Well, the biggest reason is it gives them another turn to kill you. Since you're probably going to be forced to go off the turn before you die a lot, this is really bad. Second, getting to about 50 mana is much easier than getting to 101 mana. Third, if you need a way to get around something like Leyline of Sanctity, we have cards like Repeal, which can also buy us time by bouncing threats.
If you are not going to post anything relevant to the discussion than please don't bother posting. If you haven't realized yet, the deck is almost all jank. The thing that separates it apart form most of the things posted on here is that it wins. I doubt you have even tested this sort of deck at all.
The Helix Pinnacle was more of a joke, but the fact is that once we resolve it then there is no problem making upwards of 100 mana once we go off. I know its a narrow card, but the thread needs dumb options like this to create discussion and possibly stumble upon a good card.
Well, the biggest reason is it gives them another turn to kill you. Since you're probably going to be forced to go off the turn before you die a lot, this is really bad. Second, getting to about 50 mana is much easier than getting to 101 mana. Third, if you need a way to get around something like Leyline of Sanctity, we have cards like Repeal, which can also buy us time by bouncing threats.
I agree with you that if we need to get around a leyline, repeal or cyclonic rift does the job much better than an alt win con.
I think the opportunity to win with pinnacle is roughly the same value as flipping through our deck a few times, grabbing a perm bouncer, then getting blue sun and winning with that. I think either would cause about an equal amount of tilt in our opponent. One plus is getting pinnacle to 101, then giving them a free turn and watch them try to win as we sit back and laugh.
If you are not going to post anything relevant to the discussion than please don't bother posting. If you haven't realized yet, the deck is almost all jank. The thing that separates it apart form most of the things posted on here is that it wins. I doubt you have even tested this sort of deck at all.
The Helix Pinnacle was more of a joke, but the fact is that once we resolve it then there is no problem making upwards of 100 mana once we go off. I know its a narrow card, but the thread needs dumb options like this to create discussion and possibly stumble upon a good card.
Agreed, please make some points about why you think its bad so we can actually discuss it. I propose that Pinnacle is good, and for anyone keeping score, we are now back to a neutral opinion on this card's value.
If you are not going to post anything relevant to the discussion than please don't bother posting. If you haven't realized yet, the deck is almost all jank. The thing that separates it apart form most of the things posted on here is that it wins. I doubt you have even tested this sort of deck at all.
The Helix Pinnacle was more of a joke, but the fact is that once we resolve it then there is no problem making upwards of 100 mana once we go off. I know its a narrow card, but the thread needs dumb options like this to create discussion and possibly stumble upon a good card.
Actually I saw this thread a few days ago, built it on MTGO, tested it and I currently have 90% of it in paper. So I do know what im talking about. And the reason Pinnacle is bad is because it requires you to wait until your next upkeep, giving your opponent an entire turn to try and kill you or stop you from winning. But with something like Blue Sun Zenith you win on the spot and it requires less mana.
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If you are not going to post anything relevant to the discussion than please don't bother posting. If you haven't realized yet, the deck is almost all jank. The thing that separates it apart form most of the things posted on here is that it wins. I doubt you have even tested this sort of deck at all.
The Helix Pinnacle was more of a joke, but the fact is that once we resolve it then there is no problem making upwards of 100 mana once we go off. I know its a narrow card, but the thread needs dumb options like this to create discussion and possibly stumble upon a good card.
Actually I saw this thread a few days ago, built it on MTGO, tested it and I currently have 90% of it in paper. So I do know what im talking about. And the reason Pinnacle is bad is because it requires you to wait until your next upkeep, giving your opponent an entire turn to try and kill you or stop you from winning. But with something like Blue Sun Zenith you win on the spot and it requires less mana.
Unless they are planning on killing you with bolts or other burn, waiting a turn shouldn't result in your death if you side boarded in something like terminus. You also don't have to play it the turn that you want to generate a lot of mana. If you have it early you can play it early, then just generate the mana on their end step.
Could you post your list and how your games went? I'm interested in hearing some feedback from someone who has actually run the deck through a few games.
Also any comment on including counterspells, because I feel that the counterless version is very consistent at going off on turn 4/5, but it definitely goes down as you start to take out Dictates, Spasms, and anything else to include counters.
