1) we have some of the best ramp available in modern
2) midrange decks exist. the format can support them.
3) planeswalkers are great for incremental advantage.
4) making your opponent discard their hand is insane.
5) tutoring stuff out of your library is powerful.
here's the plan:
a) lead with some ramp. yet to be decided but going the route of the deathcloud decks and making the ramp as resilient as possible is probably a good idea. sakura tribe elder says hi.
c) after your board is established (i.e. their main threat is removed and you've stuck a planeswalker), drop sire of insanity.
d) side strategy. run sunforger as a way to negate losing your hand. 5 mana gets you any spell in your deck (pretty much) if you've got a creature on board. elspeth helps there. sunny also speeds up your clock to 2 turns with sire. in non-ramp decks this is mana intensive. here it seems good. you need things like planeswalkers in order to mitigate the initial 3 mana cost of playing sunforger without getting any immediate effect. with walkers on board you can tick them up or down, still get an effect even though you've not cast anything.
it's simple. it may not work at all. i do like the toolbox effect of forger though, versus the main boogymen of the format.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
I sense a weakness to decks that tend to go Hellbent late-game like Jund, Burn, Affinity, and even Pod. You'll need plenty of ways to out-attrition them (Liliana OTV is a good start), and depending on your creature suite, you may need maindeck sweepers.
If you've killed all your opponent's threats, and destroyed their hand, it really shouldn't matter whether you play sire of sanity or not. In reality, given the above scenario, you would be better off simply playing something like Grave Titan or Wurmcoil engine since they won't leave you with nothing when your opponent draws a removal spell.
Also, "killing your opponent's main threat" isn't as easy as it sounds in modern, and that's coming from someone who predominantly plays control in this format.
When your opponent's board consists of Tarmogoyf, Dark Confidant, and Deathrite shaman, it's not as if killing 1 of those creatures will single-handedly allow you to stabilize. Most creature decks in the format are designed so that they are strong against removal, either by playing recursive creatures (kitchen Finks), creatures that dodge lightning bolt (goyf, smiter), or by playing hexproof creatures such as Geist of Saint Traft. It's also important to note that playing a removal spell against a "threat" such as lingering souls is a really bad play, and it's something that definitely needs to be accounted for.
And even if you can manage to kill everything they would draw, you still then have to worry about dying to Manlands such as Mutavault, Raging Ravine, Creeping Tarpit, or anything similar.
TLDR: Being able to deal with creatures in modern is a very difficult proposition, and you typically need to force 2 for 1 effects at the bare minimum to stay even with creature decks in the format.
Private Mod Note
():
Rollback Post to RevisionRollBack
Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
To post a comment, please login or register a new account.
it's based on a few things:
1) we have some of the best ramp available in modern
2) midrange decks exist. the format can support them.
3) planeswalkers are great for incremental advantage.
4) making your opponent discard their hand is insane.
5) tutoring stuff out of your library is powerful.
here's the plan:
a) lead with some ramp. yet to be decided but going the route of the deathcloud decks and making the ramp as resilient as possible is probably a good idea. sakura tribe elder says hi.
b) ramp into planeswalkers, disruption and removal. liliana of the veil and ajani vengeant are good candidates. elspeth, knight-errant is another decent choice.
c) after your board is established (i.e. their main threat is removed and you've stuck a planeswalker), drop sire of insanity.
d) side strategy. run sunforger as a way to negate losing your hand. 5 mana gets you any spell in your deck (pretty much) if you've got a creature on board. elspeth helps there. sunny also speeds up your clock to 2 turns with sire. in non-ramp decks this is mana intensive. here it seems good. you need things like planeswalkers in order to mitigate the initial 3 mana cost of playing sunforger without getting any immediate effect. with walkers on board you can tick them up or down, still get an effect even though you've not cast anything.
it's simple. it may not work at all. i do like the toolbox effect of forger though, versus the main boogymen of the format.
Also, "killing your opponent's main threat" isn't as easy as it sounds in modern, and that's coming from someone who predominantly plays control in this format.
When your opponent's board consists of Tarmogoyf, Dark Confidant, and Deathrite shaman, it's not as if killing 1 of those creatures will single-handedly allow you to stabilize. Most creature decks in the format are designed so that they are strong against removal, either by playing recursive creatures (kitchen Finks), creatures that dodge lightning bolt (goyf, smiter), or by playing hexproof creatures such as Geist of Saint Traft. It's also important to note that playing a removal spell against a "threat" such as lingering souls is a really bad play, and it's something that definitely needs to be accounted for.
And even if you can manage to kill everything they would draw, you still then have to worry about dying to Manlands such as Mutavault, Raging Ravine, Creeping Tarpit, or anything similar.
TLDR: Being able to deal with creatures in modern is a very difficult proposition, and you typically need to force 2 for 1 effects at the bare minimum to stay even with creature decks in the format.