I feel like we're missing some cards in this primer. Kami of the Crescent Moon fits the bill. 2 mana for a draw per turn. He's a bit more exposed to removal, but you also get a body, so I definitely like him as a singleton. Also the art is gorgeous. And Magosi, the Waterveil. Probably not viable, but I feel like it should at least be mentioned. Other than that, great primer! Very well done.
Both Kami and Dakra Mystic are cards that have been used in the past. I'll make a note to add them in the next revision, along with Temporal Trespass. The reason neither was prioritized here is that, of the two, only Mystic is still played and only in Merfolk-based lists. Kami has never been played in a successful, competitive list.
Magosi is a trap. It is the opposite of what this deck needs. It comes into play tapped, costs turns, and ultimately does nothing to advance the overall strategy. As a rule, if a land comes into play tapped and doesn't have a huge impact on card draw, the endgame, or disrupt our opponents, we can't afford to play it. We need that mana to survive. We also win by taking extra turns, not by giving them up. It takes every turn up to Turn Five/Six to win. If we lose those card draws and untaps, we cannot hope to win.
Edit: The only good use for Magosi is the ridiculous combo tricks you can do with it and Amulet of Vigor, but that's not this deck.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Edit: The only good use for Magosi is the ridiculous combo tricks you can do with it and Amulet of Vigor, but that's not this deck.
now that this cat is out of the bag, what tricks are you refering to? if you can list them, send them to me in a PM, I'm interested to know what they are.
Private Mod Note
():
Rollback Post to RevisionRollBack
Collaborative Pub: Ice Cold Thoughts Always On Tap Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
--------------------------------------------------- Vintage will rise again!Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
I definitely like this card vs. Burn, Jund since they have burn/discard/spot removal, Abzan, and Golgari. It's also easier to cast in case the user wants to splash a color. It really comes down to instant speed for Dictate, or versatility for this. The first ability might not be that useful vs discard though as Dictate is.
Thenarus just called me to talk about this card; thank you for bringing it up! I'm not sure what could get the axe for it, but this definitely needs to be tested in the deck. 3 is an acceptable converted mana cost and the flexibility it allows is more than worth it. It also improves synergy with both Dig Through Time and Temporal Trespass. I think it's a card that Taking Turns can definitely benefit from and even Time Attack needs to look at.
Where does it go, however?
The first thing I would consider is giving it Dig's current slot, but then we lose an obvious good synergy. Anyone still playing Howling Mine can make this switch there. We could drop one Dictate and one or two of something else, maybe?
Private Mod Note
():
Rollback Post to RevisionRollBack
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
To be honest I've been thinking a lot about a white splash lately. There are cards in white that really help with the deck's bad matchups that go along with the theme of Time Attack.
Kataki, War's Wage - Hatebear for Affinity (over Hurkyl's Recall). The difference is in the ability to apply pressure and stax simultaneously.
Timely Reinforcements - Hate for burn and aggro that could also put pressure onto the board.
I'm gonna net deck this since it's strictly better than mine. I was having some hard time dealing with aggro. I don't agree with Geist over Clique, though. Why do you feel it's necessary?
Also FWIW I think that new time walk is absolutely awful and wouldn't play it over dig.
Private Mod Note
():
Rollback Post to RevisionRollBack
By: ol MISAKA lo
Cockatrice: Infallible
Mhjames: mtgsalvation: I DON'T SEE HOW THIS CARD IS GOOD. I KNOW PATRICK CHAPIN USED IT AND WENT 8-0, BUT THAT WAS A SMALL TOURNAMENT. THE CARD IS TOO SLOW. YOU NEED TO MAKE SURE THE OPPONENT HAS A SPELL IN THE GRAVEYARD
This is just an idea of what the deck could look like.
KEEP IN MIND that we need to wait till end of January for the next banned list to see if Treasure Cruise gets banned or not, cos if i doesn't than we need to board more cheap creature removal main deck.
So, this is just an idea that will be tweaked depending on the Banned List (Yes, spell snares are on hold too).
If Dig Through Time isn't banned, it will hold its slot and Temporal Trespass won't make the cut. I don't think Trespass will be good enough to play, but I wouldn't be testing properly if I didn't try it.
If Monastery Siege works out, there will be a lot of fiddling with numbers between it and Dictate of Kruphix before I'm happy with the balance.
Depending on the way the meta is affected by the release of Fate Reforged and bannings/unbannings, the two Mana Leaks may become two Boomerangs.
The yet unspoiled "Choose" card could still further alter this list.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
I really like Temporal Trespass, it seems strong in the combo version, exiling cards that you don't want recycled (like mines or lands you pitched) seems pretty strong, at least to make sure the combo goes through against opponents who are willing to sit through you comboing off. As said though, not sure how it compared to dig.
