Maybe Sai can be a SB option when you want to overwhelm decks that can handle one big threat (with either bounce or exile effects) to go wider.
Though the deck isn't that artifact-dense with my version having 18x with 4x of them being Darksteel Citadel which doesn't trigger Sai.
I don't think Skilled Animator has a place in the deck unless you want to lower the curve even more and replace Tezzeret.
Overall the deck doesn't seem very well positioned right now as it struggles against go-wide aggro decks and can't effectively race the fast combo decks (though the disruption should slow them down).
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D90Dennis14 posted a message on UB Darksteel TribalPosted in: Deck Creation (Modern) -
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jingleheimersmith posted a message on Tesseract/Wrinkle Engine/Orzhov ConstellationOkay so I was brainstorming and gold fishing yesterday and I'm happy with how this thing looks for now.Posted in: Deck Creation (Modern)
The sideboard is mostly Janky but reasonably demonstrative
Deck: tess.dec
Counts : 60 main / 15 sideboard
So it's got:
9 discard effects
16 spot removal effects
3 Ghost Quarters
1 very very complicated combo
I put in the Tutor and the Transmute to find ORing and Leonin respectively. Since the Leonin is necessary for all but one of the combo chains I think it'd be safe to include some other forms of tutor. Instead of going with Bob I've opted for Vial because if this combo is going to go off early then it needs ramp, which BW is lacking. I'm sure Jund top decks better than this thing but I still don't feel pushed into going after CA. It will probably play a lot like WWeenie when it can't find combo.
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We have a lot of overlapping cards, but very different goals and strategies. I am not saying my Flash strategy is better, just that the strategy is different. Spellstutter Sprite is good in my eyes, Modern spells in the non-Tron matchups usually are low casting cost, so countering a zero, one or two mana spell is what it is there for, but the 1/1 flying boy carries a sword well too, so some times you cast it without countering a spell. But its weaker in some matchups than others.
One piece of advice I will give you is not to have too many equipment in your 75. Steelshaper's Gift affords you some selection in the matchup. But we run so few artifacts that people will sideboard in Artifact hate to stop what maybe just two or three cards in your deck. In the sideboard matchups the hate maybe there if they saw the equipment game 1 and you may want to side out all your equipment or just leave the Batterskull with no search so that you have it for late game win condition. So each equipment in your 75 should earn its place. Sword of Light and Shadow, Sword of Fire and Ice and Sword of Feast and Famine are the swords I find worth running. The others just are not impactful enough. That is protection from White, Black, Green, Red and Blue between those swords. That's all five colors. I wouldn't run sub-optimal swords in the 75. You also might consider Academy Ruins if the equipment are a big part of your win condition.
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There is no such thing as a perfect deck. I am not sure that Lodestone isn't good enough against some cards in that deck that it doesn't win us the match. Terminus is a bad card against us for precisely why you suggest, but this is the only deck that can use Terminus well. Its Modern, it won't be a huge portion of the metagame because the Modern Meta is so vast. My gut is to do our best in this matchup and accept that this matchup might be a loser, but we have a lot of other potentially good matchups so its okay.
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4 Spell Queller
2 Eternal Scourge
4 Snapcaster Mage
4 Spellstutter Sprite
4 Mausoleum Wanderer
1 Selfless Spirit
Spells (14)
1 Steelshaper's Gift
1 Cryptic Command
1 Logic Knot
1 Negate
3 Path to Exile
4 Serum Visions
1 Supreme Verdict
1 Wrath of God
1 Day of Judgment
1 Paradise Mantle
1 Sword of Feast and Famine
1 Grafted Wargear
Lands (24)
4 Flooded Strand
4 Hallowed Fountain
1 Irrigated Farmland
4 Glacial Fortress
2 Celestial Colonnade
1 Academy Ruins
2 Plains
4 Island
2 Moorland Haunt
1 Sword of Light and Shadow
1 Sword of Fire and Ice
1 Supreme Verdict
1 Settle the Wreckage
3 Vendillion Clique
2 Negate
2 Dispel
2 Geist of Saint Traft
1 Jace the Mindsculpter
1 Batterskull
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Phylactery Lich is a card I want to put on your radar. In this deck its also a 5/5 indestructible for 3 mana. It does exactly what this deck wants to do and so it could be 2-4 more 5/5 beaters for the deck.
I like the idea of Vault Skirge, but its matchup dependent. It opens you up to two for ones, and gives removal a target that you otherwise blank. It maybe a good sideboard card since many opponents will side out removal.
