Answer: Hive mind is a UR combo deck that is reasonably easy to pilot, pretty consistent, And tons of fun. It work off Hive Mind + any pact spell from Future Sight. It's fairly popular and well known in the magic community as a combo deck to be scared of!
-Hive Mind has been around since the card was printed. It's essentially a two card combo you just need the ramp to get there. With several pacts, options to ramp, protection for the combo, and ways to dig it can be consistent. Since modern is a fairly quick format, mostly considered a turn 4 format, this deck is no exception to those early wins. This is a great deck because it's easy to play and do well. It's a fairly simple concept to ramp then play for the win.
Why the core is what the core is:
-Hive Mind This card is the basis for the whole deck, it gives the deck it's name. It is your main win con. When you play this then play a pact spell it copies it for each opponent. Now on the pact spell it says if you don't pay a certain amount of mana at your next upkeep you lose the game. So you play any pact spell they wont be able to pay for or just play two, then at their upkeep if they don't pay.. They lose!
-The pact spells:
You won't be playing all the pact spells in your deck. They are all there as an option and a meta influenced choice. Which ones to play found card choices.
-Deck Lists:
So this deck seems to be popular online in mtgo, it makes lots of appearances in dailys with some high finishes. That was all before the banning so most lists are going to have to transform. I will post mine in the mean time.
So This is my list after the banning. I goldfished a bit and it's still very consistent, just less consistent on turn 3. Lotus Bloom is an all star and although it is not as good as seething song it is a fantastic replacement.
-------------------------------------------------------------------------------------------------------------------------------------------- -How to play the deck
So playing Hive Mind is pretty straight forward.
Turn 1: Suspend all Lotus Blooms, crack a fetch, go get a steam vents, play serum visions or sleight of hand. Be looking for either pacts, ramp, or Hive Mind.
Turn 2: Play pentad prism for two counters, suspend lotus bloom if drawn, play izzet charm, serum visions, sleight of hand.
Turn 3: Go off if possible with lotus bloom, pentad prisms, other ramp spells, if you can't go off search for other prices with transmute cards.
Turn 4: Combo off.
Turn 5 and above: hope to draw peices with tutors or digging spells.
-Card Choices
So like all other combo decks in order to combo off it needs other cards to help it get there.
Main Deck Choices:
Win Cons:
-Hive Mind The wincon, the purpose of the deck, get this out and play a pact spell or two, GG.
-Pact Spells
-Pact of Negation This is your best, most reliable pact spell. It's the one your opponents will least likely be able to pay. It costs 3UU to pay. Now this deck aims to go off turn 4 or earlier so your opponent won't be able to pay 5 and or they won't have blue in their deck. Not to mention it protects the combo from any enchantment hate when you drop hive mind.:D
-Pact of the Titan This does not protect your combo, but is the second hardest for your opponent to pay because it cost five. The 4/4 titan is most irrelevant.:)
-Intervention Pact This is the third pact spell, it shouldn't be a 4 of as there are better things to fill the card slots. The damage prevention can sometimes be relevant.:)
-On the other pacts More than 10 pact spells plus 1-2 in the sideboard is enough. Summoner's Pact and Slaughter Pact can be used but in the current meta aren't needed. It's your call, it's your meta.
Dig and Tutor
-Serum Visions, Ponder and Preordain are not legal in modern so this is one of the next best cantrips. Draws 1 and then you rearrange the top 2, look for a Hive Mind if you don't have it, otherwise you can look for pacts, ramp, and more diggers.:)
-Sleight of Hand, see Serum Visions, it lets you look for the cards needed to win.:)
-Izzet Charm, mostly used to loot but can answer to creatures and be a counter. Basically you draw cards looking for the cards need to win then discard the ones you don't need.:)
-Faithless Looting, just R for one of Izzet Charms abilities. Not needed in most builds as looting is not needed as much.
