So I've been in love with the Nephilim from the first time I read them. Four colors, and such juicy abilities...
But what made me squeal with anticipation of fun was Ink-Treader Nephilim. So much potential for abuse! In particular, I found the following combo absolutely hilarious:
What it does is steal .. well, everything. Once it goes off, it animates your 6+ lands (6 are needed to activate on the same turn) as well as any your opponent has into 2/2 beaters and grab control of all of them - meaning that the Threaten is the last chance for the opponent to do anything before they have no more lands. More often than not, this leads to lethal on the board (6 2/2 lands + 3/3 Inky is 15 points already).
I would like to port this idea into Modern, but I'm not sure exactly how to go about doing it - a pure combo approach with cantrips, or control-combo with an emphasis on blue and keeping them down until I'm ready to go off, or maybe even a variant on aggro where we just get a few dudes, drop Inky, and Giant Growth our way to victory.
I'm not necessarily meaning for this to be the next PT winner or anything, just aiming for a functioning deck that might be fun to take to an FNM every once in a while or play some casual games with friends - the tweaking and optimizing can come later.
Any thoughts on this?
Private Mod Note
():
Rollback Post to RevisionRollBack
Twitch: MTGJankmaster; lurking>streaming (but maybe one day when I get good at magic)
xMage: Jankmaster Commander - Now Playing WUBSen Triplets - "If you shake my hand, better count your fingersBUWRHomura, Human AscendantRRGBorborygmos EnragedGRURMelek, Izzet ParagonRU
Commander - Still Brewing BRGGyrus, Waker of CorpsesGRBURSaheeli, the GiftedRUWRJor Kadeen, the PrevailerRW
To post a comment, please login or register a new account.
So I've been in love with the Nephilim from the first time I read them. Four colors, and such juicy abilities...
But what made me squeal with anticipation of fun was Ink-Treader Nephilim. So much potential for abuse! In particular, I found the following combo absolutely hilarious:
Inky + Natural Affinity + Threaten
What it does is steal .. well, everything. Once it goes off, it animates your 6+ lands (6 are needed to activate on the same turn) as well as any your opponent has into 2/2 beaters and grab control of all of them - meaning that the Threaten is the last chance for the opponent to do anything before they have no more lands. More often than not, this leads to lethal on the board (6 2/2 lands + 3/3 Inky is 15 points already).
I would like to port this idea into Modern, but I'm not sure exactly how to go about doing it - a pure combo approach with cantrips, or control-combo with an emphasis on blue and keeping them down until I'm ready to go off, or maybe even a variant on aggro where we just get a few dudes, drop Inky, and Giant Growth our way to victory.
I'm not necessarily meaning for this to be the next PT winner or anything, just aiming for a functioning deck that might be fun to take to an FNM every once in a while or play some casual games with friends - the tweaking and optimizing can come later.
Any thoughts on this?
xMage: Jankmaster
Commander - Now Playing
WUBSen Triplets - "If you shake my hand, better count your fingersBUW RHomura, Human AscendantR RGBorborygmos EnragedGR URMelek, Izzet ParagonRU
Commander - Still Brewing
BRGGyrus, Waker of CorpsesGRB URSaheeli, the GiftedRU WRJor Kadeen, the PrevailerRW