I like roast to some extent.
Its servicable against eldrazi, as well as shadow.
Being a sorcery is definitely nice, but missing manlands, and huge creatures isnt.
I think its fine, and while it has some drawbacks, vapor snag definitely has some too.
Both are playable right now, IMO, but neither is substantially better than the other.
I feel like going down to 17-18 lands and cutting the cryptic is where you want to be.
With the space you get, I'd play a bit more interaction, another remand, another ruse, etc.
I'd also cut the clique (maybe move it to the board) for another snapcaster.
Otherwise, I like it. I'm not sure if chart a course is actually strong enough for modern, or for this deck, but its definitely tempting.
Blood moon is probably too greedy in this deck.
Spreading seas, stone rain, molten rain, etc, are reasonable.
Roast is good, as is grim lavamancer (doubles up with bolt to kill big things for no card disadvantage, also kills reshapers/skyspawners, etc)
Something like sower of temptation is also pretty sweet.
Disdainful stroke and ceremonious rejection are good when they don't have cavern of souls.
My thoughts were by cutting cryptic, I could cut lands, and have more, and cheaper, action.
Maybe I'm wrong, maybe not.
Definitely do like your list though.
My thoughts on standard as well
The only reason I'm hesitant on the 3/3 split, or maxing out on opt is that we need sorceries for goyf.
Playing all 8 copies, and going super land-light is a little questionable in cryptic versions of this deck. In ruse builds (as I posted) I feel this is the way to go. I'm still unsure if the ruse builds are going to be better than the command builds.
I may eat my words later, but I honestly think monastery mentor is still unplayable in modern. The difference between t3 pyro + spell and t4 mentor + spell is huge. Yea, the ceiling on mentor is higher, but I want the put the cards in my hand into play earlier. This isn't legacy miracles, where we just want the most effective finisher possible. We've got goyfs too.
Could you elaborate on the miracle grow builds? I'm familiar with the concept, the original decks, etc, but how do you feel that applies to this deck? What changes are going to be made?
Interesting point on remand. I don't totally disagree, but a cantrip heavy shell, with a focus on tempo and less on solid individual cards/late game value (like the original builds of eternal command) benefits greatly from remand.
I feel like spell pierce's stock is going up right now. While its unfortunate that it misses creatures (and red's removal isn't amazing right now) being able to hold pierce, and cast opt if they don't fall for it is pretty sweet.
Playing just eternal ruse (with no/few cryptics) definitely seems appealing now.
This would allow us to potentially cut a lot of lands (given that we have vials and serum/opt/traverse/etc), as we no longer need 4 lands for cryptic.
Our spell count would be 26 if vial counted
I could be wrong, but I think the 17 land sleight builds of shadow were the ones that tended to play peezy.
Not too much of a difference either way though.
If young peezy counted any noncreature spell to make a token (like mentor) I'd be much bigger on it, as dropping extra vials would at the very least be 1/1s for 1. Alas, he does not, but being able to vial him is neat, if nothing else.
I just mean when looking for slots.
Its possible we want to be some 8 cantrip, low to the ground deck.
Maybe siren turns out to be super good, and we want several.
Maybe that means we cut a lot of the extra creatures (cutting cliques, for example) or shaving down on countermagic, or whatever.
I feel like there are enough new cards to totally change the deck, potentially.
I'd highly stress to everyone who brewing to remember that eternal command is about the soft lock in a deck capable of doing something else, be it in red, white, or black, or even just U/G.
Don't get too pigeonholed trying to tweak current lists.
Yea I definitely love deeproot champion too, but I suspect it'll only be a budget goyf.
For the siren, I suspect it'll be a ~3 of, or a 0 of.
I'm hopeful, but not holding my breath.
It counters a lot of planeswalker abilities (liliana ulti, chandra torch of defiance shooting things, gideon jura's +/-2s, karn's first two abilities, ugin's bolt, etc)
ulamog's cast trigger (potentially)
flickerwisp shenanigans
tidehollow sculler
some stuff out of lantern
conflagrate
probably other stuff too.
I don't think this card is amazing, but it definitely seems playable in this deck, and its basically the first one drop that is.
Keep in mind though, if we're just sitting on the siren as a deterrent, and they don't cast their spell, we still get to beat them for 1 every turn, which is definitely not irrelevant.
Have you played grim lavamancer with it?
I know you mentioned not liking the graveyard tax, but it feels like enough upside to me.
You also run traverse(do you still?) and having a lavamancer to tutor in games 2/3 feels worthwhile.
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Its servicable against eldrazi, as well as shadow.
Being a sorcery is definitely nice, but missing manlands, and huge creatures isnt.
I think its fine, and while it has some drawbacks, vapor snag definitely has some too.
Both are playable right now, IMO, but neither is substantially better than the other.
With the space you get, I'd play a bit more interaction, another remand, another ruse, etc.
I'd also cut the clique (maybe move it to the board) for another snapcaster.
Otherwise, I like it. I'm not sure if chart a course is actually strong enough for modern, or for this deck, but its definitely tempting.
Spreading seas, stone rain, molten rain, etc, are reasonable.
Roast is good, as is grim lavamancer (doubles up with bolt to kill big things for no card disadvantage, also kills reshapers/skyspawners, etc)
Something like sower of temptation is also pretty sweet.
Disdainful stroke and ceremonious rejection are good when they don't have cavern of souls.
Maybe I'm wrong, maybe not.
Definitely do like your list though.
My thoughts on standard as well
Playing all 8 copies, and going super land-light is a little questionable in cryptic versions of this deck. In ruse builds (as I posted) I feel this is the way to go. I'm still unsure if the ruse builds are going to be better than the command builds.
I may eat my words later, but I honestly think monastery mentor is still unplayable in modern. The difference between t3 pyro + spell and t4 mentor + spell is huge. Yea, the ceiling on mentor is higher, but I want the put the cards in my hand into play earlier. This isn't legacy miracles, where we just want the most effective finisher possible. We've got goyfs too.
Could you elaborate on the miracle grow builds? I'm familiar with the concept, the original decks, etc, but how do you feel that applies to this deck? What changes are going to be made?
Interesting point on remand. I don't totally disagree, but a cantrip heavy shell, with a focus on tempo and less on solid individual cards/late game value (like the original builds of eternal command) benefits greatly from remand.
I feel like spell pierce's stock is going up right now. While its unfortunate that it misses creatures (and red's removal isn't amazing right now) being able to hold pierce, and cast opt if they don't fall for it is pretty sweet.
This would allow us to potentially cut a lot of lands (given that we have vials and serum/opt/traverse/etc), as we no longer need 4 lands for cryptic.
4 serum visions
3 opt
1 traverse the ulvenwald
4 remand
2 spell pierce
3 familiar's ruse
1 roast
1 tarfire
1 grim lavamancer
1 scavenging ooze
4 tarmogoyf
4 snapcaster mage
2 young pyromancer
2 eternal witness
1 vendilion clique
Maybe I want something like electrolyze/forked bolt, vapor snag, izzet charm, or something else.
Maybe 18 lands is too many.
Anyways, deck certainly got interesting, IMO.
I could be wrong, but I think the 17 land sleight builds of shadow were the ones that tended to play peezy.
Not too much of a difference either way though.
Its possible we want to be some 8 cantrip, low to the ground deck.
Maybe siren turns out to be super good, and we want several.
Maybe that means we cut a lot of the extra creatures (cutting cliques, for example) or shaving down on countermagic, or whatever.
I'd highly stress to everyone who brewing to remember that eternal command is about the soft lock in a deck capable of doing something else, be it in red, white, or black, or even just U/G.
Don't get too pigeonholed trying to tweak current lists.
For the siren, I suspect it'll be a ~3 of, or a 0 of.
I'm hopeful, but not holding my breath.
ulamog's cast trigger (potentially)
flickerwisp shenanigans
tidehollow sculler
some stuff out of lantern
conflagrate
probably other stuff too.
I don't think this card is amazing, but it definitely seems playable in this deck, and its basically the first one drop that is.
Keep in mind though, if we're just sitting on the siren as a deterrent, and they don't cast their spell, we still get to beat them for 1 every turn, which is definitely not irrelevant.
It also requires mana to sacrifice, but this thing definitely shows promise.
I know you mentioned not liking the graveyard tax, but it feels like enough upside to me.
You also run traverse(do you still?) and having a lavamancer to tutor in games 2/3 feels worthwhile.