i know that a copy of grapeshot (or empty the warren) doesn't trigger the storm ability (the copy it's not casted) but maybe in a 3x or 2x this card doesn't increase the flexibility of our deck? also thanks to its flashback ability?
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"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
I think it deserves a little try. After past in flames, you can cast it from your grave for RR while still having 2 copies made. The main problem is to find slots...
I'd try it as a one-of, because it will help, just not that much. It relies too much on what else you have. It allows you to squeeze more mana out of Rituals, and draw a card or two extra out of your dig, but you would need those Rituals and draw in the first place.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
I prefer Reverberate because for RR you can counter their counterspell or their mindbreak trap as long as you keep the mana up. It's a nice way to blow out Mindbreak Trap on game 2 or 3
You guys do understand that this card double-forks if you flash it back for RR with Past in Flames...right? And most rituals (heck, a lot of cards) in this deck are instants, so you can manipulate the stack to get a ton of use from this. The mono-red builds already wanted 4 Forks in their maindeck--this is almost better for the deck. Copying a counterspell is usually about the same as copying your original spell in response.
A major issue with UR Past in Flames is that blue mana is hard to come by, but red mana is bountiful when going off. This seems to be a serious way of having more action for combo turns, and having it more on-color.
You guys do understand that this card double-forks if you flash it back for RR with Past in Flames...right? And most rituals (heck, a lot of cards) in this deck are instants, so you can manipulate the stack to get a ton of use from this. The mono-red builds already wanted 4 Forks in their maindeck--this is almost better for the deck. Copying a counterspell is usually about the same as copying your original spell in response.
A major issue with UR Past in Flames is that blue mana is hard to come by, but red mana is bountiful when going off. This seems to be a serious way of having more action for combo turns, and having it more on-color.
Sounds right.
I don't get why people aren't looking at dropping Blue. Isn't Black simply better? Infernal Tutor, Duress, Thoughtseize, and some others seem like they would work better than the few blue spells that are seeing play in PiF Storm. This would also make the deck more proactive and less reactive. I myself prefer to disrupt my opponent and Know for sure that I can win than just hoping all the time. I know Probe is great but other than that it seems to me that blue is weaker. Maybe all 3 colors? I know the decks shell seems like it can't be changed but I really think it can be.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I think you might be right on blue being less useful but serum and sleight are really needed. They make your deck playable which otherwise would be a horrible mess of cards that you don't want to draw half the time. Black has some merit but I think it takes too much away from the combo aspect of the deck and your better off just play other decks.
tl;dr Huntmaster will see play in sideboard, rarely mainboard, and if you disagree, sig this and feel free to rub it in my face when the time comes. 'Cause I want him to be maindeckable.
I am hard pressed for a better UR version of the deck. Duress seems great versus control. I wanted Faithless to be better but it just isn't.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
1. Remand
2. Halimar Depths
3. Echoing Truth (et all)
Serum Visions is a pathetic cantrip, and Sleight of Hand can hardly be deemed 'necessary' if we have a Careful Study with flashback in its place. I'm with PMP here; I like the idea of playing Infernal Tutor, or possibly even looking into some other secondary color to support red. I really like Silence the most for this deck, as far as protection and anti-opposing-combo disruption goes.
I would also like to note that most any disruptive permanents can be handled by Engineered Explosives, especially due to Manamorphose in the deck. So I don't really worry about Echoing Truth being out of the deck, as without Ravings we're not going to be randomly pitching our outs to hate.
Perhaps we should open a new thread for discussing the merits of various splash colors. It doesn't appear that such a thread yet exists.
1. Remand
2. Halimar Depths
3. Echoing Truth (et all)
Serum Visions is a pathetic cantrip, and Sleight of Hand can hardly be deemed 'necessary' if we have a Careful Study with flashback in its place. I'm with PMP here; I like the idea of playing Infernal Tutor, or possibly even looking into some other secondary color to support red. I really like Silence the most for this deck, as far as protection and anti-opposing-combo disruption goes.
