Quick background - I mostly only play casually, but I've been accummulating junk fetches and shocks over the last several months. I also have a full playset of Knight of the Reliquary, and wanted to try getting into modern. Wanted to do something with that, and came up with this.
I'm entirely sure that the landbase is incorrect, as there's no basics. As it's my first time making a mostly non-basic landbase, any help with that would be greatly appreciated.
The basic idea is to recur both lands and knights with Life from the Loam and Haakon, Stromgald Scourge respectively. Loam helps thin out the deck with repeated fetches (which makes Knight of the Reliquary huge and fast) and Haakon can bring back dredged knights or gun down with the changeling spells. Raven's Crime should do a good job of disrupting the opponent while I try to get stuff going - also can throw drawn Haakon's into the grave. Grisly Salvage helps dig, Liliana works great to get Haakon or retracable spells into the yard, and Abrupt Decay is a catch-all answer that I figured I needed.
Fun land tricks - Sejiri Steppe while blocking, Ghost Quarter for repeatable non-basic destruction, Flagstones to ramp.
Based on a super old build that used Pyroclasm and Wojek Embermage, Izzet Staticaster is very much an improvement as it allows Forbidden Orchard shenanigans and lets me drop Hunted Dragon which is nowhere near as good as Phantasm. Basic idea is to toss your opponent tons of tokens, but penalize them with Suture Priest and Propaganda! Electrickery and Staticaster can clear the board for you, Drifting Phantasm is tutor and wall for anything you need. Hunted Phantasm is the finisher of choice here - 4 unblockable damage a turn, and hopefully five damage entering play with a suture priest out!
And Mercy Killing is fantastic fun for any huge creatures that hit the board while Oblivion Ring is the catch-all answer as it always is.
Any ideas on how to fine-tune this would be great! I've been personally wanting to throw in clone effects somehow (all the suture priests) but I'm unsure of what I'd take out for it.
Thanks for the suggestions! Wow, I really do like Moonlit Strider - soulshift 3 was just what I was looking for, with a relevant sac effect to boot! I'll have to figure out what to cut for it... probably parts of the Tallowisp engine.
And I know preordain and more draw would be nice, but what would I cut for it? I guess I could try replacing the Esper Charms with Preordains... or maybe Forbidden Alchemy? Hmmm.
I'm a bit iffy on Vault, but I'll try out a miser's copy. I'm just kind of worried about the lack of color.
Wheeee first post. Just getting back to Magic since like the first Ravnica. After pulling a few Innistrad packs and pulling some Angel of Flight Alabasters, here's a deck that I'd like some comments on.
Got the idea from some decks I saw that used Haakon (?) to cast Nameless Inversion for mass removal. Well, the Angel only gets to cast once a turn, but surely Spirits have more fun things to work with than Knights right? And then I remembered I had a full set of Dimir Cutpurses and that card is quite fun with recursive removal easing the way.
Main idea is to lock down the board with either the Tallowisp or Angel engines, throwing Temporal Isolations and Nameless Inversions at whatever creatures they manage to land while Dimir Cutpurse lays down some beats and gets cards.
3 Haakon, Stromgald Scourge
4 Knight of the Reliquary
4 Knight Exemplar
Spells
4 Raven's Crime
3 Life from the Loam
4 Nameless Inversion
3 Abrupt Decay
4 Grisly Salvage
2 Crib Swap
1 Worm Harvest
2 Temple Garden
4 Overgrown Tomb
4 Godless Shrine
4 Verdant Catacomb
4 Marsh Flats
3 Flagstones of Trokair
1 Stirring Wildwood
1 Bojuka Bog
1 Vault of the Archangel
1 Ghost Quarter
1 Sejiri Steppe
I'm entirely sure that the landbase is incorrect, as there's no basics. As it's my first time making a mostly non-basic landbase, any help with that would be greatly appreciated.