I like siege the more I look at it, especially the second mode with how it really hurts abrupt decay, targeted discard and burn. The first mode isn't completely dead vs combo and such. Match it up to Thassa maybe each are 3 mana enchants that filter your draws for the first part, then the siege has a second mode (losing the filtering, and doesn't double as a win condition that the god is, but controls the game more).
I am only missing cryptics/cliques from time attack. I have the money/trades for them both but was not sure if I should wait until MM2 comes out(or when the list is revealed for all the cards in it). If either of them aren't revealed to be a part of MM2 they will jump in price and I might not be able to finish the deck so any suggestions whether to buy them now or wait?
Time Attackneeds four Cryptics, and I'm not sure if that will see a reprint so soon. It might be possible to build without Clique, but it remains as my finisher of choice for the deck.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Sweet to see the primer finished! Great job Chalu!
- So, some mess up with my orginal account, found out I had another one.
So, i´ve been running a list with 4 mines, 4 dictates, 1 Kami and one Baby Jace.
My point of view on Kami (For your earlier discussion):
Pros:
Another mine for 2, early mines is often promissing.
Can chumb block.
Can actually swing for 1, which tends to be usefull.
Cons:
Easy to shoot down. Dies to Abrupt Decay and Bolts.
Can be just as much a dead draw as any other mine.
Needs 2 blue, can be an issue with the wrong lands on turn 2.
Now, I thought of something with a new semi-viable warp: Why not just go all out on the warps once again?
Could we fill a list with Time Warps, Siege and a Thassa to go off asap actually allowing us to go into an infinty warp with almost no chance to fizzle?
This deck doesn't need 9 mine effects. As you said they become dead draws, the sorcery speed ones give your opponents a chance to draw first and then kill it, they take up valuable control slots. Without those control slots you'll often lose to early aggro/combo.
And "Needs 2 blue, can be an issue with the wrong lands on turn 2." is extremely rarely a con in a monoblue deck. Always play your blue lands first. Start with the CIPT lands. Mulligan any hand that contains just 1 land, especially colorless.
Finally, going "all in" on combo pieces is a very bad idea, because, again, you'll lose to early aggro/combo. You need to reach at least turn 5 in order to combo out. And most aggro/combo in Modern will be able to kill you by turn 4. Infect can potentially kill you by turn 2. Storm can do it by turn 3.
As a proponent of the philosophy that the more opportunity our cards give us to interact with our opponent, the better the deck is; I'm not really into any of the all-in combo approaches. That said, I'm also a big supporter of innovation and new ideas. See what you can come up with, test it, and bring it back to us with your experiences and match data. We'd all love to see it.
Private Mod Note
():
Rollback Post to RevisionRollBack
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
I'll agree, that innovation is great. But unless I see some hard evidence (videos) of an all-in combo version of this deck consistently beating fast aggro/combo, I won't believe it because I've played a more heavily combo-oriented deck before when I first started with the deck. And I almost always lost to fast aggro/combo.
I'll agree, that innovation is great. But unless I see some hard evidence (videos) of an all-in combo version of this deck consistently beating fast aggro/combo, I won't believe it because I've played a more heavily combo-oriented deck before when I first started with the deck. And I almost always lost to fast aggro/combo.
I agree completely, which is why I encourage anyone who wants to try their own spin on the deck to build it, sleeve it, test it, and report back with their findings. I'll happily go over results, but I'm not going to do someone's testing for them.
Hmm I forgot to mention that the "Idea" deck that I posted has 57 cards and 3 free slots that could be either snare or something else depending on the meta
While I was waiting on the washer this morning, I goldfished a few hands with the 3-3 split of Dictate and Siege (same as previously-posted list with Dig instead of Trespass) on iMTG. From a purely mechanical perspective, it works beautifully. It'll need to be tested against an opponent to see if it's a good competitive change, but so far I like it.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
You already know from the old thread how much I love this deck (I play the combo version), but I just wanted to tell you that his is the best primer I e ever seen!
Private Mod Note
():
Rollback Post to RevisionRollBack
Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Thenarus just called me to talk about this card; thank you for bringing it up! I'm not sure what could get the axe for it, but this definitely needs to be tested in the deck. 3 is an acceptable converted mana cost and the flexibility it allows is more than worth it. It also improves synergy with both Dig Through Time and Temporal Trespass. I think it's a card that Taking Turns can definitely benefit from and even Time Attack needs to look at.
Where does it go, however?
The first thing I would consider is giving it Dig's current slot, but then we lose an obvious good synergy. Anyone still playing Howling Mine can make this switch there. We could drop one Dictate and one or two of something else, maybe?
IMO, from the Turns perspective, things to shave a copy in order of most cuttable to least cuttable are: mine, thassa, dig, spellskite
Lately though, I've been thinking of cutting Cryptic Commands entirely from Turns. The 4CMC makes it just such a huge blowout if it gets countered, and with the prevalence of UR delver nowadays resolving it is far harder than it ever was before khans hit. Probably at least put the 4th gigadrowse back in, early interaction is just so much more critical. Maybe even run the 4th skite maindeck just as a 0/4 body more than anything else.
this is absurdely strong vs burn, sometimes i know i lost a match when playing vs burn, but i know that i can hold some turns, so this is awesome on those situations, specially when we can throw some warps nd recover from the damage
Because sun droplet is a set it and forget it life gain tool. Once it's on line it's 2 per turn until empty, eventually repaying all damage, unless I'm dead.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
To post a comment, please login or register a new account.
