7H0R, I love the build it looks very nice, how does Reshape play? and how many games have u played against tron? becasue i can't beat it
I don't know anyone that plays tron, so I haven't testing against it yet. I assume you are referring to the RG Tron lists that people have been playing recently?
Also, Reshape is quite nice. It's like running more Trinket mages, but more diverse. Later on, I can tutor up Ensnaring Bridge or Thopter Foundry, or I can use it early to grab a combo piece. I was running 3, but I think 2 is the right number. It's a little mana intensive.
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What do you feel is more important in your deck Reshape or Thopter Foundry? because I'm considering taking out the 2 nodes mainboard, but I'm not sure what for
It seems that being a cheap artifact combo deck allows it adapt to any splash. That means the variants list is nearly unlimited. It would be interesting to keep track of how it does with each color.
Personally I like White for the main color, but playing with Mox Opal, Glimmervoid and Shocklands puts me in the 5 color range.
What are the implications of that? Well it seems we are having trouble trying to come with up the perfect silver bullet sideboard, we are also having trouble with adding wincons that hurt when drawn prematurely. So I am trying a new crazy idea. IMO the problem is playing with a 60 card deck and 15 card sideboard, what if instead we play with a 60 card deck and a 15 card side-deck? We can have a wider range of answers and our wincon in the sideboard for 2 reasons, we won't be drawing off-matchup answers and we won't be drawing wincons prematurely.
How would we do this?
I came up with it last night and spend the night reading up on the idea and picking up my bullet assortment so it is untested as of this post, but I present to you the variant I will be focusing on for the next week or two:
Moving the model from "tutor" to "Wish" does something very specific in deck design. When the intended target lives in your sideboard instead of your main deck, you don't have to jank up your main deck with whatever terrible singletons are only good in certain matchups. While you technically still spend deck space—and more premium deck space at that—at least you can't accidentally draw an off-matchup hoser. A longtime criticism of the "Silver Bullets" strategy was that you could rip Perish against Accelerated Blue or Engineered Plague against Replenish. On the other hand, you don't have as versatile a 75 card deck over the course of a three-game match or an entire tournament.
I'm still undecided on going with Tezz of Thopter Foundry, so I have 2 wincons on the SB for early testing. The rest are answers to nearly everything. I kept a Needle and EE on the mainboard because those answer to a lot of stuff and are fetchable. Besides if either of those don't work I can side them out for on-match answers leaving my wishes open to fetch other stuff. Also there are weird SB options like Thought Hemorrhage which could have been a Meddling Mage, but Meddling Mage is fragile to removal, same with some of the options.
I'll keep the Nodes for now, yes I have to sort of let the opponent act first, but Nodes gets rid of everything, including untargetable creatures like Geist of Saint Traft, Invisible Stalker and others. It also slows aggro since the opponent most times drops their first creature, then I drop Nodes and they have to lose a turn by waiting for the nodes to clean the field before dropping more creatures. I don't know, I haven't had a game where it was not useful. I'll keep it in my list till we find a trully better replacement for this clean-the-field card.
What Im currently missing is life gain, I wanted to focus on the lock rather than survive a round with extra life. But there is always the option of lighting Helix or even Tribute to Hunger.
Let me know what you guys think of this idea, I will be testing it the whole week.
EDIT: Works like a charm! Get it? like a charm!... ok ok jokes aside, it works as expected, but Im having a bit of a mana fix trouble with 3 Darksteel Citadel and 2 Academy Ruins, it gets in the way of playing the wished card on the same turn it was wished for. I'll take it out for a 4th Glimmervoid and 2 more shocklands maybe.
On the SB itself, I'll keep testing to see which answers work best to refine it.
