With Khans coming out I wanted to give BUG control another go in Modern. I've tried it before and it was so-so. Now are there are some new cards that could make it better though. Here is the list:
Card banning discussion has become oppressive to the forums.
And has thus has been banned.
It constituted over 80% of the top 8 threads.
New players on the forum scene were turned off by the idea of so much discussion on one topic, and old pros shied away from the stagnating talk of delver.
To promote the overall health of the standard forum, card banning talk must be banned.
Although gotta say, that friend of yours should try car racing instead of Magic. Not that much more expensive, everyone who tries to interact with you wrecks, and a lot of time is spent just looking around at the cool crap you bought for your hobby, instead of playing with it.
I'm playing around with a BUG Planeswalker heavy list. I think the correct number of targeted discard is either 1 or 6+. 2 Lili seems a bit light as well.
BUG control is totally geared to tap-out control, or in other words 'kill your *****, eat your hand, do you have another threat?' then POW Grave Titan! As it stands, empty the pits is bad white sun's zenith as far as I can tell.
verdant catacombs is also a must, I'd go 3/3/3 split if you can, swamps are better than islands which are better than forests in the list that you have.
BUG control is totally geared to tap-out control, or in other words 'kill your *****, eat your hand, do you have another threat?' then POW Grave Titan! As it stands, empty the pits is bad white sun's zenith as far as I can tell.
verdant catacombs is also a must, I'd go 3/3/3 split if you can, swamps are better than islands which are better than forests in the list that you have.
This here is right, black/green have too much sorcery speed cards you want to play; a Sultai control deck is definitely going to be more tap out than draw go. That is not to say it wont work, tap out control can work. Lots of discard, plenty of removal. Against combo, you can side into more counters.
4x Misty RainForest
2x Watery Grave
2x Overgrown Tomb
2x Breeding Pool
3x Creeping Tar Pit
1 Academy Ruins
4x Island
2x Swamp
3x Thoughtseize
2x Bile Blight
4x Go for the Throat
4x Abrupt Decay
2x Shadow of Doubt
4x Remand
4x Mana Leak
2x Sultai Charm
2x Liliana of the Veil
1x Empty the Pits
1x Damnation
2x Cryptic Command
1x Batterskull
I was also trying to put Vedalken Shackles in here but I'm not sure what to cut for it. Any thoughts, suggestions?
none
Modern
UBG B/U/G control
BBB MBC
WUR Control
WWW Prison
RRR Goblins
Legacy
BBB Pox
UBG B/U/G Control
UWU StoneBlade
UW Miracle Control
Any thoughts at all?
none
Modern
UBG B/U/G control
BBB MBC
WUR Control
WWW Prison
RRR Goblins
Legacy
BBB Pox
UBG B/U/G Control
UWU StoneBlade
UW Miracle Control
Empty the Pits strikes me as relatively inefficient in addition to being amazing Remand bait, would you be better served by a Grave Titan here?
No Tarmogoyfs also seems odd, is this a budget choice? A cheap early beater/wall that allows you to hold counter/removal seems useful.
Academy Ruins might also be out of place, is it just here to recur the 1-of Engineered Explosives?
Edit: Treasure Cruise is probably also worth consideration here, or maybe Dig Through Time
-You're currently playing a control deck without any draw spells. That simply won't work.
-8 2 cmc counters just isn't really necessary.
-Liliana of the Veil does not fit well with a draw-go permission strategy. They're as anti-synergistic as it gets.
I see the BUG color combination as more fitting for a tapout style control deck, but that has already been done before (4c Gifts).
WURUWr Stoneblade
Modern
WRGNaya Zoo Company
verdant catacombs is also a must, I'd go 3/3/3 split if you can, swamps are better than islands which are better than forests in the list that you have.
This here is right, black/green have too much sorcery speed cards you want to play; a Sultai control deck is definitely going to be more tap out than draw go. That is not to say it wont work, tap out control can work. Lots of discard, plenty of removal. Against combo, you can side into more counters.