A pretty good set? Tell me, how many of these commons and uncommons will you be using in a Modern deck anytime soon? What I loved most about MMA was even if you didn't get Cashmogoyf or Bob, you could still get valuable cards like Kitchen Finks, Path to Exile, or Spell Snare. I don't get that feeling here in MM2. Aside from Electrolyze and Remand, what cards at common and uncommon could anyone conceivably get excited over?
EDIT: And even ignoring value, this just seems like a very poorly thought out set. Putting in the Eldrazi with few means of ramping them out? Opening Daybreak Coronet, only to realize there's literally only 2 other cards (one of which is at Rare) it can be combo'd with?! They shifted their focus onto reprints so heavily that they completely botched the drafting experience in a set built around drafting. I'm all for reprints, but not if it comes at the cost of having fun while drafting.
This set turned out to be really disappointing. The reprints at Rare and Mythic were nice, but it doesn't mean much while drafting when the commons and uncommons had to be weakened to compensate.
Some cards I would like to see that AREN'T stupidly broken like a lot of people have been suggesting (seriously, Daze? Back to Basics? MISDIRECTION??):
Would you really want to sac a 4/6 with Deathtouch though? More often than not, unless the game's gone on long (which almost never happens in modern), you won't have the mana to cast a 2nd spell off of Sidisi the same turn. Her body could be the difference between winning and losing the game.
Rakdos Charm is better than Jund Charm against the decks he listed because he can also destroy artifacts with it. Also can work against Elves if he can't keep their board from getting out of hand.
Don't bother with him; he fails the vanilla test spectacularly, and his effect doesn't come into play until AFTER everyone's done searching their libraries.
Just built a mono blue devotion deck on Modo and I'm having a hard time against BW warriors. Any suggestions on what I can use in the sideboard to strengthen my matchup against them?
On further reflection, I decided to lose the Treasure Cruises due to being too taxing on my graveyard alongside Tasigur and Murderous Cut. Also added in an addtional land over a Necromancer's Stockpile to ensure I can hit 5 mana reliably, as well as added some utility lands like Radiant Fountain to help my early game. Finally, I've begun to use Bloodsoaked Champion as a repeatable sac target for my Exploit creatures. Below is what my deck currently looks like:
Not really sure what you mean by 'Return' here. If this is a reanimator deck, you need more copies of Whip of Erebos. At least 1-2 more in place of something.
I would suggest you read up on the U/W/x Heroic thread, which has a similar game plan to your own, but using the Heroic mechanic to permanently power up your creatures with your spells and enchants.
If you don't want to use heroic creatures, however, there are some suggestions I can make. Replace Wandering Champion with Jeskai Elder, who does the same thing but doesn't require another card to draw and has the Prowess mechanic on top of that. It's also a 1/2, making it slightly tougher in certain situations.
Daxos is doing nothing for you here, since you lack a lot of soldiers to combo with him. If you can afford it, use Monastery Mentor in his stead. If you can't, Jeskai Windscout or Dragon Bell Monk are also acceptable.
I'd get rid of the Medomai the Ageless and Sage-Eye Avengers; they're overcosted for their bodies, and their abilities aren't good enough to justify it. Adding in things like Artful Maneuver, more Center Souls, or main decking cards like Negate to prevent your opponents from removing your creatures would do you a world of good here. I'd also either get rid of the one-of Monastery Siege for 1-2 Treasure Cruises or add more. It's a good card, but running only one of it means you're not going to see it as often as you should. I'd add 1 or 2 more over a Cloudform and/or Ojutai's Command.
Something I whipped up and have been having fun with on MODO. Planning on taking it to my LGS once I have the money for Tasigurs and Sidisis irl.
The point of the deck is to, well, exploit the new Exploit mechanic, using the best of the creatures with the aforementioned keyword. The rest of my creatures (save for Palace Familiar) are enablers for the mechanic, as well as being fuel for Necromancer's Stockpile late game when they lose a great deal of their usefulness.
EDIT: And even ignoring value, this just seems like a very poorly thought out set. Putting in the Eldrazi with few means of ramping them out? Opening Daybreak Coronet, only to realize there's literally only 2 other cards (one of which is at Rare) it can be combo'd with?! They shifted their focus onto reprints so heavily that they completely botched the drafting experience in a set built around drafting. I'm all for reprints, but not if it comes at the cost of having fun while drafting.
Powerleech
Thundering Wurm
Perish
Goblin Sledder
Oblation
Waterfront Bouncer
Academy Rector
Dismiss
Tolarian Winds
Island Sanctuary
3 Bloodsoaked Champion
3 Black Cat
3 Sultai Emissary
3 Silumgar Sorcerer
2 Dutiful Attendant
2 Youthful Scholar
3 Rakshasa Gravecaller
2 Sidisi, Undead Vizier
2 Tasigur, the Golden Fang
2 Ultimate Price
2 Hero's Downfall
1 Murderous Cut
4 Polluted Delta
2 Flooded Strand
2 Bloodstained Mire
4 Radiant Fountain
4 Dismal Backwater
5 Island
4 Swamp
1 Urborg, Tomb of Yawgmoth
3 Annul
3 Thoughtseize
2 Negate
2 Drown in Sorrow
2 Profaner of the Dead
2 Agent of Erebos
1x Aqueous Form
4x Wandering Champion
4x Seeker of the Way
2x Center Soul
2x Feat of Resistance
1x Valorous Stance
2x Shu Yun, the Silent Tempest
3x Jeskai Runemark
4x Cloudform
2x Daxos of Meletis
1x Taigam's strike
1x Mistfire adept
1x Ojutai's command
1x Ætherspouts
1x Medomai the Ageless
Thing the second: what land are you running, and how many of each color? Do you have things like Flooded Strand and Temple of Enlightenment or are you keeping the mana base budget by using Evolving Wilds and Tranquil Cove in their stead?
I would suggest you read up on the U/W/x Heroic thread, which has a similar game plan to your own, but using the Heroic mechanic to permanently power up your creatures with your spells and enchants.
If you don't want to use heroic creatures, however, there are some suggestions I can make. Replace Wandering Champion with Jeskai Elder, who does the same thing but doesn't require another card to draw and has the Prowess mechanic on top of that. It's also a 1/2, making it slightly tougher in certain situations.
Daxos is doing nothing for you here, since you lack a lot of soldiers to combo with him. If you can afford it, use Monastery Mentor in his stead. If you can't, Jeskai Windscout or Dragon Bell Monk are also acceptable.
I'd get rid of the Medomai the Ageless and Sage-Eye Avengers; they're overcosted for their bodies, and their abilities aren't good enough to justify it. Adding in things like Artful Maneuver, more Center Souls, or main decking cards like Negate to prevent your opponents from removing your creatures would do you a world of good here. I'd also either get rid of the one-of Monastery Siege for 1-2 Treasure Cruises or add more. It's a good card, but running only one of it means you're not going to see it as often as you should. I'd add 1 or 2 more over a Cloudform and/or Ojutai's Command.
Finally, I'd remove the Jeskai Runemarks. Between the Gods Willing, Mistfire Adept, and Center Souls, you're not lacking for evasion. Whisk Away, Void Snare, and more Valorous Stances will help you disrupt your opponent's board while powering up your own creatures.
4 Black Cat
3 Sultai Emissary
4 Silumgar Sorcerer
2 Dutiful Attendant
2 Wandering Tombshell
3 Rakshasa Gravecaller
2 Sidisi, Undead Vizier
2 Tasigur, the Golden Fang
2 Hero's Downfall
1 Murderous Cut
2 Treasure Cruise
4 Necromancer's Stockpile
4 Polluted Delta
4 Dismal Backwater
8 Island
8 Swamp
Something I whipped up and have been having fun with on MODO. Planning on taking it to my LGS once I have the money for Tasigurs and Sidisis irl.
The point of the deck is to, well, exploit the new Exploit mechanic, using the best of the creatures with the aforementioned keyword. The rest of my creatures (save for Palace Familiar) are enablers for the mechanic, as well as being fuel for Necromancer's Stockpile late game when they lose a great deal of their usefulness.
Any suggestions on what I can put in over some of the weaker cards like Wandering Tombshell and Dutiful Attendant would be appreciated.