-Gitaxian Probe, we're not worrying about the storm count so this ones not too relevant.:-/
-Transmuters, Tolaria West and Ethereal Usher to search for pacts and Hive mind the turn before you combo off. These are efficient and when your digging spells can't get there resort to these.:)
Ramp
-Simian Spirit Guide, If you need one extra mana to go off, here it is. He's not played for his body but maybe, just maybe, him as a creature can be somewhat useful in some match up.:)
-Lotus Bloom, This card is not included in many builds. i like it because its the easiest way to ramp. You just get it out of the way turn one, do what you gotta do, then when you need the mana turn 3 it's there. if it's need or not is your choice.
-Pentad Prism, Spend Two mana, a red and a blue, then whenever you need the two mana it's there.:)
-Desperate Ritual, Not really needed since we don't aim to try to go off turn 2. on turn 4 it can't even get you there. It's not practical to try it, but if you want to be speedy go ahead.:-/
Counter Spells:
-Remand, the best choice for the deck, it keeps spells off and nets you a card, a hard counter isn't needed if you're going to go off next turn.:)
-Mana Leak, doesn't get you a card and can be payed for. It's runnable but you should use remand over it.
Mana Base:
This deck does not need the full on 24 lands to function, 19-20 are need whether you count Tolaria West or not. For exact
numbers on how many to run check out the deck lists.
-Tolaria West, can be used as a land if desperate, it's other function is in main deck card choices.:)
-Fetches, Scalding Tarn and Misty Rainforest as a second if needed. Get's you your shockland(s) and basics. Simple mana fixing.:)
-Steam Vents, Your shockland, either played or fetched. Can enter tapped or untapped depending on situation.:)
-Sulfur Falls, for more fixing you are usually able to have it enter untapped.:)
-Cascade Buffs, Not played but is another option for fixing. Not the best option.:-/
-Shivan Reef, Another option for fixing. The damage isn't relevant against most match ups. Would play over cascade Buffs.:-/
-Halimar Depths, Could prove useful, but enters the battlefield tapped every time so not very consistent when you want to be doing something each turn.
Side Board Choices
General Meta Hate:
-Leyline of Sanctity, you won't be playing it for it's mana cost, but it protects you're combo from hand disruption, protects you from burn, and anything else you don't want targeting you. Worst case scenario you wast two Sunburst counters on Pentad Prism to cast it if you really need to.:)
-Electrickery, General creature removal, you can make it mass creature removal if needed.:)
-Pyroclasm, Another card for mass creature removal. Can be used main deck if you find yourself needing it a lot to win game 1.:)
-Spell Pierce, another counter to help you stall the game until you combo off.:)
-Sulfur Elemental, in a meta with lot's of token decks and or the soul sisters/marty decks.:)
-Sudden Shock, If they are countering your removal spells then side this in to beat them.:-/
-Counterflux, for storm. Counters all of there grapeshots.:-/
-Mindbreak trap, an efficient spell, can cost 0 and for storm mostly, see counterflux.:)
-Vandalblast, to destroy an artifact you don't control.:-/
-Shattering Spree, Again with the artifact hate. There's many options for it.
-Shatterstorm, a bit expensive but gets rid of all of them.
-Blood Moon, this card hoses many multicolored decks and is the reason we run basics.:)
-Pacts Spells, usually people keep and extra 1-2 pact spells in their SB. This is because if they find themselves need more in that particular matchup they side them in. 1 Intervention Pact for those not white decks and 1 Pact of Negation for the non blue decks and if you need to counter anything.:)
-
Reserved. Suggestion, card choice evaluations I did not include, and deck list are much appreciated.
Ban list assessment below (01-28-13)Click down below.
I am, like others, surprised by the ban of Seething Song, but it was not entirely dependent on the deck to win. All it will do is push this decks turn 3 win consistency back a fair bit. Wizards, wants a turn 4 format, so fair enough. If we are playing against other decks that are going to win turn 4 or later we should be good with a deck that can still hit turn 3, but mostly 4. But it doesn't mean the deck isn't still viable. We do not rely on flashing it back so we can combo off without it. Cards to look to include are:
-Lotus Bloom, good as long as it's cracked on turn 1 (suspended on turn 1 or 2.)