Thopter Foundry - The wincon, once you lock start spewing tokens Bant Charm - artifact/creature hate + counter spell Esper Charm - Enchantment hate, it also gets rid of any card the opponent might be holding on to like a scapeshift. Grixis Charm - A bounce or remove option. Jund Charm - graveyard hate, token/small creature sweeper. Detention Sphere - Answers to nearly every permanent including emrakul. Abrupt Decay - Uncounterable 3cc or less hate. Maelstrom Pulse - Permanent killer that kills copies, token sweeper. Dreadbore - creature/planewalker hate. Sundering Growth - Artifact/enchantment hate. Supreme Verdict - Uncounterable sweeper. Thought Hemorrhage - For combo decks (Dragonstorm, grapeshot, emrakul/karn, et cetera) Zealous Persecution - fast token/weenie killer. Countersquall - A hard counter to pick up on combo decks for the sit & wait till they cast their wincon while you tighten the lock. River's Grasp - Bounces a slipped creature and then discards it (correct me if it works like that)
If you're going the wishboard route, I have to recommend Tidehollow Sculler as an option. If you have the lock in place, then hitting whatever silver bullet they might have seems brutal. You can even run Phyrexia's Core to sacrifice it upon entry, exiling the card permanently. Then, if they have another problem card, you can use one of your recursion methods to do it again. Once you're satisfied with their utter lack of options, you can just beat face with the Sculler if you like.
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The wishboard runs great so far (Just got a Resto.pod deck to concede after I needled the pod and then wished for Supreme Verdict), Im refining the list as I test, took out the citadels for the 4th Glimmervoid, an extra hollowed fountain and a Sacred Foundry. I will try to eliminate colors from the answers, because some times you don't have the early R or B for a specific answer. OR maybe concentrate on 2cmc answers to ease on the colors. Will probably add Tezz instead of Thopter Foundry just for a cooler wincon.
I will try Sculler and see how it goes.
Counterbalance is not good. For starters most of our cards are 1cc so we won't be countering a lot. Then there is the matter of not being good until the combo is online to manipulate the top, which means you won't be manipulating their top. The other problem is that the early turns are spent setting the combo, by the time you can play counterbalance the opponent will be playing 3cc and higher cards. Try it, but I think it will work against you.
Speaking of Slaughter Games, please swap Thought Hemorrhage for it. Against the decks where you want to Wish for that card, a lot of them will simply counter or juggle Thought Hemorrhage until they combo off (e.g. Scapeshift, Hive Mind, Exarch Twin). They cannot do the same to Slaughter Games, as it is uncounterable.
Woah... That's a crazy idea. I like crazy ideas. I like'em more if they get results.
I finished my "Budgettish top control" and while sometimes i got manascrew (and I can't seem to fix that properly), it works perfectly fine most of the time.
Changes:
Ensnaring Bridge: It just works. Explained on previous posts.
Silence: Is there a better way to buy time than this?
Zealous Persecution: It's surprisingly good. Most of the time it's used as spot removal against Confidant or other nuisances though.
Day of Judgment: It saved some games against fast and heavy aggros.
I'll like to try to build this for real (though that will NOT be soon. I've other deck projects and little money). Anyways, back on the new, insane proposed build.
Thopter Foundry - The wincon, once you lock start spewing tokens
Bant Charm - artifact/creature hate + counter spell
Esper Charm - Enchantment hate, it also gets rid of any card the opponent might be holding on to like a scapeshift.
Grixis Charm - A bounce or remove option.
Jund Charm - graveyard hate, token/small creature sweeper.
Detention Sphere - Answers to nearly every permanent including emrakul.
Abrupt Decay - Uncounterable 3cc or less hate.
Maelstrom Pulse - Permanent killer that kills copies, token sweeper.
Dreadbore - creature/planewalker hate.
Sundering Growth - Artifact/enchantment hate.
Supreme Verdict - Uncounterable sweeper.
Thought Hemorrhage - For combo decks (Dragonstorm, grapeshot, emrakul/karn, et cetera)
Zealous Persecution - fast token/weenie killer.
Countersquall - A hard counter to pick up on combo decks for the sit & wait till they cast their wincon while you tighten the lock.
River's Grasp - Bounces a slipped creature and then discards it (correct me if it works like that)
I like it except for the Sundering Growth, the Dreadbore and River's Grasp. The Growth it's not bad, but there MUST be something better. Dreadbore is a sorcery and... don't know. Never really liked it. River's Grasp seems redundant with Persecution, Supreme Verdict, Dreadbore, etc. I would exchange Growth for Putrefy, River's Grasp for something that's missing (Slaughter Games comes to mind) and Dreadbore... Leave it there for now.
