Disclaimer: The deck is rather new, so the testing is rather limited. Hence most of the ideas and lists are only discussed in theory.
----1)Intro
Dark Helix is a combo deck, which abuses the power of Spellweaver Helix with Dark Petition and either Raven's Crime or Gitaxian Probe (it depends on the build). By imprinting Dark Petition and Raven's Crime, each Raven's Crime you will cast will be a Dark Ritual + Daemonic Tutor. Since Raven's Crime has the ability 'Retrace' you are able to cast it from the graveyard, if you discard a land from your hand. By grabbing a Land from DP, you are able to loop Crime's for plus BB (you are gaining 3B, but you have to pay 1 for Crime). By grabbing 8 lands you can hardcast Emrakul, the Aeons Torn, with all your lands (should be around 15-18) you can cast Exsanguinate for lethal. As a nice bonus, you can discard the whole hand from a player of choices (which is important against Leyline of Sanctity).
The good thing about this deck is (or rather the deck idea), nearly all spells are playable outside the combo. Both Crime and DP are decent spells on their own, only Emrakul and Exsanguinate are bad draws.
----2)The Core
Since this is a rather new deck idea, there is no stock list. However, since the deck core needs only 14 cards, which are "all" B, you can splash whatever colour you would like and play it in different shells (like in a more control shell, like Twin, or full combo with more tutors/dig spells, a hybrid,...).
Those are all of the pieces you need for the combo. As you can see, it only needs 14 cards, which is a rather slim package, Twin runs around 10, Ad Nauseam runs at least 15 (without ramp) and all other combo decks are fully dedicated with only a few slots for interaction (Griselbanned, Storm and Amulet Bloom).
However, now there is a crossroad, on how the deck could be build. Either, a more controlling approach can be taken, which requires interaction of some form, or a more pure combo approach (like Ad Nauseam).
----3)Possible builds
There are several different ways to build the deck. So far, there are 3 "tested" builds out there, all of them with different pros and cons.
Pure Combo
In those version, we are replacing interaction with more dig spells and ramp, which makes the deck faster and improves the consistency, however, Decay and Kolaghan's Command are huge problems in this version, since those lists aren't running that much discard/counters to be able to get rid of those cards. In a very aggro/combo heavy metagame, this version might be playable, but in all other metagames (or in general, all normal ones), this deck loses a lot of ground compared with the Dredge and Combo Control build.
Dredge build
Since we need 2 out of 3 combo pieces in our graveyard, we can abuse Dredge to find those cards. However, this approach has a big problem: Once Helix is milled, there are only a few outs to get it back in your hand, mainly Acedemy Ruins and Buried Ruin. For those to work, you need Life from the Loam and hence forcing you into a 3 colour deck (BUG).
This makes our aggro/combo match-up worse, but improves our Midrange match-up, since we can use the Loam + Crime engine to get rid of the opponents hand. Furthermore, he have MD access to a rather solid plan B by attacking with our Dredgers (Stinkweed Imp is surprisingly good at both blocking and attacking[/c].
Another advantage of this build is, that we gain access to Abrupt Decay and Maelstrom Pulse. Those 2 cards can handle every problematic permanent, however, they are both rather slow. This is especially a problem in the early stages of the game, since we are trying to fill our graveyard with Dredgers and try to Dredge to our combo pieces.
However, since we are in the BUG colours and want to Dredge, we lose the option of running Faithless Looting, a very strong card in such a deck.
Combo Control
This build borrows the idea from Twin, playing a rather reactive game, till you have your combo pieces together and kill the opponent within one turn. Of course, Twin can just use it's Pestermite's and co for beat downs, something we can't do, but from the general idea, we can play the same game.
Black provides us with discard, blue with counters and the tutors we need, making it a UBx "Control" deck with a combo finish. The biggest problem is, that we only have limited mana, so we can't dig and counter/discard in the same turn. Hence, we are slower by default. However, since we are a bit slower, we can run Gifts Ungiven which assembles the combo on its own. By grabbing Helix, DP, Crime and Noxious Revival you essential win. By giving you DP + anything, you can tutor for the missing card/get back Helix with Crime. Crime + Helix/Revival lets you combo that turn, and Helix + x is easy mode.
Furthermore, you can run a more painless manabase in Scrylands, Halimar Depths, Darkslick Shore and Dreadship Reef while still having no mana problem. This improves our aggro match-up, although, fast aggro decks like Affinity are still problematic.
Some other possible builds are: Serum Powder + Pull from Eternity Glasscannon build, Grixis Helix with the Twin package in the SB and Mardu with MD Silence.
----4)Splashes, "Tutors" and the main colour Black
To be realistic, you want to run at least 12 tutors in the deck. Where as B has some number of good draw spells and tutors, those are bad compared with other options. Black provides us with the necessary protecting with Discard and has decent Removal, making it the perfect colour to start with (besides, our combo cards are black).
For Tutors and Cantrips, there are several good options in U for this, but also R provides some good dig spells. W and G has nothing to offer for tutors/dig spells, however, they provide other goodies (such as Silence and Life from the Loam).
BBlackB
CMC 0-1
Temple of Deceit - cycle
The other possibility to increase the number of "dig spells" while having a mana fixing source. Great in a slower metagame.
Dreadship Reef - cycle
Storage lands are great in more control heavy builds, since they can give you enough mana to force through the combo in the crucial turn.
Slaughter Pact
Great card to get rid from annoying creatures, while you don't need to "pay" for it. Just don't forget the Pact trigger in your next upkeep.
Inquisition of Kozilek/Thoughtseize/Duress
Pick some number of those. Thoughtseize is the best one in a meta, which doesn't has much aggro decks, because the lifeloss matters.
Darkblast
A good card, since you can abuse the Dredge mechanic in this deck. Should be run in a more Dredge centric approach.
Lose Hope
Scry is really good and killing a pesky X/1 too. If you want something like Darkblast, but you don't want to run it for some reason, run this one.