As for Bloodbraid elf being banned, i guess it's good and makes the jund matchup better.
I'm finding that running desperate ritual only slows me down by about a turn. Considering i was getting about a 10% goldfish win on T2 before that's not too bad. But losing song still hurts
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Current Decks
Standard BEtched Champion/InfectB WSoilders/knightsW WUVenser SplicerWU RRDWR GFeed the Pack comboG WUPool of ExhaustionWU
EDH GEzuri, Elf OverrunG BGeth, GraverobberB UThada Adel, ThiefU RUrabrask, Big RedR WElesh Norn, CrusadeW WUGAngus Makenzie, Bant ControlWUG
I'm finding that running desperate ritual only slows me down by about a turn. Considering i was getting about a 10% goldfish win on T2 before that's not too bad. But losing song still hurts
Losing song hurts but winning on turn 3 was never really needed. A turn 4 win is perfectly acceptable in the format in terms of it's meta and speed.
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"You may say I'm a dreamer, but I'm not." - John Lennon
I have been testing this on Cockatrice and have found that if you don't have Hive Mind in your opening hand, there isn't enough digging to get to it fast enough for most decks. (I have been using the standard list given in the first post)
Does anyone have any more tips and ways to play this?
I've rebuilt the deck using Amulet of Vigor, bounce lands, and Summer Bloom as the mana base. Instead of going for Titans, I think Hive Mind is a better protected combo.
The mana engine potentially allows you to generate a degenerate amount of mana by turn 2 or 3 by stacking bounce effects with Amulet of Vigor. With Summer Bloom and Amulet, a bounce land generates 6 mana. They combo together but it isn't necessary. Multiple amulets work off a single bounce land. Summer Blooms can work if you have multiple bounce lands but no bloom. All dead cards get pitched to Careful Consideration.
The lands have synergy with each other. Tolaria West can be bounced back and transmuted for Pacts.
I have yet to goldfish a Turn 1 win but it is theoretically possible with Amulet of Vigor, Summer Bloom, Hive Mind, Pact of the Titan, Simian Spirit Guide, Simic Growth Chamber. You would Guide for Amulet, play bounce land, summer bloom 3 times and go off. I'm sending it in for a FNM test run. Turn 4 Hive Mind is common.
As for searching, I've added two Ushers as last resort searches (I think they are way too clunky) to have 6 Hive Minds. Telling Time is great for searching. It works well with the Amulet and bounce lands. You have to cast it while the bounce lands effects are on the stack. Careful Consideration is the same thing. Drawing 4 is such a big deal since it digs deep and you keep cards. Casting at instant speed gives me options while bounce effects are still on the stack. If you can generate lots of mana, cantriping off your Pact through Remand is possible.
Anyway, some more tinkering may be needed but I think the deck has lots of potential. On any given draw, you can probably win by turn 4. It's just a matter of figuring out the correct combination of plays.
Just discovered the deck and interested to hear if it is still viable and working especially on an aggro-oriented meta. I'm really liking both the original build and bad mojo one, but can't decide on how to build it for my FNM... Any update on the viability and matchups? °_°
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Vintage nostalgic, WUB Fish control/aggro addicted.
Legacy:RUG Temur Delver
Modern: ??? undecided.
I tried playing the deck I built above and went 1-3. It wasn't consistent enough in searching. I promptly scrapped it and rebuilt it as below (which also increased the deck price by 75%), taking it to the local qualifier.
I went T8 at 5-0-2 at the 120 man qualifier with two intentional draws, beating 2 Tron (4-0), 1 Soul Sister (2-0), 1 U/W (2-1), 1 Aether Vial (2-1). I would've also beaten Affinity but offered the draw anyway (in hindsight, it cost me). I paired up against Tron (I beat him 2-0 previously) and lost 2-1 when I had to mull to 6 twice. Game 1, he Oblivion Stone on turn 4 with tron out. He would've lost the next turn. Game 2, he had Slaughter Games in his hand. He never made it to turn 4. Game 3, he went turn 4 Oblivion Stone (I Pithing Needle Karn) and dropped Karn, turn 5 blow up Karn, then stone, then drop another Karn.
The deck might need some slight tweaking to squeeze a 4th Prism. The deck takes lots of practice and thinking because you have to gauge your first three turns and what you need to draw to win. The inclusion of red for Izzet Charm and Faithless Looting (and Pyroclasm sideboards) help with digging although it should be used sparingly. It's a thinking person's deck and very rewarding when you rip a win out of what looks like a losing position (i.e., dying next turn).
The Amulet of Vigor allows for some obscene setups. Amulet and bounce land means you are ready for turn 2 Remand, Telling Time, Pentad Prism (you get to 6 on turn 3 with another bounce land for immediate Hive Mind), Izzet Charm (never mind turn 1 Faithless Looting or Amulet).
Leyline of Sanctity is needed for Jund to control all those discard elements. Against R/W/U, you basically neuter 4 bolts, 4 helix and Cliques aren't as interesting. Defense Grid is very good against all U control decks. Pyroclasms were sided in against soul sisters, vial, affinity. The Needles were for Pod decks, Karn Liberated, and Liliana. Other potential sideboard cards - Torpor Orb (coming in the mail) for those Kikki-Jikki decks. I'm really tempted to have Trickbind or Squelch in the side.
I'm still debating on Chalice. Chalice for 0 gives problems for Eggs on their blooms and 1 hoses all their cantrips. Chalice for 1 shuts down infect. However, the drawbacks to you also hurt (Chalice doesn't affect the Hive Mind combo itself). Engineered Explosives was rarely sided in and never used. It's going out.
Sowing Salt has also crossed my mind. It pushes back against control decks and possibly hits their mana sources.
As for Eggs decks, I don't have anything specific to them other than perhaps chalice and general countermagic.
Can anyone tell me exactly how the triggers stack with the Karoo lands?
When the karoo land enters, you get two triggers: 1 to untap it b/c of the amulet, and one to return a land to your hand because of the land itself. First resolve the untap trigger, and then tap it for 2 mana. Then resolve the bounce ability and let it bounce itself.
Use the 2 mana to play something that lets you play additional lands this turn, and keep going, making more and more mana.
When the karoo land enters, you get two triggers: 1 to untap it b/c of the amulet, and one to return a land to your hand because of the land itself. First resolve the untap trigger, and then tap it for 2 mana. Then resolve the bounce ability and let it bounce itself.
Use the 2 mana to play something that lets you play additional lands this turn, and keep going, making more and more mana.
Gotcha. That is how I thought it worked. Just needed clarification.
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Level 1 Judge - Altruistic Community Service.
My Modern decks: B/R/G Living End G/R/B G/R Tron R/G U/W/G/R Gargageddon R/G/W/U R/W/G Naya Burn G/W/R
Hey, looking at the new spoilers. what do you guys think about commune with the gods as a way for searching up hive mind? is it going to be worse than ethereal usher? or does it maybe have a spot?
Commune with the Gods 1g
Sorcery (C)
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Hey, a recent modern tournament in Berlin had a top 8 hive mind deck. There were 200 odd players!
MTG top 8 has it listed now.
Hopefully this will stimulate some brewers to get involved in one of my favourite archetypes.
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People with belligerent signatures are trying to compensate for something....
Very elegant design, nice board switch to TTB. Not sure on the reasons for the ritual split or on how he boarded, or why he did not include a solitary watery grave. Plays out aggressively - self damage and silence sounds rather bad, but having sleeved it and played a bit vs aggro decks it really seems strong. I know how many people on here are a bit fed up of a man heavy meta- so hopefully this archetype can be resurrected.
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Question: What Is Hive Mind?
Answer: Hive mind is a UR combo deck that is reasonably easy to pilot, pretty consistent, And tons of fun. It work off Hive Mind + any pact spell from Future Sight. It's fairly popular and well known in the magic community as a combo deck to be scared of!
The Core:
The core, the cards that make the deck tick.
Intervention Pact
Pact of Negation
Pact of the Titan
Hive Mind
-Why is that the core, and why play this deck?!
