It feels like vintage, nothing happens until someone dies.
Haha! I would have never expected that to happen. It's probably because of the article that you linked here. That would be an... interesting matchup! Probably something like Miracles VS Miracles in legacy.
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Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I never knew there was a thread for this deck, cool.
You guys should really consider dropping the 1 cmc cantrips and add in a full set of Boomerang.
From my experience, Visions and Sleight have always been a disappointment and playing Jace and full set of Mine's they are not needed. Although dropping them adding a 5th Howling Mine effect is helpful so I have a single Kami of the crescent moon
Boomerange is actually an excellent card in the deck that can even have the potential of being an early game time walk if you choose to hit the opponents lands. Considering the deck is very dependent on making it to 5 mana (Time Warp) it becomes a very helpful card in slowing down your opponent along with a full set of Cryptic Commands.
I have also used both boomerang and cryptic to bounce lands in the mid/late game so if my opponent did manage to break free of a Time Walk (if there is a slim chance you fail to draw one) you can actually pass turns leaving opponent with as little as one to no land.
Spell Pierce also is becoming a very popular card in modern, and a card that can mess this deck up with as little as one mana. Being that most spells in this deck are instant you can use Boomerang to bounce that one land your opponent left untapped to ensure your safe Time Walk play.
Not only that but its very nice and helpful having at least one piece of removal in the deck. A Tarmogoyf clock is hard.
Nobody has to agree with me but you should all at least give it a try.
I generally prefer to mill myself out with Jace and win with Maniac just so my opponent doesnt need suffer as much but it's a greater risk for courtesy.
Telling Time is more the just 'cute', I really like the instant speed plus digging 3 cards deep give a chance of setting up a Miracle. Generally it comes out for more counter or SB tec.
EDIT: Fixed deck. I unintentionally set everything as a four of.
Adding artifacts in the SB exposes you further to artifact hate game 2, and you know they're coming because everybody has them for affinity. Not sure what Echoing Truth accomplishes that Cryptic doesn't already do. On the play Boomerang seems really strong, not as good on the draw. If they're not maindeck I would try to fit in at least 2 in the SB.
Some of the latest iterations of the deck splashes green for Rites of Flourishing, makes it less vulnerable to artifact hate and allows you to go off one turn earlier.
The echoing truth is good for hate cards that cryptic bounces but can also be subbed in vs zoo and other aggro over remand. Althought gigadrowse and cryptics shoudl slow down aggro enough most of the time.
The echoing truth is good for hate cards that cryptic bounces but can also be subbed in vs zoo and other aggro over remand. Althought gigadrowse and cryptics shoudl slow down aggro enough most of the time.
What's the major issue that you're running into vs Relic/Ooze?
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Rollback Post to RevisionRollBack
Current Decks:
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Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
The echoing truth is good for hate cards that cryptic bounces but can also be subbed in vs zoo and other aggro over remand. Althought gigadrowse and cryptics shoudl slow down aggro enough most of the time.
What's the major issue that you're running into vs Relic/Ooze?
If we attempt to elixir with relic out, they can just exile in response and exile the elixir along with your yard. Without elixir, its tough to win before decking yourself.
On the play I'd rather have Boomerang than Echoing Truth. Plus they almost accomplish the same thing.
Turn 1: Land, go.
Turn 2: Land, bounce the only land you have, go.
Turn 3: Land, bounce the only land you have again, go.
That's a world I want to live in. If we're going to play a troll deck, might as well do it right! This won't work as well against 1 drop decks (affinity, soul sisters, infect, burn), but against more midrange decks you are effectively time walking them even before you go off.
Substituting out The Sleight of Hands for 4x Boomerangs seemed like a solid upgrade. They are essentially quasi-time walks, you'll most always be bouncing one of their lands, or an early threat to net an extra turn or two against some form of aggro.
Telling time is another card that hasn't been a staple to this deck, but I believe it should. When you cast it at the end of opponents turn 2 (keep in mind Remand will be your first priority, with Telling Time as your EOT play) you have a 6% chance of setting up a miracle for your turn, and 100% chance of drawing something you need, whether it's land or more Quasi-Time Walks. Telling time seems to support you for a better turn 3 play (where the deck kinda durdles) than Sleight of Hand does; this inherently makes your turn 4 and 5 better since you're seeing 50% more cards with Telling Time than you are with Sleight, plus you are unable to save mana for Remand if you are blowing 1 of your 2 mana on turn 2 to cast Sleight; Telling time can be played end of their turn for better mana efficiency.
http://magic.tcgplayer.com/db/article.asp?ID=11695
If you ignore Lepore's rude joke, it's more videos against different matchups.
Added! Thanks for the link (:
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Magic Online, Event # 6898959 - Game # 325882000
Playing right now. I wish I could record it.
It feels like vintage, nothing happens until someone dies.