Magosi is a trap. It is the opposite of what this deck needs. It comes into play tapped, costs turns, and ultimately does nothing to advance the overall strategy. As a rule, if a land comes into play tapped and doesn't have a huge impact on card draw, the endgame, or disrupt our opponents, we can't afford to play it. We need that mana to survive. We also win by taking extra turns, not by giving them up. It takes every turn up to Turn Five/Six to win. If we lose those card draws and untaps, we cannot hope to win.
Edit: The only good use for Magosi is the ridiculous combo tricks you can do with it and Amulet of Vigor, but that's not this deck.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
now that this cat is out of the bag, what tricks are you refering to? if you can list them, send them to me in a PM, I'm interested to know what they are.
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
Where does it go, however?
The first thing I would consider is giving it Dig's current slot, but then we lose an obvious good synergy. Anyone still playing Howling Mine can make this switch there. We could drop one Dictate and one or two of something else, maybe?
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
I'm gonna net deck this since it's strictly better than mine. I was having some hard time dealing with aggro. I don't agree with Geist over Clique, though. Why do you feel it's necessary?
Also FWIW I think that new time walk is absolutely awful and wouldn't play it over dig.
By: ol MISAKA lo
Cockatrice: Infallible
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
2 Faerie Conclave
18 Island
3 Mutavault
Creatures (6)
4 Snapcaster Mage
2 Vendilion Clique
Artifacts (4)
2 Batterskull
2 Vedalken Shackles
Enchantments (6)
3 Dictate of Kruphix
3 Monastery Siege
3 Spell Snare
2 Mana Leak
3 Remand
4 Cryptic Command
Sorceries (9)
4 Time Warp
3 Walk the Aeons
2 Temporal Trespass
3 Chalice of the Void
2 Gigadrowse
2 Relic of Progenitus
3 Hurkyl's Recall
2 Redirect
3 Spellskite
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
I like siege the more I look at it, especially the second mode with how it really hurts abrupt decay, targeted discard and burn. The first mode isn't completely dead vs combo and such. Match it up to Thassa maybe each are 3 mana enchants that filter your draws for the first part, then the siege has a second mode (losing the filtering, and doesn't double as a win condition that the god is, but controls the game more).
I am only missing cryptics/cliques from time attack. I have the money/trades for them both but was not sure if I should wait until MM2 comes out(or when the list is revealed for all the cards in it). If either of them aren't revealed to be a part of MM2 they will jump in price and I might not be able to finish the deck so any suggestions whether to buy them now or wait?
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
This deck doesn't need 9 mine effects. As you said they become dead draws, the sorcery speed ones give your opponents a chance to draw first and then kill it, they take up valuable control slots. Without those control slots you'll often lose to early aggro/combo.
And "Needs 2 blue, can be an issue with the wrong lands on turn 2." is extremely rarely a con in a monoblue deck. Always play your blue lands first. Start with the CIPT lands. Mulligan any hand that contains just 1 land, especially colorless.
Finally, going "all in" on combo pieces is a very bad idea, because, again, you'll lose to early aggro/combo. You need to reach at least turn 5 in order to combo out. And most aggro/combo in Modern will be able to kill you by turn 4. Infect can potentially kill you by turn 2. Storm can do it by turn 3.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
While I was waiting on the washer this morning, I goldfished a few hands with the 3-3 split of Dictate and Siege (same as previously-posted list with Dig instead of Trespass) on iMTG. From a purely mechanical perspective, it works beautifully. It'll need to be tested against an opponent to see if it's a good competitive change, but so far I like it.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
IMO, from the Turns perspective, things to shave a copy in order of most cuttable to least cuttable are: mine, thassa, dig, spellskite
Lately though, I've been thinking of cutting Cryptic Commands entirely from Turns. The 4CMC makes it just such a huge blowout if it gets countered, and with the prevalence of UR delver nowadays resolving it is far harder than it ever was before khans hit. Probably at least put the 4th gigadrowse back in, early interaction is just so much more critical. Maybe even run the 4th skite maindeck just as a 0/4 body more than anything else.
Twitch channel
GWR Naya Zoo
GRBreach
WGBCo-Co
Legacy
RUBSneak And Show
http://magiccards.info/sok/en/155.html
this is absurdely strong vs burn, sometimes i know i lost a match when playing vs burn, but i know that i can hold some turns, so this is awesome on those situations, specially when we can throw some warps nd recover from the damage
what do you think?
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Why not just run an extra Elixir of Immortality?
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins