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- MTG DECKS (1071)
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- staVolrath
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- staFull Collection
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- staAltar of Orb
- modArtifact mill
- modAzorius Stoneblade
- modBonds Combo
- modCombo Esper Control
- modCopy of Esper Mi ...
- modDeath mill V1
- modDeath mill V2
- modEsper Creature mill
- modEsper Mill
- modEsper Mill Aethe ...
- modEsper Mill Ixalan
- legEsper Mystic Mill
- staEsper Mystic Mil ...
- legEsper Mystic Mil ...
- staFractured Sanity
- modGreedy 4c mill
- modGrixis Creature ...
- modIkoria Mill
- staKaheera Mill
- modKaya Full Stop
- legmystic
- modStoneage mill V1
- legStoneage mill V3
- modSultai Mill Crea ...
- modSultai Mill V1
- modSultai Mill V2
- legSultai Mystic Mill
- staSultai Mystical ...
- modSuper Lean Mill
- modU/B Mill Field
- staUro mill
- modWalker mill
- staYorion Mystic Mill
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- mod4c combo!
- mod8 frog
- staAngels?
- modAwake the dragon
- legBedlam revaler
- modBig CMC's
- modCollective defiance
- modcreature counters
- pioCycling breach
- modDay's Undoing
- modEquipment
- legFlyers
- modFree army
- modGain draw
- modGoblins
- staGrave Mages
- modHeavy tax
- modironworks reborn
- legLands
- vinLifegain Lands
- legLocket of yester ...
- legLots of grave cr ...
- staLotus Cobra
- legMardu choices
- modMaze's End Modern?
- modMiracles
- staModern aid
- modModern zombies
- modNew pod
- modNo Amulet, No Bloom
- modPsycho Surgery
- modReanimation line
- legReanimator
- staRestore Balance
- staSent fire
- modSlabs
- staSnow
- vinTemporal Mastery
- modTemur immortal
- staThe witcher
- modU/W Control
- legWizards
- modWR Sigarda's Aid ...
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- modTokens 4 u
- modTrap!
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- staUW control
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- sta4 color control
- sta4 color copy cat
- sta4 Color Time Warp
- sta4 color Uro
- staAbzan Company
- staAd Nauseum
- staAmulet Titan
- staAzorius Belcher
- modBant Reclaimer
- staBant Snow
- staBelcher bullshit ...
- staBoros Heliod
- staBoros LD
- staDimir Rogues Duke
- staDimir Rogues LSV
- staDredge
- staEldrazi tron
- staEsper Control
- staHu-mans
- staJengatha Nactyl
- staJeskai Lotus Field
- staJund
- staMardu Death's Sh ...
- staMon-red prowess
- staoops all spells
- staSelesnya Company
- staSelesnya Reclaimer
- staUR Prowess
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- legAffinity
- legBant Snowblade
- modBurn
- modEldrazi Tron
- legHumans
- legSelesnya Eldrazi
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- legAzorius control
- staJund
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- staAffinity
- staBlack Devotion
- pioCollective defiance
- staControl
- staCopy of Temur im ...
- staDiciple of deceit
- pioEmergent Ultimatum
- staGonti's machinat ...
- pioGW heliod
- staHarvest season
- staLurrus/Professor ...
- pioMill?
- staMono Red
- pioOath of Nissa
- pioReal Big
- pioRiddle of lightning
- staSlivers
- staStoke the flames
- pioThe Lock: Pionee ...
- modThunderkin
- pioTokens?
- pioUG Heroic
- staVampires
- pioWizards
- modYorion BS
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- staBant Company
- staEsper Mentor
- staGruul Aggro
- staGruul Raze-Boar
- staHumans
- staIzzet Emerge
- staIzzet Pheonix
- staIzzet Wizards
- staJund
- staKethis Combo
- staMaze's End
- staMono Blue God-ph ...
- staOrzhov vampires
- staRabble red
- staRally
- staSpirits
- staSultai Delerium
- staSultai Dredge
- staSultai Good Stuff
- staThe Rock
- staUW Flash
- staVehicles
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- staAzorius Spirits
- staBoros Auras
- staBoros Burn
- staBoros Winnota
- staBoros Wizards
- staChonky Gruul
- staChonky red
- staCitadel Sacrifice
- staEnter the Infinite
- staEsper Yorion
- staFour-color ramp
- staGrixis Control
- staGruul Aggro
- staGruul Possibilit ...
- staInverter 1
- pioJeskai Fires
- staJund Citadel
- staLurrus pyromancer
- staMono-Green Devotion
- staNiv-Mizzet reborn
- staOrzhov Humans
- staRakdos Arcanist ...
- staSimic Spirits
- pioSultai Control
- staSultai Dredge
- staSultai Rec
- staTemur Rec
- staWafo-Tapa Dimir ...