Even though your curve is very low, you're still a control build and control builds need to make most of their early drops. +3 or 4 lands should help your mana screw problems. For example, you have a ton of colorless requirements. You could probably get away with putting those ghost quarters main and putting something less useful in that spot.
Even though your curve is very low, you're still a control build and control builds need to make most of their early drops. +3 or 4 lands should help your mana screw problems. For example, you have a ton of colorless requirements. You could probably get away with putting those ghost quarters main and putting something less useful in that spot.
I wrote that wrong. I've got colorscrew. I don't have U when i have a Trinket Mage in hand, don't have W when the silence can buy me another turn, etc, etc. I can't put any other colorless sources as long as I dont run opal. And while the land count can be increased, what do i trade'em for? An Esper Charm and a Sleight of hand?
Well, you're running a ton of non basics non swamp/islands. If you don't mind being a tad slower, you could try 4 arcane sanctums. Otherwise, fetches really are your best bet. What I would do in that case is go for more fetches, less duals, and run like at most 2 of each dual land (one would work just as well), but instead run 4 marsh flats, one of the cheaper of the fetches and more basics. Then you can get away with a lot more colored stuff, even though the mana base is slightly more expensive.
If you're worried about the cost of even those, then I'd suggest taking a look at the old 5 color mana base, which, while slower, could do things like GG on t3 and UUU on t4.
Well, you're running a ton of non basics non swamp/islands. If you don't mind being a tad slower, you could try 4 arcane sanctums. Otherwise, fetches really are your best bet. What I would do in that case is go for more fetches, less duals, and run like at most 2 of each dual land (one would work just as well), but instead run 4 marsh flats, one of the cheaper of the fetches and more basics. Then you can get away with a lot more colored stuff, even though the mana base is slightly more expensive.
If you're worried about the cost of even those, then I'd suggest taking a look at the old 5 color mana base, which, while slower, could do things like GG on t3 and UUU on t4.
Old 5 color mana base?? What do you mean by that? Now that im happy with the rest of the build and that's the difficult bit, i can just experiment with the lands more easily. Now im looking at weird combinations of the Duals of Lorwyn/Shadowmoor, painlands and Reflecting Pools to try and pull it off "El Cheapo" style.
Keep us updated on infernal tutor. I tried it but given my build is slower than most (and usually i don't empty my hand), It didn't produce the results it should.
Now, Spoils of the Vault seems truly interesting. A bit suicidal, maybe, but once you get the lock, if the board is more or less cleaned, it's done. And with lantern it looks actually usable. I'll give it a try, though im not sure i'll use it.
Edit: Forget it. I just noticed it removes card from my library. And given that my main wincon is milling them slowly to death (Tezz is my altwin), i can actually lose up games with this.
Old 5 color mana base?? What do you mean by that? Now that im happy with the rest of the build and that's the difficult bit, i can just experiment with the lands more easily. Now im looking at weird combinations of the Duals of Lorwyn/Shadowmoor, painlands and Reflecting Pools to try and pull it off "El Cheapo" style.
A few years back in Lorwyn standard, there were a few decks running around like "ten commandments" and "cruel control" etc. They managed things like cloudthresher, austere command, cryptic command, etc. all in the same deck by using vivid marsh/creek, etc. mana base with reflecting pools and the filterlands. It's slower, but you'll get your colors!
A few years back in Lorwyn standard, there were a few decks running around like "ten commandments" and "cruel control" etc. They managed things like cloudthresher, austere command, cryptic command, etc. all in the same deck by using vivid marsh/creek, etc. mana base with reflecting pools and the filterlands. It's slower, but you'll get your colors!
A few years in Lorwyn standard I had abandoned magic (Played Oddysey through Coldsnap, then left and came back in Scars of Mirrodin). Given that my build is one of the slowest, it may be a perfect fit. Will try with that!
Damn this thing really fits into any crazy idea. I'm still focusing on the wishboard (hating the charms with 3cmc - too slow, I'll try to concentrate on 2cmc or less answers), but earlier I was trying to play for a complete lockdown with 3 Leyline of Sanctity and 2 Ensnaring Bridge mainboard. Switched Sleight of Hand and some others for Faithless Loothing and Ideas Unbound.