Basilisk Collar is a good substitute for Vault Skirge. You might even main deck one. Gaining 5 life in a chunk is good, and while your creatures beat most other creatures in combat, deathtouch could sometimes be useful. Also in a pinch, its an artifact.
The big thing I'd like to add is some form of card advantage. In a weird way, Damnation and Indestructible creatures are blanking cards and letting you get some card advantage, but you don't have card velocity with this deck. So that's what I'd look for. I also don't know the proper number of each of the cards, but this deck has become redundant, so many of the same effect are playable that its really nice.
4x Tezzeret, Agent of Bolas
Creature (2)
2x Phylactery Lich
Artifact (11)
4x Darksteel Relic
4x Darksteel Axe
3x Darksteel Pendant
Enchantment (8)
4x Ensoul Artifact
4x Tezzeret's Touch
Sorcery (8)
3x Damnation
2x Thoughtseize
3x Inquisition of Kozilek
3x Fatal Push
1x Dismember
Land (23)
4x Darksteel Citadel
1x Academy Ruins
4x Polluted Delta
4x Marsh Flats
2x Watery Grave
4x Darkslick Shores
1x Island
3x Swamp
1x Basilisk Collar
2x Pithing Needle
2x Relic of Progenitus
1x Thoughtseize
2x Nihil Spellbomb
4x Stubborn Denial
2x Etched Champion
1x Damnation
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Otherwise, I am very close to the Westco list. I think the deck does powerful things. I like a one of Thalia's Lancers. I think we have strong answers so finding the right answer is good. But I also hate casting Lancers and losing the next turn when I had enough mana to cast an Elesh Norn and just not having an Answer card in hand because Lancers is rarely the answer itself.
Part of me wonders if Idyllic Tutor might not be a better tutor than Thalia's Lancers in the deck. We might need to look at other targets for same mana as Thalia's Lancers you could tutor and play Rest in Peace or Ruined Halo. But I'm not sure what they payoff Finisher.
The other card, I'm considering is Figure of Destiny. Its a creature, but you can dump mana into it later to make a finisher.
2 Elesh Norn, Grand Cenobite
4 Knight of the White Orchid
1 Thalia's Lancers
4 Walking Ballista
4 Weathered Wayfarer
2 Elspeth, Sun's Champion
2 Gideon, Ally of Zendikar
3 Fieldmist Borderpost
4 Leyline of Sanctity
2 Nevermore
2 Oblivion Ring
4 Path to Exile
1 Quarantine Field
4 Secure the Wastes
2 Wildfield Borderpost
1 Emeria, the Sky Ruin
4 Nykthos, Shrine to Nyx
13 Plains
2 Devout Lightcaster
2 Grafdigger's Cage
2 Nevermore
1 Quarantine Field
2 Rest in Peace
1 Linvala, Keeper of Silence
1 Ruined Halo
4 Wrath of God
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I sorta figured Swarmyard was self explanatory. Your running twenty rat cards that can be regenerated by a land. A lot of times keeping a pack rat in play against removal decides a game.
You are a mono black deck that doesn't seem to be running a enormous amount of need for swamps.
I also don't see a sideboard... Typhoid rats could theoretically be in the sideboard. But regenerating the first pack rat and living to make a second pack rat is incredible, especially since it's a land slot. But generally you are a control deck so being able to chump block a creature each turn is also strong. All from a land you probably don't really need to be a swamp.
But I sorta assumed anyone could look at the card and figure out how it could improve a deck with twenty rats in it. What I don't assume is that everyone knows Swarmyard was printed since it's seen almost no tournament play.
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It helps you ramp into every spell in your list but one drops, Pride, and Favorable Winds. But it also doesn't help you play a Spellstutter Sprite.
Now that said, I'm not sure how big an advantage having extra colorless mana is to the deck? I put the question out there. It can allow you to put more creatures in play and help you to be more aggressive. But as you also are playing a put creatures into play and have them help you control the game, I think it can help. But its probably turn four where you see benefits because the two spells you play on turn 3 will only really have been put into play on turn 2.
Your game plan is aggression and some amount of tempo by interacting and slowing down your opponent. Familiar does neither of these things by itself.
My guess is it only helps you if you get more card advantage built into the deck. By itself it doesn't do much to affect a board. Without some card advantage you'll either die because he's not much of a blocker or you'll burp out your whole hand and continue to have mana go un used on turns 5 and six. (if you win, no problem, but if you are losing and Familar being a card that actually effects the board would be helpful.
Big diatribe, but I think the deck needs card advantage. It does work really well with Suntail Hawks which are a form of card advantage. If you put them back in please add a Mistveil Plains.
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