Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$81.22

0 Likes 9 Comments
Avg. CMC 2.5
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 21 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (25)
4 Axebane Guardian
$0.26 Creature - Human Druid
1 Doorkeeper
$0.07 Creature - Homunculus
4 Fog Bank
$0.28 Creature - Wall
4 Galvanic Alchemist
$0.11 Creature - Human Wizard
4 Gatecreeper Vine
$0.14 Creature - Plant
2 Haunted Guardian
$0.04 Artifact Creature - Construct
3 Hover Barrier
$1.05 Creature - Illusion Wall
2 Murmuring Phantasm
$0.03 Creature - Spirit
1 Tree of Redemption
$7.24 Creature - Plant
Instant (4)
4 Forbidden Alchemy
$0.07 Instant
Sorcery (8)
1 Devil's Play
$0.16 Sorcery
2 Increasing Ambition
$0.76 Sorcery
1 Increasing Confusion
$1.32 Sorcery
4 Tracker's Instincts
$0.11 Sorcery
Land (23)
2 Alchemist's Refuge
$1.28 Land
3 Breeding Pool
$16.49 Land - Forest Island
2 Dimir Guildgate
$0.05 Land - Gate
9 Forest
$0.08 Basic Land - Forest
1 Golgari Guildgate
$0.14 Land - Gate
1 Hinterland Harbor
$1.35 Land
5 Island
$0.09 Basic Land - Island
Sideboard - 15 cards, 8 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
2 Haunted Guardian
$0.04 Artifact Creature - Construct
Instant (13)
1 Ancient Grudge
$0.20 Instant
2 Dispel
$0.25 Instant
2 Golgari Charm
$1.21 Instant
2 Memory's Journey
$0.17 Instant
3 Negate
$0.13 Instant
2 Rapid Hybridization
$2.46 Instant
1 Ray of Revelation
$0.10 Instant

Comments
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  • Quincy Norton (23-May-2013 05:57)

    Updated! A few major changes: Ludvics Test Subject didn't make the cut. out of 10 test games, I only was able to max him out once, and he didnt help me win at all. Still combo'd off and won with a Devils play. Also, as a 0/3, he's got pretty poor defensive stats, so I'm disinclined to block with him. An extra Fog Bank took his place. Also, the difference between 4 and 5 toughness was relevant more often than I had originally thought, so I gently cut the number of Doorkeepers down to 1. He functions as the decks third win condition, and Murmuring Phantasam serves as another durable wall in its place. Haunted Guardian is super strong vs quick green and red decks, but is mediocre vs white (lots of opposing first/ double strikers, and is similarly weaker than my other walls vs black and blue. Still a great choice for the deck, and I'm considering an additional few in the sideboard. Now, for the key difference between 9000 and 9001. Everything instant or sorcery in 9001 has Flashback. The deck only needs to reach infinite mana, and then the combo begins. Because Gatecreeper Vine helps thin the deck out, using a Trackers Instinct or Forbidden Alchemy both put 8 cards in my graveyard, which, except in very rare cases, nets me another Trackers Instinct or Forbidden Alchemy. Rinse and repeat. We still have another 22 million in the mana pool to burn. I can deck myself, and in the process, discover the win-condition. It's a much more streamlined, compact, and reliable combo deck than the first one was. 

     
    • Pierce (23-May-2013 19:59)

      Roger that. Mind you, a big difference in the kill-by-creatures power of your playtesting deck and mine would be the inclusion of a Krasis Incubation, Mindshrieker, and Dark Imposter. That's really, really, really a big difference. But I totally understand streamlining (I just like those cards and the additional win con. They all serve both defensive and offensive purposes.)

      I believe Haunted Guardian is one of those cards where if it's good vs your opponent you want more, not less. As in - first strike stacks. Having 2 on the field lets you take out bigger creatures than just one. You WANT multiples.

      Probably switch the 2 in and out appropriately with murmuring phantasm.


      Now that your deck is super streamlined, it is now entirely destroyable by one card: Slaughter Games.

      You can play as in, accepting a loss to it, or devote a sizeable chunk of your sideboard.

       
      • Quincy Norton (24-May-2013 04:24)

        I haven't seen anyone run that card in ages, and not in multiples of 4. It takes 2 to completely shut me down. 

         
        • Pierce (24-May-2013 06:48)

          1. No Axebane Guardian = no win.

          But hey if it's no threat then no worries! Everything else can be dealt with.

          If you need an extra sideboard card (unburial rites?), I don't think you need 2 Memory's Journeys.

           
  • Pierce (Edited 19-May-2013 08:05)

    Why only 3 Fog Banks? They don't die to combat; extraordinarily helpful in getting to 4 living breathing Defenders. You should run 4. Flying is icing.


    And two genuine questions here:

    1. Have you noticed the difference in 4 to 5 toughness mattering a lot?

    Reason: If 4 toughness is effectively just as good as 5 against the creatures you face, you can use Doorkeeper instead of Murmuring Phantasm to have another card that kills (provided a 2nd Galvanic Alchemist, which isn't unrealistic).

    2. Why Urban Evolution? It doesn't seem like you're ramping to anything in particular. So is it just to draw 3 cards? Of course, drawing 3 cards isn't bad, but I'm thinking with this deck's particular properties tutoring would be more useful - most likely in the form of Forbidden Alchemy, or more Increasing Ambition.


    And a playtesting question. How do the Haunted Guardians perform?

     
    • Quincy Norton (19-May-2013 16:34)

      With Doorkeeper, its not the toughness that matters, its the mana cost. This deck needs to face down some super aggressive decks, and I like the idea of a bunch of cheap efficient walls.  I'll test out the Doorkeeper though.

      Urban Evolution is a favorite of mine, but within the context of this deck, Forbidden Alchemy is far better. Plus, as long as we get to infinite mana, it doesn't matter if we've ditched the Increasing Ambition to the graveyard. Updating the deck now. Grisly Salvage may go in as well, but I'd have to adjust the manabase accordingly

      I tried out an Angel of Glories rise in the deck as a way of reviving my win condition, but splashing white for it just felt awkward. Maybe some other iteration.

      And Haunted Guardian is super nice, when he manages to live. He shuts down a lot of early aggresive decks, unless he gets killed somehow, which unfortunately was usually the case. This is also my problem with Fog Bank. Its the most powerful wall in the deck, but its so easy to kill. Enter Murmuring Phantasm. Its a decent, cheap, and reliable backup. I kinda like it.

       
      • Quincy Norton (19-May-2013 16:47)

        Wait, I'm an idiot. Doorkeeper only costs 2 two summon. Maybe. It could function as an alternate win condition. But it does need 2 Galvanic Alchemists, a Doorkeeper, an Axebane Guardian, and two other defenders in order to insta-win. He could be decent as a repeatable threat.

         
        • Pierce (19-May-2013 17:19)

          Which, I think you'll find, is doable for a back-up win con. Probably allocate an equal number of Murmuring Phantasms for sideboarding incase that 4-5 toughness matters.

           
      • Pierce (19-May-2013 17:21)

        Fog Bank forces a kill spell on it. And this is a bad thing?

        Wouldn't you rather lose a Fog Bank than your Axebane Guardian, or a Test Subject?

        Run 4!