I would also like to note that most any disruptive permanents can be handled by Engineered Explosives, especially due to Manamorphose in the deck. So I don't really worry about Echoing Truth being out of the deck, as without Ravings we're not going to be randomly pitching our outs to hate.
Perhaps we should open a new thread for discussing the merits of various splash colors. It doesn't appear that such a thread yet exists.
Agreed. I shall do such a thing. White might not be a bad Idea either. Angel's Grace might be a Timewalk versus certain decks. Same with Silence. Anything to bolster the Faerie match-up. That is one of the most lopsided matches I have found.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
So, after playing about a hundred or so test games with Increasing Vengeance, I have concluded that this card is officially the nuts.
The largest barrier for playability in storm combo is that a card should be useful (and hopefully instrumental) in allowing the storm deck to start going off. In the case of a Fork effect, Increasing Vengeance is right in that sweet spot of costing 2 mana, which means you're often going to be copying a Desperate/Pyretic Rit at 4 mana and functionally using your Fork as a redundant +1 mana ritual. That's definitely not a bad thing, as it contributes often to the turn 3 Rit-->--Rit-->Rit-->PiF-->Rit........win sequence that we would like to see more often with the deck. So, at its worst, Increasing Vengeance is a Pyretic Ritual when you basically only want mana, as you're ramping to that magic '6' for the PiF+Ritual step in the combo turn.
It's also clear that, if you flash it back with PiF, you get the bonus as though you had paid 5 mana. So this is a fringe benefit that makes the Fork ridiculous when you're going off with a Past in Flames, aka Yawg-Winning. So it's win-more, right? Well, not exactly. More often than you might think, you're going to get into situations where you have a Seething Song and a Fork and 5 mana to cast both together. The Fork makes 5 red mana, which you then can immediately use to flash it back and generate 10 mana. So this is a play that turns 2 cards and 5 mana into 3 storm and 15 mana. It's not even that bad if you just have a bunch of 2-mana rituals; paying 5 mana to double-fork one of those will net you 6. It's obviously the nuts when you're splicing Desperate Ritual--whether it's on another Desp Rit or on a Peer Through Depths.
If you're concerned with countermagic, obviously Fork effects are more dangerous when used in 'wreck me with a 2-for-1' fashion. But, if you're expecting those types of disruptive plays, you can use Increasing Vengeance to fight the stack war to your advantage. Say you play a Seething Song and your opponent counters it. You can Fork it. What's the worst thing that happens, they counter the Song again? They counter your Fork? You traded 2-for-2 with 2 counters, and you get to keep the Fork in your yard for later use, so it's not a big deal. But if the Fork sticks, you're looking at that 5 mana to flashback and make 10 mana out of it. Sure, your counterspell resolves...I'll take my 10 mana and continue winning, control deck!
What's also interesting is that you can fight through a Relic or Tormod's Crypt activation in response to your Past in Flames. You play your rituals and whatever dig spells, then roll PiF. They crack their artifact in response. In response, you Fork your PiF, and then show your opponent why the word 'instant' on those rituals is so darn relevant. Heck, every Fork you find from there on is going to be an instant-speed Past in Flames for half the mana. That seems like a good deal, right?
I'm thrilled to play with this card. My favorite aspect of this game is epic stack interactions and the plans that lead up to them. There is serious joy to be had with this card, and I haven't felt this kind of joy since before I sold my High Tide deck, a year ago.
i know that a copy of grapeshot (or empty the warren) doesn't trigger the storm ability (the copy it's not casted) but maybe in a 3x or 2x this card doesn't increase the flexibility of our deck? also thanks to its flashback ability?
Its just not good, its cute, but you just got better things to be doing.
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Modern (I collect the format):
WURDelver
[/MANA]MANA]R[/MANA]GTron WDeath and Taxes WSoul Sisters RWG Pod Combo URSplinter Twin URStorm RBurn
tl;dr Huntmaster will see play in sideboard, rarely mainboard, and if you disagree, sig this and feel free to rub it in my face when the time comes. 'Cause I want him to be maindeckable.
Basicly does the same thing but more when its played out of the graveyard. It has more synergy than pryomancer's by a long shot becuase it can be searched out with peer through depths aswell and can be flashed back for extra value.
tl;dr Huntmaster will see play in sideboard, rarely mainboard, and if you disagree, sig this and feel free to rub it in my face when the time comes. 'Cause I want him to be maindeckable.
unkyunk isn't going to give us logical reasons not to play cards, especially if he hasn't tested them for himself. Just face it.
**** man... Whats wrong with you? I never personaly attacked you. You just seemed pissed because I don't agree with your ideas. Well im sorry I that I don't exist for the sole purpose of being your yes-man. I've never taken it personaly when you disagreed with me, so whats your problem?
Don't act like you're being violatead just because I have a different opinion. People on these forums ask for it, and I give it. If you don't like it, or are offended by it, you got some seriose problems.
I'm going to have to agree with Unk.. He's just giving his opinion.
That's what this forum is about. It's a discussion about opinions on cards and how our decks interact.
The forum is greater because Unk shares his views.. Let's not condemn him for this
In other news, I plan on swapping out a Pyromancer's ascension for a Quest For Pure flame.. I just like the idea of Grapeshot doing a Shock after 5 triggers.. heh
Guys this a [[Increasing Vengeance]] discussion. Keep it clean.
Unkyunk. You shot down Vengeance too early. Its basically a more flexible Pyromancer's Ascension that can be flashed back for storm for more benefits... How is that not good?
The only thing Ascension has on vengeance is the fact that once its down it can't be disrupted as easily unless they have enchantment removal but both still get pwned by counter spells.
tl;dr Huntmaster will see play in sideboard, rarely mainboard, and if you disagree, sig this and feel free to rub it in my face when the time comes. 'Cause I want him to be maindeckable.
If something I said was not clean, specifically point it out. If someone isn't going to use any logic with his arguments, I'm going to bring it to attention. It's not about being right or wrong with a hypothesis; it's about the method taken to reach conclusions. I can't possibly be the only one who slept through this concept when it was taught in 7th grade.
There are upsides and downsides to IV, just like there are for Ascension. This thread is about Increasing Vengeance, not about choosing to play just one of those two cards in a storm deck. Let's get back on that track, shall we?
I initially tested IV in the context of taking one of the mono-red builds, then swapping the 4 Reverberate for Increasing Vengeance. I had already used the mono-red build a number of times in experimentation, but it just wasn't my style (not interactive enough, and too reliant on your opponent losing to Warrens in games 2/3). But I did want to understand what made the deck faster/more consistent without blue cards, and then see if I could apply some of those tools to a different build of storm combo. What was interesting about Increasing Vengeance was that it was a lot easier to find 5 mana to flashback than I initially expected. So, while I didn't ultimately like the way that the mono-red build played out, and I didn't really like a similar 'speed-emphasized' build involving an Infernal Tutor splash, Increasing Vengeance was something that I decided was worth building a deck around.
If we think about copying effects in this game, we need look no further than Phantasmal Image to understand how strong a 2-mana copy can be--even with a downside. That's how I see things.
If something I said was not clean, specifically point it out. If someone isn't going to use any logic with his arguments, I'm going to bring it to attention. It's not about being right or wrong with a hypothesis; it's about the method taken to reach conclusions. I can't possibly be the only one who slept through this concept when it was taught in 7th grade.
There are upsides and downsides to IV, just like there are for Ascension. This thread is about Increasing Vengeance, not about choosing to play just one of those two cards in a storm deck. Let's get back on that track, shall we?
I initially tested IV in the context of taking one of the mono-red builds, then swapping the 4 Reverberate for Increasing Vengeance. I had already used the mono-red build a number of times in experimentation, but it just wasn't my style (not interactive enough, and too reliant on your opponent losing to Warrens in games 2/3). But I did want to understand what made the deck faster/more consistent without blue cards, and then see if I could apply some of those tools to a different build of storm combo. What was interesting about Increasing Vengeance was that it was a lot easier to find 5 mana to flashback than I initially expected. So, while I didn't ultimately like the way that the mono-red build played out, and I didn't really like a similar 'speed-emphasized' build involving an Infernal Tutor splash, Increasing Vengeance was something that I decided was worth building a deck around.
