I have always been a fan of mill and from my personal opinion I think it is in a great spot right now due to control decks being hot right now especially at my card store. I sleeved up the deck and went 3-1 with this list, I beat KCI, UW control and Jeskai control but I went 1-2 against some shaman eldritch evolution deck.
One card I wasn't that impressed with was fraying sanity and I am thinking I am going to take it out. I know it can be bonkers but from my games that I have played, it was always too late for it to be a late hit card. I have been tossing around the idea of maniac scribe but i thought mind funeral is a bigger hit. If I have played more creature heavy decks then I think it would be more needed.
I am going to ride this deck while it is hot so this is the list I am going to try out now.
Just an idea since there is so many tezzeret planeswalkers, has anyone tried to make a deck with all them in the deck. I have seen videos with Jace, Gidieon, Garruk and Chandra but I just thought I would ask.
So this deck has been a lot of fun to play and I have been testing it for a few weeks now. I have gone 3-0, 1-2, and 2-2 this past week but the two games I lost this last were super close. I have been trying to think of color variants of like a U/G version and or R/G and I'll post the deck list concept. I haven't played with the animation module yet but it seems pretty spicy. I will say this deck struggles with spot creature kill, board wipes and hand disruption. So that is why I playing 4 ancient stirrings over vials, and Scrap trawler for bringing back artifacts. I was thinking Myr Retriver would be fun with scrap trawler or combo with arcbound ravenger.
The deck list I ran this past Friday, I could of very easily went 4-0 but I went 1-2 against Valakut and living end.
I played this deck again last night trying to make some tweaks with the deck, I ended up taking the 3x Aether vials out for +1 ancient Stirrings, 1+ welding jar, and 1+ more land.I went 1-2, I lost to U/W control and mono black control but a martyr of sands deck. I will the say the deck surprising missed the aether vial due to it lacking instant speed of putting creatures in play and getting around control decks. I am going to play it again this week and splash thoughtcast into the deck. I will say the archbound worker hasn't been anything major and I could possibly exchange it out for something else but I don't know what yet. I could add animation module and run with it or possible signal pest.
but this is my deck I am running as of now for friday night.
^^
That deck looked pretty good in the videos but I agree it can be improved.
Aether Vial seemed pretty pointless in the deck and would replace it with Ancient Stirrings to add consistency and find the right pieces.
Since the deck isn't vomiting its hand as quickly as Affinity I'm not sure how good Mox Opal really is here so maybe Noble Hierarch or Springleaf Drum which aren't as fast but also not useless in multiples can relace it.
Throne of Geth actually seems oddly good especially later on sac'ing useless mana rocks and citadels to grow the creatures but mainly to cash in Hangarback when you don't have Ravager.
So I made some changes to the deck and took it to the FNM modern monday event and went 3-0 with it. Given I didn't play any real tier 1 decks with it but I destroy the other decks super easy and everyone at the card store was amazed about its power and some even salty because I was new to store and just walked in . After the event, I learned from walking around that this is more of a janky fun decks type of FNM compared to the store I usually go too.
Well here is my list and I made a few changes, the lands may need some work possibly aether hub of glimmervoid will be more useful but we shall see. Only like two games the land colors were off and the llanowar waste kinda pinged me down pretty far between tapping horizon canopy.
Match 1: modern Knights, 2-1
I actually went 2-1 with this deck, I got screwed by lands and he got game 1. This is just due to learning how to play with this deck. The next two games I steam rolled him and barely had to sideboard
Match 2: Mono black control, 2-0
Even with hand disruption I ran through him pretty easily and hangar back walker made his life tough for creature kill
Match 3: 8 whack goblins, 2-0
Him and I were at the top table, the games were closest out of all the matches due to the goblins speed but I was able to get him with infect and game 2 I chalice of 1 which makes his life rough.
Overall, this deck is stupid powerful and I really like to do some testing. I was able to use winding constrictor with was great, basically another hardened scales and the toughness back in can chump block little weenie. I never drew in scrap trawler or ancient sitrrings but I found myself siding out scrap trawler during the game. I don't if that is the best decision but that is what I did
So I took that list from that video and played a few games with it. The deck is super aggressive and I feel like it still could use some adjusting. I have never been sold on the throne of geth and the late game aether vial is just so bad. I feel like these are your flex spots. I would recommend updating the deck at the top to show a modern version. I know you are trying to show a standard version but I think putting your own flavor for the deck would be good.
SO I took my temur list to my local FNM and it seems to a be pretty competitve shop with tier 1-2 decks. I ended going 2-2 for the night and for the most part I thought the deck was pretty consistent and alot more consistent for when I tried out the mono blue version. I know there aren'y as many interactions as the mono blue but the deck was pretty good.
Match 1: 1-2 vs Jund, He took game 1 because I couldn't find a violent outburst, I took game 2 very quickly and game 3 I beat myself by playing a blood moon and him landing a lily. I can definetly beat this match up, I just need to fix the sideboard a little. I think blood moon is asking a little too much out of this deck.
Match 2: 0-2, vs KCI, this deck is very hard to deal with and he ending up not losing all night and 2-0 everyone
Match 3: 2-0 vs UW control, game 1 I swung for 23 damage on turn 4 then game 2 we played a more of a control variant but I was able to ricochet trap his cryptic for the win
Match 4: 2-1 vs eldrazi tron, game 1 he won but the next two games I was able to chew is chalices away and land a living end.
I was really happy with the deck all night, I think the sideboard could use a little tinkering but as a whole the deck was consistent and alot of fun. I know the card as foretold isn't as interactive as the mono blue version but after using it once in a game, it makes the opponent a little more cautious when you have counters present in the deck.
have anyone tested GUR living end build recently ?
it seems that the U cyclers are overall better than the B.
i can see the problem with cascade spells since there is no GU cascade spell in modern.
this is an old idea but since RBG has been discussed extensively how about shaking it up a little
I have actually playtested this a little and I was happy with the deck. I kinda built this version trying to keep it as mono blue as possible but splashing a little red and green to make the living end more consistent. I know U/R or U/G is lacking casecade spells but this list has been decen. I could probably fix the mana a little but this is what I have. Having As foretold on the field helps alot if you get stuck with a living end your hand.
While I'm here, I'd like to talk a bit about this deck's place in Modern. I hope this will be helpful to those who are considering picking up the deck and those who are just getting started. Please note that this represents my opinion based on observations and 100+ matches with the deck.
I came across a thread on Reddit that posed the question, "Why has Mono Blue Living End fallen out of favor?" The deck was extremely popular in December 2017 and it has slowly decreased in popularity throughout the year. To that point, here are three potential reasons why:
1) The deck has a legitimately bad humans matchup. According to MTGGoldfish.com, Humans is the most popular deck in Modern with roughly an 8% metagame share. Save drastic main deck decisions and an overloaded sideboard, we have to accept that the combination of disruption and aggression will give our deck a hard time. A fairly stock Living End As Foretold list is probably 20/80 to a stock humans list. You can splash colors or select cards to give yourself 5-10 percentage points in the matchup, but I don't see the matchup getting much better than that. Many people do not want to be that much of an underdog to one of the top decks in Modern, so some may shy away from it for that reason.
2) The deck has a direct fail rate. You can do everything right, have close to the perfect 75 and still lose because all four copies of As Foretold are in the bottom 25% of your deck. This will undoubtedly rub people the wrong way. There is a degree of variance and risk involved with playing this deck that will turn people away from picking it up. We can do things to minimize that variance, of course, but it still remains. I think you have to be OK with the fact that your deck will lose to itself on occasion through no fault of your own. This is the tradeoff we make for having access to some of the most powerful, explosive effects in the format.
Along this point, I want to stress that no deck in Modern is perfect. Our fail rate is based around finding As Foretold, but Boggles fails if they don't have any Boggles. Burn fails if it draws too many or too few lands. KCI combo fails without KCI. Affinity is an aggro deck that plays 10 0 or 1-power creatures. Every deck has its weaknesses. It's just a question of which weakness you're willing to take on and how easy you can minimize that weakness and maximize the deck's strengths.
3) The deck is difficult to build and play. People may roll their eyes on this one, but I think the point holds true. I don't think anyone can just pick this deck up and start winning with it right away. Assuming you have a decent build, you have to know which cards to bring in from the sideboard, which ones to take out, when to cast your creatures, how to play certain matchups and how to play around graveyard hate. While every deck in Modern has its own element of complexity, remember that this deck is only 6 months old and we haven't had a viable combo/control deck in Modern since Spliter Twin. I imagine that many people picked up this deck, had a rough experience, and wrote it off as unplayable.
I wouldn't be posting on this forum or playing the deck if it ended there. I'd like to offer the other side of the issue and list three reasons why I think more people should be playing this deck:
1) The deck matches up well against the rest of the Modern field. Save humans and maybe a few other hyper aggressive decks like burn, I truly believe that the deck is 50/50 or better against the majority of decks in Modern. We have outstanding matchups against control variants, midrange creature decks and other combo decks. Storm, Lantern, Tron and Boggles are all good to great matchups depending on sideboard configurations. The deck combines a fast, proactive gameplan with countermagic and other disruption which makes it good against a large percentage of the field. The additional percentage points gained by LEAF from being a rouge deck are icing on the cake.
2) The deck is legitimately powerful and disruptive. Card advantage matters in Magic and this deck generates more card advantage than any other deck in Modern. Treasure Cruise is banned in Modern and it wasn't that long ago that Ancestral Vision was banned too. Our deck takes full advantage of a bannable effect and it does so in a way that somehow makes that effect better by tutoring for it and generating it for free. The deck plays more counter magic than any other deck in Modern and it has combination of resilient and evasive threats to close the game out quickly. On a raw power scale, the base of this deck is as good as it gets.
3) The deck is a blast to play. Regardless of whether you pick the deck up to hone it or jam games at FNM, the deck is very enjoyable to play and to play against. It's unique and it's fun to watch. The intricate counter magic/gameplay and power appeals to Spike. The combo and novelty appeals to Johnny. Beating down with big creatures likely appeals to Timmy. I think I've enjoyed learning this deck and playing games with it more than I have for any other deck.
Share the list you're using with us?
So I played this deck a few weeks ago and I just wished there were more consistent ways to get a living end and wanted more cycle creatures. I know there is no reason to play temur colors, you either do mono blue or just jund living end but I want to play with as foretold lol. I know this deck isn't as effcient but I did have some luck play testing it. I went 4-0 vs jund rock which was awesome.
Here is the deck list I am running Friday night for fun
Overall I was impressed with Sylvan Advocate, it was very relevant in most of my games. Sylvan Awakening was amazing with him out, as expected. 4 Awakenings may be too much, probably trim to 3. Kessig and Ravine should be out in favor of more Treetop Village. More Coursers may also be necessary to keep the life total up.
The deck really just needs some interaction/prison card that keeps it alive. With so few threats, I got into a few spots where I was just dying slowly. Would consider playing black instead of red, and maybe cutting a couple lands to make room for hand disruption and removal.
What if you added garruk to untap lands then use him for a overrun ability. you could also valkut in the deck then take out blood moon to get more direct damage.
I don't think an Amulet route is worth it, because you don't want mana-efficient lands, you want high volume of lands. Bounce lands don't fit that criteria, so Amulet isn't necessary.
I can see some use with a card like Early Harvest as well, but that only really gains you an additional 3 attacking lands. Might not be worth it ultimately.
Seems like a cool idea, but a really fragile one. The opponents would just hold up removal for Advocate G2/3, and without him the Awakening is even more underwhelming than it is with him. The biggest drawback is that the 3 lands you need to tap for the Awakening is 6-12 damage you're missing out on, which means that with Advocate - and this is assuming no blockers - in order for the Awakening to be lethal, you need 8 lands out...
With this in mind, I could (maybe) see Awakening as a sideboard card for decks like Scapeshift/Knightfall/Amulet Titan for when punching through isn't enough and they need to go wide, or to generate early blockers?
I would think there would be many blockers if your their opponent isn't playing many creatures, typically a modern deck fetches so much that they pretty at 14 life by turn 2. You don't need a ton of lands to attack, maybe you mix koth or the new jace to untap lands.
