The second is a way to reuse Living End from GY with As Foretold (if I'm correct on ruling on this), a way to filter draw / fill GY, reuse Toolbox cards or good cards such as Remand or a late Cryptic (6 mana is huge, I know)
I have been wanting to tinker with mausoleum secrets so this is the list I have come up with.
I think I am going to try this deck back out at my FNM this week if I can get the card Knight of Autumn before Friday. I was wondering if anyone else has tried a deck like this or been thinking of a deck like this. I have been thinking making G/W or Bant colors may be better or G/W/R.
I'm interested in building into this deck. I can swing getting the Ravagers and the Overseers and then I have the rest of the cards...except the damn mox opals. Is this deck playable without them? I realize there are no substitutions for the moxen, persee, but would you play instead of them? Up the land count by a couple and play some more utility cards?
I haven't played without but I would think they aren't are necessary but the deck does slow down a bit I think.
Three 7-0 lists in the MOCS with only slight changes (e.g. 1 Automation Module main, 2 side). Meta may be swinging back around to favorable.
I played this deck last week at my FNM and I went 2-2, I could of easily went 4-0 if I wouldn't of misplayed with animation module. This deck is actually pretty difficult to run efficiently. I have played it multiple times and it is a deck that takes a lot of practice. I think this deck has always been in a good place and more resilient compared to the other affinity deck.
That deck played Elesh Norn and this deck might be able to play that card too since sometimes our deck can make a lot of mana. But I saw that BW tokens was a decent modern deck and that Leyline of the Meek is a card that BW tokens might be happy to play and that Leyline of the Meek would also help toward gaining devotion.
Another card good in a Devotion deck is Springjack Shepard. It makes a lot of tokens and if you have ways to buff tokens than the 0/1 bodies aren't too bad. Even as 0/1 its a lot of bodies that can help to stall a game. You have to have enough buffs and enough Devotion to make this card make sense and I have played versions of the deck with and without Springjack Shepard. I've seen a lot of variance in the card. I wouldn't classify it as win more, since often in this deck it can be a win con and it can be a stall card. Its not usually a dead top deck, usually you are more than happy to top deck this card. Often it depends on the build. The more Intangible Virtue you run the better the card is...
I like the first intangible virtue a lot. I love vigilance with flying tokens. Being able to attack and then chump block is a wonderful tempo play. You don't have to do the guessing of how many blockers to leave back in case they have removal. I find that the clock is very important in the deck because while you are going wide and generally you make targeted removal far less important, you aren't always the deck that wins in the long game. You aren't inevitably going to win games. Of course this is matchup dependent but I think that in enough matchups we are playing a tempo game plan to win midgame, so being able to play offense and defense can be very important. The second intangible virtue isn't bad, but its not giving vigilance. Now its a two mana cheaper Leyline of the Meek, so its not bad, but the card also does nothing by itself. Its a great force multiplier but not a win con by itself. IV can be a bad top deck, so finding the right number of IV in a deck also running Leyline of Meek hasn't been easy. I've run 1 and I've run 4 and I haven't figured out what I think is best.
Secure the Wastes is wonderful. It was wonderful in Westcoe's deck. I run one Rise of the Hobgoblins as a sorcery speed Secure the Wastes. I like RotH. Again like many enchantments how many to run is a question. Like Intangible Virtue you get the static ability to grant First Strike, which is relevant, but not often relevant. It can really change defensive games, especially when you get Death Strike on line and/or vigilance. RotH also gives Devotion and with Tokens its hard to find playable cards that also provide devotion.
This is an issue for the deck, the best token producers don't produce Devotion. Lingering Souls, is just awesome. Its a big reason this deck is Wb. Its a great card in non-token decks. We'll play it, but by playing it and a couple copies of Secure the Wastes, you have to really play some sub-optimal token producers to gain devotion.
I don't think this is the same big mana devotion deck that Westcoe is playing. It might be able to go in that direction, but you need to find more of the combination of good token producers that produce mana and control the game. Westcoe was using a lot of creatures and borderposts to create that early game mana ramp. That could be a direction for the deck.
As you'll see, I'm content to play a lot of one of's: Legion's Landing, Rise of the Hobgoblins, Intangible Virtue, Planeswalkers... Either because the second one is Legend Ruled or because the second card is of less total benefit after the first is in play. Some of this is playtesting trying to find the relative value of different cards, some of it is because I'm okay with the variance, but I expect that I often play only one when the correct number is more or even not at all. But I see value in not getting cards stuck in your hand. My theory is that often people aren't placing enough emphasis on the value of not getting a card stuck in your hand and comparing that to having another random card in your hand. Modern is a huge format with number of cards and I just think that if you gave each card a number value from 1-10 for a deck. Often if we are playing a 8.5 and its a legend we can find a card that an 8.3 and you make up the difference in value simply by factoring the times you have a dead card in your hand. In a combo deck this probably isn't true, but we have general synergy not combo so we can play a lot of different cards.
We should look for lands that work well with the theme. Springjack Pasture is playable, maybe. Kher Keep would be nice if we were in Red. Moorland Haunt would be nice if we were in Blue and if we played creatures. Its why I like Legion's Landing. Its not an efficient token producer, but its a great over time grind card. If it just makes a blocker each turn it can buy you time to draw the card that helps you finish the game.
I think we need to look at all the Planeswalkers that make tokens. They aren't enchantments, but they do create devotion.