CMC 2+
Exsanguinate
Possible (and best B) wincon. If you only want to run a single win con, run Emrakul instead. If you are running the Dredge version, don't play Emrakul.
Lilian of the Veil
We don't care about self-discard, in fact, we even want it in case of DP. A good card, but not yet clear, if you want to play her or not.
Dark Petition
Combo Piece = run the playset (although, in cantrip heavy lists you could only play 3, since you only need one).
Sideboard stuff
Pack Rat
Best Creature for the man-plan, by far. If you can untap with the rat, you will win the game most of the times against anything fair.
UBlueU
Blue has by far the best options regarding tutors. Furthermore, it also provides us with the possibility of running counterspells and bounce for problematic permantents (Rest in Peace, Rule of Law-effects,..). Furthermore, it gives us the option in combination with R to run a transformational SB. This means, that your plan A in the main (winning via Helix) can be switched with the Twin combo, since it only requires 10 slots (6 Exarch creatures + 4 Twins).
CMC 0
Halimar Depths
A weaker Ponder? Looks great on a land. It looks 3 deep, can get us the best one and the garbage we see, we can shuffle away with a fetchland.
Academy Ruins
Milled your Helix? It got discarded, or even destroyed? Ruins is able to get it back in your hand and it gives us the option to run good artifact cards in the SB such as Batterskull, Wurmcoil Engine and co.
Desolated Lighthouse
If you are playing R too, you want to run at least one of those. This card is just great at finding what we are needing while also getting rid from bad cards.
CMC 1
Gitaxian Probe
Most important thing, it is a sorcery and it is free. Hence, you can use it and a different kind of finisher like [c]Sorin's Vengeance[c] to kill the opponent (if just imprint Probe and Vengeance and cast 2 Probes for the win).
Serum Visions
Serum Visions is the last good 1 Mana cantrip in Modern. It helps us finding the pieces we need. If you are running blue, run the playset.
Sleight of Hands
If you really want more 1 Mana cantrips, run these (although they are pretty garbage ). However, U provides us with other and better options than Sleight of Hands.
CMC 2
Taigam's Scheming
You want a excuse to run U in this deck? Here it is. It does everything we want, get the combo pieces in the graveyard, digs deep and help us to set up draws/potection. Always run the playset.
Telling Time/Anticipate
The modern form of Impulse. Anticipate is better in our deck, since we are looking for specific cards and not want value.
Snapcaster Mage
A good option to run, especially in a more controlling version with discard, removal and counters. He interacts nicely with Scheming (our best dig spell) and provides us with another "wincon".
Merchant Scroll
You only run thisone, if you are running the Gifts package, since it is able to grab Gifts. Furthermore, you can grab bounce, counters and other instant speed U interaction.
Izzet Charm
If you are already in R, you want to run some numbers of this card. It provides us with an Looting, a Spell Pierce and a Magma Spry, which is important against Infect. Overall a great card.
CMC 3+
Forbidden Alchemy
A decent option, if you want more Schemings. Sadly, it only digs 4 deep, but the possibility of flashback is good in a long and grindy game, where you need to assemble multiple combo pieces because of artifact hate.
Thirst for Knowledge
A great draw spell in Artifact heavy builds, since you can either discard excessive artifacts (such as Pentad Prism) or DP and Crime.
Gifts Ungiven
IMO, the second best tutor in the deck. With a pile from Helix, DP, Crime and Noxious Revival you are guaranteed to be able to combo of next turn. The only problem is, that it is a rather slow option to assemble the combo (which results in a Turn 5 kill).
Gitaxian Probe
Probe is another way to gain Mana from DP. However, the limit is 9 Mana, so you have to find a good finsher for 9 Mana. Possible finisher: Army of the Damned
Enter the Infinite
Drawing the whole library should ensure a win next turn.
Laboratory Maniac
Another way of winning the game, when you have drawn the whole library via Enter the Infinite.
CMC 0 + 1
Pact of Negation
You want a "free" counter, which you will only use in your combo turn? Go with this one. For everything else, it is more than bad, since you are very likely to lose in your next upkeep.
Spell Pierce
Cheap and good interaction. Falls of later in the game and is worse in more control oriented builds. Besides that, it hits all problematic cards (from Runed Halo, Rule of Law and Rest in Peace to Kolaghan's Command, Ancient Grude and Pulse). If you want to run counterspells, run some numbers of them.
Swan Song
Same application as Spell Pierce, however, the 2/2 token can be rough some times. Furthermore, it can't hit Planeswalkers and artifacts, which is crucial in some match-ups.
Spell Snare
Is a good card, but not in this deck. It doesn't hit Decay and Kolaghan's Command, 2 problematic cards. It doesn't hit most of the post board artifact hate either. The only plus is, that it can hit RiP post board, however, Spell Pierce is miles better than Snare in this deck.
Dispel
Dispel is better post board, when you expect a ton of counterspells/non decay artifact hate.
Void Snare
Bounce to go, if you want one. Is worse against some decks than Echoing Truth, since it is not an instant, but otherwise they have the same application, bouncing problematic permanents.
CMC 2+
Remand
It is not as great in this deck as it is in Twin, but it is still a good choice. Game 1 it buys us enough time, while digging for the combo.
Mana Leak
A good card in this deck, since it is a hardcounter for all non decay problems. Falls of in the lategame.
Negate/Countersquall
Those are other form of Spell Pierces. The more control you are, the more you want to run those instead of Dispel.
Red doesn't have to offer much, but those few spells are overall great cards.
Playable R spells
Desolated Lighthouse
If you are playing U too, you want to run at least one of those. This card is just great at finding what we are needing while also getting rid from bad cards.
Faithless Looting
The main reason to go into R. It provides us with a cheap looting effect with flashback, which can accelerate the combo by getting rid of DP and thus don't wait till we can cast it.
Lighting Bolt
This card is mainly for removal purpose here and to slow down our opponent. However, black provides us already with good removal, so it shouldn't be the main reason to go into R.