This is the deck I ran
3 Ensnaring Bridge
4 Mesmeric Orb
Creature
4 Hedron Crab
Instant
4 Archive Trap
1 Crypt Incursion
3 Fatal Push
3 Surgical Extraction
2 Visions of Beyond
Enchantment
1 Search for Azcanta
2 Fraying Sanity
2 Collective Brutality
4 Glimpse the Unthinkable
3 Mind Funeral
Land
3 Darkslick Shores
2 Field of Ruin
2 Flooded Strand
2 Ghost Quarter
2 Ipnu Rivulet
3 Island
4 Polluted Delta
2 Swamp
4 Watery Grave
2 Damping Sphere
2 Darkness
2 Echoing Truth
4 Leyline of the Void
1 Murderous Cut
2 Set Adrift
1 Surgical Extraction
One card I wasn't that impressed with was fraying sanity and I am thinking I am going to take it out. I know it can be bonkers but from my games that I have played, it was always too late for it to be a late hit card. I have been tossing around the idea of maniac scribe but i thought mind funeral is a bigger hit. If I have played more creature heavy decks then I think it would be more needed.
I am going to ride this deck while it is hot so this is the list I am going to try out now.
3 Ensnaring Bridge
4 Mesmeric Orb
Creature (4)
4 Hedron Crab
Instant (15)
4 Archive Trap
1 Crypt Incursion
3 Fatal Push
3 Surgical Extraction
2 Trapmaker's Snare
2 Visions of Beyond
Enchantment (2)
2 Search for Azcanta
Sorcery (9)
2 Collective Brutality
4 Glimpse the Unthinkable
3 Mind Funeral
3 Darkslick Shores
2 Field of Ruin
2 Flooded Strand
2 Ghost Quarter
2 Ipnu Rivulet
3 Island
4 Polluted Delta
1 Swamp
4 Watery Grave
1 Crypt Incursion
2 Damping Sphere
2 Darkness
2 Echoing Truth
4 Leyline of the Void
1 Murderous Cut
2 Set Adrift
I cut -2 fraying sanity and -1 mind funeral for +2 trapmaker's snare +1 Search for azcanta. I am up for suggestions if you have any ideas.
The deck list I ran this past Friday, I could of very easily went 4-0 but I went 1-2 against Valakut and living end.
Artifact (6)
4 Mox Opal
2 Welding Jar
Artifact Creature (27)
4 Arcbound Ravager
2 Arcbound Worker
4 Hangarback Walker
3 Metallic Mimic
3 Scrap Trawler
4 Steel Overseer
3 Voltaic Servant
4 Walking Ballista
4 Hardened Scales
Sorcery (4)
4 Ancient Stirrings
Land (19)
2 Cavern of Souls
4 Darksteel Citadel
1 Forest
4 Horizon Canopy
4 Inkmoth Nexus
4 Razorverge Thicket
3 Chalice of the Void
2 Dromoka's Command
1 Grafdigger's Cage
1 Naturalize
1 Path to Exile
2 Relic of Progenitus
2 Sorcerous Spyglass
2 Spellskite
1 Welding Jar
Other deck color ideas
Artifact (6)
4 Mox Opal
2 Welding Jar
Artifact Creature (23)
4 Arcbound Ravager
2 Arcbound Worker
4 Hangarback Walker
4 Steel Overseer
3 Vault Skirge
2 Voltaic Servant
4 Walking Ballista
3 Ensoul Artifact
4 Hardened Scales
Instant (2)
2 Stubborn Denial
Sorcery (4)
4 Ancient Stirrings
Land (18)
4 Botanical Sanctum
1 Cavern of Souls
4 Darksteel Citadel
1 Forest
4 Inkmoth Nexus
4 Yavimaya Coast
3 Chalice of the Void
2 Damping Sphere
1 Grafdigger's Cage
1 Naturalize
2 Relic of Progenitus
2 Sorcerous Spyglass
2 Spellskite
1 Surgical Extraction
1 Welding Jar
Artifact (6)
4 Mox Opal
2 Welding Jar
Artifact Creature (23)
4 Arcbound Ravager
4 Hangarback Walker
2 Metallic Mimic
3 Myr Retriever
2 Scrap Trawler
4 Steel Overseer
4 Walking Ballista
4 Hardened Scales
Instant (5)
3 Galvanic Blast
2 Shrapnel Blast
Sorcery (4)
4 Ancient Stirrings
Land (18)
1 Cavern of Souls
4 Copperline Gorge
4 Darksteel Citadel
1 Forest
4 Grove of the Burnwillows
4 Inkmoth Nexus
but this is my deck I am running as of now for friday night.
