Never posted in here before. Sorry if I am a noob. I have been playing Modern for a little over a year.
Modern Horizons spoilers have been extremely underwhelming for me so far, especially Collected Conjuring. An insult to a great card and a disappointment to me as a storm player because not only is it not instant speed, it does not hit instants. So there's basically nothing you can do with the card.
Today I saw that Pillage was gonna be printed into modern, and I realized it is pretty good at casting those effects.
This is how I came up with Modern Grixis Land/Hand Destruction.
Sorcery (34)
4x Collected Conjuring
4x Inquisition of Kozilek
4x Molten Rain
4x Pillage
1x Rain of Tears
4x Serum Visions
4x Shimmer of Possibility
4x Sleight of Hand
1x Stone Rain
4x Thoughtseize
Land (22)
7x Island
7x Mountain
8x Swamp
Planeswalker (2)
2x Chandra, Torch of Defiance
Creature (2)
2x Crackling Drake
The manabase would need to be extremely aggressive, and I haven't designed it yet. But I am sure there is a combination of shocks/fetches that does it.
The plan is to slow them down early with either hand destruction or cheap counterspells so you don't die to T3 decks. Meanwhile, you can also use a cantrip to filter draws and make sure you can get either more hand destruction or in the best case, CoConj and 4 lands by turn 4. The goal is to cast CoConj on T4 and hit double land destruction. This takes the opponent down by 2-3 lands on T4.
The ideal curve out:
T1 - Thoughtseize/Trip
T2 - Thoughtseize/Trip + Trip
T3 - Land Destruction
T4 - Collected Conjuring to hit 2 Land Destruction
T5-T7 Slam a threat (Chandra, Crack Drake) to close out the game.
You can actually destroy every land the opponent has normally (1/turn rate) by turn 5 if you hit two CoConj. The board is constructed with no instants so that at the very worst you can CoConj to double discard or double trip. You need at least 22 sorcs to consistently hit 2 of them on each CoConj. One of the problems I've been thinking of is how to transition into winning the game, as it is time-sensitive to find your win cons once they are sufficiently behind. Some kind of recursive GY threat could be good (lol Phoenix/Thing?). Ancestral Visions is another potential include, but I haven't tested and went with immediately castable filtering draw spells in order to find the CoConj/Discard/WinCons you need (hence Shimmer).
Some ideas I had for the deck are to run Pieces of the Puzzle, Skirk Prospector, or counterspells in the mainboard. The hard matchups will be like burn, aggro, and UW control. The problem with Pieces is that it doesn't affect board, can dump win cons, etc. If you run Skirk Prospector and he lives, you could in theory run token-creators and sac them to "storm off" with Collected Conjuring, but I haven't tested and it probably doesn't work.
Also considered running Baral or something and playing a hybrid of control and this.
The real issue is that the deck doesn't have a way to deal with whatever board threats happen on T1-T2, and a lot can happen in those turns in modern.
This could be really stupid, but after seeing the hands and such, I think this is one of the ways to really use CoConj.
Could use some help with the land base to start, or criticism: e.g. why this is a waste of time to brew
I think you need some sorceries that make creatures in order for your threat density to be high enough. I think Hordeling Outburst and Invade the City are some of the best ones.
I had the same idea. What your deck desperately misses is Ancestral Vision. You don't play enough Stone Rains to really support the land-destruction theme. You don't have any answers to cheap creatures. And I believe that THE 4-drop for this deck is Jace 2.0. He's great at making sure the opponent doesn't hit lands, it trades unnecessary cards (late-game discard or removal where it's not needed) for useful ones, gets rid of creatures (bounce it and destroy the land that allowed it to be played) and closes the game with a relative ease.
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Modern Horizons spoilers have been extremely underwhelming for me so far, especially Collected Conjuring. An insult to a great card and a disappointment to me as a storm player because not only is it not instant speed, it does not hit instants. So there's basically nothing you can do with the card.
Today I saw that Pillage was gonna be printed into modern, and I realized it is pretty good at casting those effects.
This is how I came up with Modern Grixis Land/Hand Destruction.
Sorcery (34)
4x Collected Conjuring
4x Inquisition of Kozilek
4x Molten Rain
4x Pillage
1x Rain of Tears
4x Serum Visions
4x Shimmer of Possibility
4x Sleight of Hand
1x Stone Rain
4x Thoughtseize
Land (22)
7x Island
7x Mountain
8x Swamp
Planeswalker (2)
2x Chandra, Torch of Defiance
Creature (2)
2x Crackling Drake
The manabase would need to be extremely aggressive, and I haven't designed it yet. But I am sure there is a combination of shocks/fetches that does it.
The plan is to slow them down early with either hand destruction or cheap counterspells so you don't die to T3 decks. Meanwhile, you can also use a cantrip to filter draws and make sure you can get either more hand destruction or in the best case, CoConj and 4 lands by turn 4. The goal is to cast CoConj on T4 and hit double land destruction. This takes the opponent down by 2-3 lands on T4.
The ideal curve out:
T1 - Thoughtseize/Trip
T2 - Thoughtseize/Trip + Trip
T3 - Land Destruction
T4 - Collected Conjuring to hit 2 Land Destruction
T5-T7 Slam a threat (Chandra, Crack Drake) to close out the game.
You can actually destroy every land the opponent has normally (1/turn rate) by turn 5 if you hit two CoConj. The board is constructed with no instants so that at the very worst you can CoConj to double discard or double trip. You need at least 22 sorcs to consistently hit 2 of them on each CoConj. One of the problems I've been thinking of is how to transition into winning the game, as it is time-sensitive to find your win cons once they are sufficiently behind. Some kind of recursive GY threat could be good (lol Phoenix/Thing?). Ancestral Visions is another potential include, but I haven't tested and went with immediately castable filtering draw spells in order to find the CoConj/Discard/WinCons you need (hence Shimmer).
Some ideas I had for the deck are to run Pieces of the Puzzle, Skirk Prospector, or counterspells in the mainboard. The hard matchups will be like burn, aggro, and UW control. The problem with Pieces is that it doesn't affect board, can dump win cons, etc. If you run Skirk Prospector and he lives, you could in theory run token-creators and sac them to "storm off" with Collected Conjuring, but I haven't tested and it probably doesn't work.
Also considered running Baral or something and playing a hybrid of control and this.
The real issue is that the deck doesn't have a way to deal with whatever board threats happen on T1-T2, and a lot can happen in those turns in modern.
This could be really stupid, but after seeing the hands and such, I think this is one of the ways to really use CoConj.
Could use some help with the land base to start, or criticism: e.g. why this is a waste of time to brew