Why the core is what the core is:
-Hive Mind This card is the basis for the whole deck, it gives the deck it's name. It is your main win con. When you play this then play a pact spell it copies it for each opponent. Now on the pact spell it says if you don't pay a certain amount of mana at your next upkeep you lose the game. So you play any pact spell they wont be able to pay for or just play two, then at their upkeep if they don't pay.. They lose!
-The pact spells:
You won't be playing all the pact spells in your deck. They are all there as an option and a meta influenced choice. Which ones to play found card choices.
-Deck Lists:
So this deck seems to be popular online in mtgo, it makes lots of appearances in dailys with some high finishes. That was all before the banning so most lists are going to have to transform. I will post mine in the mean time.
So This is my list after the banning. I goldfished a bit and it's still very consistent, just less consistent on turn 3. Lotus Bloom is an all star and although it is not as good as seething song it is a fantastic replacement.
6x Island
2x Misty Rainforest
2x Mountain
4x Scalding Tarn
2x Steam Vents
2x Sulfur Falls
1x Tolaria West
Sorcery (8)
4x Serum Visions
4x Sleight of Hand
4x Hive Mind
Instant (16)
4x Desperate Ritual
2x Intervention Pact
3x Izzet Charm
3x Pact of Negation
4x Pact of the Titan
4x Lotus Bloom
4x Pentad Prism
1x Ethereal Usher
4x Simian Spirit Guide
3x Blood Moon
4x Leyline of Sanctity
2x Mindbreak Trap
1x Pact of Negation
3x Pyroclasm
2x Spell Pierce
Goldfish: http://tappedout.net/mtg-decks/hive-mind-post-ban/
-How to play the deck
Turn 1: Suspend all Lotus Blooms, crack a fetch, go get a steam vents, play serum visions or sleight of hand. Be looking for either pacts, ramp, or Hive Mind.
Turn 2: Play pentad prism for two counters, suspend lotus bloom if drawn, play izzet charm, serum visions, sleight of hand.
Turn 3: Go off if possible with lotus bloom, pentad prisms, other ramp spells, if you can't go off search for other prices with transmute cards.
Turn 4: Combo off.
Turn 5 and above: hope to draw peices with tutors or digging spells.
-Card Choices
So like all other combo decks in order to combo off it needs other cards to help it get there.
Main Deck Choices:
-Hive Mind The wincon, the purpose of the deck, get this out and play a pact spell or two, GG.
-Pact Spells
-Pact of Negation This is your best, most reliable pact spell. It's the one your opponents will least likely be able to pay. It costs 3UU to pay. Now this deck aims to go off turn 4 or earlier so your opponent won't be able to pay 5 and or they won't have blue in their deck. Not to mention it protects the combo from any enchantment hate when you drop hive mind.:D
-Pact of the Titan This does not protect your combo, but is the second hardest for your opponent to pay because it cost five. The 4/4 titan is most irrelevant.:)
-Intervention Pact This is the third pact spell, it shouldn't be a 4 of as there are better things to fill the card slots. The damage prevention can sometimes be relevant.:)
-On the other pacts More than 10 pact spells plus 1-2 in the sideboard is enough. Summoner's Pact and Slaughter Pact can be used but in the current meta aren't needed. It's your call, it's your meta.
Dig and Tutor
-Serum Visions, Ponder and Preordain are not legal in modern so this is one of the next best cantrips. Draws 1 and then you rearrange the top 2, look for a Hive Mind if you don't have it, otherwise you can look for pacts, ramp, and more diggers.:)
-Sleight of Hand, see Serum Visions, it lets you look for the cards needed to win.:)
-Izzet Charm, mostly used to loot but can answer to creatures and be a counter. Basically you draw cards looking for the cards need to win then discard the ones you don't need.:)
-Faithless Looting, just R for one of Izzet Charms abilities. Not needed in most builds as looting is not needed as much.
-Gitaxian Probe, we're not worrying about the storm count so this ones not too relevant.:-/
-Transmuters, Tolaria West and Ethereal Usher to search for pacts and Hive mind the turn before you combo off. These are efficient and when your digging spells can't get there resort to these.:)
Ramp
-Simian Spirit Guide, If you need one extra mana to go off, here it is. He's not played for his body but maybe, just maybe, him as a creature can be somewhat useful in some match up.:)
-Lotus Bloom, This card is not included in many builds. i like it because its the easiest way to ramp. You just get it out of the way turn one, do what you gotta do, then when you need the mana turn 3 it's there. if it's need or not is your choice.
-Pentad Prism, Spend Two mana, a red and a blue, then whenever you need the two mana it's there.:)
-Desperate Ritual, Not really needed since we don't aim to try to go off turn 2. on turn 4 it can't even get you there. It's not practical to try it, but if you want to be speedy go ahead.:-/
-Pyretic Ritual, See Desperate Ritual.:-/
Counter Spells:
-Remand, the best choice for the deck, it keeps spells off and nets you a card, a hard counter isn't needed if you're going to go off next turn.:)
-Mana Leak, doesn't get you a card and can be payed for. It's runnable but you should use remand over it.
This deck does not need the full on 24 lands to function, 19-20 are need whether you count Tolaria West or not. For exact
numbers on how many to run check out the deck lists.
-Tolaria West, can be used as a land if desperate, it's other function is in main deck card choices.:)
-Fetches, Scalding Tarn and Misty Rainforest as a second if needed. Get's you your shockland(s) and basics. Simple mana fixing.:)
-Steam Vents, Your shockland, either played or fetched. Can enter tapped or untapped depending on situation.:)
-Sulfur Falls, for more fixing you are usually able to have it enter untapped.:)
-Cascade Buffs, Not played but is another option for fixing. Not the best option.:-/
-Shivan Reef, Another option for fixing. The damage isn't relevant against most match ups. Would play over cascade Buffs.:-/
-Halimar Depths, Could prove useful, but enters the battlefield tapped every time so not very consistent when you want to be doing something each turn.
General Meta Hate:
-Leyline of Sanctity, you won't be playing it for it's mana cost, but it protects you're combo from hand disruption, protects you from burn, and anything else you don't want targeting you. Worst case scenario you wast two Sunburst counters on Pentad Prism to cast it if you really need to.:)
-Electrickery, General creature removal, you can make it mass creature removal if needed.:)
-Pyroclasm, Another card for mass creature removal. Can be used main deck if you find yourself needing it a lot to win game 1.:)
-Spell Pierce, another counter to help you stall the game until you combo off.:)
-Sulfur Elemental, in a meta with lot's of token decks and or the soul sisters/marty decks.:)
-Sudden Shock, If they are countering your removal spells then side this in to beat them.:-/
-Counterflux, for storm. Counters all of there grapeshots.:-/
-Mindbreak trap, an efficient spell, can cost 0 and for storm mostly, see counterflux.:)
-Vandalblast, to destroy an artifact you don't control.:-/
-Shattering Spree, Again with the artifact hate. There's many options for it.
- Ancient Grudge, instant speed artifact hate.:)
-Shatterstorm, a bit expensive but gets rid of all of them.
-Blood Moon, this card hoses many multicolored decks and is the reason we run basics.:)
-Pacts Spells, usually people keep and extra 1-2 pact spells in their SB. This is because if they find themselves need more in that particular matchup they side them in. 1 Intervention Pact for those not white decks and 1 Pact of Negation for the non blue decks and if you need to counter anything.:)
-
~Old thread Found Here: http://forums.mtgsalvation.com/showthread.php?t=379082&highlight=hive+mind
~Legacy Thread Found Here: http://forums.mtgsalvation.com/showthread.php?t=328663
Ban list assessment below (01-28-13)Click down below.
-Lotus Bloom, good as long as it's cracked on turn 1 (suspended on turn 1 or 2.)
As for Bloodbraid elf being banned, i guess it's good and makes the jund matchup better.
Good catch. Thanks.
BEtched Champion/InfectB
WSoilders/knightsW
WUVenser SplicerWU
RRDWR
GFeed the Pack comboG
WUPool of ExhaustionWU
EDH
GEzuri, Elf OverrunG
BGeth, GraverobberB
UThada Adel, ThiefU
RUrabrask, Big RedR
WElesh Norn, CrusadeW
WUGAngus Makenzie, Bant ControlWUG
Extended
WGElvesWG
Legacy
RGoblinsR
UBGFariesUBG
UBGRaffinityUBG
Losing song hurts but winning on turn 3 was never really needed. A turn 4 win is perfectly acceptable in the format in terms of it's meta and speed.
Does anyone have any more tips and ways to play this?
4 Amulet of Vigor
4 Hive Mind
4 Remand
4 Pact of the Titan
4 Pact of Negation
4 Telling Time
2 Careful Consideration
2 Ethereal Usher
4 Pentad Prism
4 Simian Spirit Guide
4 Izzet Boilerworks
4 Simic Growth Chamber
1 Azorius Chancery
4 Breeding Pool
1 Horizon Canopy
1 Island
3 Forest
2 Tolaria West
The mana engine potentially allows you to generate a degenerate amount of mana by turn 2 or 3 by stacking bounce effects with Amulet of Vigor. With Summer Bloom and Amulet, a bounce land generates 6 mana. They combo together but it isn't necessary. Multiple amulets work off a single bounce land. Summer Blooms can work if you have multiple bounce lands but no bloom. All dead cards get pitched to Careful Consideration.
The lands have synergy with each other. Tolaria West can be bounced back and transmuted for Pacts.
I have yet to goldfish a Turn 1 win but it is theoretically possible with Amulet of Vigor, Summer Bloom, Hive Mind, Pact of the Titan, Simian Spirit Guide, Simic Growth Chamber. You would Guide for Amulet, play bounce land, summer bloom 3 times and go off. I'm sending it in for a FNM test run. Turn 4 Hive Mind is common.
As for searching, I've added two Ushers as last resort searches (I think they are way too clunky) to have 6 Hive Minds. Telling Time is great for searching. It works well with the Amulet and bounce lands. You have to cast it while the bounce lands effects are on the stack. Careful Consideration is the same thing. Drawing 4 is such a big deal since it digs deep and you keep cards. Casting at instant speed gives me options while bounce effects are still on the stack. If you can generate lots of mana, cantriping off your Pact through Remand is possible.
Anyway, some more tinkering may be needed but I think the deck has lots of potential. On any given draw, you can probably win by turn 4. It's just a matter of figuring out the correct combination of plays.
Legacy:RUG Temur Delver
Modern: ??? undecided.
4 Pact of Negation
4 Pact of the Titan
4 Amulet of Vigor
3 Summer Bloom
1 Ethereal Usher
3 Pentad Prism
3 Izzet Charm
4 Remand
4 Telling Time
4 Faithless Looting
4 Izzet Boilerworks
4 Simic Growth Chamber
2 Tolaria West
4 Grove of the Burnwillows
2 Steam Vents
1 Horizon Canopy
2 Breeding Pool
1 Forest
1 Mountain
1 Island
I went T8 at 5-0-2 at the 120 man qualifier with two intentional draws, beating 2 Tron (4-0), 1 Soul Sister (2-0), 1 U/W (2-1), 1 Aether Vial (2-1). I would've also beaten Affinity but offered the draw anyway (in hindsight, it cost me). I paired up against Tron (I beat him 2-0 previously) and lost 2-1 when I had to mull to 6 twice. Game 1, he Oblivion Stone on turn 4 with tron out. He would've lost the next turn. Game 2, he had Slaughter Games in his hand. He never made it to turn 4. Game 3, he went turn 4 Oblivion Stone (I Pithing Needle Karn) and dropped Karn, turn 5 blow up Karn, then stone, then drop another Karn.
The deck might need some slight tweaking to squeeze a 4th Prism. The deck takes lots of practice and thinking because you have to gauge your first three turns and what you need to draw to win. The inclusion of red for Izzet Charm and Faithless Looting (and Pyroclasm sideboards) help with digging although it should be used sparingly. It's a thinking person's deck and very rewarding when you rip a win out of what looks like a losing position (i.e., dying next turn).