My games against agro decks like Zoo or RDW were horrible. Something like Time Reversal just helps burn and it killed me one game on a gamble. I almost never burn out once my combo gets going, I usually remand my own spells in a worst case scenario to draw more draw spells. I usually Blue Sun myself for a ton and thin the deck with things like Tribe Elder and Search for Tomorrow. I usually go off on turn 5 or 6 depending on how much ramp I get in the beginning. Sometimes I wont draw any lands and have to search them all out or sometimes I draw a lot but cant ramp. The turn after I cast the Dictate I usually have enough fuel to go off. UWR was a ***** in testing so I brought in the Pacts and Bound//Determined. Pacts are just amazing and the Determined just ensures I can go off without interruption while letting me draw. I tested for awhile with Pinacle and I never won with it in 5 games. But the other 5 games I played without it, I won. I was running Snapcaster Mages in the sideboard but I really hated drawing them and using them on anything other than a draw spell or ramp spell. Using it on something like Early Harvest sucks because the Time Reversal wont shuffle it back but against something like Burn I want the Snaps so im probably taking out the Pacts for 3 Snapcasters, it just makes it so the Time Reversal can be sided out so I can use Snap/Harvest and not get burned out. I tried main boarding Magus of the Candelabra but it was real inconsistent and I might take it out of the sideboard but when I side it in it usually takes a bolt or helix or chumps for me to save me a turn OR when im going off it can be another Early Harvest, I mean there is a reason the REAL Candelabra is run in High Tide. I wanna put in a Bow of Nylea in the sideboard, it may only give me 1 or 2 uses before I go off but the 3 life is cool and it stops the flying tokens in Soul Sisters. Also turns Magus/Tribe/Snap into threats. And to anyone looking to do a budget version of the deck I really don't think its possible. I tried without the fetches just to see if it would matter and it made the deck very inconsistent with the mana, usually forcing me to go off on turn 7 or 8 but running 14 basics is going to have its draw backs.
That said its the most fun ive ever had playing magic and ive dedicated all my resources to finishing the list. Luckily my meta is very midrangey and this deck will hopefully do well. Worst case scenario I will make the Footsteps Hulk deck, someone was running it at my store tonight and he went 3-1. It was a lot of fun to watch, turn 3 wins are always great!
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Will edit this with more comments in the future, but for now. I really really like the idea of magus of the candelabra but I don't its better than Reality spaz or rude awakening. If you are going to play that, play cerulean wisps to untap it and draw a card for 1 mana or play the reality spasms. But if you are going to run it, then we need to run some way to give it haste. I think there is a R enchantment that does this? That way you can play more as you draw them and generate more and more mana.
Having them in the sideboard might not be so bad, that way you don't have to worry about turning on opponent's paths and bolts which will also deny you bonus mana.
As for the agro matches, thats why we have terminus in the sideboard. Its not the best choice but if you fetch your plains on turn 2-3, and then can manipulate a terminus for the next draw it can set them back. As for burn you can include the Leyline, and then mull until you hit it. The only thing burn can do that that point is hit you with goblin guides, which gives you a decent amount of turns to come back into the game.
RDSRedemption, try to just update your posts with an EDIT at the bottom rather than double posting all the time just so you don't clog up the thread. Other than that thanks for trying out the deck!
Anyways, I have been paying with a singleton Enter the Infinite. It has been amazing as a "If this resolves then I win" card. The problem though is that it is a win-more card in the sense that if you can cast it and have it resolve, then you probably could have been cycling through your deck anyways. I feel that this is the same for Omniscience. If you resolve it, you have basically won the game. It is not hard to generate that mana so I think that it is a good idea to look into the options but remember that they are win-more cards. Also it is key to note that we still need to pay the X for Blue Sun's Zenith (in case someone didn't know).
Personally I am more of a fan of Epic Experiment. EE when cast is basically combining Enter the Infinite and Omniscience in a way that you get to cast it for free, and draw the card. It is a fixed Mind's Desire, but works fine in the case of our deck. Since we are primarily all instants and sorceries we will always be hitting cards that will do things for us. If you cast it for X = 10, or more, then you can stack all of your spells and essentially win.
This requires a red splash in the deck, but also opens us up to the options of Past in Flames, Lightning Bolt, and even Grapeshot as a win condition. If you want to go big you could even cast Worldfire of of EE and stack a Lightning Bolt behind it so once they both resolve you win the game!
Or if you wanted to you could reveal a Biorhythm of of EE and then Bolt them. The card just opens up tons of possibilities when cast.
The downside is that it dumps BSZ and Reality Spasm into the yard. There will be no shuffle effect form the BSZ, so this is where either a well timed Time Reversal comes in, or Past in Flames. This opens us up to graveyard hate. This comes in the form of Faerie Macabre, Scavenging Ooze, Relic of Progenitus, Leyline of the Void, or Grafdigger's Cage as some examples. We can combat this with our new red splash by using cards like Lightning Bolt or Flame Slash for creatures, and Ancient Grudge for the artifacts (and affinity). This may seem to be turning the deck into a Twin or Storm deck, but I think some of the maindeck slots are too tight to be doing that. ....however playing some Tarmogoyf's seems good.......
The last thing I would mention with this is the color requirements. Although we only need one red source, by adding in things like Grudge, Bolt, PiF, etc... you need to start upping them. This could lead to the need of maybe a 3 Misty Rainforest, 3 Scalding Tarn split? I suggest that we could go down to maybe only 12 basics as 2 Mountians, 6 Forests, 4 Islands because it is easier to fetch blue with the shocks that are legal right now. Without being able to play shocks, or any other dual lands, having access to all of our colors is crucial.
In conclusion, I think that if you are playing any win-more cards then you should be playing EE because it is essentially 2 of them in 1.
P.S. - What do people think about Squelch in the board? It works great for Mono U Tron?
P.P.S. - For anyone who wants to pimp the deck, I suggest getting all Guru lands to fill in your basic lands. People will be impressed I guarantee it.
I really wanna keep it to just G/U, the deck works fine for me and consistently wins turn 5 or 6. In my testing the card that helped me survive that long was Remand. There were a few games where I would have died before I could combo so id flash in Dictate, tap an island and Remand their threat. Then untap/win.
The Omniscience has helped me, instead of wasting mana on cantrips or Early Harvests I can just play those for free, play my Dictates and Heartbeats for free. Like you said, once it hits the field ive won.
I really think 1 Blue Sun is the way to go since Merchant Scroll is basically a tutor for it. And I usually fetch it out on my winning turn if I don't have a Time Reversal so I can draw the top 20-ish cards of my deck searching for an Early Harvest.
4 Misty seems REALLY necessary in this deck, I couldn't imagine cutting the number down or not playing with them.
Squelch seems nice! Probably a sideboard card.
Seriously though, aside from the Misty's the deck is super budget and even though I have a large disposable income to buy basically any deck I want, I want this deck. Its just the closest thing to a Legacy combo deck and still durdle around and piss off your opponents. Its also my favorite colors.
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It's similar in the sense that it runs a control/ combo game, and is fairly durdly before ending the game in one massive combo. Personally i think it's one of the most fun and rewarding decks i have ever played. It runs a much stronger control game than this deck, but still ends the game in 1 fell swoop, in a crazy complex and wild combo.
This GSZ deck seems to have potential though. I really like the idea behind this. I have seen this deck before a few times, but that was before Dictate of Karametra. I'm not exactly sold on any of the lists i have seen so far, but there is no denying this is one cool concept for a Modern deck, and like i said, i really do think there is some real potential here. I think i'm gonna try to put something together, and give this deck a try.
This GSZ deck seems to have potential though. I really like the idea behind this. I have seen this deck before a few times, but that was before Dictate of Karametra. I'm not exactly sold on any of the lists i have seen so far, but there is no denying this is one cool concept for a Modern deck, and like i said, i really do think there is some real potential here. I think i'm gonna try to put something together, and give this deck a try.
Also note that none of the decks previous have had such a good name as this one.
Hey, I've played Genesis Wave in modern and it is extremely similar to this deck. I realize that you have more weakness in the genesis wave deck to mass enchantment hate, but the engine is so strong that I feel like it is worth including or at least testing some aspects of it in your shell.
Arbor Elf
Vernal Bloom
Utopia Sprawl
Fertile Ground
Hearbeat of Spring
Allows for some extremely massive mana very quick. Just food for thought (:
P.S. - Just because a card exists that can thwart a certain plan (Abrupt Decay on Heartbeat of Spring) doesn't mean that you have to make a deck sub-optimal just to run in fear of it. People don't always draw their answer cards and they don't always run the exact one you fear.
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Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
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Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Im running 4 Dictate of Karametra and 4 Heartbeat of Spring. But the inner Timmy in me wanted to run Omniscience and Enter the Infinite so I did and when I get Omniscience to resolve I basically win the game but using that in combo with Enter the Infinite to draw all 8 of the enchantments that make my lands super lands is fun too. Each land makes 9 mana? Seems good.
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Okay I just took the outline for this deck, same mana base and mostly the same spells except I added 4 Tooth and Nail and 1 Iona, Shield of Emeria 1 Painter's Servant and 1 Emrakul, the Aeons Torn. Its a lot more fun, mostly combo'ing off turn 5. I mean, not letting your opponent cast spells for the rest of the game is sweet.
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Yeah i'm giving up on this deck. Cool concept but it doesn't play out very well. At least nothing i came up with played well enough. It just didn't feel strong enough to compete with other combo decks, and not cool enough to pull me away from Ritual Gifts.
Good luck with brewing though.
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Not just the Tendo King, the power of the Galactic Leyline surpasses that of the Tempa Emperor, No!, It's magnificent power is even greater than that!
What does this deck have that splinter twin and scapeshift does not?
I'd love for this kind of deck to exist, but at some point developing a deck in a vacuum against goldfish is not enough.
Are we faster? Do we play the control game better? Are we stronger against disruption? Is out plan B better?
Feel free to answer as if we had access to a perfectly tuned list because this is about what the deck could become and not that it is
Honestly, this deck is good against the aggressive decks and anything not running Mana Leak/Remand. This deck isn't Tier 1 but that doesn't mean it isn't a good deck. I mean there are a ***** ton of glass cannon decks in the format but they still top 8 a daily.
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Because who needs explanations and reasoning right?
Storm Crow is strictly worse than Seacoast Drake.
almostall jank. The thing that separates it apart form most of the things posted on here is that it wins. I doubt you have even tested this sort of deck at all.The Helix Pinnacle was more of a joke, but the fact is that once we resolve it then there is no problem making upwards of 100 mana once we go off. I know its a narrow card, but the thread needs dumb options like this to create discussion and possibly stumble upon a good card.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
I agree with you that if we need to get around a leyline, repeal or cyclonic rift does the job much better than an alt win con.
I think the opportunity to win with pinnacle is roughly the same value as flipping through our deck a few times, grabbing a perm bouncer, then getting blue sun and winning with that. I think either would cause about an equal amount of tilt in our opponent. One plus is getting pinnacle to 101, then giving them a free turn and watch them try to win as we sit back and laugh.
Agreed, please make some points about why you think its bad so we can actually discuss it. I propose that Pinnacle is good, and for anyone keeping score, we are now back to a neutral opinion on this card's value.
Actually I saw this thread a few days ago, built it on MTGO, tested it and I currently have 90% of it in paper. So I do know what im talking about. And the reason Pinnacle is bad is because it requires you to wait until your next upkeep, giving your opponent an entire turn to try and kill you or stop you from winning. But with something like Blue Sun Zenith you win on the spot and it requires less mana.
U Tron
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UR Blue Breach
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Unless they are planning on killing you with bolts or other burn, waiting a turn shouldn't result in your death if you side boarded in something like terminus. You also don't have to play it the turn that you want to generate a lot of mana. If you have it early you can play it early, then just generate the mana on their end step.
Could you post your list and how your games went? I'm interested in hearing some feedback from someone who has actually run the deck through a few games.
Also any comment on including counterspells, because I feel that the counterless version is very consistent at going off on turn 4/5, but it definitely goes down as you start to take out Dictates, Spasms, and anything else to include counters.
4 Dictate of Karametra
4 Heartbeat of Spring
4 Sakura-Tribe Elder
4 Remand
4 Early Harvest
4 Telling Time
2 Blue Sun's Zenith
4 Serum Visions
4 Merchant Scroll
4 Search for Tomorrow
2 Time Reversal
2 Urban Evolution
4 Misty Rainforest
8 Forest
6 Island
SIDEBOARD
4 Magus of the Candelabra
4 Bound//Determined
3 Pact of Negation
4 Vapor Snag
My games against agro decks like Zoo or RDW were horrible. Something like Time Reversal just helps burn and it killed me one game on a gamble. I almost never burn out once my combo gets going, I usually remand my own spells in a worst case scenario to draw more draw spells. I usually Blue Sun myself for a ton and thin the deck with things like Tribe Elder and Search for Tomorrow. I usually go off on turn 5 or 6 depending on how much ramp I get in the beginning. Sometimes I wont draw any lands and have to search them all out or sometimes I draw a lot but cant ramp. The turn after I cast the Dictate I usually have enough fuel to go off. UWR was a ***** in testing so I brought in the Pacts and Bound//Determined. Pacts are just amazing and the Determined just ensures I can go off without interruption while letting me draw. I tested for awhile with Pinacle and I never won with it in 5 games. But the other 5 games I played without it, I won. I was running Snapcaster Mages in the sideboard but I really hated drawing them and using them on anything other than a draw spell or ramp spell. Using it on something like Early Harvest sucks because the Time Reversal wont shuffle it back but against something like Burn I want the Snaps so im probably taking out the Pacts for 3 Snapcasters, it just makes it so the Time Reversal can be sided out so I can use Snap/Harvest and not get burned out. I tried main boarding Magus of the Candelabra but it was real inconsistent and I might take it out of the sideboard but when I side it in it usually takes a bolt or helix or chumps for me to save me a turn OR when im going off it can be another Early Harvest, I mean there is a reason the REAL Candelabra is run in High Tide. I wanna put in a Bow of Nylea in the sideboard, it may only give me 1 or 2 uses before I go off but the 3 life is cool and it stops the flying tokens in Soul Sisters. Also turns Magus/Tribe/Snap into threats. And to anyone looking to do a budget version of the deck I really don't think its possible. I tried without the fetches just to see if it would matter and it made the deck very inconsistent with the mana, usually forcing me to go off on turn 7 or 8 but running 14 basics is going to have its draw backs.