Lightning Axe
Great removal, if we have something good to pitch. Otherwise a dead card.
Tormenting Voice/Wild Guess
Worse Lootings, but if you need the self discard, you can run some numbers along Looting.
Izzet Charm
If you are already in U, you want to run some numbers of this card. It provides us with an Looting, a Spell Pierce and a Magma Spry, which is important against Infect. Overall a great card.
Terminate
Since we are already in B, this is the best removal available for us, besides Slaughter Pact. If you are in R, run some numbers of them.
Banefire
A great finisher in R, however, you can't generate R mana with the combo, so you need to have it available before you combo off. Debatable if better than Emrakul or not.
Desperate Ritual/Pyretic Ritual/Simian Spirit Guide
Not that great in this deck, since we need mainly B. However, they can accelerate us into a turn 3 win. However, SSG is the best one among them.
Manamorphose
If you really want some fixing, than you could run this one. However, this card is rather garbage.
Splinter Twin
Do you know the term Transformational SB? We can easily play Twin in the SB, since it only requires 10 slots (6 Twin Creatures + 4 Twins). This can be accomplished by either a U splash for Pestermite/Deceiver Exarch or with W for Village Bell-Ringer + Restoration Angel (which requires Kiki-Jiki).
Life from the Loam
The biggest pull to G, since it can fill your graveyard and can get back Helix via Buried Ruin. It also provides you with the Loam + Crime "lock" which is really powerful against both Midrange and Control.
Golgari Grave-Troll
He digs deeper than anything else. However, if he is not in your graveyard, he is kinda useless, since you won't be able to cast him. Stinkweed Imp might be the better card for this job.
Possible Sideboard cards
Autumn's Veil
The G version of Silence. A good card in counterspell heavy metagames since it protects the combo on it's own.
Nature's Claim
A cheap way to get rid of pesky Artifacts and Enchantments (Rest in Peace says hi). It also hits Eidolon and Rule of Law effects.
Ground Seal
You want to get cards in your graveyard, but want to protect them (without losing them)? Than Ground Seal is the card to go. It protects your cards mainly against Ooze and Extraction effects. Furthermore, it also has some upsides in some fringe cases (it effects both graveyards).
WWhiteW
White provides only a little bit protection and nothing else.
Silence
Main reason to be in W. It allows us to combo safely and can be used as a semi timewalk, if we need it. Furthermore, it can be used to break up some combos (like Storm, Ad Nauseam and Griselshoal).
Pull from Eternity
When you want to go super deep. A good card, when the first Helix gets destroyed and you weren't able to kill them. Otherwise, garbage. It becomes better, if you are running a Serum Powder version (than you have to run them).
Path to Exile
If you really want to say no to a creature. If you are already in W, run this card as your removal of choice.
Apostle's Blessing
Great card for protecting Helix. If you want a "counter" for decay and co, run this one.
Than you have SB all stars in white, like Kataki, Stony Silence and co. All those cards are an option for this deck (besides Rule of Law effects and Rest in Peace effects). If you are planning to run the Twin package (and for some reason you are not in U), than you have Village Bell-Ringer + Restoration Angel.
If you want to go the man-plan route post board, Geist of Saint Traft is a perfect choice since he is a fast clock and has hexproof, which protects him from Bolt and K Command (2 cards, people will never board out).
----5)Sideboards
Due to the rather slim combo package (14 cards, where as 8 are useful outside the combo) there are several different options of how to build the SB. Since the Modern metagame adjusted to the Grixis hype, people are running some number of graveyard hate again. This leaves us with 3 options: Ignore it by switching to a man plan (man plan = playing creatures in the SB and board them in to surprise the opponent in game 2), Ignore it an switch to another combo (Splinter Twin combo says hi) or bring in answers for the expected hate.
In the splash section, you can see possible SB cards and also possible ways of how to approach the post board games. In some metagames a transform sideboard would be better than trying to win with the Helix combo, in others vice versa.
This gives us huge flexibility to build our deck. If you are planning to run the Splinter Twin combo in the SB with the UR colours (you can play it also in WR), you want to run the good U and R spells already maindeck. Maybe you want to cut some numbers of the combo pieces (like going down to 12 with only 1 win con and 3 DP) to make your boarding plan easier). Those are all options and should be taken into account when building this deck.
----6)Decklists
Here you can see current Decklists of the different versions.
I haven't had a chance to get any testing in yet but what do you think about a BUG control list with or without Loam that can board into a something similar to Fabiano's BUG midrange deck? I was thinking of main decking Sultai Charm and Augur of Bolas
I have also been considering cutting Helix down to a 2-of as we always tutor for it anyway.
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In play: Jund Death Shadow, Grixis Control, Eldrazi Stompy, Ponza
In the yard: RUG Delver, Kiki-Chord, Grixis Twin, Mardu Control, Smallpox, Jeskai Control, Jeskai Delver, Assault Loam, Elves, Deathcloud, Eggs, Storm
I played a DNA Desire list back in Mirrodin standard, where I was Duress-ing my own Mind's Desire in order to cast Spellweaver Helix on turn 2 and begin casting free Desires. A combo list would presumably want Spellskite to protect the Helix?
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One of these day I have to get myself organizized.
I tested a build using this combo in a Life from the Loam shell. Consider Pyromancer's Ascension in conjunction with the core you outlined. Two Raven's Crimes and a land will turn on Ascension. An active Ascension can loop multiple Dark Petitions for a profit of B and any card from your library, culminating in a maximum of 9 black mana and a perfectly sculpted hand (or, as I have done in the past, activate more Ascensions mid-combo and go even higher). Faithless Looting is the perfect enabler for Ascension and Helix. My kill condition wasn't so much "bajillion mana into X spell" as it was "Sorin's Vengeance twice".
The Loam element was decent, mainly because it allowed me to grind through control with Raven's Crime, but the self-mill for the combo pieces was valuable as well. Blue is very good at doing that; I like Thought Scour a little more than Taigam's Scheming (despite the sorcery speed of Scheming actually being desirable), and Gifts is at its best when it's delivering perfect combo pieces to the bin.