The Amulet of Vigor allows for some obscene setups. Amulet and bounce land means you are ready for turn 2 Remand, Telling Time, Pentad Prism (you get to 6 on turn 3 with another bounce land for immediate Hive Mind), Izzet Charm (never mind turn 1 Faithless Looting or Amulet).
3 Defense Grid
3 Pithing Needle
3 Pyroclasm
1 Chalice of the Void
1 Engineered Explosives
Leyline of Sanctity is needed for Jund to control all those discard elements. Against R/W/U, you basically neuter 4 bolts, 4 helix and Cliques aren't as interesting. Defense Grid is very good against all U control decks. Pyroclasms were sided in against soul sisters, vial, affinity. The Needles were for Pod decks, Karn Liberated, and Liliana. Other potential sideboard cards - Torpor Orb (coming in the mail) for those Kikki-Jikki decks. I'm really tempted to have Trickbind or Squelch in the side.
I'm still debating on Chalice. Chalice for 0 gives problems for Eggs on their blooms and 1 hoses all their cantrips. Chalice for 1 shuts down infect. However, the drawbacks to you also hurt (Chalice doesn't affect the Hive Mind combo itself). Engineered Explosives was rarely sided in and never used. It's going out.
Sowing Salt has also crossed my mind. It pushes back against control decks and possibly hits their mana sources.
As for Eggs decks, I don't have anything specific to them other than perhaps chalice and general countermagic.
60 cards
1 Boros Garrison
3 Breeding Pool
1 Forest
4 Gemstone Mine
3 Golgari Rot Farm
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
3 Tendo Ice Bridge
2 Tolaria West
1 Vault of the Archangel
25 lands
1 Eternal Witness
4 Primeval Titan
6 creatures
4 Amulet of Vigor
2 Ancient Stirrings
3 Explore
2 Hive Mind
2 Inquisition of Kozilek
1 Pact of Negation
2 See Beyond
4 Serum Visions
4 Summer Bloom
4 Summoner's Pact
1 Thoughtseize
29 other spells
Basically just seems like the karoo lands ramp deck with Hive Mind to actually win the game instead of just playing Primetime.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
When the karoo land enters, you get two triggers: 1 to untap it b/c of the amulet, and one to return a land to your hand because of the land itself. First resolve the untap trigger, and then tap it for 2 mana. Then resolve the bounce ability and let it bounce itself.
Use the 2 mana to play something that lets you play additional lands this turn, and keep going, making more and more mana.
Check out Odds//Ends - My articles on Quirky Cards and Oddball Builds
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Currently playing Knight of the Reliquary - Retreat to Coralhelm Combo
Gotcha. That is how I thought it worked. Just needed clarification.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
whats sideboard look like vs current meta?
Commune with the Gods 1g
Sorcery (C)
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Modern: UW Spirits
MTG top 8 has it listed now.
Hopefully this will stimulate some brewers to get involved in one of my favourite archetypes.
4 Scalding Tarn
3 Steam Vents
3 Hallowed Fountain
2 Tolaria West
2 Mountain
1 Plains
1 Sulfur Falls
4 Simian Spirit Guide
1 Ethereal Usher
4 Pact of Negation
4 Angel's Grace
4 Pact of the Titan
3 Serum Visions
3 Desperate Ritual
3 Silence
2 Gitaxian Probe
2 Slaughter Pact
1 Pyretic Ritual
3 Lotus Bloom
2 Pentad Prism
4 Through the Breach
3 Pyroclasm
2 Torpor Orb
2 Grafdigger's Cage
4 Blightsteel Colossus
Very elegant design, nice board switch to TTB. Not sure on the reasons for the ritual split or on how he boarded, or why he did not include a solitary watery grave. Plays out aggressively - self damage and silence sounds rather bad, but having sleeved it and played a bit vs aggro decks it really seems strong. I know how many people on here are a bit fed up of a man heavy meta- so hopefully this archetype can be resurrected.