Match one game 2, you have to pay for both or the shield counters the entire spell. It wasn't the damage that was stopped, by not paying for both triggers, you got the spell countered
I also have to ask - why did he not choose the 5 damage with the burn down the house that followed? It would have shrunk the adeline's attack wiped out the rest of his board Then he just to hit a spell on the next turn, where he gets another arcane bombardment trigger, a free big score so he can maybe trigger it again on the next turn Or am I missing something?
@@bencastle3893 Very likely he misread it thinking he needs to pay 1 for each target he wishes to damage or thinking it targets opponent, I assume he thinks shield says that it prevents damage unless you pay 1 which follows with the earlier mistake that let the shield get his spell countered entirely - by not paying for the target he didn't want to shoot.
@@MTGGoldfish valkmira counters the spell if you dont pay. so when you didnt pay for the for the first trigger it countered the whole spell. you had to pay for both
I actually made an Arcane Bombardment deck the other day, but my list looked a little different. No blue mana at all, and my blue/red spells almost all were discarded for treasure, accelerating getting arcane bombardment out. Also no dual lands means faster mana base, add in a few copies of Goldhound for more mana acceleration and optionally a chump blocker if you really need, and the red 10 damage to any target spell
I threw together a modified version of this deck with Goldhound in place of the bounce spell and a mostly mono-red mana base (two prismari campuses just so you can cast a UR spell in a pinch), I think it's definitely got legs. Getting to play Den of the Bugbear and Sokenzan seems huge in the control matchup.
I think in Seth's mind the idea on game 2 was that if he doesn't pay then the shield fizzles a target. And then opponent isn't a target but aspirant is so aspirant should die. However countering isn't fizzling, if you neglect paying for ANY of the required extra mana the ENTIRE spell is countered rather than a singular target fizzling. Which obviously Seth knows but sometimes we forget how to magic for a lil bit.
Arcane bombardment reminds me of shark typhoon without the cycle. Most likely wins the game if it sticks but without the cycle to protect it less useful
I played against it for the first time a few days ago, and I didn't realize just how good it was (and how screwed i was) until I saw the second time it triggered 😅
Match 3 game 1, Yes, if you attacked the previous turn with the devils, you would have had a much better chance at barely winning. They would have been forced to use farewell to exile creatures as well or forced to use sedgemoor witch earlier for life gain.
I put together something similar to this last week. My version is mono red, and runs the spells that copy the next spell you cast, and Birgi. I'm using the Arcane bombardment's as a kind of back up plan, with the primary game plan to be just to storm off and cast all the spells in my deck. It can get pretty wild.
49:36 that interaction works? you can just do damage earlier in the stack before they become indestructible, and becoming indestructible doesnt counter it
the last spell put on the stack is the first to resolve, so here the first thing that resolves is demon bolt, and then since game checks to see if anything has taken lethal damage between every spell/trigger luminarch aspirant dies before valorous stance has a chance to resolve.
I've been playing this as Grixis for charm. Charm is the truth in this deck, it finds your bombardment, it kills creatures AND planeswalkers, and it closes the game/gains you life. I don't run the discard to make a treasure stuff, so I'm a turn slower, but much more consistent. I've also got a lot more stuff lower on the curve, so its a lot better than this build would be in BO1. It's also a lot better when you're not on a budget manabase.
On paper this just seems like the perfect Standard combo deck. Cause you're comboing with strong impactful spells, so if they disrupt the combo, you're left with strong impactful spells
Game 1 vs Esper, you should definitely shouldnt have skipped that attack into the Jin with everything. You'd have lost your 4/4, knocked him down to 4. Then full attack the next turn, with the devils pings you still get him to 1, and then he has to remove both remaining devils without killing them to stay alive AND he's dead to any burn spell (like the spikefield you drew later)
Probably the most "proper" way is to assign each card in your graveyard a number (like 1 is the top card, 2 is the one below that, etc) and then roll a D20 (or maybe D6, if your graveyard isn't that big) and take the card with the number you roll. In more casual play I'd probably just shuffle my graveyard facedown and have my opponent pick one.
The shield is one of my favorite cards in standard atm not because of its power, but simply because it requires no thinking from you and way more thinking from the opponent to play around properly
Wonderful deck. Surely build by a genius at combo’s Have played it for a month and my only changes were to put Tamyo’s and Prismari Command in all the time. And add Atushi, the blazing sky in as 4/4 blocker to slow agro decks …… with the bonus that WHEN it dies you get 3 treasure (I play it to get killed)
I would really like it if you guys could put together a arcane bombardment pioneer deck. I really wanna make it work. I'm not saying it'll be top tier and stomp Winota. But id probably try to make it work as my first pioneer deck.
