- Keenwa1
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Member for 10 years and 16 days
Last active Tue, Mar, 31 2020 20:50:53
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Mar 19, 2014Keenwa1 posted a message on Casual Castle: Nemesis of MortalsIt almost always gives me a fatty. If there is not a fatty, chances are there it grabs a Rancor or a spell that digs for a fatty. I have not played with more than one because I fear that the ETB tapped could be clunky in multiples. That being said, it feels like the one copy has never really slowed me down.Posted in: Articles
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Mar 17, 2014Keenwa1 posted a message on Casual Castle: Nemesis of MortalsWow! I just made a Modern deck like this. My enablers are more centered around providing mana along with putting a creature in the graveyard (think Sakura-Tribe Elder and Wild Cantor). I just play the deck casually, but it is pretty fast. I almost always have one or two fatties in play by turn 3.Posted in: Articles
I am mono green for budget reasons fyi.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (34)
4x Splinterfright
4x Boneyard Wurm
4x Nemesis of Mortals
2x Ghoultree
4x Wild Cantor
4x Sakura-Tribe Elder
4x Simian Spirit Guide
4x Satyr Wayfinder
4x Street WraithSpells (8)
4x Commune with the Gods
2x Rancor
1x Life from the Loam
1x Tracker’s Instincts
Lands (18)
16x Forest
1x Island
1x Mosswort Bridge
I also have a budget Legacy deck that does the same thing. I will post it soon in the Budget Legacy forum - To post a comment, please login or register a new account.
This deck is ridiculously powerful for the price, no doubt. I just bought a second Blackcleave Cliffs, and it was up like 2 Tix from last week, so maybe people are catching on. The game plan is pretty straight forward; I'd say "race" is accurate, with this us starting out at a mega sprint! I try to stick to that game plan after sideboarding too, keeping my "answers" to a minimum. We basically look to be the aggressor in almost every match up, at least that's my experience.
As far as your card suggestions, they're interesting but they are all pretty expensive. This deck is really tight on mana, so I'd look for more 1 drops to fill those flex spots. I like Call to the Netherworld and Fiery Temper a lot, but I do side them out often, so I guess it's worth looking at other options.
@sim101 I wouldn't really want to play this deck in a lengthy, high stakes tournament, just because it is kind of inconsistent (and very "all in"). It's good enough to spike shorter tournaments though, so if that tourney isn't too terribly long, then go for it! It is a tricky deck with lots of interesting lines, so definitely practice first.
EDIT: It looks like this deck just received a little more mainstream exposure too -
http://www.starcitygames.com/article/36204_The-8-Most-Wonderfully-Janky-Decks-In-Modern.html
1 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
2 Mountain
1 Swamp
1 Dragonskull Summit
1 Overgrown Tomb
4 Marsh Flats
CREATURES
4 Bloodghast
4 Flameblade Adept
2 Flamewake Phoenix
4 Gurmag Angler
4 Hollow One
4 Street Wraith
4 Burning Inquiry
1 Call to the Netherworld
3 Cathartic Reunion
4 Faithless Looting
4 Fiery Temper
4 Lightning Bolt
3 Ancient Grudge
3 Dragon's Claw
2 Rakdos Charm
1 Lightning Axe
3 Thoughtseize
2 Big Game Hunter
1 Nihil Spellbomb
I basically copied this from MTGTop8, but I switched out a few cards for budget reasons (Leyline of the Void, Verdant Catacombs, Stomping Ground). I like it! 2 - 0 in Friendly League so far.
EDIT: Finished the league 5-0!!! This deck rocks, I can't believe it's only like 100 tix! I had so many broken starts, including a legit turn 3 kill (see pic below).
It totally pays to peruse MTGTop8. I never would have known about this deck otherwise However, upon further research, I did find this article/video: http://magic.tcgplayer.com/db/article.asp?ID=14264&writer=Corbin Hosler&articledate=11-6-2017. Enjoy!
Build this deck! Best 100 tix you'll ever spend.
In my opinion, the main drawback of not running blue is losing access to Ponder and Brainstorm, not so much Stifle and FoW, mtgsalacount. You are correct in the fact that Thoughtseize is a big problem for this deck though. Between discard and counters, opponents have many ways to interact and disrupt the combo. EVERYONE else is running blue too, so they have the card selection advantage and that allows them to find ways interact in almost every game. Our Thoughtseizes and Moms do help protect the combo, but it doesn't change the fact that other Legacy decks have the ability to just dig and keep finding more answers. Dog eat dog world out there, lol.
This deck is a ton of fun to play though! It goldfishes very well and the combo regularly assembles itself if the opponent can't interact. 12 copies of each combo piece (counting E-Tutor) really adds redundancy to the deck, and sometimes you can just fight through the hate. I'll probably stick to playing it in the practice room for now though, seeing as how EVERYONE in the MTGO Leagues are running UBx decks, and those blue cards just let them dig and find as many answers as they need. They're the most popular deck in the practice room too, but at least there's a bit more variety in there, and it's free.
4 Hunted Horror
4 Tocatli Honor Guard
4 Mother of Runes
4 Deathrite Shaman
4 Dark Confidant
4 Enlightened Tutor
4 torpor orb
1 Umezawa's Jitte
4 Thoughtseize
4 swords to plowshares
4 Scrubland
4 Marsh Flats
4 Flooded Strand
2 Bloodstained Mire
2 Swamp
1 plains
1 Karakas
1 Savannah
3 Duress
2 Vindicate
1 Pithing Needle
2 Spellskite
1 Umezawa's Jitte
1 Thorn of Amethyst
1 Banishing Light
1 Ethersworn Canonist
2 Rest in Peace
The premise is simple, use the Torpor Orb effects to "Stifle" our Dreadnaught/Horror triggers while Mom and Thoughtseize protect. Bob and E-Tutor glue it all together. The tutors can grab either combo piece, the plan B Jitte, and sideboard goodies as well.
One thing that struck when playing this deck is how good the Torpor Orb effect is against opposing decks in the current meta. Tons of incidental value!
I just pieced this together (6-4 so far), so maybe you guys can think of cards, especially for the sideboard, that might help me out. Not too familiar with the current meta, but I'm learning quick. Thanks.
The deck has been a blast so far!
EDIT: Myr Superion is bad IMO. I tried 4, then 2 and they still got stuck in my hand sometimes - and that was before Fatal Push was a thing. Sage helps with the turn 2 dream, but that's still not enough for me to play it.
Here's what I've played through 2 leagues so far today:
4 Grand Architect
4 Etherium Sculptor
4 Chief Engineer
4 Mausoleum Wanderer
4 Lodestone Golem
4 Walking Ballista
4 Sage of Epityr
2 Wurmcoil Engine
1 Judge's Familiar
4 Smuggler's Copter
3 Throne of the God-Pharaoh
Land
2 Misty Rainforest
4 Flooded Strand
5 Island
3 Seachrome Coast
4 Blinkmoth Nexus
2 Hallowed Fountain
1 Plains
1 Oboro, Palace in the Clouds
2 Trinket Mage
4 Chalice of the void
3 Path to Exile
3 Thalia, Guardian of Thraben
2 Relic of Progenitus
1 Basilisk Collar
1-2 Mono Blue Scrying Sheets
2-0 Mono White Nykthos
2-1 Living End
1-2 Death's Shadow
1-2 Devoted Druid
2-0 Death's Shadow
2-0 u/r tempo Thing in the Ice.
2-1 Living End
0-2 Merfolk
1-2 Tron
Went 5 - 5 overall. Not great, but not nearly as bad as yesterday, lol. First league I actually didn't have the 3 Thrones, but I decided to go for it in the second league. I feel like Sage + Fetches gives me some extra outs to the legendary rule. So far so good, I'll keep you guys posted.
As far as Glint-Nest Crane, it is pretty sweet but you need a lot of artifacts to support it. I ran 3-4Darksteel Citadel and it still whiffed more than I'd like. Plus, it isn't a one drop like Sage. I have considered Serum Visions, but it gets taxed by Thalia/Thorn and isn't "free" like Sage is when you have an Engineer or Architect out.
I went 1-4 in MTGO Modern League with the aggro version again, almost the same list as before:
4 Grand Architect
4 Etherium Sculptor
4 Chief Engineer
4 Signal Pest
4 Mausoleum Wanderer
4 Lodestone Golem
4 Walking Ballista
4 Master of Etherium
Non-Creature
4 Smuggler's Copter
2 Throne of the God-Pharaoh
2 Misty Rainforest
4 Flooded Strand
5 Island
3 Seachrome Coast
4 Blinkmoth Nexus
2 Hallowed Fountain
1 Oboro, Palace in the Clouds
1 Plains
2 Trinket Mage
4 Chalice of the void
3 Path to Exile
2 Thalia, Guardian of Thraben
2 Relic of Progenitus
1 Basilisk Collar
1 Aethersphere Harvester
My matches were:
1-2 Jeskai Geist Tempo
1-2 Storm
2-1 Storm
1-2 Nykthos Green
0-2 Soul Sisters
I drew better this time, didn't have to mulligan nearly as much, so I am not sure what went wrong. I'll probably go back to Sage of Epityr instead of Signal Pest for now. I get mana screwed too often without Sage.
4 Grand Architect
4 Etherium Sculptor
4 Chief Engineer
4 Signal Pest
4 Mausoleum Wanderer
4 Lodestone Golem
4 Walking Ballista
4 Master of Etherium
4 Smuggler's Copter
2 Throne of the God-Pharaoh
Land
2 Misty Rainforest
4 Flooded Strand
6 Island
3 Seachrome Coast
4 Blinkmoth Nexus
2 Hallowed Fountain
1 Plains
2 Trinket Mage
4 Chalice of the void
3 Path to Exile
3 Thalia, Guardian of Thraben
2 Relic of Progenitus
1 Basilisk Collar
League 1
0-2 Goblins
1-2 Merfolk
2-0 Eldrazi Tron
0-2 Boggles
2-1 Storm
League 2
1-2 Living End
1-2 Storm
1-2 Living End
0-2 Devoted Druid
2-1 Devoted Druid
I am not sure what went wrong, except that I had to mulligan lots of 1 and 0 land hands, and just drew bad in general. Signal Pest underperformed too, not attacking for value as often as I would have liked. It is also irritating that Pest and Grand Architect have no synergy with each other. I like the idea of Thalia, Guardian of Thraben with Signal Pest, but alas it didn't come up.
Thalia + Path to Exile continue to perform well for me though, and I don't feel that the splash has much of a cost. Giving them a land with Path can hinder the tax plan, but the flexibility to kill anything has been valuable. With that being said, perhaps another removal spell would be better. Mono blue is pretty sweet on its own though, so definitely I don't feel a splash is necessary just for removal. Thalia is better than Thorn of Amethystin my opinion, but not worth splashing for on her own either.
Chalice of the Void has been great for me in both versions of the deck, and rarely does it hurt not being able to cast 1 drops. I side some of them out if possible, and I just try to cast them before I play Chalice. Its also worth noting that this deck can easily cast Challice on x=2, or really any CMC setting (x=1-5 at least).
I wanna continue to test the aggro version of this deck, so I am going to run this or something similar through another league. I just need to draw a little better this time! Lemme know if you have any suggestions ASAP, since I will have a little time to make a changes before entering the next league. Thanks!
As far as Chalice of the Void goes, it has been great for me. Yes it sucks to turn off your own 1 drops, but I usually side some of those out to compensate. You are correct that we already have a lot of game against combo with Golem/Thorn/Thalia, but Chalice gives us game against creature decks like Zoo and Elves, as well as turning off most of the removal in the format. Landing a Challice on 1 and a Challice on 2 leaves some decks with basically no way to win. Just sucks that they cost a lot of money, because otherwise this is basically a budget deck.
Black mid-range decks are tough, I feel your pain. The discard in particular can be a beating, since our deck needs to have the right mix of ramp and action. These decks are beatable though - I have actually fared decently against them. Chalice and Spellskite help against their removal, and tax effects (Thorn/Thalia/Golem) help a lot against K Command and Anger of the Gods, especially with Mausoleum Wanderer and friends. Graveyard hate is good against most of their creatures, and Ballista can kill thier Lilianas. I really like my Path to Exile against these decks too, especially against Death's Shadow. You also play Sword of Light and Shadow, which gives you a lot of game against these decks as well.
I just got crushed by Elves playing Throne. Seems good.