Well, thank you for bringing this to my attention in another thread, Kathal! Glad to see some extra information here that I didn't even think of, I was pretty stuck in a plain B/U build, that almost never won, because I just kept trying to make a control deck that had a combo finish.
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Modern Decks: B/W Tokens, Living End, R/W Lockdown (a.k.a. PillowFort)
Working on:G/W Hatebears, Mono Blue Tron, U/R Delver
Quote from TheDasuri:
First they came for the ghosts of past standards like Jace the Mindsculptor and artifact lands
And I did not speak out
Because I was not a filthy spike
Then they came for the cantrips
And I did not speak out
Because I was not a filthy blue player
Then they came for the Bloodbraid Elves
And I did not speak out
Because I was not a filthy midrange player
Then they came for the Seething Song
And I did not speak out
Because I was not a filthy combo player
Then they came for me
And there was no one left
I like this deck. Leyline of the Void is a problem though. While rarer, so is Rest in Peace. We need a Raven's Crime in the yard to make this work. I'm going to make a mono-black version to test and expand from there.
Edit: Even at the zero-level planning for mono B versions I'm having problems seeing how to discard Dark Petition early enough to make this a pure combo deck. As is, it waits until turn 5 to 7 to petition into a helix with the 'Crime already in the yard. The UB control model featuring Taigam's Scheming and Gifts Ungiven looks like a better starting place. We could potentially combo out by turn 4 that way, which is on par with other modern combo decks (but not exceptional). I'm also quietly wondering if Pull From Eternity might not be a cute way in Esper builds to pull a Raven's Crime back into the 'yard post Helix to fire off the retrace for the win.
AnimatedBread's suggestion of a Jund shell though looks intriguing.
Chalice of the Void - It doesn't interfere since Spellweaver Helix only cares about casting. Lets you to screw with your opponents, and if Leyline of Sanctity comes up, you won't have to self-discard. This can also stop a number of cards that wipe your graveyard and/or destroy Helix.
Empty the Pits - Another win condition - it'll eat both the mana you generate as well as the lands you discard. Gets around Leyline more easily.
Burning Vengeance/Guttersnipe - Both require set-up, but they kill for free, so you can keep up mana for whatever.
Reshape - Somewhat expensive, but if you choose to run mana rocks, you can directly upgrade them into Helixes.
Trash for Treasure - Let's you revive Helix for the same cost as casting it (provided you have an artifact)
Everflowing Chalice - Seems like a good inclusion since it'll store half your mana in case you can't go off, and can be abused by the two cards above.
Veinfire Borderpost - Along with other borderposts, this is a token artifact for the two cards above that also lets you save a land to combo off without setting you back.
Blind Obedience - I know white isn't particularly useful to this deck, but this hoses Twin, slows down other decks, and serves as a mini-Exsanguinate, so it seems worth mentioning.
I'm glad there is a thread for this combo. This deck needs more minds working on it for getting ideas!
One card that would increase the consistency of this deck is black sun's zenith...
Imprinting it with dark petition then casting the second copy for x=0 will net you B per cast, using petition to search out another copy while the other shuffles back into your library. You can generate infinite mana this way instead of relying on the number of lands in your deck (which can get milled away) or having to have a raven's crime in the yard. On top of that it is great against creature decks on its own.
infernal tutor is also something I'm playing around with that is useful for searching out copies of combo pieces, but having to reveal a card broadcasts the combo to the opponent and you will rarely find yourself empty handed to get the full value.
Last but not least, the new RIX card mastermind's acquisition lets you pull from the sideboard in game 1 against certain tough match ups and lets you run finishers in there safe from the opponent's disruption. For this reason, I run empty the pits in the main since it doesn't require a ton of mana to be game winning, just a stocked graveyard.
The sideboard is very wip, but I am on the man-plan with eternal scourge to rock-paper-scissors any grave hate they might bring in.
Please let me know your thoughts. This is very rough.
I would like to suggest some cards, maybe there is something useful for you. Strategic planning seems to be very good here. Pentad prism can be used in builds with reshape or trash for treasure, it ramps and provides the artifact part of the spell cost. Dimir charm maybe useful too, it is flexible and does what the deck wants.
As for protection there is Turn Aside or also monastery siege which can filter cards and gets them to the grave. Cryptic serpent could work as sideboard option for g2 maybe
Edit: forgot to mention some cards
The problem with BSZ is, that you need two copies in the deck AND one exiled. Why? Cause when you cast BSZ (and thus trigger the Helix) the Trigger is resolved first and thus the BSZ you just casted cannot be tutored, so you need an second copy to grab.
This bumps up the need of BSZ to 3 at least, and the card is rather meh overall.
Regarding Mastermind's Acquisition, it is so darn slow. If it would have been an Instant I would consider it. Final Parting is just way worse than Gifts Ungiven which does basically the same thing, but with Instant speed and costs one less. Sure, it needs the U splash but you want it either way to be able to dig through the bib.
-Greetings
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----1)Intro
Dark Helix is a combo deck, which abuses the power of Spellweaver Helix with Dark Petition and either Raven's Crime or Gitaxian Probe (it depends on the build). By imprinting Dark Petition and Raven's Crime, each Raven's Crime you will cast will be a Dark Ritual + Daemonic Tutor. Since Raven's Crime has the ability 'Retrace' you are able to cast it from the graveyard, if you discard a land from your hand. By grabbing a Land from DP, you are able to loop Crime's for plus BB (you are gaining 3B, but you have to pay 1 for Crime). By grabbing 8 lands you can hardcast Emrakul, the Aeons Torn, with all your lands (should be around 15-18) you can cast Exsanguinate for lethal. As a nice bonus, you can discard the whole hand from a player of choices (which is important against Leyline of Sanctity).
The good thing about this deck is (or rather the deck idea), nearly all spells are playable outside the combo. Both Crime and DP are decent spells on their own, only Emrakul and Exsanguinate are bad draws.