That said its the most fun ive ever had playing magic and ive dedicated all my resources to finishing the list. Luckily my meta is very midrangey and this deck will hopefully do well. Worst case scenario I will make the Footsteps Hulk deck, someone was running it at my store tonight and he went 3-1. It was a lot of fun to watch, turn 3 wins are always great!
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
4 Vapor Snag
4 Bound // Determined
3 Pact of Negation
3 Snapcaster MAge
1 Bow of Nylea
So now the only deck that really pisses me off when running this deck is either Twin or Jund.
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
Will edit this with more comments in the future, but for now. I really really like the idea of magus of the candelabra but I don't its better than Reality spaz or rude awakening. If you are going to play that, play cerulean wisps to untap it and draw a card for 1 mana or play the reality spasms. But if you are going to run it, then we need to run some way to give it haste. I think there is a R enchantment that does this? That way you can play more as you draw them and generate more and more mana.
Having them in the sideboard might not be so bad, that way you don't have to worry about turning on opponent's paths and bolts which will also deny you bonus mana.
As for the agro matches, thats why we have terminus in the sideboard. Its not the best choice but if you fetch your plains on turn 2-3, and then can manipulate a terminus for the next draw it can set them back. As for burn you can include the Leyline, and then mull until you hit it. The only thing burn can do that that point is hit you with goblin guides, which gives you a decent amount of turns to come back into the game.
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
Anyways, I have been paying with a singleton Enter the Infinite. It has been amazing as a "If this resolves then I win" card. The problem though is that it is a win-more card in the sense that if you can cast it and have it resolve, then you probably could have been cycling through your deck anyways. I feel that this is the same for Omniscience. If you resolve it, you have basically won the game. It is not hard to generate that mana so I think that it is a good idea to look into the options but remember that they are win-more cards. Also it is key to note that we still need to pay the X for Blue Sun's Zenith (in case someone didn't know).
Personally I am more of a fan of Epic Experiment. EE when cast is basically combining Enter the Infinite and Omniscience in a way that you get to cast it for free, and draw the card. It is a fixed Mind's Desire, but works fine in the case of our deck. Since we are primarily all instants and sorceries we will always be hitting cards that will do things for us. If you cast it for X = 10, or more, then you can stack all of your spells and essentially win.
This requires a red splash in the deck, but also opens us up to the options of Past in Flames, Lightning Bolt, and even Grapeshot as a win condition. If you want to go big you could even cast Worldfire of of EE and stack a Lightning Bolt behind it so once they both resolve you win the game!
Or if you wanted to you could reveal a Biorhythm of of EE and then Bolt them. The card just opens up tons of possibilities when cast.
The downside is that it dumps BSZ and Reality Spasm into the yard. There will be no shuffle effect form the BSZ, so this is where either a well timed Time Reversal comes in, or Past in Flames. This opens us up to graveyard hate. This comes in the form of Faerie Macabre, Scavenging Ooze, Relic of Progenitus, Leyline of the Void, or Grafdigger's Cage as some examples. We can combat this with our new red splash by using cards like Lightning Bolt or Flame Slash for creatures, and Ancient Grudge for the artifacts (and affinity). This may seem to be turning the deck into a Twin or Storm deck, but I think some of the maindeck slots are too tight to be doing that. ....however playing some Tarmogoyf's seems good.......