I found more effectiveness running a treasure lineup of Goldspan dragons, Magda, Moonsnare, and a professional Face-breaker. You can use the treasures and prismari command to keep mana values high and even use the treasures repeatedly with a Galazeth prismari. Also a bit of countermagic in Disruption Protocol never hurt anyone
So for budget reasons I think make it mono red banking on treasures to mana fix also prismari command feel like it could have been better than the Dragon in the deck
Match 3 Game 1 seems like you really would have benefitted from being more aggressive with your spells. This deck gets tied up on high mana costs a lot, so I think rushing out a Big Score on their turn into a counter so you could Unexpected Windfall while they were tapped out would have made a big difference - even if they don't take the bait, you'd still get to pitch a fairly useless bounce spell and make two treasures to force your big spells through. Just passing the turn repeatedly gives them more time to sculpt a hand full of answers. Pitching the Opus on their EOT turn 3 would have also been a fairly safe option - at that point you still thought it could be Zombies, but unless anything is rocking maindeck grave hate you probably want the speed more than the spell. 8 mana is a death sentence against a counterspell deck, but the treasure lets you cast earlier card selection in a matchup where you really can't afford to be sitting on blanks. You're gonna be casting Arcane Bombardment if you want to overwhelm them, so it's no big loss if you don't get the upfront cast. Smoldering Egg actually seems like a useful sideboard card against the control matchup - game 2 they probably side out removal because you're playing pretty much all noncreature spells, so they might struggle to kill the eggs before you can start sapping them. Combined with Negates to protect the eggs from what removal they do have, I think that could be a better plan against Esper Control than the Hullbreaker Horror plan - which just seems like a worse version of what they're doing. Even if your spells get countered, the eggs still get the counters, which lets you pressure them into getting brutally tempo'd by negates if you can force them to cast removal spells at inopportune moments. I'd take out the Tamiyo's Safekeepings for more negates, actually - Arcane Bombardment is already not long for the world if they've got multiple removal spells ready to cast and cheap counters are really good at tripping them up at critical junctures.
Correct me if I'm wrong but in match one game 3 he could have just demon bolted the adeline instead of bouncing it right. Cause demon bolt deals 4 damage and the adeline has 4 toughness. Is there a reason to not just bolt the adeline there
I think this deck wants curates, and, maybe in the less budget version, unlicensed hearse to mitigate bombardment hitting the less impactful spells in the graveyard. Also, trying out a flashback package with things like otherworldly gaze and seize the storm might be interesting as well.
It would be sweet to get some more modern and pioneer game play. I know standard is fun for arena, but we all know what the actual best game modes are to watch and play
Ive been playing a deck a lot like this, and I have something like a 70% win rate in ranked with it, I might have been able to rank up to mythic if I did not like to play other janky decks that always lose as well.
I run more low cost, like abrade, and galvanic/expressive iteration and a one of hullbreaker in the main. No masterpiece and less copies of Arcane creative and magma. And well not budget lands lol
I think the esper match-up could be handled with discard; *Skull Raid* , *Check for Traps* and, especially with the Treasure generation, *Devour Intellect* all seem like GOOD answers!
I think cheap counterspells like Negate or even An Offer You Can't Refuse (purely because it's one mana) to ensure the spells you need to resolve do so are probably a better option - this deck can't really play aggro, so you have to tempo them at critical moments to get there. The discard isn't going to be sufficient when you're unable to put a clock on them - over time, the single spell you took from a control deck is basically interchangeable with any other spell in their deck. In a Grixis shell with faster lands I could see it, but trying to play multiple black cards entirely off treasure seems like a recipe for mana screw issues. Plus Devour Intellect is a terrible hit off Arcane Bombardment, you're in a lot of trouble if you only get one or two chances to activate it and that's what it hits.
might be cool to play unlicensed herst and the land that makes to 1/1s this way you can shave unwanted hits 🤔 in the bin and have tokens to soak up some damage or be a clock witn them crewing the herst.
Yeah when I first saw this card I need this would be good haha Even when they are just trying to destroy it and you counter a spell, it activates which I thought was nutty haha
Phoenix invocation is a enchantment that my EDH play group hate letting me have and arcane bombardment will be even worse ......Let's do the time warp dance😈. I like playing shrines in historic but I might build this for standard, I haven't played standard in forever though😂.
@@drpibisback7680 yeees, but it'd kill the rest of the board, and by that, it'd reduce Adeline's power aswell... Those devils could only block. Since Valkmira was on the board, devlis' die trigger did not matter
Unfortunately, I'd say so. Burn Down the House on turn 4-5 isn't going to be enough versus a Winota deck that has you hanging on by a thread by turn 3. Pioneer is also a haven for control and combo decks and doesn't have a lot of creature-based aggro decks (outside of the aforementioned Winota into Tovolar's Huntmaster on turn 3 decks), so you're gonna face bad matchups a lot. The deck just needs too many turns of setup before it can start interacting.
Definitely seems like the line. The only spells in the yard are Demon Bolts, so a Spikefield targeting one of the Spiders deals four to Lolth and kills her as well as getting two more damage off the board. You're still taking 4-5 damage the next turn, which is risky given how much reach the Anvil deck has, but it seems completely plausible to stabilize if Lolth isn't around to speed up the clock.
I think not boarding it in against control was a huge mistake. They're probably gonna board out a bunch of removal spells for discard and grave hate, at which point you sneak the egg under their counters and try to use your negates (which I personally think should be a 4-of in the side over the Tamiyo's Safekeeping) and card selection to play like wonky Delver. It's risky, but if they keep a discard-heavy hand off the basis of what they saw in game 1 they could just get blindsided by a turn 2 or 3 Egg that they don't have removal for. A sequence like t1 tapland, t2 discard one of the big spells for treasure on their end step, t3 Egg with Negate backup to snipe their one removal spell or a counter is probably the best sequence this deck could get against control - you can pretty leisurely cast your card draw, Burn Down the House for devils, or even ramp out a big spell and quickly have a 4/4 flyer clocking them + throwing in chip damage. Even if they just kill it as fast as they can, you're still forcing them to spend their precious early game resources on your two mana 0/4 instead of countering your action spells - and if their draw is counter heavy, even running spells into their counters still puts counters on the egg. You could even go the mind games route and then side the eggs back out in game 3 when they put some removal back in.
There's incidental graveyard hate on a lot of cards that snipe a card from the graveyard, but there isn't really hard graveyard hate like Rest in Peace or Leyline of the Void. As for enchantment hate, the big issue is Vanishing Verse and Void Rend, which are popular in WB and Esper Control, other decks might have some in the sideboard, but not much. Artifact hate is much more common than enchantment hate.
Seth is bad at playing against control. Like to beat control you want to pressure them cuz they don't have infinite answers. But waiting gives them time to find them and sculpt their hand to perfectly shut you out
@@MTGGoldfish don't get me wrong Seth I love your content and your play (I actually started modern cuz of you) Loved the deck and it's true but that's why I think you board kn the smoldering eggs it's a threat you drop early and will start to pressure them shortly after enough to force an answer creating a window
@@MTGGoldfish At minimum you should probably be way more aggressive with your big spells. You have a ton of them in the deck and their huge casting costs are terrible into a control deck, so it's way better to dump them into your yard and get the treasures. You have a lot of cheap instant-speed card draw/treasure generation, use it on their turn to bait a counter so you can make devils or keep setting up! You can't afford to be scared of their counters, you have to make them use their resources before they can start refueling. I think more Negates in the board would also help. They're better at protecting your non-Arcane Bombardment action spells than Tamiyo's Safekeeping (and they're still fine for protecting Bombardment) and they enable you to tempo the control player at critical moments - for example, a scenario in which they're gonna counter your hail mary Magma Opus and then Memory Deluge to refuel while you're shields down goes severely wrong for them when you Negate their counter. The deck is more than capable of having two extra mana up a lot of the time, which could couple with Smoldering Egg to play a weird Delver-y game.
I played a very annoying matchup versus a counterspell land destruction arcane bombardment deck the other day. Seems like people take the most fun cards and find the most unfun ways to abuse them. This is why we can't have nice things.
24:35... wait wasn't the whole reason you played the untapped land and not the tapped land on turn 3 so that you could play windfall on their turn? You... didn't and now turn 4 you have a tap land and not a second treasure and 2 more cards in hand.... what are you doing?
There was another time in Match 3 where it felt like you should have bounced the enemy's creature in game 2 … the timing of some of your plays seemed weird, you don't' always capitalize on their end of turn/ your end of turn shenanigans. But dang.
I feel like almost every Arcane Bombardment deck I see, either they would’ve won without the bombardment or they lose because they jam bombardment or don’t just have better spells. Bombardment is so easily answered, so slow, and just doesn’t feel good in standard to me.
I have played against someone with this card: It's very unbalanced card, should be at least legendary (to avoid clustering more and more buff's) or having a counter limiter for how many free spells is could cast than exiles itself
If the opponent hasn't tapped out, taking the damage is often the correct play. If you bounce it in their end step, it's gone for a turn, and they have decisions to make next turn. Also, they may play something main phase 2 that you want off the board more. As long as the damage won't kill you, you're preventing the same amount of (non-haste) damage, while increasing your options and giving your opponent more opportunities to misplay.
Match one game 2, you have to pay for both or the shield counters the entire spell. It wasn't the damage that was stopped, by not paying for both triggers, you got the spell countered
The really weird part is that he decline the first trigger but pays for the second one after the spell is already countered
I also have to ask - why did he not choose the 5 damage with the burn down the house that followed? It would have shrunk the adeline's attack wiped out the rest of his board
Then he just to hit a spell on the next turn, where he gets another arcane bombardment trigger, a free big score so he can maybe trigger it again on the next turn
Or am I missing something?
@@bencastle3893 Tis easier to analyze the past than live in the present.
@@bencastle3893 Very likely he misread it thinking he needs to pay 1 for each target he wishes to damage or thinking it targets opponent, I assume he thinks shield says that it prevents damage unless you pay 1 which follows with the earlier mistake that let the shield get his spell countered entirely - by not paying for the target he didn't want to shoot.
@@erisdiscordia5429 I get that but I'm crap at magic and it was fairly obvious to me - I assumed I was missing something
Seth targets Aspirant while shield is on the battlefield and doesn't pay the 1.
Also Seth: "Not sure why it didn't die."
Ohh, it had a shield counter? That explains it.
@@MTGGoldfish They ment Valkmira, Protector's Shield, you declined to pay for the spell to resolve.
@@MTGGoldfish valkmira counters the spell if you dont pay. so when you didnt pay for the for the first trigger it countered the whole spell. you had to pay for both
Seth has conditioned himself to never pay the 1.
@@qubingjianshen8210 underrated comment.
Seeing Seth’s joy over his decks go off makes my whole day better. Thanks for the content Seth, you’re one in a million.
I actually made an Arcane Bombardment deck the other day, but my list looked a little different. No blue mana at all, and my blue/red spells almost all were discarded for treasure, accelerating getting arcane bombardment out. Also no dual lands means faster mana base, add in a few copies of Goldhound for more mana acceleration and optionally a chump blocker if you really need, and the red 10 damage to any target spell
I threw together a modified version of this deck with Goldhound in place of the bounce spell and a mostly mono-red mana base (two prismari campuses just so you can cast a UR spell in a pinch), I think it's definitely got legs. Getting to play Den of the Bugbear and Sokenzan seems huge in the control matchup.
I think in Seth's mind the idea on game 2 was that if he doesn't pay then the shield fizzles a target.
And then opponent isn't a target but aspirant is so aspirant should die.
However countering isn't fizzling, if you neglect paying for ANY of the required extra mana the ENTIRE spell is countered rather than a singular target fizzling.
Which obviously Seth knows but sometimes we forget how to magic for a lil bit.
Arcane bombardment reminds me of shark typhoon without the cycle. Most likely wins the game if it sticks but without the cycle to protect it less useful
It's more like an in-between of Double Visions and Eye of the Storm. It's limited to once per turn, but gets stronger with each next trigger
I did not mean mechanically, I meant on the overall impact of the game.
Seth please keep making more arcane bombardment decks! Loving theses videos!! (:
They are so much fun!
I played against it for the first time a few days ago, and I didn't realize just how good it was (and how screwed i was) until I saw the second time it triggered 😅
Close comparison would be Thousand Year Storm.
This. Exactly this. I was like "Ok that's some good value." And then the second trigger... oh the second trigger.
Match 3 game 1, Yes, if you attacked the previous turn with the devils, you would have had a much better chance at barely winning.
They would have been forced to use farewell to exile creatures as well or forced to use sedgemoor witch earlier for life gain.
I put together something similar to this last week. My version is mono red, and runs the spells that copy the next spell you cast, and Birgi. I'm using the Arcane bombardment's as a kind of back up plan, with the primary game plan to be just to storm off and cast all the spells in my deck. It can get pretty wild.
Sweet card, I hadn't seen this one yet... Definitely the type of thing I love MTGGoldfish for!
You know, I think every time I've seen you play a card with the word Bombardment in its name, the results have been spectacular.
49:36 that interaction works? you can just do damage earlier in the stack before they become indestructible, and becoming indestructible doesnt counter it
the last spell put on the stack is the first to resolve, so here the first thing that resolves is demon bolt, and then since game checks to see if anything has taken lethal damage between every spell/trigger luminarch aspirant dies before valorous stance has a chance to resolve.
at 38:00 why not swing with all? would have forced the choice between killing jin and lethal
If they blocked the elemental the devil wouldn’t have died dealing 1 to Jin
I wonder if there’s a build that goes grixis for charm to keep fueling the bombardment.
Yes, saw a video today
I kinda wanna see some one build a deck around invoke despair and arcane bombardment, I think it could be fun.
I've been playing this as Grixis for charm. Charm is the truth in this deck, it finds your bombardment, it kills creatures AND planeswalkers, and it closes the game/gains you life. I don't run the discard to make a treasure stuff, so I'm a turn slower, but much more consistent. I've also got a lot more stuff lower on the curve, so its a lot better than this build would be in BO1. It's also a lot better when you're not on a budget manabase.
Crokeys had vids up of a grixis build, also sonio has a vid or 2, neither are budget however
@@lordstov8592 never heard of them but I'll look them up.
@@lordstov8592 Never heard of him either, but Grixis is definitely the build to go with in BO1 IMO
On paper this just seems like the perfect Standard combo deck.
Cause you're comboing with strong impactful spells, so if they disrupt the combo, you're left with strong impactful spells
Game 1 vs Esper, you should definitely shouldnt have skipped that attack into the Jin with everything. You'd have lost your 4/4, knocked him down to 4. Then full attack the next turn, with the devils pings you still get him to 1, and then he has to remove both remaining devils without killing them to stay alive AND he's dead to any burn spell (like the spikefield you drew later)
I play in paper. What is the "proper" way to pick a random instant or sorcery from your graveyard
Probably the most "proper" way is to assign each card in your graveyard a number (like 1 is the top card, 2 is the one below that, etc) and then roll a D20 (or maybe D6, if your graveyard isn't that big) and take the card with the number you roll. In more casual play I'd probably just shuffle my graveyard facedown and have my opponent pick one.
@@MTGGoldfish thank you! Makes sense to me
You could also look up a random number generator on your phone, then number your cards like Seth said and use that.
The shield is one of my favorite cards in standard atm not because of its power, but simply because it requires no thinking from you and way more thinking from the opponent to play around properly
Wonderful deck. Surely build by a genius at combo’s
Have played it for a month and my only changes were to put Tamyo’s and Prismari Command in all the time.
And add Atushi, the blazing sky in as 4/4 blocker to slow agro decks …… with the bonus that WHEN it dies you get 3 treasure
(I play it to get killed)
Primary command is super good in this deck. You gotta kill the shield and cycle through cards
Yeah, I left that one out because its a rare to help keep the budget down on Arena, although I agree it's good in the deck.
@@MTGGoldfish yeah, it's impressive how much you can do with 50$
I would really like it if you guys could put together a arcane bombardment pioneer deck. I really wanna make it work. I'm not saying it'll be top tier and stomp Winota. But id probably try to make it work as my first pioneer deck.
this is such a great showing for arcane bombardment that Im making room for it in all my izzet edh decks
I found more effectiveness running a treasure lineup of Goldspan dragons, Magda, Moonsnare, and a professional Face-breaker. You can use the treasures and prismari command to keep mana values high and even use the treasures repeatedly with a Galazeth prismari. Also a bit of countermagic in Disruption Protocol never hurt anyone
He definitely could have done that but that’d be a non budget version most likely
Would love to see a powered up version of this on against the odds
So this is why this wasn't an option for Against the Odds... Yay, budget magic is my second favorite series!
You really should have run at least some artifact removal in your sideboard. That'd have taken care of the shield, the anvil, et cetera.
Yeah, in hindsight I would include some artifact removal. Probably Abrade. Good suggestion :)
What u need is prismari command. It does everything and is perfect for arcade bombardment. Get to pick 2 form damage, draw, treasure AND kill artifact
Watched a Day9 video with something similar where he would kill his opponents in their upkeep. Good times and great laughs.
So for budget reasons I think make it mono red banking on treasures to mana fix also prismari command feel like it could have been better than the Dragon in the deck
Match 3 Game 1 seems like you really would have benefitted from being more aggressive with your spells. This deck gets tied up on high mana costs a lot, so I think rushing out a Big Score on their turn into a counter so you could Unexpected Windfall while they were tapped out would have made a big difference - even if they don't take the bait, you'd still get to pitch a fairly useless bounce spell and make two treasures to force your big spells through. Just passing the turn repeatedly gives them more time to sculpt a hand full of answers. Pitching the Opus on their EOT turn 3 would have also been a fairly safe option - at that point you still thought it could be Zombies, but unless anything is rocking maindeck grave hate you probably want the speed more than the spell. 8 mana is a death sentence against a counterspell deck, but the treasure lets you cast earlier card selection in a matchup where you really can't afford to be sitting on blanks. You're gonna be casting Arcane Bombardment if you want to overwhelm them, so it's no big loss if you don't get the upfront cast.
Smoldering Egg actually seems like a useful sideboard card against the control matchup - game 2 they probably side out removal because you're playing pretty much all noncreature spells, so they might struggle to kill the eggs before you can start sapping them. Combined with Negates to protect the eggs from what removal they do have, I think that could be a better plan against Esper Control than the Hullbreaker Horror plan - which just seems like a worse version of what they're doing. Even if your spells get countered, the eggs still get the counters, which lets you pressure them into getting brutally tempo'd by negates if you can force them to cast removal spells at inopportune moments. I'd take out the Tamiyo's Safekeepings for more negates, actually - Arcane Bombardment is already not long for the world if they've got multiple removal spells ready to cast and cheap counters are really good at tripping them up at critical junctures.
Correct me if I'm wrong but in match one game 3 he could have just demon bolted the adeline instead of bouncing it right. Cause demon bolt deals 4 damage and the adeline has 4 toughness. Is there a reason to not just bolt the adeline there
....is there any merit in jamming Alrund's Epiphany in an effort to discard it and exile it with AB?
Alrunds Epiphany is banned in standard, thank god.
@@TheRealHungryHobo definitely slipped my mind, thanks! 😅 there's just soo many formats on Arena now to track
This should probably be more than just a budget deck! Bombardment is the truth!
I think this deck wants curates, and, maybe in the less budget version, unlicensed hearse to mitigate bombardment hitting the less impactful spells in the graveyard. Also, trying out a flashback package with things like otherworldly gaze and seize the storm might be interesting as well.
How would you take this brew to explorer ? I don't if the format won't be too quick to play such deck
"We have five burn down the house" - seth, probably better known as Saffron Olive
It would be sweet to get some more modern and pioneer game play. I know standard is fun for arena, but we all know what the actual best game modes are to watch and play
Throw in the 10 drop burn spell to kill your opponent in 2 turns.
Ive been playing a deck a lot like this, and I have something like a 70% win rate in ranked with it, I might have been able to rank up to mythic if I did not like to play other janky decks that always lose as well.
Nice! What does your list look like?
I run more low cost, like abrade, and galvanic/expressive iteration and a one of hullbreaker in the main. No masterpiece and less copies of Arcane creative and magma. And well not budget lands lol
The galvanic have felt like stars because of the flashback, since I can discard to windfall and still use it to trigger Arcane at instant speed.
I think the esper match-up could be handled with discard;
*Skull Raid* , *Check for Traps* and, especially with the Treasure generation, *Devour Intellect* all seem like GOOD answers!
I think cheap counterspells like Negate or even An Offer You Can't Refuse (purely because it's one mana) to ensure the spells you need to resolve do so are probably a better option - this deck can't really play aggro, so you have to tempo them at critical moments to get there. The discard isn't going to be sufficient when you're unable to put a clock on them - over time, the single spell you took from a control deck is basically interchangeable with any other spell in their deck. In a Grixis shell with faster lands I could see it, but trying to play multiple black cards entirely off treasure seems like a recipe for mana screw issues. Plus Devour Intellect is a terrible hit off Arcane Bombardment, you're in a lot of trouble if you only get one or two chances to activate it and that's what it hits.
57:52 "Strangle the Paulo"
Watching Seth play against control decks will never cease being painful lol
I'm actually working on a Commander deck that uses Arcane Bombardment as a Storm enabler.
If you’re suicidal, take a drink every time Seth says “Arcane Bombardment” in the intro. You will die of alcohol poisoning.
Any reason to not play the izzet extra turn spell ?
It's infinite turns once exiled under bombardment no?
the one from crimson vow, no, you can't cast the cleave cost so you would lose the next turn
might be cool to play unlicensed herst and the land that makes to 1/1s this way you can shave unwanted hits 🤔 in the bin and have tokens to soak up some damage or be a clock witn them crewing the herst.
Did it bug anyone else with the what he was saying Adeline? Like the line should sound just like line right?
Yeah when I first saw this card I need this would be good haha Even when they are just trying to destroy it and you counter a spell, it activates which I thought was nutty haha
Looking for recommendations, if you were to try to bring this to modern, what types of edits would you make to have fun with Arcane Bombardment?
Tried this on Arena in best of one and so far it’s like 4-1. And a lot of fun to play tbh.
No explosive singularity?
Phoenix invocation is a enchantment that my EDH play group hate letting me have and arcane bombardment will be even worse ......Let's do the time warp dance😈. I like playing shrines in historic but I might build this for standard, I haven't played standard in forever though😂.
storm kiln artist is a fun addition to this deck
12:39 Is where you did wrong. You declined and got the spell countered. That's on you for not reading the card, lol. 🤣
Any hopes for a pioneer port? Or too slow?
what the heck... 12:57... why devils???
The 5 doesn't kill Adeline, while the devils can block her.
@@drpibisback7680 yeees, but it'd kill the rest of the board, and by that, it'd reduce Adeline's power aswell... Those devils could only block. Since Valkmira was on the board, devlis' die trigger did not matter
Is this deck to slow for pioneer/explorer with some upgrades?
Unfortunately, I'd say so. Burn Down the House on turn 4-5 isn't going to be enough versus a Winota deck that has you hanging on by a thread by turn 3. Pioneer is also a haven for control and combo decks and doesn't have a lot of creature-based aggro decks (outside of the aforementioned Winota into Tovolar's Huntmaster on turn 3 decks), so you're gonna face bad matchups a lot. The deck just needs too many turns of setup before it can start interacting.
Please try Arcane Bombardment with Jadzi
"The taxes got us that time - actually is was really this Shield..."
Sorry, Seth, but actually it was just you not reading the triggers carefully 😂
I lost count of how many times you missed a Campus scry. If you're going to play the janky budget lands you might as well get your value out of them.
I'm pretty sure I scryed with it once ;)
I feel like Missix Mastery would work really well in this deck
Yes it is I tested it day one both damage and token decks are getting insane
So draw discard is huge for this combo
why didn't you discard mastery to make a treasure then next turn do bombardment + spikefield hazard on match 2 game 1?
Definitely seems like the line. The only spells in the yard are Demon Bolts, so a Spikefield targeting one of the Spiders deals four to Lolth and kills her as well as getting two more damage off the board. You're still taking 4-5 damage the next turn, which is risky given how much reach the Anvil deck has, but it seems completely plausible to stabilize if Lolth isn't around to speed up the clock.
Also explosive singularity is also pretty good in the deck
I was so sad when this rotated out. I had way too much fun playing this
That smoldering egg in the sideboard is looking sus. Doesn't go in against aggro, control, or midrange apparently.
I think not boarding it in against control was a huge mistake. They're probably gonna board out a bunch of removal spells for discard and grave hate, at which point you sneak the egg under their counters and try to use your negates (which I personally think should be a 4-of in the side over the Tamiyo's Safekeeping) and card selection to play like wonky Delver. It's risky, but if they keep a discard-heavy hand off the basis of what they saw in game 1 they could just get blindsided by a turn 2 or 3 Egg that they don't have removal for. A sequence like t1 tapland, t2 discard one of the big spells for treasure on their end step, t3 Egg with Negate backup to snipe their one removal spell or a counter is probably the best sequence this deck could get against control - you can pretty leisurely cast your card draw, Burn Down the House for devils, or even ramp out a big spell and quickly have a 4/4 flyer clocking them + throwing in chip damage. Even if they just kill it as fast as they can, you're still forcing them to spend their precious early game resources on your two mana 0/4 instead of countering your action spells - and if their draw is counter heavy, even running spells into their counters still puts counters on the egg. You could even go the mind games route and then side the eggs back out in game 3 when they put some removal back in.
Match one game one was a great struggle.
I haven't been playing standard, how much graveyard hate and enchantment removal is there?
There's incidental graveyard hate on a lot of cards that snipe a card from the graveyard, but there isn't really hard graveyard hate like Rest in Peace or Leyline of the Void. As for enchantment hate, the big issue is Vanishing Verse and Void Rend, which are popular in WB and Esper Control, other decks might have some in the sideboard, but not much. Artifact hate is much more common than enchantment hate.
@@MTGGoldfish neat. If I wasn't prepping for a modern tournament I would pick this up.
Now I want to brew a Bombardment list for Pioneer with extra turns spells, because apparently my dream was to become the villain in this story 😆
Alrund's Epiphany is still legal in Pioneer and I'm sure that one day R&D will regret that.
why did seth call speelbinder Paulo ?
Yo 5 copies of burn down the house?
Grixis is the better version just swap out the demon bolt for the modal charm
Yeah, the problem is that if you go Grixis you need a bunch of rare dual lands to make the mana work so it's tough on a budget.
@@MTGGoldfish you’re right! oops I forgot to read the title lol sorry bud 😹
"makes him bring in graveyard hate" Lmao, I main deck rest in peace because of decks like this.
i have played with magma opus many times, and it is only now that i realize it is not magnum opus
Seth is bad at playing against control.
Like to beat control you want to pressure them cuz they don't have infinite answers. But waiting gives them time to find them and sculpt their hand to perfectly shut you out
You're right, but this deck isn't great at pressuring :(
@@MTGGoldfish don't get me wrong Seth I love your content and your play (I actually started modern cuz of you)
Loved the deck and it's true but that's why I think you board kn the smoldering eggs it's a threat you drop early and will start to pressure them shortly after enough to force an answer creating a window
@@MTGGoldfish At minimum you should probably be way more aggressive with your big spells. You have a ton of them in the deck and their huge casting costs are terrible into a control deck, so it's way better to dump them into your yard and get the treasures. You have a lot of cheap instant-speed card draw/treasure generation, use it on their turn to bait a counter so you can make devils or keep setting up! You can't afford to be scared of their counters, you have to make them use their resources before they can start refueling.
I think more Negates in the board would also help. They're better at protecting your non-Arcane Bombardment action spells than Tamiyo's Safekeeping (and they're still fine for protecting Bombardment) and they enable you to tempo the control player at critical moments - for example, a scenario in which they're gonna counter your hail mary Magma Opus and then Memory Deluge to refuel while you're shields down goes severely wrong for them when you Negate their counter. The deck is more than capable of having two extra mana up a lot of the time, which could couple with Smoldering Egg to play a weird Delver-y game.
I played a very annoying matchup versus a counterspell land destruction arcane bombardment deck the other day. Seems like people take the most fun cards and find the most unfun ways to abuse them. This is why we can't have nice things.
Seth is a joy.
*Thanks for the Content* !
Imagine exiling an extra turn spell.
Should throw 2 of your own JinGa taxis in here
idk why but it felt like you had way more than 20 lands in your deck throughout this video
tbh, this deck ist the most frustrating thing to play against... almost trashed my whole setup from frustration
Arcane Bombardment go brrrrrrrrrrrrrr.
Budget in paper.... one million dollars in Arena...
Nothing better than watching mono-White lose.
How to deal with esper?! Easy! land destruction!
That wasn't rain, twas the salty tears of the monowhite player with no gravehate or relevant removal
I cannot believe Wizards of the Coast listen to Hasbro put Arcane bombardment inside stella Quick Draw wtf.......
Have I ever told you that your look in match 2 makes you look maybe like a guru or maybe even a jedi?
24:35... wait wasn't the whole reason you played the untapped land and not the tapped land on turn 3 so that you could play windfall on their turn? You... didn't and now turn 4 you have a tap land and not a second treasure and 2 more cards in hand.... what are you doing?
There was another time in Match 3 where it felt like you should have bounced the enemy's creature in game 2 … the timing of some of your plays seemed weird, you don't' always capitalize on their end of turn/ your end of turn shenanigans. But dang.
I feel like almost every Arcane Bombardment deck I see, either they would’ve won without the bombardment or they lose because they jam bombardment or don’t just have better spells. Bombardment is so easily answered, so slow, and just doesn’t feel good in standard to me.
But would it have won as spectacularly without Arcane Bombardment? Personally I'm a fan of winning more ;)
I have played against someone with this card: It's very unbalanced card, should be at least legendary (to avoid clustering more and more buff's) or having a counter limiter for how many free spells is could cast than exiles itself
Lots of plays mistakes lately. Not paying for both target costs. Why are you taking damage and then killing/bouncing things? Am I missing something?
So many ruin their decks by having counterspells or cards like memory deluge that depend on the mana spent
I went up against this deck in alchemy and they copied alrunds epiphany and time warp. Rough stuff.
He said arcane Barbadment more than once
Yes.
Freecasting will aleays be toxic
I cringe every time he takes damage and then same turn returns the creature to their hand...
If the opponent hasn't tapped out, taking the damage is often the correct play. If you bounce it in their end step, it's gone for a turn, and they have decisions to make next turn. Also, they may play something main phase 2 that you want off the board more. As long as the damage won't kill you, you're preventing the same amount of (non-haste) damage, while increasing your options and giving your opponent more opportunities to misplay.
Oh my