The basic idea is to recur both lands and knights with Life from the Loam and Haakon, Stromgald Scourge respectively. Loam helps thin out the deck with repeated fetches (which makes Knight of the Reliquary huge and fast) and Haakon can bring back dredged knights or gun down with the changeling spells. Raven's Crime should do a good job of disrupting the opponent while I try to get stuff going - also can throw drawn Haakon's into the grave. Grisly Salvage helps dig, Liliana works great to get Haakon or retracable spells into the yard, and Abrupt Decay is a catch-all answer that I figured I needed.
Fun land tricks - Sejiri Steppe while blocking, Ghost Quarter for repeatable non-basic destruction, Flagstones to ramp.
4 Suture Priest
3 Drift of Phantasms
4 Hunted Phantasm
4 Izzet Staticaster
Enchantments
4 Propaganda
3 Oblivion Ring
2 Electrickery
3 Preordain
4 Izzet Charm
4 Lightning Helix
2 Mercy Killing
3 Arid Mesa
4 Forbidden Orchard
4 Plains
8 Island
4 Mountain
Based on a super old build that used Pyroclasm and Wojek Embermage, Izzet Staticaster is very much an improvement as it allows Forbidden Orchard shenanigans and lets me drop Hunted Dragon which is nowhere near as good as Phantasm. Basic idea is to toss your opponent tons of tokens, but penalize them with Suture Priest and Propaganda! Electrickery and Staticaster can clear the board for you, Drifting Phantasm is tutor and wall for anything you need. Hunted Phantasm is the finisher of choice here - 4 unblockable damage a turn, and hopefully five damage entering play with a suture priest out!
And Mercy Killing is fantastic fun for any huge creatures that hit the board while Oblivion Ring is the catch-all answer as it always is.
Any ideas on how to fine-tune this would be great! I've been personally wanting to throw in clone effects somehow (all the suture priests) but I'm unsure of what I'd take out for it.
And I know preordain and more draw would be nice, but what would I cut for it? I guess I could try replacing the Esper Charms with Preordains... or maybe Forbidden Alchemy? Hmmm.
I'm a bit iffy on Vault, but I'll try out a miser's copy. I'm just kind of worried about the lack of color.
So maybe something like this?
3 Kami of False Hope
3 Tallowisp
4 Dimir Cutpurse
3 Drogskol Captain
3 Moonlit Strider
Angels
3 Angel of Flight Alabaster
Spells
4 Nameless Inversion
3 Crib Swap
3 Preordain
2 Temporal Isolation
1 Pillory of the Sleepless
2 Angelic Destiny
1 Mind Control
1 Fool's Demise
4 Evolving Wilds
4 Arcane Sanctum
6 Plains
3 Swamp
3 Islands
3 Glacial Fortress
1 Vault of the Archangel
3 Kami of False Hope
4 Tallowisp
4 Dimir Cutpurse
3 Drogskol Captain
Angels
3 Angel of Flight Alabaster
Spells
4 Nameless Inversion
3 Crib Swap
2 Esper Charm
1 Spirit Loop
2 Temporal Isolation
2 Oblivion Ring
1 Pillory of the Sleepless
2 Angelic Destiny
1 Mind Control
1 Fool's Demise
4 Evolving Wilds
4 Arcane Sanctum
6 Plains
3 Swamp
3 Islands
4 Glacial Fortress
Got the idea from some decks I saw that used Haakon (?) to cast Nameless Inversion for mass removal. Well, the Angel only gets to cast once a turn, but surely Spirits have more fun things to work with than Knights right? And then I remembered I had a full set of Dimir Cutpurses and that card is quite fun with recursive removal easing the way.
Main idea is to lock down the board with either the Tallowisp or Angel engines, throwing Temporal Isolations and Nameless Inversions at whatever creatures they manage to land while Dimir Cutpurse lays down some beats and gets cards.
Any critique or suggestions would be nice!