1

(11 replies, posted in Decks and Deckbuilding)

overlordmario wrote:

Combo is fragile. I added temp creatures to give me another out in case they do something.

If thats the case I would look at a tempo creature that fits in better with your main game plan. Stick to 4 of either Kiln Fiend or Niv Magus Elemental and your Harbingers will still beable to tutor you up some tempo in emergencies.

If you cant get your hands on Serum Visions I would look at Slotting in Mana morphose, another Expedite or Niv Magus Elemental personally. Expedition maps could be a neat option too.

overlordmario wrote:

Rakka Mar was meant for Control for shits and giggles.
Recall vs affinity.
Doom engine vs control
ash zealot was questionable.

Recall is alright vs. Affinity but you probably dont need 4. Shatter spree would probably be better if you absolutely positively need more anti affinity.

Ash zealot could be fine to punish graveyard centric decks but Graff Diggers gives you utility vs. Collected Company too.

Most of the rest was stuff designed to beat control which is fine, except control isnt very large in the Modern Meta, and as a pretty resilient combo you should be doing ok against them either way. If you had remained as a mostly tempo deck than it would be more of a struggle vs. control.

2

(11 replies, posted in Decks and Deckbuilding)

If this is a combo why all the tempo creatures?

-4x Delver of Secrets
-2x Young Pyromancer
-2x Monastery Swiftspear
-2x Stormchaser Mage
-1x Kiln Fiend
-2 Night's whisper

+4x flamekin Harbinger
+4 Serum Visions
+3 Expedite
+2 Dispel

You're sideboard is very strange and also 19 cards.

Sideboard
-2 Rakka Mar
-2 Ash Zealot
-2 Skull crack
-2 Scuttling Doom engine
-1 Rakdo's Return
-2 Aligned Hedron Network
-2 Dimir Charm
-1 Hurkyl's Recall

+3 Graf Diggers' Cage
+3 Ghost Quarter
+1 Fork Bolt
+1 Spellskite
+1 Twisted Image
+3 Anger of the Gods

Erg lost most of a post. *sigh*

I mean Thunderclap Wyvern Sorry! XD

I'd look at something like:

8x 1 drop Fliers
~8x 2-3 Drop fliers
4 Thunderclap Wyvern
4 Halimar Tidecaller (?? The Blue Creature that returns awaken cards to your hands and gives your land creatures buffs)
~6-10 Awaken Cards (Roil Spout, Scatter to the Winds (the 3 mana Blue Counter), and Sheer Drop? (the White removal.)

Filling the rest in with Counter/Removal as  you see fit (the counter 4 CMC card one seems good these days)

Then you maybe splash alittle black or green so you can drop in the Hexproof or Lifelink Man land (if you wanna get fancy smile )


I can play around with a deck I might play if thats helpful. Im not a standard pro but I tend to do well in local events.

Your deck also seems unfocused. What is your win condition and how do you achieve it? I see three separate win ideas fighting in there. Are you doing a W/U flying wheenies deal? If so where is thunderbreak regent? and why so much HUGE stuff?

If you're doing a mega morph dragons thing how do you get there and why so many non dragon wheenies?

If you're doing a Controlly Enchantment grow/Narset win con then why the dragons and the wheenies?

Like wise your Sideboard doesnt seem to be a set of cards to combat decks in the meta but just a bunch of generally good cards.

Focus your side board on major decks you will have trouble with.

SinkingStar wrote:

If an example is needed, take Spike Feeder. It is listed as Modern legal, but it's real versions are all in sets that aren't modern. So...

Spike feeder is legal in modern because it was Time Shifted in the Time Spiral set.

Not sure about much else but I assume that they remain legal based on their paper printings.

The Isochron does an interesting job as a discount Snappy. The only problem I really forsee with it is that it doesn't play nice with already used stuff/serum visions/splinter twin. Sometimes you just have to splinter twin Tiago and ride the value train.

If you're going combo centric I'd look for slots for 2 pestermites at least.  I think trying to buy time with angel's grace will be less useful for you then counter magic/tempo stuff. I'd look into dropping them for tempo (Silence does a good enough job of this especially on a scepter that I can see it.)
Into the Roil does a decent Cryptic Command impression.

