I was excited to see that list in the Daily. I may even give it a spin, because mana denial seems fairly well-positioned in the meta. What I like most about that deck is that it remains aggressive aside from the LD elements. Wonder how it'd look with a lil boom/bust added somewhere..
around the time NPH came out last year, I played a standard RUG deck with Deceiver Exarch + Twin, but also a land destruction subtheme. What I loved about that deck was that virtually all of the cards synergized and Lotus Cobra helped ramp and fix the mana (super sad deck when he gets lightning bolted, since you don't get that t3 LD or ramp in). When I didn't have a Splinter Twin on hand, I loved still tapping their mana during upkeep with deceiver if I knew I could acidic slime the next turn or etc. He also blocked beasts from beast within. I loved even more casting a splinter twin on acidic slime (unreasonable unfortunately, and despite being cool I lost virtually every game I did that instead of casting a titan). Hell, I would even sideboard in frost titan to tap their lands even more. I haven't played a single game of Modern yet, but would like to recreate a similar deck that's more consistent even without ramp and has both the LD and the combo route to winning.
I don't know how well I could survive against Zoo though if I can't pull off a t2 Land Destruction, and feel like it would suck if they burn my birds of paradise or something.
I play 66 cards, thats no mistake (66 is my lucky number)
On its own, dack packs 27 Sorcerys to beef up Magnivore.
Faithless Looting helps a lot, getting what you want, filling gy with sorcerys
you dont need, draws your Wumpus opponent sacd land for. Amazing Card!
Crack the Earth plays on T1 with SSG then playing land,
also Crack on the Akki Blizzard-Herder makes you lose 1/1 and land
and opponent loses land and better permanent than 1/1 or 2 lands.
8 Sweepers make sure most of low CC threats go to GY and also do
3 damage to player. I like my pet Arc-Slogger from Mirodin times
I just Solitaire it for now and looks promising
Cheers!
Your deck looks really interesting. I might try something similar. I definitely think you need to be playing more lands given the mana curve of your deck and the number of spells you're playing.
When Urzatron started seeing more play I played a few games with a list similar to the one I posted on the previous page. Took out the Chandra's and Volt Charges though.
It's really great against Urzatron. Fun stuff.
Against any decks that can get KOTR out it fails hard.
The UR deck with the Boomerangs seems interesting.
It's very similar to the 3-1 deck posted earlier in this thread, but the addition of boom/bust + darksteel citadel and fulminator mage means I almost never have to mul below 6 to guarantee a T2 land destruction.
Gut shot is filler for now, I've never sided it in.
The deck basically blows their resources up and then grinds out a win, or they disrupt the T2 LD with a mana leak or a t1 discard, and the deck loses. It has a great matchup against affinity and zoo, it's decent against jund and tron (vulnerable manabases, but disruptive decks). Need to test it out against a combo deck, but I'm optimistic.
The deck needs more pressure, so I'm debating a black splash for vendetta and death's shadow. Manlands would also be a good idea for reach, as boros or UWR delver can remove all of the deck's limited threats pretty easily.
I've been looking everywhere, yet I still can't find a strong blue or red creature with converted mana cost 5 or less. I'm looking for a strong finisher in a blue and red build. Any help would be VERY MUCH appreciated. (:
I've been looking everywhere, yet I still can't find a strong blue or red creature with converted mana cost 5 or less. I'm looking for a strong finisher in a blue and red build. Any help would be VERY MUCH appreciated. (:
Is it just for finishing? What removal does it need to be able to beat?
I mean Magnivore is a big guy if you need to beat red removal. The only shroud guy I could find under 6 mana that could finish a game off is Giant Solifuge, but he can be stopped by any number of creatures ..
2 more mana and you get sphinx of the jar isle though.
I've been looking everywhere, yet I still can't find a strong blue or red creature with converted mana cost 5 or less. I'm looking for a strong finisher in a blue and red build. Any help would be VERY MUCH appreciated. (:
In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I've been looking everywhere, yet I still can't find a strong blue or red creature with converted mana cost 5 or less. I'm looking for a strong finisher in a blue and red build. Any help would be VERY MUCH appreciated. (:
Also I notice a lot of people saying that missing a LD spell on turn 2 is game over... Would running bounce like Vapor snag or repeal or cheap counters like mana leak or remand fix this? If blue was added, there would be more tempo disruption.