Adding those two locking pieces slow down the whole thing, however, Faithless Looting did wonderfully as a Filter for R w/flashback.
Ideas Unbound was somethign I wanted to test with bridge, in the correct deck those two would work extremely well to draw 3 cards in your turn, possibly playing all 3 and then discarding whatever you didn't use to reactivate bridge.
Faithless is really good, costs the same as sleight of hand, filters 2 cards (really good in the first 3 turns, really bad late game with empty hand), sends 2 cards to the grave instead of the bottom of the library (recuring targets), then it sits on the grave with flashback.
Pic: Not a tier deck (decks aimed at keeping creatures under control kind of fizzle to this deck) I believe, but this is how the deck (EDIT: wishboard deck) wants to win. Notice Sundering Growth (really good at 2cmc) on graveyard, had wished it to get rid of a Honden of Seeing Winds that slipped. Tezzeret, Agent of Bolas is really good to find more pieces to overkill on the lock, I got 2 Codex Shredder before the ultimate. He shackled 2 Trinkets, one I ousted, the other went down with porphyry.
I really like the idea of ideas unbound. I've been considering Forbidden Alchemy as well, as I'd like to be able to dig deeper into the deck to find the necessary pieces.
Huh....I've had a casual deck for years that used screeching sliver + latern. I didn't realize that codex was a thing. Definitely going to brew up something since I loved that deck.
A few things....
-Too bad predict and memory lapse aren't legal.
-Steel Wall is a totally respectable thing to get with mage against aggro. SB maybe
-I can see how you might mill your opponent eventually, but is that how the deck usually wins? Thopter foundry...just to make a few 1/1s? What do you sack? Do you just recur with academy ruins?
-Buried ruin should probably be a 1-of
-Chalice at 2 is absolutely massive...I think this could be a huge boost to the deck.
It seems like Tezzeret, agent of bolas or old school tezzeret and signets for mana is pretty much the best thing this deck....so why are people only playing 1 to none?
Is the lock really that strong that you almost always win once it is in place? Seems like Tron, Scapeshift, Affinity, and any other deck that swarms from their opening hand would be a problem. Is that right?
I actually use a 6 drop artifact that is an insta-win with lattern in my casual deck. I checked and it is actually modern legal. I'll tell everyone what it is once I get a list together.
Huh....I've had a casual deck for years that used screeching sliver + latern. I didn't realize that codex was a thing. Definitely going to brew up something since I loved that deck.
A few things....
-Too bad predict and memory lapse aren't legal.
-Steel Wall is a totally respectable thing to get with mage against aggro. SB maybe
-I can see how you might mill your opponent eventually, but is that how the deck usually wins? Thopter foundry...just to make a few 1/1s? What do you sack? Do you just recur with academy ruins?
-Buried ruin should probably be a 1-of
-Chalice at 2 is absolutely massive...I think this could be a huge boost to the deck.
It seems like Tezzeret, agent of bolas or old school tezzeret and signets for mana is pretty much the best thing this deck....so why are people only playing 1 to none?
Is the lock really that strong that you almost always win once it is in place? Seems like Tron, Scapeshift, Affinity, and any other deck that swarms from their opening hand would be a problem. Is that right?
I actually use a 6 drop artifact that is an insta-win with lattern in my casual deck. I checked and it is actually modern legal. I'll tell everyone what it is once I get a list together.
That was the only thing that we were missing. Knowledge that this combo also works with slivers :o.
Most people here win that way, yes, putting loads of thopters to gain life and blockers and then win with UB Tezz ult. To sacrifice, you have Darksteel citadel, extra combo pieces, silver bullets that are useless on game 1. I tend to go the other route, tough, using codex on EOT when i dont have Lantern to mill them, use it to lock when lantern is in play and use Tezz to speed up things if he comes.
Once the lock is in place, all you have to deal with is their cards in play and their hand, if they have one. Once that's done, victory is assured.
Im not sure on Steel wall, don't know what to take out, but i like the one-off Buried Ruin. Somethimes you end up hating the fact that Academy puts them on top (tough it would be broken if it put em on your hand)
I don't know anyone that plays tron, so I haven't testing against it yet. I assume you are referring to the RG Tron lists that people have been playing recently?