----2)The Core
Since this is a rather new deck idea, there is no stock list. However, since the deck core needs only 14 cards, which are "all" B, you can splash whatever colour you would like and play it in different shells (like in a more control shell, like Twin, or full combo with more tutors/dig spells, a hybrid,...).
4 Dark Petition
4 Spellweaver Helix
1 Emrakul, the Aeons Torn
Those are all of the pieces you need for the combo. As you can see, it only needs 14 cards, which is a rather slim package, Twin runs around 10, Ad Nauseam runs at least 15 (without ramp) and all other combo decks are fully dedicated with only a few slots for interaction (Griselbanned, Storm and Amulet Bloom).
However, now there is a crossroad, on how the deck could be build. Either, a more controlling approach can be taken, which requires interaction of some form, or a more pure combo approach (like Ad Nauseam).
----3)Possible builds
There are several different ways to build the deck. So far, there are 3 "tested" builds out there, all of them with different pros and cons.
This makes our aggro/combo match-up worse, but improves our Midrange match-up, since we can use the Loam + Crime engine to get rid of the opponents hand. Furthermore, he have MD access to a rather solid plan B by attacking with our Dredgers (Stinkweed Imp is surprisingly good at both blocking and attacking[/c].
Another advantage of this build is, that we gain access to Abrupt Decay and Maelstrom Pulse. Those 2 cards can handle every problematic permanent, however, they are both rather slow. This is especially a problem in the early stages of the game, since we are trying to fill our graveyard with Dredgers and try to Dredge to our combo pieces.
However, since we are in the BUG colours and want to Dredge, we lose the option of running Faithless Looting, a very strong card in such a deck.
Black provides us with discard, blue with counters and the tutors we need, making it a UBx "Control" deck with a combo finish. The biggest problem is, that we only have limited mana, so we can't dig and counter/discard in the same turn. Hence, we are slower by default. However, since we are a bit slower, we can run Gifts Ungiven which assembles the combo on its own. By grabbing Helix, DP, Crime and Noxious Revival you essential win. By giving you DP + anything, you can tutor for the missing card/get back Helix with Crime. Crime + Helix/Revival lets you combo that turn, and Helix + x is easy mode.
Furthermore, you can run a more painless manabase in Scrylands, Halimar Depths, Darkslick Shore and Dreadship Reef while still having no mana problem. This improves our aggro match-up, although, fast aggro decks like Affinity are still problematic.
Some other possible builds are: Serum Powder + Pull from Eternity Glasscannon build, Grixis Helix with the Twin package in the SB and Mardu with MD Silence.
----4)Splashes, "Tutors" and the main colour Black
To be realistic, you want to run at least 12 tutors in the deck. Where as B has some number of good draw spells and tutors, those are bad compared with other options. Black provides us with the necessary protecting with Discard and has decent Removal, making it the perfect colour to start with (besides, our combo cards are black).
For Tutors and Cantrips, there are several good options in U for this, but also R provides some good dig spells. W and G has nothing to offer for tutors/dig spells, however, they provide other goodies (such as Silence and Life from the Loam).
BBlackB
CMC 0-1
Temple of Deceit - cycle
The other possibility to increase the number of "dig spells" while having a mana fixing source. Great in a slower metagame.
Dreadship Reef - cycle
Storage lands are great in more control heavy builds, since they can give you enough mana to force through the combo in the crucial turn.
Slaughter Pact
Great card to get rid from annoying creatures, while you don't need to "pay" for it. Just don't forget the Pact trigger in your next upkeep.
Raven's Crime
Combo piece = run the playset.
Inquisition of Kozilek/Thoughtseize/Duress
Pick some number of those. Thoughtseize is the best one in a meta, which doesn't has much aggro decks, because the lifeloss matters.
Darkblast
A good card, since you can abuse the Dredge mechanic in this deck. Should be run in a more Dredge centric approach.
Lose Hope
Scry is really good and killing a pesky X/1 too. If you want something like Darkblast, but you don't want to run it for some reason, run this one.
CMC 2+
Exsanguinate
Possible (and best B) wincon. If you only want to run a single win con, run Emrakul instead. If you are running the Dredge version, don't play Emrakul.
Go for the Throat/Doom Blade/Victim of Night/Geth's Verdict/...
You need some number of removal spells, just chose the best one for your meta.
Night's Whisper/Read through Bones
If you have no access to the good dig spells in R and/or U, run those.
Lilian of the Veil
We don't care about self-discard, in fact, we even want it in case of DP. A good card, but not yet clear, if you want to play her or not.
Dark Petition
Combo Piece = run the playset (although, in cantrip heavy lists you could only play 3, since you only need one).
Sideboard stuff
Pack Rat
Best Creature for the man-plan, by far. If you can untap with the rat, you will win the game most of the times against anything fair.
UBlueU
Blue has by far the best options regarding tutors. Furthermore, it also provides us with the possibility of running counterspells and bounce for problematic permantents (Rest in Peace, Rule of Law-effects,..). Furthermore, it gives us the option in combination with R to run a transformational SB. This means, that your plan A in the main (winning via Helix) can be switched with the Twin combo, since it only requires 10 slots (6 Exarch creatures + 4 Twins).
CMC 0
Halimar Depths
A weaker Ponder? Looks great on a land. It looks 3 deep, can get us the best one and the garbage we see, we can shuffle away with a fetchland.
Academy Ruins
Milled your Helix? It got discarded, or even destroyed? Ruins is able to get it back in your hand and it gives us the option to run good artifact cards in the SB such as Batterskull, Wurmcoil Engine and co.
Desolated Lighthouse
If you are playing R too, you want to run at least one of those. This card is just great at finding what we are needing while also getting rid from bad cards.
CMC 1
Gitaxian Probe
Most important thing, it is a sorcery and it is free. Hence, you can use it and a different kind of finisher like [c]Sorin's Vengeance[c] to kill the opponent (if just imprint Probe and Vengeance and cast 2 Probes for the win).
Serum Visions
Serum Visions is the last good 1 Mana cantrip in Modern. It helps us finding the pieces we need. If you are running blue, run the playset.
Sleight of Hands
If you really want more 1 Mana cantrips, run these (although they are pretty garbage ). However, U provides us with other and better options than Sleight of Hands.
CMC 2
Taigam's Scheming
You want a excuse to run U in this deck? Here it is. It does everything we want, get the combo pieces in the graveyard, digs deep and help us to set up draws/potection. Always run the playset.
Telling Time/Anticipate
The modern form of Impulse. Anticipate is better in our deck, since we are looking for specific cards and not want value.
Snapcaster Mage
A good option to run, especially in a more controlling version with discard, removal and counters. He interacts nicely with Scheming (our best dig spell) and provides us with another "wincon".
Merchant Scroll
You only run thisone, if you are running the Gifts package, since it is able to grab Gifts. Furthermore, you can grab bounce, counters and other instant speed U interaction.
Izzet Charm
If you are already in R, you want to run some numbers of this card. It provides us with an Looting, a Spell Pierce and a Magma Spry, which is important against Infect. Overall a great card.
CMC 3+
Forbidden Alchemy
A decent option, if you want more Schemings. Sadly, it only digs 4 deep, but the possibility of flashback is good in a long and grindy game, where you need to assemble multiple combo pieces because of artifact hate.
Thirst for Knowledge
A great draw spell in Artifact heavy builds, since you can either discard excessive artifacts (such as Pentad Prism) or DP and Crime.
Gifts Ungiven
IMO, the second best tutor in the deck. With a pile from Helix, DP, Crime and Noxious Revival you are guaranteed to be able to combo of next turn. The only problem is, that it is a rather slow option to assemble the combo (which results in a Turn 5 kill).
Tezzeret, Agent of Bolas/Tezzeret the Seeker
Those are good in both searching for Helix and as an alternative win con. Should only be played in a artifact heavy list.
Possible Combo pieces
Gitaxian Probe
Probe is another way to gain Mana from DP. However, the limit is 9 Mana, so you have to find a good finsher for 9 Mana. Possible finisher: Army of the Damned
Enter the Infinite
Drawing the whole library should ensure a win next turn.
Laboratory Maniac
Another way of winning the game, when you have drawn the whole library via Enter the Infinite.
CMC 0 + 1
Pact of Negation
You want a "free" counter, which you will only use in your combo turn? Go with this one. For everything else, it is more than bad, since you are very likely to lose in your next upkeep.
Spell Pierce
Cheap and good interaction. Falls of later in the game and is worse in more control oriented builds. Besides that, it hits all problematic cards (from Runed Halo, Rule of Law and Rest in Peace to Kolaghan's Command, Ancient Grude and Pulse). If you want to run counterspells, run some numbers of them.
Swan Song
Same application as Spell Pierce, however, the 2/2 token can be rough some times. Furthermore, it can't hit Planeswalkers and artifacts, which is crucial in some match-ups.
Spell Snare
Is a good card, but not in this deck. It doesn't hit Decay and Kolaghan's Command, 2 problematic cards. It doesn't hit most of the post board artifact hate either. The only plus is, that it can hit RiP post board, however, Spell Pierce is miles better than Snare in this deck.
Dispel
Dispel is better post board, when you expect a ton of counterspells/non decay artifact hate.
Void Snare
Bounce to go, if you want one. Is worse against some decks than Echoing Truth, since it is not an instant, but otherwise they have the same application, bouncing problematic permanents.
CMC 2+
Remand
It is not as great in this deck as it is in Twin, but it is still a good choice. Game 1 it buys us enough time, while digging for the combo.
Mana Leak
A good card in this deck, since it is a hardcounter for all non decay problems. Falls of in the lategame.
Negate/Countersquall
Those are other form of Spell Pierces. The more control you are, the more you want to run those instead of Dispel.
Echoing Truth
See Void Snare
RRedR
Red doesn't have to offer much, but those few spells are overall great cards.
Playable R spells
Desolated Lighthouse
If you are playing U too, you want to run at least one of those. This card is just great at finding what we are needing while also getting rid from bad cards.
Faithless Looting
The main reason to go into R. It provides us with a cheap looting effect with flashback, which can accelerate the combo by getting rid of DP and thus don't wait till we can cast it.
Lighting Bolt
This card is mainly for removal purpose here and to slow down our opponent. However, black provides us already with good removal, so it shouldn't be the main reason to go into R.
Lightning Axe
Great removal, if we have something good to pitch. Otherwise a dead card.
Tormenting Voice/Wild Guess
Worse Lootings, but if you need the self discard, you can run some numbers along Looting.
Izzet Charm
If you are already in U, you want to run some numbers of this card. It provides us with an Looting, a Spell Pierce and a Magma Spry, which is important against Infect. Overall a great card.
Terminate
Since we are already in B, this is the best removal available for us, besides Slaughter Pact. If you are in R, run some numbers of them.
Possible Combo pieces
Wild Cantor
Mana fixing and possible ramp.
Banefire
A great finisher in R, however, you can't generate R mana with the combo, so you need to have it available before you combo off. Debatable if better than Emrakul or not.
Desperate Ritual/Pyretic Ritual/Simian Spirit Guide
Not that great in this deck, since we need mainly B. However, they can accelerate us into a turn 3 win. However, SSG is the best one among them.
Manamorphose
If you really want some fixing, than you could run this one. However, this card is rather garbage.
Possible Sideboard cards
Shattering Spree/Vandalblast/Shatterstorm
If you want some number of artifact hate, run a combination of those. if you are in G, Ancient Grudge is another possibility.
Grim Lavamancer
For a possible man-plan post board.
Splinter Twin
Do you know the term Transformational SB? We can easily play Twin in the SB, since it only requires 10 slots (6 Twin Creatures + 4 Twins). This can be accomplished by either a U splash for Pestermite/Deceiver Exarch or with W for Village Bell-Ringer + Restoration Angel (which requires Kiki-Jiki).
Kiki-Jiki, Mirror Breaker
See Splinter Twin.
GGreenG
Green provides us with some excellent cards, especially in the Dredge version. If you want to run a Dredge heavy version, you want to be in G.
Playable G spells
Noxious Revival
It is only kinda a G spell, since you can play 2 life instead of G. You have to play this card, if you are running Gifts Ungiven
Abrupt Decay
Catch all answer. Sadly, it doesn't hit Leyline of the Void.
Maelstorm Pulse
Worse Decay in most cases.
Life from the Loam
The biggest pull to G, since it can fill your graveyard and can get back Helix via Buried Ruin. It also provides you with the Loam + Crime "lock" which is really powerful against both Midrange and Control.
Golgari Grave-Troll
He digs deeper than anything else. However, if he is not in your graveyard, he is kinda useless, since you won't be able to cast him. Stinkweed Imp might be the better card for this job.
Possible Sideboard cards
Autumn's Veil
The G version of Silence. A good card in counterspell heavy metagames since it protects the combo on it's own.
Nature's Claim
A cheap way to get rid of pesky Artifacts and Enchantments (Rest in Peace says hi). It also hits Eidolon and Rule of Law effects.
Ground Seal
You want to get cards in your graveyard, but want to protect them (without losing them)? Than Ground Seal is the card to go. It protects your cards mainly against Ooze and Extraction effects. Furthermore, it also has some upsides in some fringe cases (it effects both graveyards).
WWhiteW
White provides only a little bit protection and nothing else.
Silence
Main reason to be in W. It allows us to combo safely and can be used as a semi timewalk, if we need it. Furthermore, it can be used to break up some combos (like Storm, Ad Nauseam and Griselshoal).
Pull from Eternity
When you want to go super deep. A good card, when the first Helix gets destroyed and you weren't able to kill them. Otherwise, garbage. It becomes better, if you are running a Serum Powder version (than you have to run them).
Path to Exile
If you really want to say no to a creature. If you are already in W, run this card as your removal of choice.
Apostle's Blessing
Great card for protecting Helix. If you want a "counter" for decay and co, run this one.
Obzedat's Aid
An expensive way to get Helix back.
Possible Sideboard cards
Angel's Grace
In a combo heavy field, this might be a good choice, since it buys us another turn. Sadly, it isn't good against Infect.
Rebuff the Wicked
Decent protection for Helix. Apostle's Blessing is better, since it also "counters" Decay.
Leyline of Sanctity
Good old Leyline. Hoses all those Discard decks.
Than you have SB all stars in white, like Kataki, Stony Silence and co. All those cards are an option for this deck (besides Rule of Law effects and Rest in Peace effects). If you are planning to run the Twin package (and for some reason you are not in U), than you have Village Bell-Ringer + Restoration Angel.
If you want to go the man-plan route post board, Geist of Saint Traft is a perfect choice since he is a fast clock and has hexproof, which protects him from Bolt and K Command (2 cards, people will never board out).
----5)Sideboards
Due to the rather slim combo package (14 cards, where as 8 are useful outside the combo) there are several different options of how to build the SB. Since the Modern metagame adjusted to the Grixis hype, people are running some number of graveyard hate again. This leaves us with 3 options: Ignore it by switching to a man plan (man plan = playing creatures in the SB and board them in to surprise the opponent in game 2), Ignore it an switch to another combo (Splinter Twin combo says hi) or bring in answers for the expected hate.
In the splash section, you can see possible SB cards and also possible ways of how to approach the post board games. In some metagames a transform sideboard would be better than trying to win with the Helix combo, in others vice versa.
This gives us huge flexibility to build our deck. If you are planning to run the Splinter Twin combo in the SB with the UR colours (you can play it also in WR), you want to run the good U and R spells already maindeck. Maybe you want to cut some numbers of the combo pieces (like going down to 12 with only 1 win con and 3 DP) to make your boarding plan easier). Those are all options and should be taken into account when building this deck.
----6)Decklists
Here you can see current Decklists of the different versions.
4 Polluted Delta
1 Marsh Flats
1 Misty Rainforest
3 Watery Grave
4 Darkslick Shores
1 Island
1 Snow-covered Island
2 Swamp
1 Snow-covered Swamp
1 Dreadship Reef
2 Halimar Depths
//Interaction
2 Slaughter Pact
3 Thoughtseize
2 Inquisition of Kozilek
3 Remand
2 Victim of Night
4 Serum Visions
4 Taigam's Scheming
3 Gifts Ungiven
//Combo
1 Noxious Revival
4 Raven's Crime
4 Spellweaver Helix
4 Dark Petition
1 Exsanguinate
1 Emrakul, the Aeons Torn
Greetings,
Kathal
PS: Happy Storming
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
8-RackI haven't had a chance to get any testing in yet but what do you think about a BUG control list with or without Loam that can board into a something similar to Fabiano's BUG midrange deck? I was thinking of main decking Sultai Charm and Augur of Bolas
I have also been considering cutting Helix down to a 2-of as we always tutor for it anyway.
In the yard: RUG Delver, Kiki-Chord, Grixis Twin, Mardu Control, Smallpox, Jeskai Control, Jeskai Delver, Assault Loam, Elves, Deathcloud, Eggs, Storm
The Loam element was decent, mainly because it allowed me to grind through control with Raven's Crime, but the self-mill for the combo pieces was valuable as well. Blue is very good at doing that; I like Thought Scour a little more than Taigam's Scheming (despite the sorcery speed of Scheming actually being desirable), and Gifts is at its best when it's delivering perfect combo pieces to the bin.
I've been testing a dredge version, I'll try and get it where I am happy, I suspect it needs to not have smallpox in it though…
I'm excited for us all to hone this deck!
