If you're dead set on building around HS, go to the thread in Modern Deck Creation. >_>
That said, I've been tinkering on this one lately too, and I can tell you right away, any kind of Aggro deck kills HS decks even w/ the discard suit. There is value on putting something in play that has immediate effect, which an HS deck clearly can't do until turn 4-5.
I think that in order to balance out the possible power level of your genesis cards, they have to be turned into alternatative casting costs ala Bestow instead of just a mechanic lets you play a card while searching ala Panglacial Wurm.
Scapeshift gets my vote. You kill them with a volcano - what could be more natural?
You mean Naturally disastrous right?
Elfball plays the role at times too. The way the deck plays show is just like how nature just likes to grow everywhere. But elves are fantasy-ish. More magical than natural.
Anyway, how come the discussion is just going towards green? Nature is not just forests. You should consider the seas and the mountain tops as "Nature" too.
I think Affinity should've went and got all the lands he could've from all 3 paths. =.= Tectonic edge was inevitably going to take away Dave Nolan's Inkmoth's either way.
EDIT: Just heard he only has 1 basic. Food for thought: Get more than 1 basic in affinity.
LOL, why complain about anti-hexproof tech? Hexproof to begin w/ is a mechanic that is pretty absurd in itself when it sticks on an early stage of the game. Bogle and Leyline of Sanctity sometimes makes it hard for burn decks to do anything. The idea of non-targeted burn isn't that bad IMO.
@Tinfoil Hat Thunder Clap only dealing two damage renders the flavor text I put in it kinda moot.
When every decks has manlands, Standstill is less interesting.
Problem is, Standstill is not a card that really shines in control. Sure, it helps that it let's you get into a draw go stalemate at times... But vs decks that can play early threats, you'll need to control the board 1st, and only then can you play Standstill. In the end, a control deck would rather have a removal instead of Standstill.
In comparison, Tempo decks, especially vial decks and Ninjas, has no such moments in the game where Standstill is not a welcome sight in their hands. They can put down their own threats while at the same time, forces opponents to deal with it or risk letting tempo decks draw more fuel.
I just realized that in version 2 of my idea, Blink Twice, the 3rd statement nerfs token production instead of increasing it.
Blink Twice :2mana::symw:
Instant
Choose a creature.
Exile chosen creature then return it to battlefield. If a creature enters the battlefield this way, exile that creature then return it to the battlefield.
So when fixed, it should look like:
Blink Twice ver 3. :2mana::symw:
Instant
Choose a creature.
Exile chosen creature then return it to the battlefield. If a non-token creature enters the battlefield this way, exile that creature then return it to the battlefield.
After thinking about Blink Twice's design, I was inspired to come up with this:
Thunder Clap
Instant
Choose a creature or player. Thunder Clap deals 3 damage to chosen creature or player.
"Damn, Lightning Bolt beat me to that goblin." -Thunder Clap-
Non-targeting burn spells would be a welcome addition to the Modern Meta IMO. This concept would enable Mono-Red Burn fight off Hexproof happy decks running around.
Well, I suppose if bogle is big thing in your meta, you have to have it in there. As for splinter twin, this only shuts down half the threat. When kiki-jiki hits play it will have the highest cmc in play thus still can combo off. suppression field or torpor orb would do a better job vs twin. That said, this SB is damn tight, in a bad way. >.<
@moxnix
I think it's not fair to think of any winning deck as getting lucky. There has to some credit to go around at some point w/ the twin deck. He must have been prepared to face the Tron deck too. It's not his fault that his opponents didn't do a good job.
Building up a board state that produces large amounts of mana is called ramp, not combo. I know people like to conflate the two, but making big mana is a function of many decks that rely on similar interdependence. Large amounts of mana may enable a combo. They play similarly.
The keyword here is building up. By definition, a combo needs to built up. It's even more prevalent when it is as specific as tron. You may be ramping, but your ramping w/ "specific" cards. So long as you do so, and your deck needs those specific cards to further it's strategy, it's a combo deck.
To the rest of the guys feeling that the discussion on tron is hi-jacking the thread, I personally am sorry for my own actions. It was not an intention on my part, that I can say.
Bit of a stretch to say it "abuses" a mechanic. "This land names two other specific cards, and i have those!"
Living End, Cascabalance, Melira/Kiki-Pod, maybe Splinter Twin, even more maybe Amulet of Vigor, sure.
Oh, please... You are just one of those guys stuck with the idea that a combo deck needs to finish via combo. Not all combo decks have to. Urzatron is one.
That said, I've been tinkering on this one lately too, and I can tell you right away, any kind of Aggro deck kills HS decks even w/ the discard suit. There is value on putting something in play that has immediate effect, which an HS deck clearly can't do until turn 4-5.
You mean Naturally disastrous right?
Elfball plays the role at times too. The way the deck plays show is just like how nature just likes to grow everywhere. But elves are fantasy-ish. More magical than natural.
Anyway, how come the discussion is just going towards green? Nature is not just forests. You should consider the seas and the mountain tops as "Nature" too.
EDIT: Just realized something.
Turn 1, Swamp, Blood Collector, pay 3 life, Trinisphere, pay 15 life, Emrakul = GG.
So does that mean I'm the only one who plays 5 islands then?
EDIT: Just heard he only has 1 basic. Food for thought: Get more than 1 basic in affinity.
@Tinfoil Hat Thunder Clap only dealing two damage renders the flavor text I put in it kinda moot.
Problem is, Standstill is not a card that really shines in control. Sure, it helps that it let's you get into a draw go stalemate at times... But vs decks that can play early threats, you'll need to control the board 1st, and only then can you play Standstill. In the end, a control deck would rather have a removal instead of Standstill.
In comparison, Tempo decks, especially vial decks and Ninjas, has no such moments in the game where Standstill is not a welcome sight in their hands. They can put down their own threats while at the same time, forces opponents to deal with it or risk letting tempo decks draw more fuel.
Blink Twice :2mana::symw:
Instant
Choose a creature.
Exile chosen creature then return it to battlefield. If a creature enters the battlefield this way, exile that creature then return it to the battlefield.
So when fixed, it should look like:
Blink Twice ver 3. :2mana::symw:
Instant
Choose a creature.
Exile chosen creature then return it to the battlefield. If a non-token creature enters the battlefield this way, exile that creature then return it to the battlefield.
After thinking about Blink Twice's design, I was inspired to come up with this:
Thunder Clap
Instant
Choose a creature or player. Thunder Clap deals 3 damage to chosen creature or player.
"Damn, Lightning Bolt beat me to that goblin." -Thunder Clap-
Non-targeting burn spells would be a welcome addition to the Modern Meta IMO. This concept would enable Mono-Red Burn fight off Hexproof happy decks running around.
I think it's not fair to think of any winning deck as getting lucky. There has to some credit to go around at some point w/ the twin deck. He must have been prepared to face the Tron deck too. It's not his fault that his opponents didn't do a good job.
The keyword here is building up. By definition, a combo needs to built up. It's even more prevalent when it is as specific as tron. You may be ramping, but your ramping w/ "specific" cards. So long as you do so, and your deck needs those specific cards to further it's strategy, it's a combo deck.
To the rest of the guys feeling that the discussion on tron is hi-jacking the thread, I personally am sorry for my own actions. It was not an intention on my part, that I can say.
Sorry, I'm on a smartphone so I assumed this was from Spmiller. =.=
Anyway, while the mechanic of 3 lands producing 7 mana is not necessarily abusive, the ability of consistently FORCE it into play early IS abusive.
Oh, please... You are just one of those guys stuck with the idea that a combo deck needs to finish via combo. Not all combo decks have to. Urzatron is one.