Things I think you could drop:
-3 Angel's Grace
-1 to 2 Grand Abolisher/Spellskite (I like it though cool idea for combo protection)
-2 Path/Bolt/Helix (I dont think you need 10 pieces of single target removal. My instinct would be to drop probably 1 bolt 1 path.


Cards you might consider

Into the Roil
Azorius Charm
Electrolyze
Forked Bolt
Anger of the Gods
Radiant Flames
Wrath of God
Izzet Charm
Boomerang
Render Silent
Counterflux

Agree with Valdor. I would also Say I think Idyllic Tutor is really expensive card for a semi-competitive deck like this. I'd consider going into BGW instead. with Essence Warden/Soul's Attendant/Soul Warden/Blood Baron Vizkopa and Commune with the Gods?

This frees up budget space for Path to Exile (and maybe even some nice lands/Abrupt Decay?!)

With Flooded Strand and Windswept now in Modern you really should swap to a fetch based Manabase, I'd do something like...

Lands (21)
4x Windswept Heath
4x Flooded Strand
1x Hallowed Fountain
1x Breeding Pool
2x Temple Garden
3x Plains
3x Forest
2x Island
1x Dryad Arbor

With this manabase you're facing LESS damage from Shocks/Fetches. Since fetching for Basics is quite viable. You may need just 1-2 Shocks and then you can switch over and every fetch saves you 1 life over the Shock.  Dryad Arbor also plays nice with Archangel.


Have you looked at including cards other than Sublime Archangel/Jenara? While I see the value of exalt and geist you wont get geist every game (Unless you want to run some kind of Time of Need/Glittering Wish package?) Archangel of Tithes, Linvala both seem to fill similar roles while being quite useful. I cant say Im a huge fan of the Steel of the Godhead game plan but whatever works right? I certainly havent played the deck.

9

(2 replies, posted in General Discussion)

Unnatural Selection changes the subtype not the supertype.

Subtype is like: elf goblin human, wall etc.
Super types include Creature, Sorcery, Artifact etc.

You're running 4 collateral damage but 0 Fiery conclusion. It seems like you'd want one or two even if you just need big removal once or twice it really opens your targeting options up . But I dont really play standard except to snipe playmats with RDW wink

Theres some real potential for some of these cards in a gifts style deck.

I'd also run treasure cruise...because its so freakin good.

Pridemate will only trigger for 1 +1/+1 token off any of these cards. You've traded incremental advantage and a huge beater for less controllable boosts and a smaller beater.

My personal opinion is that it won't work with the way you've set it up. Life gain in Modern won't stand up to beaters like Tarmogoyf and Archbound Ravager. Theres a reason Soul Sisters isnt even really a top tier competitive deck. Diluting one of the strongest interactions in the deck won't make you win any better!

If you're set on large life gain into a win, I'd look at something like Felidar Sovereign and Ajani, Mentor of Heroes that might at least win you the game consistently. Run it in a Bant Controller deck with stuff like temporal mastery to trigger the Upkeep at your own pace and you've got a really cool deck potentially.

Imagine for a second you run into a hand where you have 2 Fetid Heath a tec Edge and otherwise a nice hand. You've now got 3 colourless sources!

Its not the worst thing to have just that you need to decide a balance it to reduce the chance of it happening and maximize your fixing!

Chapels are nice but rely on having a swamp/Plains in play. Right now you have 11/22 lands that arent plains/swamps. (Not including Fetches) So alot of them wont trigger Chapels untap.

More fetchs could certainly fix the issue though they start to drain your life more. (This deck has alittle more flexibility on that front so thats nice.)

Theres no 100% Right answer really its just about playing around with what you have to make to reduce those wierd hands where you look at your hand and it throws you off a turn or two.

Well thats a modern deck no standard.

Tokens in general is a fairly solid deck, but theres a few things you've done with yours that I generally disagree with.

1) Intangible Virtue should probably be a 4 of instead of 2.
edit:  I had a special moment:rolleyes: 2) you got enough hand disruption!
3) Auriok Champion is an alright card but should probably be in the board not the main!
4) your mana base looks strong but is probably surprisingly hit and miss! You've got 8 Colourless sources! I'd look into dropping some/all of the chapels heaths and tec edges. Think about running a few more basics just to shore that up (jeeze! Its rare to have to say that Mostly people just have basics and it makes it rough.)
5) Personally I dont like Sword of War and Peace, Sword of Fire and Ice is where its at but then its also extremely expensive...