- staWinnota
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- modCollected conjuring
- staCycling
- staCycling 2
- staForetold
- staOracle
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- modMaze's End
- vinMaze's End 30$
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Avg. CMC 3.88 |
Card Color Breakdown |
Card Type Breakdown |
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TCGplayer Cyber Weekend is on between November 29th at 9AM EST and December 2nd at 11PM EST.
Get 10% store credit on ALL products! (or 13% for TCGplayer subscribers). Check it out now!
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Main Deck - 65 cards, 25 distinct
Columns
Sideboard - 15 cards, 15 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (3) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Chamber Sentry | $0.10 | Artifact Creature - Construct | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Dire Fleet Daredevil | $0.36 | Creature - Human Pirate | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Ghalta, Primal Hunger | $2.34 | Legendary Creature - Elder Dinosaur | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Assassin's Trophy | $2.64 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Fling | $0.08 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Revitalize | $0.03 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Ritual of Rejuvenation | $0.03 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Sinister Sabotage | $0.08 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (3) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Duress | $0.04 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Thought Erasure | $0.20 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Thud | $0.39 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Artifact (4) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Fountain of Renewal | $0.30 | Artifact | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Glaive of the Guildpact | $0.13 | Artifact - Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Sorcerous Spyglass | $0.20 | Artifact | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | The Immortal Sun | $14.72 | Legendary Artifact |
Notes
This is based off the gate matters cards. The new spoiled recursive guardian is a crazy card. The goal is get to the late game and bury them in card advantage and 8/8. Guild summit is crazy too, and basically reads reanimate the guardian on landfall. Instant speed explore and circuitous route are total value and get us to the late gam faster, break the inherent weakness of gates. Glaive is a payoff, and panowar elf is a 1 mana play, glaive target, and breaks the tapped issue. Arguel's blood fast rounds out our card advantage, breaks the tap issue, and is a great combo with recordable 8/8's vulnerable to exile effects. 2 void allow us to surprise curve out, the scry is valuable especially with growth spiral, and I think we might be able to afford 2 non gates. Sarkhan's unsealing is something I found while searching, and is just nuts with recurring guardian.
The rest of the package is unclear. We have somewhere between 10-20 undesignated spots, and their purpose is to bridge us from the early to the late game. We could do this in several packages I think.
An artifact plan regolving around fountain and compass that also uses antiquities war for consistency an alternate win con.
Use our massive card advantage to drown them in removal, sweepers, and counters. Probably the best bet.
Use our card advantage to turbo fog.
Aside from this, also having interesting options to thud, fling, and maximize velocity to accelerate our primary game plan. It's an exciting shell, and I believe has strong potential. Free 8/8's and cantriping lands are inherently broken, the question is how to overcome the tempo disadvantage and get to the late game. Do we try to compensate and play at instant speed with under costed cards, or lean in to the fact that I'm playing from behind in a tap out control style and play more powerful sorcery speed answers.
My first iteration is an attempt at playing some low cost powerful interaction and elves to bridge me into the mid game immediately. Then deploy a guild summit, sarkhan's unsealing, or circuitous route to launch me into the late game. This is not resiliant to a high early pressure format, but gives rough shape to the outline of the shell. Velocity will give some number of free wins when having one present. Glaive will turn the mana enablers into seperate threats, which gives the deck resiliency, and unsealing gives the deck an out to being matched threat for threat and a combo kill. Status gives some cashing out options on elves as well, but might be better as Assasin's trophy. Manabase will require exstensive testing. The biggest whole so far is feeling like the shields are way down when deploying the sorcery speed engine cards with tap lands (route, bloodfast, summit, unsealing, glaive). Tapping out and then having my thing answered seems real likely/devastating. I think the instant speed explore helps here a lot, as I can lean back on instant speed early removal and develop my manabase until I can effectively double spell. For example, holding unsealing until land 7 where I potentialy deploy it and and can cast 1-2 guardian and getting immediate value/catch up. Or Summit with two mana up so that I can respond and start cantriping, same with blood fast. My answer cards need to be 2 mana and very effective catch alls to this end. Route is just a go for it when you can card (don't jam into a counter spell) as the advantage can't be dismantled and is worth resolving even if the shields will be down as I can often follow up with star or unsealing plays. Developing correct play patterns will be part of the deck development as this doesn't play out as a typical control, ramp, or combo deck.
1/13/2019
Well they printed the nuts for support. I don't how this can't be tuned to be the best deck in standard. Since my initial post they made three more gates matters cards, which have gotten little recognition, and mostly mis evaluated as people have a hard time understanding how to compensate for the mana disadvantage. There is a 2R x damage to each creature for the number of gates you control, which is the four of tool we were looking for. We can probably go down to one or no stars because of it, it does everything we want. We got a ram 2G 2/2 that gets +1/+1 for each gate, vigilance trample. This rate is unprecedented, as in all liklihood it will 5-6 when we cast it, or even a 4/4 on T3. Given that's it stupid, it might just be correct to jam it, but certanly in the side. It's also immune to our gate sweeper, which is also stupid. We got a non gate rainbow land that etb +3 life. Heralded as bad, contention with gates, yata yata. It's precisely what we needed. Fuck basics, we can overcome those effects through guild summit. Gate decks need 1-3 non gates to be able to surprise curve out, it's rainbow mana so smooths our consistency issues, and etb +3 life is precisely what's needed to overcome early pressure. It's a total godsend. Support cards of note are a 2U shuffle graveyard cantrip and a fires of yavimaya that makes all your creatures uncounterable haste. The former is the perfect tool for a turbo fog deck. The latter fixes the tempo disadvantage of the gates, protects me from counters. We are choked on 3 cmc, but the deck is going to be insane. We are going to go over the top of everything else, and fairly quickly. I think teferi tuck is like our only issue.
The rest of the package is unclear. We have somewhere between 10-20 undesignated spots, and their purpose is to bridge us from the early to the late game. We could do this in several packages I think.
An artifact plan regolving around fountain and compass that also uses antiquities war for consistency an alternate win con.
Use our massive card advantage to drown them in removal, sweepers, and counters. Probably the best bet.
Use our card advantage to turbo fog.
Aside from this, also having interesting options to thud, fling, and maximize velocity to accelerate our primary game plan. It's an exciting shell, and I believe has strong potential. Free 8/8's and cantriping lands are inherently broken, the question is how to overcome the tempo disadvantage and get to the late game. Do we try to compensate and play at instant speed with under costed cards, or lean in to the fact that I'm playing from behind in a tap out control style and play more powerful sorcery speed answers.
My first iteration is an attempt at playing some low cost powerful interaction and elves to bridge me into the mid game immediately. Then deploy a guild summit, sarkhan's unsealing, or circuitous route to launch me into the late game. This is not resiliant to a high early pressure format, but gives rough shape to the outline of the shell. Velocity will give some number of free wins when having one present. Glaive will turn the mana enablers into seperate threats, which gives the deck resiliency, and unsealing gives the deck an out to being matched threat for threat and a combo kill. Status gives some cashing out options on elves as well, but might be better as Assasin's trophy. Manabase will require exstensive testing. The biggest whole so far is feeling like the shields are way down when deploying the sorcery speed engine cards with tap lands (route, bloodfast, summit, unsealing, glaive). Tapping out and then having my thing answered seems real likely/devastating. I think the instant speed explore helps here a lot, as I can lean back on instant speed early removal and develop my manabase until I can effectively double spell. For example, holding unsealing until land 7 where I potentialy deploy it and and can cast 1-2 guardian and getting immediate value/catch up. Or Summit with two mana up so that I can respond and start cantriping, same with blood fast. My answer cards need to be 2 mana and very effective catch alls to this end. Route is just a go for it when you can card (don't jam into a counter spell) as the advantage can't be dismantled and is worth resolving even if the shields will be down as I can often follow up with star or unsealing plays. Developing correct play patterns will be part of the deck development as this doesn't play out as a typical control, ramp, or combo deck.
1/13/2019
Well they printed the nuts for support. I don't how this can't be tuned to be the best deck in standard. Since my initial post they made three more gates matters cards, which have gotten little recognition, and mostly mis evaluated as people have a hard time understanding how to compensate for the mana disadvantage. There is a 2R x damage to each creature for the number of gates you control, which is the four of tool we were looking for. We can probably go down to one or no stars because of it, it does everything we want. We got a ram 2G 2/2 that gets +1/+1 for each gate, vigilance trample. This rate is unprecedented, as in all liklihood it will 5-6 when we cast it, or even a 4/4 on T3. Given that's it stupid, it might just be correct to jam it, but certanly in the side. It's also immune to our gate sweeper, which is also stupid. We got a non gate rainbow land that etb +3 life. Heralded as bad, contention with gates, yata yata. It's precisely what we needed. Fuck basics, we can overcome those effects through guild summit. Gate decks need 1-3 non gates to be able to surprise curve out, it's rainbow mana so smooths our consistency issues, and etb +3 life is precisely what's needed to overcome early pressure. It's a total godsend. Support cards of note are a 2U shuffle graveyard cantrip and a fires of yavimaya that makes all your creatures uncounterable haste. The former is the perfect tool for a turbo fog deck. The latter fixes the tempo disadvantage of the gates, protects me from counters. We are choked on 3 cmc, but the deck is going to be insane. We are going to go over the top of everything else, and fairly quickly. I think teferi tuck is like our only issue.
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