cast the other one. Games 2 and 3, I sided RIP on turns 3 and 2 and I was able to deal with his zombies and whittle him down with Geist and Colonnade. [1-0]
-Match 2 vs. RUG Scapeshift: I whittled him down as fast as I could on game 1, but I lost the counter war to Remand, Spell Snare and Swan Song, so he went off the combo. Game 2 I was able to burn him faster and take the win. Game 3, we chipped our life away in various trades and I landed a Mindcensor, so he couldn't go off. He misplayed at my EOT by casting Cryptic and bouncing the censor, but I recast it right away because he forgot about the flash. Ultimately he had sided in Electrolyzes + Batterskull, so... [1-1]
-Match 3 vs. Jund Pod: He ran Blood Moon on the main deck, right after I landed a Geist, shutting me down of blue. Falkenrath Aristocrat with birds, Strangleroot Geist and Thoughtseize backup did me in. Game 2 I landed Keranos and Ajani for the slow burn, focusing on stopping the Melira combos with Relic of Progenitus and recursing Helixes. Game 3, well... I completely forgot about Thrun, the Last Troll. fml [1-2]
I learned from today that I should almost always board in Wrath of God, and that fetches hurt. A lot. You might as well be playing at 15-14 life instead of 20. Also fuck that main deck Blood Moon.
A joke about Modern is that the starting life total is roughly 12-14 life, since players will take about six life away from theirselves just due to their lands and other early plays. Control variants often play their lands untapped to hold up counters, midrange have Bobs and Thoughtseizes eating at their own life, Birthing Pod can eat four life a turn, and aggro deck, all lands come into play untapped, essentially no matter what. It's why RDW is a real deck in Modern, can compete with the best, since it's much easier to deal 14-17 damage than the full 20.
I was gonna comment on your basic land count, but I actually wasn't sure people remember Blood Moon. The decks I play have four maindeck Blood Moon, but that's because I like to troll my friends, who play these three-color, four-color decks they cashed out on. I didn't know other decks ran maindeck Blood Moon effects.
Yeah, Scapeshift is pretty tricky. They're like a counterburn deck, with so much burn and carddraw, they may not even need the combo sometimes, and they could always threaten it.