The deck plan is having a good MU against Abzan and Twin, which are the decks that dominate the metagame. How do we get a good MU against them? We neutralize Rhino with the Orb and the Gryff, which we can protect with Siege and Kira (Only gryff), while being able to beat down really fast with phantasm/elemental/lamasu; also, our creatures can stand any threat they land and kill them. Against Twin, if we get to resolve a Torpor Orb they can't combo, only Command can save them game 1. Game 2 you should expect Ancient Grudge, but still those are 3/4 cards out of 75, while we have 7 copies of the same effect and we can also protect them with remand/snare plus siege/kira.
The sideboard plan is to go more control oriented against combo/aggro/affinity, which also helps fight against their sideboard plan which will most likely include removal/ways to deal with your not-such-a-combo pieces.
This is still under testing, yet it has promising results against the top tier decks of the moment.
What do you guys say? Yay or nay?
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In Lorwyn's brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
I am curios how well the abzan match up is because lilly can kill a single threat and abrupt decay is a busted card, I would would recomend Trickbind because they might feel safe passing the turn with abrupt decay mana up and then bam! end of turn dust elemental trickbind the trigger. maybe as a 2 of since you would need 6 mana, also protects againist lilly.
Also maybe Spell Pierce to protect the combo from toughtsieze and Inquisition also good v lilly
My observations:
You need two or three more lands main deck. You have casting cost cards you want to be able to cast, 23/24 is the magic number.
I thought that there were some cheaper cards with nasty come into battlefield abilities. Maybe an artifact creature...
I'm not a fan of Hunted Laamasu, not only is it hard to spell, but it's not that big a bang being a four mana 5/5 flyer. I think Dust Elemental is better.
Monastery Seige seems more like a sideboard card, all matchups don't have a ton of removal. I realize getting a Gryff killed is very very bad for this deck, but the tempo loss on Seige that barely affects the board is tough. If it effectively takes cards out of their hand because they can't afford to cast them then it's doing tempo help too, but it's not that big a speed bump. I'd try to get cheaper creatures and rely on your counterspells suite more.
Treacherous Pit-Dweller and Hunted Horror were the two that I saw with a quick look. (I was probably thinking of some older cards that aren't in Modern) Leveler I was thinking about but he costs 5 and is only a generic 10/10. Of course they are in black. With Black you could easily have turn one discard spells, like Thoughtseize to clear the path. Turn two Torpor Orb. Turn three second discard spell and Hunted Horror. Maybe run Pack Rats in case you get stuck with too many discard spells. Splash White for the Hushwing Gryff. You might also put Lightning Greaves in that setup.
But if your huge creatures cost less mana, you'll have mana open to do more reactive things to keep them alive.
4x Hushwing Gryff
3x Torpor Orb
4x Hunted Phantasm
4x Hunted Lammasu
3x Dust Elemental
1x Sky Swallower
Resilience/Tempo:
3x Monastery Siege
2x Kira, Great Glass-Spinner
4x Remand
2x Spell Snare
1x Vapor Snag
4x Path to Exile
4x Serum Visions
4x Seachrome Coast
4x Flooded Strand
3x Polluted Delta
1x Mystic Gate
3x Glacial Fortress
2x Hallowed Fountain
3x Island
1x Plains
1x Supreme Verdict
2x Wrath of God
2x Negate
2x Dispel
2x Batterskull
3x Geist of Saint Traft
2x Tectonic Edge
1x Fracturing Gust
The deck plan is having a good MU against Abzan and Twin, which are the decks that dominate the metagame. How do we get a good MU against them? We neutralize Rhino with the Orb and the Gryff, which we can protect with Siege and Kira (Only gryff), while being able to beat down really fast with phantasm/elemental/lamasu; also, our creatures can stand any threat they land and kill them. Against Twin, if we get to resolve a Torpor Orb they can't combo, only Command can save them game 1. Game 2 you should expect Ancient Grudge, but still those are 3/4 cards out of 75, while we have 7 copies of the same effect and we can also protect them with remand/snare plus siege/kira.
The sideboard plan is to go more control oriented against combo/aggro/affinity, which also helps fight against their sideboard plan which will most likely include removal/ways to deal with your not-such-a-combo pieces.
This is still under testing, yet it has promising results against the top tier decks of the moment.
What do you guys say? Yay or nay?
Also maybe Spell Pierce to protect the combo from toughtsieze and Inquisition also good v lilly
My observations:
You need two or three more lands main deck. You have casting cost cards you want to be able to cast, 23/24 is the magic number.
I thought that there were some cheaper cards with nasty come into battlefield abilities. Maybe an artifact creature...
I'm not a fan of Hunted Laamasu, not only is it hard to spell, but it's not that big a bang being a four mana 5/5 flyer. I think Dust Elemental is better.
Monastery Seige seems more like a sideboard card, all matchups don't have a ton of removal. I realize getting a Gryff killed is very very bad for this deck, but the tempo loss on Seige that barely affects the board is tough. If it effectively takes cards out of their hand because they can't afford to cast them then it's doing tempo help too, but it's not that big a speed bump. I'd try to get cheaper creatures and rely on your counterspells suite more.
But if your huge creatures cost less mana, you'll have mana open to do more reactive things to keep them alive.
[spoiler=Decklist]
4 Hushwing Gryff
4 Hunted Horror
4 Dust Elemental
4 Treacherous Pit-Dweller
2 Pit Rats
Spells: (19)
4x Thoughtseize
4x Inquisition of Kozilek
2x Lightning Greaves
3x Torpor Orb
2x Dismember
4x Path to Exile
2 Plains
3 Swamp
4x Lingering Souls
1 Hunted Lammasu