Also, Reshape is quite nice. It's like running more Trinket mages, but more diverse. Later on, I can tutor up Ensnaring Bridge or Thopter Foundry, or I can use it early to grab a combo piece. I was running 3, but I think 2 is the right number. It's a little mana intensive.
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Personally I like White for the main color, but playing with Mox Opal, Glimmervoid and Shocklands puts me in the 5 color range.
What are the implications of that? Well it seems we are having trouble trying to come with up the perfect silver bullet sideboard, we are also having trouble with adding wincons that hurt when drawn prematurely. So I am trying a new crazy idea. IMO the problem is playing with a 60 card deck and 15 card sideboard, what if instead we play with a 60 card deck and a 15 card side-deck? We can have a wider range of answers and our wincon in the sideboard for 2 reasons, we won't be drawing off-matchup answers and we won't be drawing wincons prematurely.
How would we do this?
I came up with it last night and spend the night reading up on the idea and picking up my bullet assortment so it is untested as of this post, but I present to you the variant I will be focusing on for the next week or two:
Glittering Wish
From his article Actually, All that Glitters Really is Gold!:
I also read other things I could find like a primer by our very own Lectrys.
All that led me to this:
3 Darksteel Citadel
2 Arid Mesa
2 Marsh Flats
2 Academy Ruins
1 Plains
1 Hallowed Fountain
1 Godless Shrine
1 Temple Garden
4 Trinket Mage
4 Glittering Wish
3 Gitaxian Probe
2 Sleight of Hand
2 Thoughtcast
2 Oust
2 Dispatch
4 Lantern of Insight
4 Codex Shredder
4 Mishra's Bauble
4 Ghoulcaller's Bell
3 Mox Opal
1 Engineered Explosives
1 Pithing Needle
1 Thopter Foundry
1 Bant Charm
1 Esper Charm
1 Grixis Charm
1 Jund Charm
1 Golgari Charm
1 Maelstrom Pulse
1 Dreadbore
1 Sundering Growth
1 Supreme Verdict
1 Thought Hemorrhage
1 Firespout
1 Countersquall
1 Gaddock Teeg
I'm still undecided on going with Tezz of Thopter Foundry, so I have 2 wincons on the SB for early testing. The rest are answers to nearly everything. I kept a Needle and EE on the mainboard because those answer to a lot of stuff and are fetchable. Besides if either of those don't work I can side them out for on-match answers leaving my wishes open to fetch other stuff. Also there are weird SB options like Thought Hemorrhage which could have been a Meddling Mage, but Meddling Mage is fragile to removal, same with some of the options.
I'll keep the Nodes for now, yes I have to sort of let the opponent act first, but Nodes gets rid of everything, including untargetable creatures like Geist of Saint Traft, Invisible Stalker and others. It also slows aggro since the opponent most times drops their first creature, then I drop Nodes and they have to lose a turn by waiting for the nodes to clean the field before dropping more creatures. I don't know, I haven't had a game where it was not useful. I'll keep it in my list till we find a trully better replacement for this clean-the-field card.
What Im currently missing is life gain, I wanted to focus on the lock rather than survive a round with extra life. But there is always the option of lighting Helix or even Tribute to Hunger.
Let me know what you guys think of this idea, I will be testing it the whole week.
EDIT: Works like a charm! Get it? like a charm!... ok ok jokes aside, it works as expected, but Im having a bit of a mana fix trouble with 3 Darksteel Citadel and 2 Academy Ruins, it gets in the way of playing the wished card on the same turn it was wished for. I'll take it out for a 4th Glimmervoid and 2 more shocklands maybe.
On the SB itself, I'll keep testing to see which answers work best to refine it.
EDIT 2: A more refined SB.
1 Bant Charm
1 Esper Charm
1 Grixis Charm
1 Jund Charm
1 Detention Sphere
1 Abrupt Decay
1 Maelstrom Pulse
1 Dreadbore
1 Sundering Growth
1 Supreme Verdict
1 Thought Hemorrhage
1 Zealous Persecution
1 Countersquall
1 River's Grasp
Thopter Foundry - The wincon, once you lock start spewing tokens
Bant Charm - artifact/creature hate + counter spell
Esper Charm - Enchantment hate, it also gets rid of any card the opponent might be holding on to like a scapeshift.