I think you're trying to diversify your game plan too much. Jalira will work best when theres no other Low CMC creatures in the deck other than her and the big fatties. (Use Token generators to make stuff to feed to her.)

On the flip side, Endless Obedience will work best when you have a tun of stuff feeding into your graveyard  and leaving behind wheenies to tap.

Ie: BUG is the best for Endless Obedience
RWU IS the best for Jalira.

rlnj83 wrote:

I know your order the triggers, but don't they all still enter play at the same time? 

His ability isn't an enters play ability, like Wall of Blossoms or Augury Owl is.   If those two were entering play at the same time you would pick which effect you wanted to trigger first, but again, Purphoros seems different to me.

Isnt this exactly how scapeshift works with Valakut? Im not good enough with these minute rules to help but you could look there.

I dont really agree with the gatecreeper suggest but otherwise I like ubr's thoughts.

One thing is whether you really need the centaur subtheme? You'd probably be better off dropping the centaurs for some more good 2 drops.

18

(2 replies, posted in Decks and Deckbuilding)

gifts ungiven, and Eldrazi Conscription both seem good in the deck.
Im assuming you're using Traumatize on yourself to amp up Bruna? otherwise Im not sure I  like it. Angel of Glory Rise seems like a good fit in the deck as well.

this is a weird deck its also not standard legal? abit of tweaking could make it interesting to play but maybe not the most competitive.  your got aggro mixed with more defensive caraytids. karametre is not ideal for standard play either she doesnt do much of what standard decks need.

So the deck that I was fiddling with was focused on ramping up Devotion to 3-4 and then Repeatedly using Nykthos to get a huge benefit and win. Without nykthos Voyaging Satyr definitely needs to go. I like alot of the suggestions so far, I would say that trying to get the Elvish Champions as soon as possible is probably a big addition to the deck. Giving your little dudes forestwalk is pretty good with Nylea's presence.

It won't be a horribly competative deck though. You're more than welcome to fiddle with it, it certainly has room to expand.

am I correct in assuming this is a modified version of the green elf deck that I was fiddling with in my profile?
(Its cool if it is it just alters how I go about discussing it)

22

(39 replies, posted in General Discussion)

Nor is lightning bolt or any number of things. Its definitely got issues but interesting to work on.

This is around the closest the deck made it before I scraped some of the lesser concepts and moved on to rebuilding a new form.

http://deckbox.org/sets/727772

23

(39 replies, posted in General Discussion)

elpablo wrote:
Alpha1 wrote:

But turn 3 Emakrul sounds tempting...

but not feasible.  Turn 3 karn with natural tron sure... karn will bend your opponent over for a few turns while you get extra mana for emrakul.

I've done it a couple times.  and done Turn 4 alot...

Basically.

land & mana dork
(2 mana from before) Land & Fist of Suns
(3 Mana from before) Land, Simian Spirit Guide, Hard Cast Emrakul for 5.

24

(39 replies, posted in General Discussion)

elpablo wrote:

Shoot affinity can win on turn 2/3 if they nut draw. 

Turn 3 emerakul huh?  the abusive power of tron just not good enough for you? tongue

It actually started off as an attempt to a make a competitive angel deck because that is my favorite tribe but it never really worked. And then degenerated from there over two years to eventually because "I'm Gonna cast Emrakul turn 3-4 yaaaaa" Turns out even my eventual creation was not good enough.

25

(39 replies, posted in General Discussion)

Alpha1 wrote:

Here's an idea for a modern burn deck that features infinite combos right? ok turn 1 nothing. turn 2 the myr that adds red mana. turn 3 Silver Myr. turn 4 myr Galvanizer, turn 5 another myr Galvanizer. Turn 6 Volcanic Geyser or Blue sun Zenith to burn or mill them to death? or alternatively i keep those myr but run a lot of card draw and keep burning them and drawing cards and burning. are there any burn spells that allow you to draw cards?

Modern is a "turn 4" format. You should be winning by turn 4 or well on your way to or you wont generally be in a great position.

I've been brewing a deck for a while now that could consistently Hard cast Emrakul on turn 4. Decided that it was good enough brought it to a friday night magic and I lost every single game I played...badly. So...yeah. Combos especially need to be good to go fast without vulnerable working components like a bunch of myr on the board.