The last thing I would mention with this is the color requirements. Although we only need one red source, by adding in things like Grudge, Bolt, PiF, etc... you need to start upping them. This could lead to the need of maybe a 3 Misty Rainforest, 3 Scalding Tarn split? I suggest that we could go down to maybe only 12 basics as 2 Mountians, 6 Forests, 4 Islands because it is easier to fetch blue with the shocks that are legal right now. Without being able to play shocks, or any other dual lands, having access to all of our colors is crucial.
In conclusion, I think that if you are playing any win-more cards then you should be playing EE because it is essentially 2 of them in 1.
P.S. - What do people think about Squelch in the board? It works great for Mono U Tron?
P.P.S. - For anyone who wants to pimp the deck, I suggest getting all Guru lands to fill in your basic lands. People will be impressed I guarantee it.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
The Omniscience has helped me, instead of wasting mana on cantrips or Early Harvests I can just play those for free, play my Dictates and Heartbeats for free. Like you said, once it hits the field ive won.
I really think 1 Blue Sun is the way to go since Merchant Scroll is basically a tutor for it. And I usually fetch it out on my winning turn if I don't have a Time Reversal so I can draw the top 20-ish cards of my deck searching for an Early Harvest.
4 Misty seems REALLY necessary in this deck, I couldn't imagine cutting the number down or not playing with them.
Squelch seems nice! Probably a sideboard card.
Seriously though, aside from the Misty's the deck is super budget and even though I have a large disposable income to buy basically any deck I want, I want this deck. Its just the closest thing to a Legacy combo deck and still durdle around and piss off your opponents. Its also my favorite colors.
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/554956-ritual-gifts
It's similar in the sense that it runs a control/ combo game, and is fairly durdly before ending the game in one massive combo. Personally i think it's one of the most fun and rewarding decks i have ever played. It runs a much stronger control game than this deck, but still ends the game in 1 fell swoop, in a crazy complex and wild combo.
This GSZ deck seems to have potential though. I really like the idea behind this. I have seen this deck before a few times, but that was before Dictate of Karametra. I'm not exactly sold on any of the lists i have seen so far, but there is no denying this is one cool concept for a Modern deck, and like i said, i really do think there is some real potential here. I think i'm gonna try to put something together, and give this deck a try.
-Ramp-
4 Search for Tomorrow
4 Sakura-Tribe Elder
-Dig-
4 Serum Visions
3 Mystical Teachings
-Untappers-
4 Early harvest
2 Reality Spasm
-Draw-
3 Ideas Unbound
2 Time Reversal
2 Blue Sun's Zenith
4 Remand
2 Spell Snare
3 Snapcaster Mage
-lands-
4 Misty Rainforest
8 Islands
7 Forest
4 Leyline of Sanctity
2 Dispel
1 Bound//Determined
1 Hurkyl's Recall
1 Aetherize
3 Vapor Snag
3 Echoing Truth
Mystical Teachings is the ***** in this deck. it can tutor Early Harvest, Dictate of Karametra, and Blue Sun's Zenith. Or even a counterspell or bounce spell.
In case of hand rape like Thoughtseize or Duress. Also being able to draw cards is always nice.
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
Also note that none of the decks previous have had such a good name as this one.
Arbor Elf
Vernal Bloom
Utopia Sprawl
Fertile Ground
Hearbeat of Spring
Allows for some extremely massive mana very quick. Just food for thought (:
P.S. - Just because a card exists that can thwart a certain plan (Abrupt Decay on Heartbeat of Spring) doesn't mean that you have to make a deck sub-optimal just to run in fear of it. People don't always draw their answer cards and they don't always run the exact one you fear.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator
What does this deck have that splinter twin and scapeshift does not?
I'd love for this kind of deck to exist, but at some point developing a deck in a vacuum against goldfish is not enough.
Are we faster? Do we play the control game better? Are we stronger against disruption? Is out plan B better?
Feel free to answer as if we had access to a perfectly tuned list because this is about what the deck could become and not that it is
Good luck with brewing though.
Honestly, this deck is good against the aggressive decks and anything not running Mana Leak/Remand. This deck isn't Tier 1 but that doesn't mean it isn't a good deck. I mean there are a ***** ton of glass cannon decks in the format but they still top 8 a daily.
U Tron
GW Bogles
RG Loam
UR Blue Breach
RBU Grixis Goryo
BRU Grixis Delver
GBR Jund
GBW Junk
Active Legacy Decks
BR Reanimator