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    [Modern] Eggs

    Dae of Judgment
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    Post by Dae of Judgment Sat Jan 11, 2014 3:33 am

    4 Dark Confidants are the 1st place prize. I want to take a deck no one suspects, hopefully it will pay off.

    This is the deck list I am going to take.

    4 Lotus Bloom
    4 Mox Opal
    4 Chromatic Star
    4 Chromatic Sphere
    4 Conjurer's Bauble
    4 Ichor Wellspring
    2 Krark-Clan Ironworks
    1 Pyrite Spellbomb

    4 Reshape
    4 Serum Visions
    4 Faith's Reward
    4 Open the Vaults
    2 Silence

    4 Darksteel Citadel
    4 Ghost Quarter
    6 Island
    1 Plains

    Sideboard:
    4 Echoing Truth
    3 Leyline of Sanctity
    2 Silence
    1 Nihil Spellbomb
    2 Pithing Needle
    1 Grafdigger's Cage
    1 Blind Obedience
    1 Swan Song


    Last edited by Dae of Judgment on Tue Jan 14, 2014 3:29 am; edited 1 time in total
    Dae of Judgment
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    Post by Dae of Judgment Sun Jan 12, 2014 12:13 am

    Went 3-2.
    Rodrigo
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    Post by Rodrigo Sun Jan 12, 2014 1:19 am

    Dae of Judgment wrote:Went 3-2.

    If only you had a second sunrise to redo your performance.
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    Post by Dae of Judgment Sun Jan 12, 2014 2:48 am

    Mirai wrote:
    Dae of Judgment wrote:Went 3-2.

    If only you had a second sunrise to redo your performance.
    I don't know why it was banned. Pyrite Spellbomb was the problem, not Second Sunrise!!!!
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    Post by Dae of Judgment Tue Jan 14, 2014 3:28 am

    Changes:

    -2 Krark-Clan Ironworks
    -1 Terrarion

    +2 Silence
    +1 Open the Vaults

    Krark-Clans was too cloggy in multiples. Having 2 ensures that I draw it during the combo, but doesn't fill up the and with dead cards where I would rather have a better card to use against decks such as UWR Control/midrange and burn.

    Open the Vaults helps to draw into an 8th Sunrise ability so that the chances of fizzling are reduced. This is going to be more of a place to keep track of everything before trying to execute it, but it also helps to pass the turn when I do fizzle in case I have to rely on the topdeck.
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    Post by Dae of Judgment Sun Jan 19, 2014 4:51 am

    Four Rounds.

    3-1
    Lost in Top 4. Got some KMC perfect fit sleeves. Was fun, I am enjoying this deck the more I play it. It is a lot harder to play than the original Second Sunrise + Faith's Reward version, though.
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    Post by Ashiok Sun Jan 19, 2014 10:19 am

    I've played against this deck a surprisingly decent number of times on Magic Online recently, and what I've noticed is it seems to be very inconsistent, or at least just fizzles against any counter spell. It also doesn't seem like it can at all deal with graveyard hate, which I guess is a concession in general since that's the only way the deck goes off. Overall it just seems so damn fragile. Obviously you'll have more experience in playing the deck than I have against it, so is it actually more consistent/resilient than I've seen it be, or is blue just a huge predator?
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    Post by Dae of Judgment Sun Jan 19, 2014 3:43 pm

    Blue is pretty much the hardest deck to face with it. That is why I mainboarded Silence to help that matchup. Usually game 1 is going to be fine if you catch them off guard against UWr due the amount of creature removal they have. Grixis is more of a harder matchup since it is more control oriented.

    This deck is horrendously inconsistent and completely annoying to fizzle. It is a game to know when to pass the turn. And the hands are going to be the math involved to keep it, but the chances only decrease with any number lower than 5. The deck is more proactive and misplays are going to be more common. So far, I have been able to go off 45% of the time no problem, but have been dealing with most spells. The most annoying one is Mana Leak, but keeping back up mana or extra spells are the best play around then. And the speed I can go off can hinder their counters so I only have to deal with two of them at most. 

    Graveyard hate is going to be hard to deal with anyways, you just have to keep cards as back up. With Tron, they are usually too slow with Relic or too fast, so it is easy to get back into the game with that when they get rid of your graveyard. Jund is always going to be that annoying matchup, but DRS is too slow and Scooze is the real pest to deal with.

    When you do fizzle, without keeping in mind for the math portion, people tend to rely on the top deck which is a complete no-go.

    The deck needs at least 25 cards in the deck in order to not fizzle. Any more and you are prone to draw into less cantrips and more unneed material. It is why I added an additional Sunrise abilty and lowered my count on Krark-Clans.
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    Post by Dae of Judgment Tue Jan 21, 2014 8:15 pm

    -2 Mox Opal
    -1 Island

    +1 Hallowed Fountain
    +1 Misty Rainforest
    +1 Scalding Tarn

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