3 Aether Vial
4 Mox Opal
Artifact Creature (28)
4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
3 Metallic Mimic
2 Scrap Trawler
4 Steel Overseer
3 Voltaic Servant
4 Walking Ballista
4 Hardened Scales
Sorcery (3)
2 Ancient Stirrings
1 Thoughtcast
Land (18)
1 Botanical Sanctum
4 Darksteel Citadel
1 Forest
4 Horizon Canopy
4 Inkmoth Nexus
4 Razorverge Thicket
2 Chalice of the Void
2 Dromoka's Command
2 Ethersworn Canonist
1 Path to Exile
1 Phyrexian Revoker
1 Qasali Pridemage
1 Relic of Progenitus
2 Selfless Spirit
2 Spellskite
1 Welding Jar
So I made some changes to the deck and took it to the FNM modern monday event and went 3-0 with it. Given I didn't play any real tier 1 decks with it but I destroy the other decks super easy and everyone at the card store was amazed about its power and some even salty because I was new to store and just walked in . After the event, I learned from walking around that this is more of a janky fun decks type of FNM compared to the store I usually go too.
Well here is my list and I made a few changes, the lands may need some work possibly aether hub of glimmervoid will be more useful but we shall see. Only like two games the land colors were off and the llanowar waste kinda pinged me down pretty far between tapping horizon canopy.
3 Aether Vial
4 Mox Opal
Creature (29)
4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
3 Metallic Mimic
1 Scrap Trawler
4 Steel Overseer
3 Voltaic Servant
4 Walking Ballista
2 Winding Constrictor
4 Hardened Scales
Sorcery (2)
2 Ancient Stirrings
Land (18)
4 Darksteel Citadel
1 Forest
4 Horizon Canopy
4 Inkmoth Nexus
2 Llanowar Wastes
3 Razorverge Thicket
2 Chalice of the Void
2 Dromoka's Command
2 Ethersworn Canonist
1 Path to Exile
2 Phyrexian Revoker
1 Qasali Pridemage
1 Relic of Progenitus
2 Selfless Spirit
1 Spellskite
1 Welding Jar
Games Notes:
Match 1: modern Knights, 2-1
I actually went 2-1 with this deck, I got screwed by lands and he got game 1. This is just due to learning how to play with this deck. The next two games I steam rolled him and barely had to sideboard
Match 2: Mono black control, 2-0
Even with hand disruption I ran through him pretty easily and hangar back walker made his life tough for creature kill
Match 3: 8 whack goblins, 2-0
Him and I were at the top table, the games were closest out of all the matches due to the goblins speed but I was able to get him with infect and game 2 I chalice of 1 which makes his life rough.
Overall, this deck is stupid powerful and I really like to do some testing. I was able to use winding constrictor with was great, basically another hardened scales and the toughness back in can chump block little weenie. I never drew in scrap trawler or ancient sitrrings but I found myself siding out scrap trawler during the game. I don't if that is the best decision but that is what I did
Here is the video deck list I have been playing
4 Aether Vial
4 Mox Opal
2 Throne of Geth
1 Welding Jar
Artifact Creature (27)
4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
3 Metallic Mimic
4 Steel Overseer
4 Voltaic Servant
4 Walking Ballista
4 Hardened Scales
Land (18)
4 Darksteel Citadel
1 Forest
4 Horizon Canopy
4 Inkmoth Nexus
1 Pendelhaven
4 Razorverge Thicket
4 Chalice of the Void
2 Dromoka's Command
2 Ethersworn Canonist
1 Path to Exile
2 Phyrexian Revoker
2 Qasali Pridemage
1 Relic of Progenitus
1 Spellskite
Match 1: 1-2 vs Jund, He took game 1 because I couldn't find a violent outburst, I took game 2 very quickly and game 3 I beat myself by playing a blood moon and him landing a lily. I can definetly beat this match up, I just need to fix the sideboard a little. I think blood moon is asking a little too much out of this deck.
Match 2: 0-2, vs KCI, this deck is very hard to deal with and he ending up not losing all night and 2-0 everyone
Match 3: 2-0 vs UW control, game 1 I swung for 23 damage on turn 4 then game 2 we played a more of a control variant but I was able to ricochet trap his cryptic for the win
Match 4: 2-1 vs eldrazi tron, game 1 he won but the next two games I was able to chew is chalices away and land a living end.
Here is the deck I played
4 Curator of Mysteries
4 Desert Cerodon
1 Fulminator Mage
1 Nimble Obstructionist
3 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
1 Vendilion Clique
1 Architects of Will
Enchantment (3)
3 As Foretold
Instant (10)
3 Cryptic Command
2 Disallow
1 Supreme Will
4 Violent Outburst
3 Living End
Land (21)
1 Bojuka Bog
1 Breeding Pool
1 Forest
5 Island
4 Misty Rainforest
1 Mountain
2 Scalding Tarn
1 Steam Vents
1 Stomping Ground
2 Sulfur Falls
1 Tolaria West
1 Urborg, Tomb of Yawgmoth
2 Anger of the Gods
3 Blood Moon
3 Dismember
3 Ingot Chewer
1 Loaming Shaman
1 Nimble Obstructionist
2 Ricochet Trap
I was really happy with the deck all night, I think the sideboard could use a little tinkering but as a whole the deck was consistent and alot of fun. I know the card as foretold isn't as interactive as the mono blue version but after using it once in a game, it makes the opponent a little more cautious when you have counters present in the deck.
I have actually playtested this a little and I was happy with the deck. I kinda built this version trying to keep it as mono blue as possible but splashing a little red and green to make the living end more consistent. I know U/R or U/G is lacking casecade spells but this list has been decen. I could probably fix the mana a little but this is what I have. Having As foretold on the field helps alot if you get stuck with a living end your hand.
1 Architects of Will
4 Curator of Mysteries
4 Desert Cerodon
1 Fulminator Mage
1 Nimble Obstructionist
3 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
1 Vendilion Clique
Enchantment (3)
3 As Foretold
Instant (10)
3 Cryptic Command
2 Disallow
1 Supreme Will
4 Violent Outburst
3 Living End
Land (21)
1 Bojuka Bog
1 Breeding Pool
1 Forest
5 Island
4 Misty Rainforest
1 Mountain
2 Scalding Tarn
1 Steam Vents
1 Stomping Ground
2 Sulfur Falls
1 Tolaria West
1 Urborg, Tomb of Yawgmoth
2 Anger of the Gods
3 Blood Moon
3 Dismember
3 Ingot Chewer
1 Loaming Shaman
1 Nimble Obstructionist
2 Ricochet Trap
So I played this deck a few weeks ago and I just wished there were more consistent ways to get a living end and wanted more cycle creatures. I know there is no reason to play temur colors, you either do mono blue or just jund living end but I want to play with as foretold lol. I know this deck isn't as effcient but I did have some luck play testing it. I went 4-0 vs jund rock which was awesome.
Here is the deck list I am running Friday night for fun
4 Curator of Mysteries
4 Desert Cerodon
2 Fulminator Mage
1 Nimble Obstructionist
3 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
1 Vendilion Clique
Enchantment (3)
3 As Foretold
Instant (10)
3 Cryptic Command
2 Disallow
1 Supreme Will
4 Violent Outburst
3 Living End
Land (21)
1 Bojuka Bog
1 Breeding Pool
1 Forest
4 Island
4 Misty Rainforest
1 Mountain
2 Scalding Tarn
1 Steam Vents
1 Stomping Ground
2 Sulfur Falls
1 Tolaria West
1 Urborg, Tomb of Yawgmoth
2 Anger of the Gods
3 Blood Moon
3 Damping Sphere
2 Dismember
3 Ingot Chewer
1 Mindbreak Trap
1 Ricochet Trap
What if you added garruk to untap lands then use him for a overrun ability. you could also valkut in the deck then take out blood moon to get more direct damage.
4 Sakura-Tribe Elder
4 Sakura-Tribe Scout
4 Sylvan Advocate
3 Courser of Kruphix
2 Nissa, Vastwood Seer
3 Primeval Titan
3 Blood Moon
Planeswalker
2 Garruk Wildspeaker
Sorcery
4 Explore
4 Search for Tomorrow
4 Sylvan Awakening
10 Forest
4 Misty Rainforest
1 Mountain
2 Raging Ravine
2 Treetop Village
4 Wooded Foothills
I am curious how this deck does
I would think there would be many blockers if your their opponent isn't playing many creatures, typically a modern deck fetches so much that they pretty at 14 life by turn 2. You don't need a ton of lands to attack, maybe you mix koth or the new jace to untap lands.