Played this deck for real tonight (same list as cifka just no fetches). Have only solitare'd it before. No matches went to time (opponents were nice enough I guess to not make me go through the entire thing every time).
Favorite plays were Double ghost quartering both my islands and then casting second sunrise to have abundant mana to get through mana leaks after that (git probe t1) when my opponent on my EOT taps out for V.clique
And casting a reshape on my chromatic sphere when my opponent sacrifices his fetchland leaving him at only one land available to tap so he can't leak the spell.
Went 3-1. Lost to RIP. I guess I still need a lot of practice with the deck. But it is very fun. Maybe I'll actually build it myself instead of borrowing cards from multiple people if it doesn't get something banned in it on Monday.
Want to say, Great primer! Helped me a lot reading it right before the tournament.
And casting a reshape on my chromatic sphere when my opponent sacrifices his fetchland leaving him at only one land available to tap so he can't leak the spell.
Played this deck for real tonight (same list as cifka just no fetches). Have only solitare'd it before. No matches went to time (opponents were nice enough I guess to not make me go through the entire thing every time).
Favorite plays were Double ghost quartering both my islands and then casting second sunrise to have abundant mana to get through mana leaks after that (git probe t1) when my opponent on my EOT taps out for V.clique
And casting a reshape on my chromatic sphere when my opponent sacrifices his fetchland leaving him at only one land available to tap so he can't leak the spell.
Went 3-1. Lost to RIP. I guess I still need a lot of practice with the deck. But it is very fun. Maybe I'll actually build it myself instead of borrowing cards from multiple people if it doesn't get something banned in it on Monday.
Want to say, Great primer! Helped me a lot reading it right before the tournament.
I too played it for the first time at an event yesterday. Went undefeated in rounds 9-0-1 in games. Rounds typically took about 40 minutes, they could have gone longer but most of my opponents simply got bored and quit to talk to their friends in game two. They still made me play the combo out for a bit though (usually 3/4 of the deck).
The one exception was in round 4 where my opponent had about 50 life and refused to accept the loop once I had drawn out my entire deck, and the TO has no concept of creating loops (i usually judge, but couldn't judge my own match) so I had to loop through the combo many times while my opponent watched for me to make a mistake.
Game 2 of that round started on turns basically (just a couple seconds before turns), and on the final turn I attempted to combo off and it worked. The TO told me I was wasting everyones time though and if I couldn't win in the next 2 minutes I was getting a game loss, so I had to pass the turn for a draw.
That deck was also the only one there capable of interacting with me. They were playing a b/r deck with very heavy discard. I attempted to combo three times in that game and fizzled twice (I didn't even hit a reshape until 25 cards deep... no blooms prior to that either). The third time I didn't have a choice but to go for it, but it was close as I had 3 Conjurer's Baubles 2 Faith's Rewards, and a Sunrise in the graveyard already. I managed to hit double reshape into my last bauble and a bloom though and that was game though it was really shaky for the first 6 iterations, each time hitting my next sunrise on my final draw.
I had an issue in one of my games too, game 2 of the 5th round I put my Lotus Blooms into the wrong graveyard pile so when I cast Sunrise I didn't put them back into play. My opponent was pretty ticked off when I put them back in play afterwards. Which I argued was right since there's no may on Second Sunrise, it all comes back regardless of what I do. Actually, I made several mistakes in that 5th round (missed suspend counters, forgot to play my double lotus bloom turn 1, and forgot to sacrifice Elsewhere Flasks a couple times) but my opponent was unable to capitalize on them fortunately for me.
It just shows I need more practice though, I've only been playing it for a week.
As I solitaire this I often find myself wishing there were a way for me to discard cards (like blooms or basics) that could get back into my library (for reshapes or GQ). Is this normal, and are there any variations that provide a method to discard?
Also, has pure enchantment removal been considered as an answer to hatred for this before? It seems that a lot of the worst hate is in the form of enchantments (blind obedience, rule of law, root maze, nevermore, leylines, stony silence, rest in peace, etc). What about Erase that was just reprinted in M13? Works well in-combo, and is less mana intensive than any bounce used (though obviously narrower).
If you destroy an enchantment on the combo turn it just comes back when you Second Sunrise and you're down your enchantment destroying card. Other than Paraselene it doesn't scale well to the opponent having multiple hate cards either.