Haha! I would have never expected that to happen. It's probably because of the article that you linked here. That would be an... interesting matchup! Probably something like Miracles VS Miracles in legacy.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Initial List:
4 Serum Visions
4 Sleight of Hand
4 Temporal Mastery
4 Time Warp
4 Walk the Aeons
4 Cryptic Command
4 Remand
2 Gigadrowse
Artifacts (5)
4 Howling Mine
1 Elixir of Immortality
2 Jace Beleren
Lands (23)
22 Island
1 Mikokoro, Center of the Sea
2 Gigadrowse
2 Hurkyl's Recall
2 Swan Song
2 Grafdigger's Cage
2 Torpor Orb
2 Pithing Needle
3 Echoing Truth
How's that?
You guys should really consider dropping the 1 cmc cantrips and add in a full set of Boomerang.
From my experience, Visions and Sleight have always been a disappointment and playing Jace and full set of Mine's they are not needed. Although dropping them adding a 5th Howling Mine effect is helpful so I have a single Kami of the crescent moon
Boomerange is actually an excellent card in the deck that can even have the potential of being an early game time walk if you choose to hit the opponents lands. Considering the deck is very dependent on making it to 5 mana (Time Warp) it becomes a very helpful card in slowing down your opponent along with a full set of Cryptic Commands.
I have also used both boomerang and cryptic to bounce lands in the mid/late game so if my opponent did manage to break free of a Time Walk (if there is a slim chance you fail to draw one) you can actually pass turns leaving opponent with as little as one to no land.
Spell Pierce also is becoming a very popular card in modern, and a card that can mess this deck up with as little as one mana. Being that most spells in this deck are instant you can use Boomerang to bounce that one land your opponent left untapped to ensure your safe Time Walk play.
Not only that but its very nice and helpful having at least one piece of removal in the deck. A Tarmogoyf clock is hard.
Nobody has to agree with me but you should all at least give it a try.
My list:
Counter
2x Spell Pierce
4x Remand
4x Cryptic Command
2x Telling Time
4x Howling Mine
2x Jace Beleren
1x Kami of the Crescent Moon
4x Time Warp
4x Temporal Mastery
4x Walk of Aeons
Win
1x Laboratory Maniac
I generally prefer to mill myself out with Jace and win with Maniac just so my opponent doesnt need suffer as much but it's a greater risk for courtesy.
Telling Time is more the just 'cute', I really like the instant speed plus digging 3 cards deep give a chance of setting up a Miracle. Generally it comes out for more counter or SB tec.
EDIT: Fixed deck. I unintentionally set everything as a four of.
Adding artifacts in the SB exposes you further to artifact hate game 2, and you know they're coming because everybody has them for affinity. Not sure what Echoing Truth accomplishes that Cryptic doesn't already do. On the play Boomerang seems really strong, not as good on the draw. If they're not maindeck I would try to fit in at least 2 in the SB.
Some of the latest iterations of the deck splashes green for Rites of Flourishing, makes it less vulnerable to artifact hate and allows you to go off one turn earlier.
What's the major issue that you're running into vs Relic/Ooze?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
If we attempt to elixir with relic out, they can just exile in response and exile the elixir along with your yard. Without elixir, its tough to win before decking yourself.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Oh, woops. Your right. For whatever reason, I thought it was a sacrifice effect.
So I guess you just use it early and they activate in response and you would just lose 2-3 time warp effects.
Turn 1: Land, go.
Turn 2: Land, bounce the only land you have, go.
Turn 3: Land, bounce the only land you have again, go.
That's a world I want to live in. If we're going to play a troll deck, might as well do it right! This won't work as well against 1 drop decks (affinity, soul sisters, infect, burn), but against more midrange decks you are effectively time walking them even before you go off.
What do you cut for it?
Cardsphere MTG Draft Simulator
Cardsphere Blog - Original Content
22 Island
2 Tectonic Edge
Time Walks - 12
4 Time Warp
4 Temporal Mastery
4 Walk the Aeons
Quasi-Time Walks - 12
4 Remand
4 Boomerang
4 Cryptic Command
(Miracle juice)
3 Serum Visions
3 Telling Time
Draw Engine/Win Cons - 7
4 Howling Mine
2 Jace Beleren
1 Elixir of Immortality
2 Aetherize
2 Swan Song
3 Gigadrowse
2 Trickbind
2 Hurkyl's Recall
2 Spell Pierce
2 Spell Snare
Substituting out The Sleight of Hands for 4x Boomerangs seemed like a solid upgrade. They are essentially quasi-time walks, you'll most always be bouncing one of their lands, or an early threat to net an extra turn or two against some form of aggro.
Telling time is another card that hasn't been a staple to this deck, but I believe it should. When you cast it at the end of opponents turn 2 (keep in mind Remand will be your first priority, with Telling Time as your EOT play) you have a 6% chance of setting up a miracle for your turn, and 100% chance of drawing something you need, whether it's land or more Quasi-Time Walks. Telling time seems to support you for a better turn 3 play (where the deck kinda durdles) than Sleight of Hand does; this inherently makes your turn 4 and 5 better since you're seeing 50% more cards with Telling Time than you are with Sleight, plus you are unable to save mana for Remand if you are blowing 1 of your 2 mana on turn 2 to cast Sleight; Telling time can be played end of their turn for better mana efficiency.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge