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- MTG DECKS (1071)
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- staVolrath
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- staFull Collection
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- staWasteland additi ...
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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 2.73 |
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 - 60 cards, 21 distinct
Columns
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (10) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Archive Trap | $4.78 | Instant - Trap | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Crypt Incursion | $0.22 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Visions of Beyond | $6.39 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (29) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Cleansing Wildfire | $0.23 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Collected Conjuring | $0.18 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Devastation Tide | $0.74 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Geomancer's Gambit | $0.03 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Glimpse the Unthinkable | $1.60 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Inquisition of Kozilek | $0.51 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Mind Funeral | $1.22 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Scheming Symmetry | $5.77 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (21) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Blood Crypt | $14.52 | Land - Swamp Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Bloodstained Mire | $10.11 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Polluted Delta | $13.42 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Scalding Tarn | $19.48 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Shelldock Isle | $2.91 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Snow-Covered Island | $1.35 | Basic Snow Land - Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Snow-Covered Mountain | $0.72 | Basic Snow Land - Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Snow-Covered Swamp | $0.85 | Basic Snow Land - Swamp | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Steam Vents | $12.44 | Land - Island Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Watery Grave | $12.78 | Land - Island Swamp |
Sideboard - 91 cards, 68 distinct
Notes
In my work on collected conjuring in historic I realized that this could be my approach to the LD mill deck in modern. I've settled on a core of 28 cards that I think are extremely synergistic, and then a good amount of question marks. I'll out line the core here:
4x Archive Trap
4x Collected Conjuring
4x Glimpse the Unthinkable
4x Mind Funeral
4x Geomancer's Gambit
4x Cleansing Wildfire
4x Scheming Symmetry
So the heart of this deck is mill as some of the best proactive sorceries to hit off a conjuring. Archive Trap, glimpse the unthinkable, and mind funeral are all familiar here, this is the mill package I preferred pre mystic sanctuary. Collected Conjuring requires a minimum of 20 sorceries 3 or less, these are the first 8. The next 8 are geomancer's gambit and cleansing wildfire. They are proactive disruption, cantrips, and engine all in one. They allow us to have meaningful plays and big conjurings. They offer additional mill (getting the lands out), enablers for archive trap, card draw, and the super charge our mind funerals by getting lands out their deck. When our opponents run out of basics these become cantriping sinkholes. When you consider the kind of conjuring piles this creates it get's pretty exciting. Double LD leaves them down two basics if they have them, their mana fucked, we draw two cards, and if we have any archive traps before or after they are live. Glimpse before makes and LD spell more effective. Mind Funeral after can be a KO. The last core piece is scheming symmetry. My work to break that card has been tireless, but it's never been more at home than in this shell. Everyone of the previously mentioned cards breaks the symmetry, so making it asymmetrical with this cast of cards should be trivial. It is also a valid target for conjuring. This increases the consistency of our engine a lot, and a conjuring pile with this ends with a follow up KO. The first one is still likely archive trap, but that's completely great. It does push us to want a couple of surgical extraction to have up to 6 ways for free to ensure asymmetry. It also allows our remaining spots to be more of a toolbox, as this allows us to assemble things more consistently on demand if it's in the main. If we have enough realistic silver bullets to hit, this is extremely powerful. An unmentioned part of this core is a heavy fetchland manabase. The marginal thinning means a lot for a collected deck, and should push our consistency even further. A noticeable omission is confounding conundrum. It might be excellent, but I just don't know if it's 100 percent necessary, and my testing with it thus far is less than stellar. Without path to exile or assassin's trophy it is also less exciting. Assassin's trophy might make the cut though.
This gives us a lot of directions to build. We can go cost enablers like baral and do a storm impression, but I don't know if we need to do that per se (although it's worth trying out). We can also sideboard in creatures like Thing in the Ice, an old trick but a great one. We can madcap experiment out the side too, and 4x veil of summer +Boseiju. This is going to be a broad stripes sideboard deck even though symmetry gives us more control, we don't want to bank on that. We can chalk up for 2 copies of any 4 of though, so that will be useful. I'm a little less concerned about the sideboard game until I can lock on the second half of the deck. This initial list looks like it will serve but I wonder if it cut's the mustard, only testing will tell. It is fairly easy to get ran over, co I'm curious if our interaction suite covers this sufficiently or not. If we can reliably crypt incursion this should be okay as those games this is easily worth 30 life.
4x Archive Trap
4x Collected Conjuring
4x Glimpse the Unthinkable
4x Mind Funeral
4x Geomancer's Gambit
4x Cleansing Wildfire
4x Scheming Symmetry
So the heart of this deck is mill as some of the best proactive sorceries to hit off a conjuring. Archive Trap, glimpse the unthinkable, and mind funeral are all familiar here, this is the mill package I preferred pre mystic sanctuary. Collected Conjuring requires a minimum of 20 sorceries 3 or less, these are the first 8. The next 8 are geomancer's gambit and cleansing wildfire. They are proactive disruption, cantrips, and engine all in one. They allow us to have meaningful plays and big conjurings. They offer additional mill (getting the lands out), enablers for archive trap, card draw, and the super charge our mind funerals by getting lands out their deck. When our opponents run out of basics these become cantriping sinkholes. When you consider the kind of conjuring piles this creates it get's pretty exciting. Double LD leaves them down two basics if they have them, their mana fucked, we draw two cards, and if we have any archive traps before or after they are live. Glimpse before makes and LD spell more effective. Mind Funeral after can be a KO. The last core piece is scheming symmetry. My work to break that card has been tireless, but it's never been more at home than in this shell. Everyone of the previously mentioned cards breaks the symmetry, so making it asymmetrical with this cast of cards should be trivial. It is also a valid target for conjuring. This increases the consistency of our engine a lot, and a conjuring pile with this ends with a follow up KO. The first one is still likely archive trap, but that's completely great. It does push us to want a couple of surgical extraction to have up to 6 ways for free to ensure asymmetry. It also allows our remaining spots to be more of a toolbox, as this allows us to assemble things more consistently on demand if it's in the main. If we have enough realistic silver bullets to hit, this is extremely powerful. An unmentioned part of this core is a heavy fetchland manabase. The marginal thinning means a lot for a collected deck, and should push our consistency even further. A noticeable omission is confounding conundrum. It might be excellent, but I just don't know if it's 100 percent necessary, and my testing with it thus far is less than stellar. Without path to exile or assassin's trophy it is also less exciting. Assassin's trophy might make the cut though.
This gives us a lot of directions to build. We can go cost enablers like baral and do a storm impression, but I don't know if we need to do that per se (although it's worth trying out). We can also sideboard in creatures like Thing in the Ice, an old trick but a great one. We can madcap experiment out the side too, and 4x veil of summer +Boseiju. This is going to be a broad stripes sideboard deck even though symmetry gives us more control, we don't want to bank on that. We can chalk up for 2 copies of any 4 of though, so that will be useful. I'm a little less concerned about the sideboard game until I can lock on the second half of the deck. This initial list looks like it will serve but I wonder if it cut's the mustard, only testing will tell. It is fairly easy to get ran over, co I'm curious if our interaction suite covers this sufficiently or not. If we can reliably crypt incursion this should be okay as those games this is easily worth 30 life.
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