Working on:G/W Hatebears, Mono Blue Tron, U/R Delver
Quote from TheDasuri:
First they came for the ghosts of past standards like Jace the Mindsculptor and artifact lands
And I did not speak out
Because I was not a filthy spike
Then they came for the cantrips
And I did not speak out
Because I was not a filthy blue player
Then they came for the Bloodbraid Elves
And I did not speak out
Because I was not a filthy midrange player
Then they came for the Seething Song
And I did not speak out
Because I was not a filthy combo player
Then they came for me
And there was no one left
Alternatively, a "Jund" shell might do. As a reference.
Edit: Even at the zero-level planning for mono B versions I'm having problems seeing how to discard Dark Petition early enough to make this a pure combo deck. As is, it waits until turn 5 to 7 to petition into a helix with the 'Crime already in the yard. The UB control model featuring Taigam's Scheming and Gifts Ungiven looks like a better starting place. We could potentially combo out by turn 4 that way, which is on par with other modern combo decks (but not exceptional). I'm also quietly wondering if Pull From Eternity might not be a cute way in Esper builds to pull a Raven's Crime back into the 'yard post Helix to fire off the retrace for the win.
AnimatedBread's suggestion of a Jund shell though looks intriguing.
LEGACY:
W Death & Taxes W, GW Enchantress GW, B Pox B
MODERN:
UB Faeries UB
Faerie Christmas to All, and to All a Good Fight.
3 Gifts Ungiven
4 Raven's Crime
4 Inquisition of Kozilek
3 Duress
3 Lightning Bolt
3 Terminate
1 Kolaghan's Command
1 Slaughter Pact
1 Anger of the Gods
1 Pyroclasm
2 Dark Petition
2 Spellweaver Helix
1 Emrakul, the Aeons Torn
1 Noxious Revival
3 Polluted Delta
3 Scalding Tarn
3 Bloodstained Mire
2 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Island
1 Mountain
1 Swamp
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Sulfur Falls
1 Drowned Catacomb
1 Dragonskull Summit
1 Desolate Lighthouse
3 Dragon's Claw
2 Spellskite
1 Shattering Spree
1 Vandalblast
1 Shatterstorm
1 Dispel
1 Negate
1 Drown in Sorrow
1 Combust
1 Rending Volley
1 Geth's Verdict
1 Devour Flesh
It never occured to me to use ensnaring bridge. That certainly plays right into the decks "wheel house".
I'm gunna try your list in some online games, i'll come back with what i do with it later.
Here is a video intro of SaphronOlive's: https://www.youtube.com/watch?v=AYVkuXWhq1Q&t=89s
Here is where I would take the list:
4 Polluted Delta
3 Marsh Flats
1 Overgrown Tomb
4 Watery Grave
1 Darkslick Shores
3 Dakmor Salvage
2 Island
3 Swamp
1 Academy Ruins
//Creatures
1 Snapcaster Mage
//Interaction 7
4 Inquisition of Kozilek
2 Remand
1 Dark Blast
4 Serum Visions
4 Taigam's Scheming
4 Gifts Ungiven
//Combo 18
1 Noxious Revival
4 Raven's Crime
4 Siphon Life
4 Spellweaver Helix
4 Dark Petition
1 Exsanguinate
1 Emrakul, the Aeons Torn
1 Elixir of Immortality
2 Tasigur, the Golden Fang
3 Phyrexian Obliterator
2 Victim of Night
2 Echoing Truth
3 Thoughtseize
I was doing the gifts package in my mind and with sun titan which can bring the helix into play and unburial rites it is really insane.
One card that would increase the consistency of this deck is black sun's zenith...
Imprinting it with dark petition then casting the second copy for x=0 will net you B per cast, using petition to search out another copy while the other shuffles back into your library. You can generate infinite mana this way instead of relying on the number of lands in your deck (which can get milled away) or having to have a raven's crime in the yard. On top of that it is great against creature decks on its own.
infernal tutor is also something I'm playing around with that is useful for searching out copies of combo pieces, but having to reveal a card broadcasts the combo to the opponent and you will rarely find yourself empty handed to get the full value.
Last but not least, the new RIX card mastermind's acquisition lets you pull from the sideboard in game 1 against certain tough match ups and lets you run finishers in there safe from the opponent's disruption. For this reason, I run empty the pits in the main since it doesn't require a ton of mana to be game winning, just a stocked graveyard.
The sideboard is very wip, but I am on the man-plan with eternal scourge to rock-paper-scissors any grave hate they might bring in.
Please let me know your thoughts. This is very rough.
3 Black Sun's Zenith
1 Bontu's Last Reckoning
3 Thoughtseize
4 Collective Brutality
4 Dark Petition
1 Dimir Machinations
3 Inquisition of Kozilek
1 Mastermind's Acquisition
4 Raven's Crime
1 Boseiju, Who Shelters All
1 Buried Ruin
3 Ghost Quarter
3 Spawning Pool
16 Swamp
Instant (8):
3 Dismember
1 Empty the Pits
4 Fatal Push
Artifact (4):
1 Crucible of Worlds
3 Spellweaver Helix
1 Crypt Incursion
1 Emrakul, the Aeons Torn
3 Eternal Scourge
1 Exsanguinate
4 Extirpate
2 Oblivion Stone
2 Pithing Needle
1 Sadistic Sacrament
Strategic planning seems to be very good here.
Pentad prism can be used in builds with reshape or trash for treasure, it ramps and provides the artifact part of the spell cost.
Dimir charm maybe useful too, it is flexible and does what the deck wants.
As for protection there is Turn Aside or also monastery siege which can filter cards and gets them to the grave.
Cryptic serpent could work as sideboard option for g2 maybe
Edit: forgot to mention some cards
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
This bumps up the need of BSZ to 3 at least, and the card is rather meh overall.
Regarding Mastermind's Acquisition, it is so darn slow. If it would have been an Instant I would consider it. Final Parting is just way worse than Gifts Ungiven which does basically the same thing, but with Instant speed and costs one less. Sure, it needs the U splash but you want it either way to be able to dig through the bib.
-Greetings