As for discard, there's Necrogen Spellbomb but I've found that while you might enjoy making use out of all those extra cards, getting extra Lotus Blooms into play and GQ'ing more basics it's not needed. If you have the ability to generate 4 mana per turn and draw into cards you can go infinite so it just adds additional time to the combo at the expense of one of the flex slots.
As I solitaire this I often find myself wishing there were a way for me to discard cards (like blooms or basics) that could get back into my library (for reshapes or GQ). Is this normal, and are there any variations that provide a method to discard?
Also, has pure enchantment removal been considered as an answer to hatred for this before? It seems that a lot of the worst hate is in the form of enchantments (blind obedience, rule of law, root maze, nevermore, leylines, stony silence, rest in peace, etc). What about Erase that was just reprinted in M13? Works well in-combo, and is less mana intensive than any bounce used (though obviously narrower).
You should have a high enough win rate without needing to pitch Blooms or early cracked fetchlands back into your library. I'd rather spend slots on being able to start the combo to begin with (e.g. cantrips).
As I solitaire this I often find myself wishing there were a way for me to discard cards (like blooms or basics) that could get back into my library (for reshapes or GQ). Is this normal, and are there any variations that provide a method to discard?
Normally you don't really have to worry about dead cards in hand because 99% of the time you're going to have reliable draw to overcome it. However, one interesting piece of tech I found is Mindless Automaton. It's only a one-of in the deck but it handles dead cards efficiently, since it can essentially recycle every two dead cards.
First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
So with the ban how does this deck move forward? I know that it existed without faith's reward, so can it still make do without second sunrise?
It picked up momentum and became a viable competitive deck with the printing of faith's reward. Faiths costs an additional mana as well... I'm afraid that WotC has decided that combo does not belong in modern apparently.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
First they came for the Cantrips, and I didn't speak up, because I wasn't a Cantrip.
Then they came for the Artifacts, and I didn't speak up, because I was an Instant.
Then they came for the Rituals, and I didn't speak up, because I wasn't really a Ritual.
Then they came for me, and by that time there was no one left to speak up for me.
So with the ban how does this deck move forward? I know that it existed without faith's reward, so can it still make do without second sunrise?
nope.
unless the print another Noxious Revival or other Zero Mana way of getting back Faith's Rewards AND some card similar to Merchant Scroll for White/Instant spells - this deck is done as a viable modern archtype.
So with the ban how does this deck move forward? I know that it existed without faith's reward, so can it still make do without second sunrise?
My previous builds before Faith's Reward, involved Open the Vaults & Krark-Clan Ironworks. I've also used it in testing with Artificer's Intuition, which is pretty much Survival for Artifacts 1cc. (just my two cents)
If you destroy an enchantment on the combo turn it just comes back when you Second Sunrise and you're down your enchantment destroying card. Other than Paraselene it doesn't scale well to the opponent having multiple hate cards either.
Erase removes from the game, making it ok for the combo turn. Leave No Trace mentioned later doesn't.
Post-ban the deck should use KCI version plus noxious revival + 2x open the vaults.
It's not competitive anymore, but will win far more quickly than its pre-ban version.
Private Mod Note
():
Rollback Post to RevisionRollBack
Magic Level 2 Judge Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Favorite plays were Double ghost quartering both my islands and then casting second sunrise to have abundant mana to get through mana leaks after that (git probe t1) when my opponent on my EOT taps out for V.clique
And casting a reshape on my chromatic sphere when my opponent sacrifices his fetchland leaving him at only one land available to tap so he can't leak the spell.
Went 3-1. Lost to RIP. I guess I still need a lot of practice with the deck. But it is very fun. Maybe I'll actually build it myself instead of borrowing cards from multiple people if it doesn't get something banned in it on Monday.
Want to say, Great primer! Helped me a lot reading it right before the tournament.
Reshape is a sorcery.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
I too played it for the first time at an event yesterday. Went undefeated in rounds 9-0-1 in games. Rounds typically took about 40 minutes, they could have gone longer but most of my opponents simply got bored and quit to talk to their friends in game two. They still made me play the combo out for a bit though (usually 3/4 of the deck).
The one exception was in round 4 where my opponent had about 50 life and refused to accept the loop once I had drawn out my entire deck, and the TO has no concept of creating loops (i usually judge, but couldn't judge my own match) so I had to loop through the combo many times while my opponent watched for me to make a mistake.
Game 2 of that round started on turns basically (just a couple seconds before turns), and on the final turn I attempted to combo off and it worked. The TO told me I was wasting everyones time though and if I couldn't win in the next 2 minutes I was getting a game loss, so I had to pass the turn for a draw.
That deck was also the only one there capable of interacting with me. They were playing a b/r deck with very heavy discard. I attempted to combo three times in that game and fizzled twice (I didn't even hit a reshape until 25 cards deep... no blooms prior to that either). The third time I didn't have a choice but to go for it, but it was close as I had 3 Conjurer's Baubles 2 Faith's Rewards, and a Sunrise in the graveyard already. I managed to hit double reshape into my last bauble and a bloom though and that was game though it was really shaky for the first 6 iterations, each time hitting my next sunrise on my final draw.
Guess I got away with something I shouldn't have :/
I'll uhh... blame it on my inexperience! lol
It just shows I need more practice though, I've only been playing it for a week.
Also, has pure enchantment removal been considered as an answer to hatred for this before? It seems that a lot of the worst hate is in the form of enchantments (blind obedience, rule of law, root maze, nevermore, leylines, stony silence, rest in peace, etc). What about Erase that was just reprinted in M13? Works well in-combo, and is less mana intensive than any bounce used (though obviously narrower).
As for discard, there's Necrogen Spellbomb but I've found that while you might enjoy making use out of all those extra cards, getting extra Lotus Blooms into play and GQ'ing more basics it's not needed. If you have the ability to generate 4 mana per turn and draw into cards you can go infinite so it just adds additional time to the combo at the expense of one of the flex slots.
You should have a high enough win rate without needing to pitch Blooms or early cracked fetchlands back into your library. I'd rather spend slots on being able to start the combo to begin with (e.g. cantrips).
Leave No Trace is probably the best pure enchantment option for answering hate, as it can eliminate a Leyline of Sanctity, a Rest in Peace, and a Stony Silence all at once. It's seen play on MTGO.
Normally you don't really have to worry about dead cards in hand because 99% of the time you're going to have reliable draw to overcome it. However, one interesting piece of tech I found is Mindless Automaton. It's only a one-of in the deck but it handles dead cards efficiently, since it can essentially recycle every two dead cards.
3 Krark-Clan Ironworks
3 Lotus Bloom
1 Mox Opal
4 Ichor Wellspring
4 Chromatic Sphere
4 Chromatic Star
4 Terrarion
3 Conjurer's Bauble
1 Pyrite Spellbomb
Creature (1)
1 Mindless Automaton
2 Twincast
4 Second Sunrise
4 Faith's Reward
Land (16)
4 Ghost Quarter
4 Darksteel Citadel
1 Misty Rainforest
2 Plains
5 Island
Sorcery (6)
4 Reshape
1 Banefire
1 Open the Vaults
3 Echoing Truth
3 Angel's Grace
3 Pithing Needle
3 Seal of Primordium
3 Defense Grid
UWRasputin DreamweaverUW
UWBSen TripletsUWB
It picked up momentum and became a viable competitive deck with the printing of faith's reward. Faiths costs an additional mana as well... I'm afraid that WotC has decided that combo does not belong in modern apparently.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
well, it was fun while it lasted. ta~
nope.
unless the print another Noxious Revival or other Zero Mana way of getting back Faith's Rewards AND some card similar to Merchant Scroll for White/Instant spells - this deck is done as a viable modern archtype.
My previous builds before Faith's Reward, involved Open the Vaults & Krark-Clan Ironworks. I've also used it in testing with Artificer's Intuition, which is pretty much Survival for Artifacts 1cc. (just my two cents)
Erase removes from the game, making it ok for the combo turn. Leave No Trace mentioned later doesn't.
RW Goblins
GBW Rock
Mono B Reanimator
Banner made by SB4 at [High~Light Studios]
It's not competitive anymore, but will win far more quickly than its pre-ban version.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
RW Goblins
GBW Rock
Mono B Reanimator
Banner made by SB4 at [High~Light Studios]
2 Plains
5 Island
1 Misty Rainforest
4 Darksteel Citadel
2 Etherium Sculptor
2 Disciple of the Vault
4 Lotus Bloom
2 Krark-Clan Ironworks
4 Ichor Wellspring
1 Elsewhere Flask
2 Conjurer's Bauble
4 Chromatic Star
4 Chromatic Sphere
4 Faith's Reward
2 Open the Vaults
2 Twincast
1 Banefire
4 Gitaxian Probe
2 Silence
2 Defense Grid
2 Pithing Needle
2 Echoing Truth
1 Wipe Away
2 Blind Obedience
4 Leyline of Sanctity