Grixis Charm - A bounce or remove option.
Jund Charm - graveyard hate, token/small creature sweeper.
Detention Sphere - Answers to nearly every permanent including emrakul.
Abrupt Decay - Uncounterable 3cc or less hate.
Maelstrom Pulse - Permanent killer that kills copies, token sweeper.
Dreadbore - creature/planewalker hate.
Sundering Growth - Artifact/enchantment hate.
Supreme Verdict - Uncounterable sweeper.
Thought Hemorrhage - For combo decks (Dragonstorm, grapeshot, emrakul/karn, et cetera)
Zealous Persecution - fast token/weenie killer.
Countersquall - A hard counter to pick up on combo decks for the sit & wait till they cast their wincon while you tighten the lock.
River's Grasp - Bounces a slipped creature and then discards it (correct me if it works like that)
Thoughts?
"When you get your opponent down to 0 sanity, you win the game!"
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I will try Sculler and see how it goes.
Counterbalance is not good. For starters most of our cards are 1cc so we won't be countering a lot. Then there is the matter of not being good until the combo is online to manipulate the top, which means you won't be manipulating their top. The other problem is that the early turns are spent setting the combo, by the time you can play counterbalance the opponent will be playing 3cc and higher cards. Try it, but I think it will work against you.
"When you get your opponent down to 0 sanity, you win the game!"
Speaking of Slaughter Games, please swap Thought Hemorrhage for it. Against the decks where you want to Wish for that card, a lot of them will simply counter or juggle Thought Hemorrhage until they combo off (e.g. Scapeshift, Hive Mind, Exarch Twin). They cannot do the same to Slaughter Games, as it is uncounterable.
I finished my "Budgettish top control" and while sometimes i got manascrew (and I can't seem to fix that properly), it works perfectly fine most of the time.
2 Academy Ruins
3 Plains
3 Island
2 Caves of Koilos
1 Adarkar Wastes
2 Underground River
1 Glacial Fortress
1 Drowned Catacomb
1 Darksteel Citadel
1 Arcane Sanctum
1 Swamp
The Lock
4 Lantern of Insight
4 Codex Shredder
3 Ghoulcaller's Bell
4 Trinket Mage
3 Ensnaring Bridge
4 Sleight of Hand
3 Esper Charm
1 Zealous Persecution
2 Silence
2 Oust
3 Gitaxian Probe
3 Condemn
The Bullets
1 Pithing Needle
1 Executioner's Capsule
1 Elixir of Immortality
The Tezz
1 Tezzeret, Agent of Bolas
1 Sunbeam Spellbomb
2 Ghost Quarter
3 Surgical Extraction
1 Elixir of Immortality
1 Zealous Persecution
1 Grafdigger's Cage
1 Relic of Progenitus
1 Pithing Needle
3 Day of Judgment
1 Silence
Changes:
Ensnaring Bridge: It just works. Explained on previous posts.
Silence: Is there a better way to buy time than this?
Zealous Persecution: It's surprisingly good. Most of the time it's used as spot removal against Confidant or other nuisances though.
Day of Judgment: It saved some games against fast and heavy aggros.
I'll like to try to build this for real (though that will NOT be soon. I've other deck projects and little money). Anyways, back on the new, insane proposed build.
I like it except for the Sundering Growth, the Dreadbore and River's Grasp. The Growth it's not bad, but there MUST be something better. Dreadbore is a sorcery and... don't know. Never really liked it. River's Grasp seems redundant with Persecution, Supreme Verdict, Dreadbore, etc. I would exchange Growth for Putrefy, River's Grasp for something that's missing (Slaughter Games comes to mind) and Dreadbore... Leave it there for now.
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I wrote that wrong. I've got colorscrew. I don't have U when i have a Trinket Mage in hand, don't have W when the silence can buy me another turn, etc, etc. I can't put any other colorless sources as long as I dont run opal. And while the land count can be increased, what do i trade'em for? An Esper Charm and a Sleight of hand?
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If you're worried about the cost of even those, then I'd suggest taking a look at the old 5 color mana base, which, while slower, could do things like GG on t3 and UUU on t4.
Credit to DolZero for this awesome sig!
Old 5 color mana base?? What do you mean by that? Now that im happy with the rest of the build and that's the difficult bit, i can just experiment with the lands more easily. Now im looking at weird combinations of the Duals of Lorwyn/Shadowmoor, painlands and Reflecting Pools to try and pull it off "El Cheapo" style.
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Now, Spoils of the Vault seems truly interesting. A bit suicidal, maybe, but once you get the lock, if the board is more or less cleaned, it's done. And with lantern it looks actually usable. I'll give it a try, though im not sure i'll use it.
Edit: Forget it. I just noticed it removes card from my library. And given that my main wincon is milling them slowly to death (Tezz is my altwin), i can actually lose up games with this.
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A few years back in Lorwyn standard, there were a few decks running around like "ten commandments" and "cruel control" etc. They managed things like cloudthresher, austere command, cryptic command, etc. all in the same deck by using vivid marsh/creek, etc. mana base with reflecting pools and the filterlands. It's slower, but you'll get your colors!
Credit to DolZero for this awesome sig!
A few years in Lorwyn standard I had abandoned magic (Played Oddysey through Coldsnap, then left and came back in Scars of Mirrodin). Given that my build is one of the slowest, it may be a perfect fit. Will try with that!
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UGWRB Titan Bloom (40% complete)
Adding those two locking pieces slow down the whole thing, however, Faithless Looting did wonderfully as a Filter for R w/flashback.
Ideas Unbound was somethign I wanted to test with bridge, in the correct deck those two would work extremely well to draw 3 cards in your turn, possibly playing all 3 and then discarding whatever you didn't use to reactivate bridge.
Faithless is really good, costs the same as sleight of hand, filters 2 cards (really good in the first 3 turns, really bad late game with empty hand), sends 2 cards to the grave instead of the bottom of the library (recuring targets), then it sits on the grave with flashback.
Pic: Not a tier deck (decks aimed at keeping creatures under control kind of fizzle to this deck) I believe, but this is how the deck (EDIT: wishboard deck) wants to win. Notice Sundering Growth (really good at 2cmc) on graveyard, had wished it to get rid of a Honden of Seeing Winds that slipped. Tezzeret, Agent of Bolas is really good to find more pieces to overkill on the lock, I got 2 Codex Shredder before the ultimate. He shackled 2 Trinkets, one I ousted, the other went down with porphyry.
"When you get your opponent down to 0 sanity, you win the game!"
BRG Living End
UGWRB Titan Bloom (40% complete)
A few things....
-Too bad predict and memory lapse aren't legal.
-Steel Wall is a totally respectable thing to get with mage against aggro. SB maybe
-I can see how you might mill your opponent eventually, but is that how the deck usually wins? Thopter foundry...just to make a few 1/1s? What do you sack? Do you just recur with academy ruins?
-Buried ruin should probably be a 1-of
-Chalice at 2 is absolutely massive...I think this could be a huge boost to the deck.
It seems like Tezzeret, agent of bolas or old school tezzeret and signets for mana is pretty much the best thing this deck....so why are people only playing 1 to none?
Is the lock really that strong that you almost always win once it is in place? Seems like Tron, Scapeshift, Affinity, and any other deck that swarms from their opening hand would be a problem. Is that right?
I actually use a 6 drop artifact that is an insta-win with lattern in my casual deck. I checked and it is actually modern legal. I'll tell everyone what it is once I get a list together.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
That was the only thing that we were missing. Knowledge that this combo also works with slivers :o.
Most people here win that way, yes, putting loads of thopters to gain life and blockers and then win with UB Tezz ult. To sacrifice, you have Darksteel citadel, extra combo pieces, silver bullets that are useless on game 1. I tend to go the other route, tough, using codex on EOT when i dont have Lantern to mill them, use it to lock when lantern is in play and use Tezz to speed up things if he comes.
Once the lock is in place, all you have to deal with is their cards in play and their hand, if they have one. Once that's done, victory is assured.
Im not sure on Steel wall, don't know what to take out, but i like the one-off Buried Ruin. Somethimes you end up hating the fact that Academy puts them on top (tough it would be broken if it put em on your hand)
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UGWRB Titan Bloom (40% complete)