Hi Guys,
I have built the following deck and it is able to consistently disrupt the opponent's mana base from T2 onwards (through Tempo/LD), though Spell Pierce and Spell Snare are causing me issues.
Hi Guys,
I have built the following deck and it is able to consistently disrupt the opponent's mana base from T2 onwards (through Tempo/LD), though Spell Pierce and Spell Snare are causing me issues.
Looks pretty good...I think you're on the right track. Room for spreading seas in here? All of the destruction is targeted, so it can definitely throw them off color. Could Seismic Spike work? Not sure what would be playable with RR other than Boom/Bust. Are 3 colors necessary? Seems like it could be very consistent with only 2. Would we be able to take out white? Then could play more bounce in blue, though I do like Ajani Vengeant in here a lot. I like moonhold (though not sure if white is necessary for it), but don't like Due Respect. Only keeps them off like 1 mana for 1 turn. We're not playing creatures early, so they probably don't care if their creatures come into play tapped. Also, random thought that manamorphose might help consistency a bit.
I think you can probably play less finishers in here as well. 6 creatures at 6 cmc seems like too much. Not sure what you could put in for it though.
Cheap counter ideas for the deck to throw them off tempo: Spell Pierce, Spell Snare, Mana Tithe (this one seems to work well with what we're trying to do, though again not sure about white). Bunch more options at 2 cmc, but tough to cast in the same turn as other disruption.
There has NEVER been a bad time to play acidic slime.
Especially one imprinted on a Mimic Vat...
EDIT - Also, a thought occurs... Against decks like Affinity, LD will be a useless strategy, and it wont be the kind of thing you can side in or out, because it is the core of the deck. Has anyone considered artifact destruction with Liquimetal Coating to be able to hit lands too, or some sort of hybrid of the two. I've been seeing a lot of Affinity and Tron in my meta and a lot of Expedition Maps and Talismans, so artifact destruction (like Oxidize) may be viable.
This what I've been toying with. Obviously a different approach than the last seven pages.
@Son of Skullfer, I've been testing against a good bit of Tron and Affinity as well. The above has a pretty good game 1 versus both. A good opening hand and an early Trinisphere help against both. Ghostly Prison is junk vs Tron so game 1 drawing those sucks. Blood Moon and Kataki come in game 2 versus Tron. Zenith and Fallout get replaced usually by 2 Aura of Silence.
For more tempo oriented decks running lots of 2CMC instants, would Isochron Scepter be a good addition? It could be maindecked and then sided out if heavy artifact destruction was present/anticipated, or sided and brought in game 2 since there are very few if any other artifacts in these decks.
I think Molten Rain can for instance do what red mid range strategies in modern what Spreading Seas Did for blue based strategies in standard.
A mana denial element that helps out tempo and out race your opponent. If I would build a Jund or Zoo list today I would probably add them as a tool to win against other midrange strategies.
For more tempo oriented decks running lots of 2CMC instants, would Isochron Scepter be a good addition? It could be maindecked and then sided out if heavy artifact destruction was present/anticipated, or sided and brought in game 2 since there are very few if any other artifacts in these decks.
Just from what's been said in this thread already, I don't think this is possible. This deck needs to hit LD turn 2 or 3 or it often times is game over. The scepter helps later on, but it slows you down a turn when you play it.
CG
I don't know how well I could survive against Zoo though if I can't pull off a t2 Land Destruction, and feel like it would suck if they burn my birds of paradise or something.
Your deck looks really interesting. I might try something similar. I definitely think you need to be playing more lands given the mana curve of your deck and the number of spells you're playing.
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
It's really great against Urzatron. Fun stuff.
Against any decks that can get KOTR out it fails hard.
The UR deck with the Boomerangs seems interesting.
FYI, you still end up sacking the darksteel citadelss. flagstones of trokair works, however.
With so much LD targeting your own lands, I would play a few more, too.
But playing Boom without fetches just seems bad.
