Semblance Anvil This card seems super strong, almost like an unbanned chrome mox in modern, obviously it needs some shell that benefits from the mana redution, the first thing that come to mind is some sort of Eggs deck. What does everyone think about it?
The bad thing about this card is that it comes down on turn 3 without acceleration. If you play a spell on turns 1 and 2, you don't have too many other cards in hand to benefit from Anvil (especially since Anvil forces you to pitch something to it to make it useful).
It also places constraints on your deckbuilding. You need a bunch of cards of one card type, that have at least 2 colorless in their costs (otherwise Cloud Key is just better), but that means playing a lot of 3-drops in your deck, which will lead to your demise when you don't draw Anvil or it gets destroyed.
Playing artifacts lets you get away with only 2-drops, but that raises the question: how do you intend to win with only a bunch of 2-drop artifacts? Well, there is Eggs, but Krark-Clan Ironworks is much better than Semblance Anvil in that deck because KCI is a sac outlet, which is handy for Open the Vaults.
In a 60 card deck four cards don't repeat themselves often enough. It needs a sister card with a similar effect so that the deck can count on the effect each game. Without a turn one tutor or a slightly different reprint that let's you run eight, it doesn't consistently let you build your entire deck around having it in play because almost half the time you won't see it in the first three turns of your game.
In a 60 card deck four cards don't repeat themselves often enough. It needs a sister card with a similar effect so that the deck can count on the effect each game. Without a turn one tutor or a slightly different reprint that let's you run eight, it doesn't consistently let you build your entire deck around having it in play because almost half the time you won't see it in the first three turns of your game.
So while it can actually go off pretty damn consistently on turn 5 the issue is that there isn't any form of protection in it whatsoever. There are plenty of modern decks that can win turn 3 that have no protection. Think goryo's vengeance, mono-green devotion or storm. And then there are the decks that win turn 4 with protection, pod and twin. I'm sure you could add some remands and/or cryptic commands but then you loose some consistency. If anyone has ideas I'd love to hear them. Godlfishing this is some of the most fun I've had with modern in a long time.
Oh also as a side note the only reason the mana base is kinda wonky, and I'm sure it could be better, is because I'm trying to avoid fetches. I see a deck like this as trying to be kinda budget.
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It also places constraints on your deckbuilding. You need a bunch of cards of one card type, that have at least 2 colorless in their costs (otherwise Cloud Key is just better), but that means playing a lot of 3-drops in your deck, which will lead to your demise when you don't draw Anvil or it gets destroyed.
Playing artifacts lets you get away with only 2-drops, but that raises the question: how do you intend to win with only a bunch of 2-drop artifacts? Well, there is Eggs, but Krark-Clan Ironworks is much better than Semblance Anvil in that deck because KCI is a sac outlet, which is handy for Open the Vaults.
Chrome Mox is a completely different beast. It's way more powerful. It was used for things like powering out turn 1/2 Blood Moon, Empty the Warrens for 10, Demigod of Revenge - things that, due to the 3CMC, are completely ill-suited for Anvil. Or T1 Mox, T2: did you play a spell? If yes, I counter it, otherwise I cast Thirst for Knowledge for value. Or, whatever, I slam down Vedalken Shackles or Ensnaring Bridge (there wasn't Abrupt Decay in those days).
Anyway if you're just looking to brew, try this.
| Ad Nauseam
| Infect
Big Johnny.
Alright I took the bait.
4x serum visions
4x Elsewhere Flask
4x Ichor Wellspring
4x Kaleidostone
4x Prophetic Prism
Excel:
4x mind stone
3x Everflowing Chalice
2x Mishra, Artificer Prodigy
4x Semblance Anvil
2x Thopter Assembly
4x Time Sieve
1x Tezzeret the Seeker
Lands
3x blood crypt
8x Island
3x steam vents
2x Sunken Ruins
2x watery grave
2x Cascade Bluffs
So while it can actually go off pretty damn consistently on turn 5 the issue is that there isn't any form of protection in it whatsoever. There are plenty of modern decks that can win turn 3 that have no protection. Think goryo's vengeance, mono-green devotion or storm. And then there are the decks that win turn 4 with protection, pod and twin. I'm sure you could add some remands and/or cryptic commands but then you loose some consistency. If anyone has ideas I'd love to hear them. Godlfishing this is some of the most fun I've had with modern in a long time.
Oh also as a side note the only reason the mana base is kinda wonky, and I'm sure it could be better, is because I'm trying to avoid fetches. I see a deck like this as trying to be kinda budget.