If we think about copying effects in this game, we need look no further than Phantasmal Image to understand how strong a 2-mana copy can be--even with a downside. That's how I see things.
Also a flashed back IV will net you 8 mana if it is copying a Seething Song via PiF flashback. It seems like everything that is posted against unkyunk's view is immediately wrong. He started calling me out not hta long ago because I stated test results that he felt were ill informed. I try to just ignore the negative things and focus on the good stuff that he posts. The last person with this sort of attitude ended up banned.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Also a flashed back IV will net you 8 mana if it is copying a Seething Song via PiF flashback. It seems like everything that is posted against unkyunk's view is immediately wrong. He started calling me out not hta long ago because I stated test results that he felt were ill informed. I try to just ignore the negative things and focus on the good stuff that he posts. The last person with this sort of attitude ended up banned.
It's almost a tautology to say that anything in contradiction to my opinions is something I will believe to be wrong. Of course I think I am right and think that people who disagree are wrong. Don't you feel the same way about your own opinions?
That bit about comparing me to slipknot is ludicrous. I bet you can comeback here a day, a month, a year (if I still even post) from now and find that I will not be banned. And I will let that speak for itself.
Either way, its just really simple...
1. IV is just too dependent on whats going on with your hand.
2. This deck is pretty tight for slots anyways
3. Ascension just copies things like IV, except it does it for every spell you play and without costing you RR.
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Modern (I collect the format):
WURDelver
[/MANA]MANA]R[/MANA]GTron WDeath and Taxes WSoul Sisters RWG Pod Combo URSplinter Twin URStorm RBurn
It's almost a tautology to say that anything in contradiction to my opinions is something I will believe to be wrong. Of course I think I am right and think that people who disagree are wrong. Don't you feel the same way about your own opinions?
That bit about comparing me to slipknot is ludicrous. I bet you can comeback here a day, a month, a year (if I still even post) from now and find that I will not be banned. And I will let that speak for itself.
Either way, its just really simple...
1. IV is just too dependent on whats going on with your hand.
2. This deck is pretty tight for slots anyways
3. Ascension just copies things like IV, except it does it for every spell you play and without costing you RR.
I don't mind if people dislike my opinions. Half the time I end up being wrong anyway. However I have found that being wrong and learning from it improves your overall gameplay and deck building skills.
I was only saying that you were starting down slipknots path. You aren't 1/10 as bad as slipknot was. INS had some really comical battles with Slipknot. You two just seem to bicker with one another right now. I also was simply bringing up my initial experience with you. You seem to be getting better with accepting others opinions.
Your points are also all valid. However I don't look at it as remove this card for this card or that sort of idea. I look at it more as what cards can work inside the framework of my 75. I have the 3 different versions of the deck in my thinking. For UR Stock Storm it is kinda a push to get IV in the list without removing part of the engine, or Remand. I personally have loved Remand from the start of Modern, if you have time look into some of the earlier posts in this thread.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Cockatrice username: Blackcat77
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"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
- To my youngest sister when she was 6.
A major issue with UR Past in Flames is that blue mana is hard to come by, but red mana is bountiful when going off. This seems to be a serious way of having more action for combo turns, and having it more on-color.
Sounds right.
I don't get why people aren't looking at dropping Blue. Isn't Black simply better? Infernal Tutor, Duress, Thoughtseize, and some others seem like they would work better than the few blue spells that are seeing play in PiF Storm. This would also make the deck more proactive and less reactive. I myself prefer to disrupt my opponent and Know for sure that I can win than just hoping all the time. I know Probe is great but other than that it seems to me that blue is weaker. Maybe all 3 colors? I know the decks shell seems like it can't be changed but I really think it can be.
Cockatrice username: Blackcat77
Karn, Silver Golem EDH Deck Link to my deck.
I am hard pressed for a better UR version of the deck. Duress seems great versus control. I wanted Faithless to be better but it just isn't.
Cockatrice username: Blackcat77
1. Remand
2. Halimar Depths
3. Echoing Truth (et all)
Serum Visions is a pathetic cantrip, and Sleight of Hand can hardly be deemed 'necessary' if we have a Careful Study with flashback in its place. I'm with PMP here; I like the idea of playing Infernal Tutor, or possibly even looking into some other secondary color to support red. I really like Silence the most for this deck, as far as protection and anti-opposing-combo disruption goes.
I would also like to note that most any disruptive permanents can be handled by Engineered Explosives, especially due to Manamorphose in the deck. So I don't really worry about Echoing Truth being out of the deck, as without Ravings we're not going to be randomly pitching our outs to hate.
Perhaps we should open a new thread for discussing the merits of various splash colors. It doesn't appear that such a thread yet exists.
Agreed. I shall do such a thing. White might not be a bad Idea either. Angel's Grace might be a Timewalk versus certain decks. Same with Silence. Anything to bolster the Faerie match-up. That is one of the most lopsided matches I have found.
Cockatrice username: Blackcat77
The largest barrier for playability in storm combo is that a card should be useful (and hopefully instrumental) in allowing the storm deck to start going off. In the case of a Fork effect, Increasing Vengeance is right in that sweet spot of costing 2 mana, which means you're often going to be copying a Desperate/Pyretic Rit at 4 mana and functionally using your Fork as a redundant +1 mana ritual. That's definitely not a bad thing, as it contributes often to the turn 3 Rit-->--Rit-->Rit-->PiF-->Rit........win sequence that we would like to see more often with the deck. So, at its worst, Increasing Vengeance is a Pyretic Ritual when you basically only want mana, as you're ramping to that magic '6' for the PiF+Ritual step in the combo turn.
It's also clear that, if you flash it back with PiF, you get the bonus as though you had paid 5 mana. So this is a fringe benefit that makes the Fork ridiculous when you're going off with a Past in Flames, aka Yawg-Winning. So it's win-more, right? Well, not exactly. More often than you might think, you're going to get into situations where you have a Seething Song and a Fork and 5 mana to cast both together. The Fork makes 5 red mana, which you then can immediately use to flash it back and generate 10 mana. So this is a play that turns 2 cards and 5 mana into 3 storm and 15 mana. It's not even that bad if you just have a bunch of 2-mana rituals; paying 5 mana to double-fork one of those will net you 6. It's obviously the nuts when you're splicing Desperate Ritual--whether it's on another Desp Rit or on a Peer Through Depths.
If you're concerned with countermagic, obviously Fork effects are more dangerous when used in 'wreck me with a 2-for-1' fashion. But, if you're expecting those types of disruptive plays, you can use Increasing Vengeance to fight the stack war to your advantage. Say you play a Seething Song and your opponent counters it. You can Fork it. What's the worst thing that happens, they counter the Song again? They counter your Fork? You traded 2-for-2 with 2 counters, and you get to keep the Fork in your yard for later use, so it's not a big deal. But if the Fork sticks, you're looking at that 5 mana to flashback and make 10 mana out of it. Sure, your counterspell resolves...I'll take my 10 mana and continue winning, control deck!
What's also interesting is that you can fight through a Relic or Tormod's Crypt activation in response to your Past in Flames. You play your rituals and whatever dig spells, then roll PiF. They crack their artifact in response. In response, you Fork your PiF, and then show your opponent why the word 'instant' on those rituals is so darn relevant. Heck, every Fork you find from there on is going to be an instant-speed Past in Flames for half the mana. That seems like a good deal, right?
I'm thrilled to play with this card. My favorite aspect of this game is epic stack interactions and the plans that lead up to them. There is serious joy to be had with this card, and I haven't felt this kind of joy since before I sold my High Tide deck, a year ago.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
Karn, Silver Golem EDH Deck Link to my deck.
Swath, Quest for The Pure Flame, Gifts....
This is not one of them.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
Basicly does the same thing but more when its played out of the graveyard. It has more synergy than pryomancer's by a long shot becuase it can be searched out with peer through depths aswell and can be flashed back for extra value.
Karn, Silver Golem EDH Deck Link to my deck.
Don't act like you're being violatead just because I have a different opinion. People on these forums ask for it, and I give it. If you don't like it, or are offended by it, you got some seriose problems.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
That's what this forum is about. It's a discussion about opinions on cards and how our decks interact.
The forum is greater because Unk shares his views.. Let's not condemn him for this
In other news, I plan on swapping out a Pyromancer's ascension for a Quest For Pure flame.. I just like the idea of Grapeshot doing a Shock after 5 triggers.. heh
Unkyunk. You shot down Vengeance too early. Its basically a more flexible Pyromancer's Ascension that can be flashed back for storm for more benefits... How is that not good?
The only thing Ascension has on vengeance is the fact that once its down it can't be disrupted as easily unless they have enchantment removal but both still get pwned by counter spells.
Karn, Silver Golem EDH Deck Link to my deck.
There are upsides and downsides to IV, just like there are for Ascension. This thread is about Increasing Vengeance, not about choosing to play just one of those two cards in a storm deck. Let's get back on that track, shall we?
I initially tested IV in the context of taking one of the mono-red builds, then swapping the 4 Reverberate for Increasing Vengeance. I had already used the mono-red build a number of times in experimentation, but it just wasn't my style (not interactive enough, and too reliant on your opponent losing to Warrens in games 2/3). But I did want to understand what made the deck faster/more consistent without blue cards, and then see if I could apply some of those tools to a different build of storm combo. What was interesting about Increasing Vengeance was that it was a lot easier to find 5 mana to flashback than I initially expected. So, while I didn't ultimately like the way that the mono-red build played out, and I didn't really like a similar 'speed-emphasized' build involving an Infernal Tutor splash, Increasing Vengeance was something that I decided was worth building a deck around.
If we think about copying effects in this game, we need look no further than Phantasmal Image to understand how strong a 2-mana copy can be--even with a downside. That's how I see things.
Also a flashed back IV will net you 8 mana if it is copying a Seething Song via PiF flashback. It seems like everything that is posted against unkyunk's view is immediately wrong. He started calling me out not hta long ago because I stated test results that he felt were ill informed. I try to just ignore the negative things and focus on the good stuff that he posts. The last person with this sort of attitude ended up banned.
Cockatrice username: Blackcat77
It's almost a tautology to say that anything in contradiction to my opinions is something I will believe to be wrong. Of course I think I am right and think that people who disagree are wrong. Don't you feel the same way about your own opinions?
That bit about comparing me to slipknot is ludicrous. I bet you can comeback here a day, a month, a year (if I still even post) from now and find that I will not be banned. And I will let that speak for itself.
Either way, its just really simple...
1. IV is just too dependent on whats going on with your hand.
2. This deck is pretty tight for slots anyways
3. Ascension just copies things like IV, except it does it for every spell you play and without costing you RR.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
I don't mind if people dislike my opinions. Half the time I end up being wrong anyway. However I have found that being wrong and learning from it improves your overall gameplay and deck building skills.
I was only saying that you were starting down slipknots path. You aren't 1/10 as bad as slipknot was. INS had some really comical battles with Slipknot. You two just seem to bicker with one another right now. I also was simply bringing up my initial experience with you. You seem to be getting better with accepting others opinions.
Your points are also all valid. However I don't look at it as remove this card for this card or that sort of idea. I look at it more as what cards can work inside the framework of my 75. I have the 3 different versions of the deck in my thinking. For UR Stock Storm it is kinda a push to get IV in the list without removing part of the engine, or Remand. I personally have loved Remand from the start of Modern, if you have time look into some of the earlier posts in this thread.
Cockatrice username: Blackcat77