Modern
:rakdos::selesnya: goblins
:symr::symb::symg: Glass Cannon Griselbrand
sig made by Hakai Studios (http://forums.mtgsalvation.com/showthread.php?p=6100225)
Credit to DolZero for this awesome sig!
4 Birds of Paradise
4 Llanowar Elves
4 Fulminator Mage
3 Deus of Calamity
4 Bloodbraid Elf
Sorceries
4 Stone Rain
4 Molten Rain
4 Boom // Bust
3 Lightning Bolt
Artifacts
2 Trinisphere
Lands
4 Stomping Ground
4 Verdant Catacomb
4 Misty Rainforest
4 copperline Gorge
2 Darksteel Citadel
4 forest
2 mountain
3 Tormod's Crypt
2 Trinisphere
3 Firespout
3 Ancient Grudge
2 Combust
3 gut shot
It's very similar to the 3-1 deck posted earlier in this thread, but the addition of boom/bust + darksteel citadel and fulminator mage means I almost never have to mul below 6 to guarantee a T2 land destruction.
Gut shot is filler for now, I've never sided it in.
The deck basically blows their resources up and then grinds out a win, or they disrupt the T2 LD with a mana leak or a t1 discard, and the deck loses. It has a great matchup against affinity and zoo, it's decent against jund and tron (vulnerable manabases, but disruptive decks). Need to test it out against a combo deck, but I'm optimistic.
The deck needs more pressure, so I'm debating a black splash for vendetta and death's shadow. Manlands would also be a good idea for reach, as boros or UWR delver can remove all of the deck's limited threats pretty easily.
Have you tried Countryside Crusher?
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
I mean Magnivore is a big guy if you need to beat red removal. The only shroud guy I could find under 6 mana that could finish a game off is Giant Solifuge, but he can be stopped by any number of creatures ..
2 more mana and you get sphinx of the jar isle though.
Arc Slogger can be good.
Gathan Raiders is cheap and fun.
Really It depends on what you hope to do.
Cockatrice username: Blackcat77
True, thanks guys. I was looking for a creature that could survive burn spell spam. I figure noxious revival is a good option.
Dominus of fealty?
Also I notice a lot of people saying that missing a LD spell on turn 2 is game over... Would running bounce like Vapor snag or repeal or cheap counters like mana leak or remand fix this? If blue was added, there would be more tempo disruption.
(Modern)
WDeath and TaxesW
GBDeath CloudGB
RGShamansesRG
(Legacy)
UWArtifactsUW
I have built the following deck and it is able to consistently disrupt the opponent's mana base from T2 onwards (through Tempo/LD), though Spell Pierce and Spell Snare are causing me issues.
4 Simian Spirit Guide
3 Frost Titan
3 Numot, the Devastator
3 Grand Arbiter Augustin
Tempo
3 Ajani Vengeant
3 Boomerang
3 Moonhold
3 Due Respect
4 Remand
LD
4 Boom / Bust
4 Stone Rain
1 Darksteel Citadel
1 Aria Mesa
4 Flagstones of Trokair
3 Sacred Foundry
3 Hallowed Fountain
3 Steam Vents
1 Plains
3 Mountain
4 Island
3 Linvaala, Keeper of Silence
3 Leyline of Sanctity
3 Trickbind
3 Mana Leak
3 Exhaustion
The best case scenario when going second would be:
T1 - Darksteel Citadel/Flagstones of Trokair, followed by Simian Spirit Guide + Boom / Bust
The deck has advantage going first as it can consistently pull off a Moonhold/Boomerang/Stone Rain on T2.
Grand Arbiter Augustin IV/Ajani Vengeant provides further tempo advantage and Numot, the Devastator/Frost Titan acts as finishers and to ensure that the opponent does not recover from the tempo.
Any comments for improvement will be appreciated!
Thanks!
EDIT: I have posted the deck over at http://forums.mtgsalvation.com/showthread.php?t=403078 . Thanks!
(excluding 1996 World Champion )
EDH Decks (Total count: 90 and counting...)
Looks pretty good...I think you're on the right track. Room for spreading seas in here? All of the destruction is targeted, so it can definitely throw them off color. Could Seismic Spike work? Not sure what would be playable with RR other than Boom/Bust. Are 3 colors necessary? Seems like it could be very consistent with only 2. Would we be able to take out white? Then could play more bounce in blue, though I do like Ajani Vengeant in here a lot. I like moonhold (though not sure if white is necessary for it), but don't like Due Respect. Only keeps them off like 1 mana for 1 turn. We're not playing creatures early, so they probably don't care if their creatures come into play tapped. Also, random thought that manamorphose might help consistency a bit.
I think you can probably play less finishers in here as well. 6 creatures at 6 cmc seems like too much. Not sure what you could put in for it though.
Maybe run Guttural Response in the sideboard against control?
Cheap counter ideas for the deck to throw them off tempo: Spell Pierce, Spell Snare, Mana Tithe (this one seems to work well with what we're trying to do, though again not sure about white). Bunch more options at 2 cmc, but tough to cast in the same turn as other disruption.
(Modern)
WDeath and TaxesW
GBDeath CloudGB
RGShamansesRG
(Legacy)
UWArtifactsUW
EDIT - Also, a thought occurs... Against decks like Affinity, LD will be a useless strategy, and it wont be the kind of thing you can side in or out, because it is the core of the deck. Has anyone considered artifact destruction with Liquimetal Coating to be able to hit lands too, or some sort of hybrid of the two. I've been seeing a lot of Affinity and Tron in my meta and a lot of Expedition Maps and Talismans, so artifact destruction (like Oxidize) may be viable.
4 Simian Spirit Guide
3 Magus of the Tabernacle
1 Inferno Titan
1 Goblin Ruinblaster
Sorcery
4 Boom // Bust
4 Stone Rain
3 Molten Rain
1 Red Sun's Zenith
1 Wildfire
1 Roiling Terrain
1 Day of Judgement
1 Wrath of God
Instant
1 Volcanic Fallout
4 Ghostly Prison
Planeswalker
1 Chandra, the Firebrand
Artifact
4 Trinisphere
1 Crucible of Worlds
Land
4 Mountain
4 Plains
4 Sacred Foundry
4 Arid Mesa
2 Ghost Quarter
2 Darksteel Citadel
2 Flagstones of Trokair
1 Scalding Tarn
1 Mistveil plains
3 Blood Moon
2 Kataki, War's Wage
2 Oblivion Ring
2 Aura of Silence
1 Stony Silence
1 Disenchant
1 Wrath of God
1 Day of Judgment
1 Celestial Purge
1 Relic of Progenitus
This what I've been toying with. Obviously a different approach than the last seven pages.
@Son of Skullfer, I've been testing against a good bit of Tron and Affinity as well. The above has a pretty good game 1 versus both. A good opening hand and an early Trinisphere help against both. Ghostly Prison is junk vs Tron so game 1 drawing those sucks. Blood Moon and Kataki come in game 2 versus Tron. Zenith and Fallout get replaced usually by 2 Aura of Silence.
B Pox
WG(R/B) Enchantress
WRU Star Spangled Failure
|
|
|
|
BWR Oros
GWU Jenara
|
|
|
|
B (small)Pox
GWUBR Enchantress
RW Stax(less) Records
A mana denial element that helps out tempo and out race your opponent. If I would build a Jund or Zoo list today I would probably add them as a tool to win against other midrange strategies.
I would not build my whole deck around it though.
Just from what's been said in this thread already, I don't think this is possible. This deck needs to hit LD turn 2 or 3 or it often times is game over. The scepter helps later on, but it slows you down a turn when you play it.
(Modern)
WDeath and TaxesW
GBDeath CloudGB
RGShamansesRG
(Legacy)
UWArtifactsUW
I have dubbed it budget modern LD
4 Llanowar Elves
4 Birds of Paradise
2 Deus of Calamity
4 Simian Spirit Guide
2 Kitchen Finks
4 Fulminator Mage
4 Molten Rain
2 Plow Under
4 Stone Rain
2 Trinisphere
7 Mountain
4 Karplusan Forest
4 Firelit Thicket
Help/advice is much appreciated. thanks. I'm having fun keeping this budget (under 100)