Quote from Ohpea »Played this deck at WNM and ate all the mid-range decks alive running Rakuto's list. Felt really good. I've been sour on Tidehollow for a while and have been meaning to try Freebooter. It was fantastic in my games. I missed not getting value though if I had a lot of Mana and a Displacer out.
I like that the list ran some Displacers since that card is a fantastic late game draw.
Ended up 3-1 losing to Mardu on some rusty play.
Cast down also felt really good with the current meta. Was able to remove things when a push would have been a dead draw. Specificly Hollow One or Depve Fish.
Quote from RecklessReanimator »@Jim_prov looked at that list...a bit odd. Main thing stuck out was the 4x cavern while still running 4x sculler. Considering eldrazi are logical creature type to name that doesn't help from mana standpoint as many are colorless, going to assume he really wanted to wreck control.
Quote from RidetheIguana »Otherwise I wouldn't change a card in the maindeck, and I still prefer BW Processors as the deck name if you are, and you should be, playing Blight Herder. The card is unreal, I can't remember the last time I drew it and wished it were a Smasher.
Quote from makoy27 »Blight Herder > Reality Smasher in my GPT Experience..=)
Quote from Tituba9 »I don't think 23 lands with no mind stones is where you want to be, this deck has a very high mana curve and you're basically short two lands (I would count two mind stones as 1 land). If you get stuck on two lands and miss even 1 land drop you're in trouble.
I also think CoBr replaced the need for inquisition, inquisition is such a dead draw late game and 8 discard is a lot, I feel like you'll find yourself top decking it mid to late game too often.
Quote from deaddrift »
I agree that 23 lands and no Mind Stones may be too greedy. Mind Stone really makes 2-land keeps workable, when they would otherwise be very risky in many cases. I think you should at least stay at 24 lands if you aren't running Stone. Stone is a big help against Blood Moon, too.
I also agree that you might have too much hand disruption. Jund is all about hand disruption, and their best creature gets bigger as graveyards fill up, but they still run only 5-6 1 CMC disruption spells, backed by 3-4 Lili's. We have TKS, instead of Lili, which--unlike IoK/Thoughtseize--is still a good topdeck late game.
In the side, I tried Ghostly Prison for a little bit, but it didn't do what I wanted it to against the go-wide decks, so I haven't run it for a while. And I'm not sure what deck Leyline of Sanctity would be needed against, other than RG Valakut decks. The Burn match is already very good with Alliance and Brutality, I find. Have you considered Runed Halo? That can be hard to cast on-curve, though.
Quote from schuppius »@ DCteamup:
With 23 lands and 4 5-drops, you are going to have too many situations where you cannot play your cards. 23 mana gives you a 50% chance to have 5 lands if you have drawn 12 cards (including your opening hand), which means that even on the draw, NOT taking a mulligan, you will not be able to cast your Reality Smasher on turn 5 (percentage is a bit higher in reality due to Eldrazi Temple). With 24 lands and 2 Mind Stones this changes to 67%, so in 2 out of 3 games. This difference is what makes it probable that you can play your Smashers in the majority of your games, and not only in half. The same odds calculated for a turn 4 Though-Knot Seer: 68% to 80% with 11 cards drawn. For me, TKS is a must-have play in this deck, and these plays I usually try to get as close to 80% probability as I can (4 out of 5 games sees me able to make them, if I draw the card).
If you know your meta has many non-creature spells that really hurt you, then playing 6 discard spells is probably a good approach! You get your chances of drawing one latest turn 3 from 53% to 68%, given 10 cards (a little less with 9), which is the same argument as above, if this is a play you want to see in the majority of your games.
Excel is your friend
Quote from Tituba9 »
I haven't had near enough experience to make a decision on Fulminator, I only play once every two weeks typically so I've only had two FNMs since I picked them up. The first time, I had it in the opener against bant eldrazi, but it ended up being a super weird game where shutting down an early temple was irrelevant, we both went an absurdly long time without drawing gas. The next time, the players I brought the fulms in for weren't attending. I brought them in because the best players at my LGS play bant eldrazi, tron, and through the breach/Valakut. I feel it's a pretty good card against both tron and through the breach. I just haven't had the number of FNMs to show how well it performs. I'm also wary of only having one in the side, because it's a card you want to have ready to play t3 against tron and bant eldrazi, and asap when a Valakut hits the field, so running two seems a better idea than hoping to have a single copy in your opening hand.
How do you feel about Batterskull in the current state of modern? I was running it a while back but took it out with herders to add reshapers, but I've been thinking about adding it back in. If only we could more consistently ramp it out on T4 than just mind stones. Feels like T5 is a turn too slow against burn/aggro.
Quote from Polymorph »Hey fellows,
i'm still struggling wiht my Manabase.
I got only Khans Fetchlands and not willing to pay for Marsh Flats.
Here's what i came up wiht so far:
DCteamup's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
2 flooded strand2 polluted delta2 swamp1 plains3 shambling vent2 godless shrine4 caves of koilos4 eldrazi temple1 sea gate wreckage1 vault of the archangel2 ghost quarter
ANy suggestions for improvements?