Something I have noticed, is that I am very very very happy to sideboard in creatures. In game two and three many of the single target removal is out of an opponent's deck and sweepers can be forced discards. So cards like Dark Confidant, Auriok Champion, Weathered Wayfarer, Tidehollow Sculler, Elesh Norn, Grand Cenobite, etc get much better after the sideboard. They don't get the benefit of Leyline of the Meek or Intangible Virtue so they have to be very good, but often they are much better when they are hard to remove and serve a real purpose in your sideboard plan. So don't completely ignore them as options out of the sideboard.
I'm very high on Auriok Champion and his/her value may go down if Death's Shadow sees less play, but being hard to remove, gaining life, blocking black and red creatures are all very relevant. It provides devotion. It offsets Bitterblossom's life loss. It blocks a Bloodbraid Elf.
Flying tokens are going to be of much higher value if destroying a Jace the Mind Sculptor becomes important. So Lingering Souls and Bitter Blossom making tokens that can threaten Jace is important.
I am high on the deck. You can add enough black discard to the deck to slow control/combo decks including Sweepers. Targeted removal is fairly weak against us. We naturally slow down most aggressive decks.
Well I took the deck to my FNM and it got wrecked, it was just too slow and dumping my hand with no card draw is rough to fill it back up. So I was thinking maybe you go Abzan colors but mainly play W/G. The card shaper's sanctuary would be interesting for spot removal plus a turn 1 that we don't really have much of. I think if I am going the Token route Bitter Blossom and Lingering souls are a must. I think the only leylines in this deck need to be Meek and Vitality. You can play Sanctity in the sideboard or Void in the sideboard.
So I am going to take this deck to my FNM this weekemd, I not expecting great results but I thought I try it out and be funny. I have cut the green out and play the deck like a BW tokens with leylines. Its a little more consistent but still isn;t great, but I like seeing people's face when I drop leylines before the game.
Read wanderer again, if you have any sort of board pump (favourable winds for example) it's counter like a spell Piearce and not a censor, it also pumps bigger when playing multiples so it really is strictly better. The only upside to familiar is that you can cast it with either w or u.
Ahhh missed the pump part, yeah I was just trying to put a artifact theme for the deck but after looking at the deck more it is hard not making it mono blue faeries flying with control
at the moment yu have 2 themes that dont quite work together, artifact-ensoul plan and basic islands,
if you what to go with basic islands you what Spire Golem, Tempest djinn, basic islands, vendilion cliques and lots of control (cryptics, remands, manaleak ect)
the second is artifact sub theme which whats Ensoul Artifact, Ornithopter, Zahid, Djinn of the Lamp, sigil pest, Darksteel Citadel, this version and also splash for another color easily
both require very different lands in the land bases, its better to choose one and run wit that but if your detem,ind to mash the together then i recommend Grand Architect as a card, acting as another lord and making artifacts cheaper to cast is highly abusable
another build around may be sai master thopterist and friends from m19 which provided a lot of mono u artifacts matter cards.
i would also consider upping smugglers copter to at least 3 as it really is a extremely powerful card in a deck with limited card advantage
Mausoleum Wanderer is only better in a spirit deck, there are no other spirits in the deck so it doesn't really matter. I understand that I have two things going on right now and I am updating the list. I rather go with more flying creatures that have artifacts which also makes ensoul better. I thought maybe whirler rogue would be a nice added piece too.
I saw a fun standard list so I thought I try to make a fun FNM deck around this concept. I am up for suggestions for the deck or if anyone has played anything similar for fun. The idea is to explode with ensoul artifact and make the opponent find an answer but at the same time playing a little control to hopefully get through with your flyers.
I really like Animation module, it really helps to protect our main creatures against liliana. I took this list to a FNM and went 3-1 this past Friday. Fun thing, the one lost was due to mill and he had nuts draw against me. We played after he 2-0 me and I beat him every time but oh that's how the games goes. I will say there are a few changes I think that should be made. I really think the deck should be ran as G/W deck instead of Mono Green. I think Leap should be a sideboard card and not in the deck. I rather have animation module game 1 then side in leap depending on the deck.
Here was my list and I will post my changes for next weeks FNM.
I was close to the list that did well at the Worchester classic but I don't have a mini karn for the deck. I agree with the mana base that the deck run, blinkmoth is not very good. I don't think it is really needed but it is a flyer that can block and a artifact. I am not a big fan of leap and would rather have that in the sideboard. I have never really had a chance to play it and use it's potential. I also think Leyline should be in the sideboard, our rough match ups are hand control, burn, and liliana.
It's great to see representation! Yeah, I've dropped the vials from the deck, though they allowed some very funny turn 3 kills. (Gogo stirrings).
We real baby, 9th at GP. Also, interestingly, they don't seem like fans of Metallic Mimic, going more "all in" on the sacrifice value plan, with more outlets and sparring construct.
I wonder what the Gut Shots were for in that list though.
Yeah I missed that in the copy and paste over to the forum
Just curious I know this card probably doesn't fit the UB version of mill but what do you think of the new card Psychic Corrosion? I would imagine a U/R version would be interested
Your main deck (version 2.0) is almost the same as the GP Lyon deck that took 32nd place. Only changes were:
-3 Mind Funeral
-2 Trapmaker Snare
-1 land
+4 Manic Scribe
+2 Vision of Beyond
Mill already owns Tron so the damping spheres are too narrow.
I ended making a few minor changes and the deck still ran very good, I went 3-1 last night in a very competitve store. I didn't play any really heavy hitter decks but I 2-0 a death cloud deck, 2-0 monogreen stompy, 1-2 tron ( just bad draws on my end or I got mana screwed. He had a cool variant with Oath of Nissa so he played nicol bolas and a garruk plus karn and ugin. Pretty cool deck but I never seem to draw archive trap and he had a emrakul game 2 "probably added it when he saw me playing mill that night" then I 2-1 merfolk. I know this deck is not new and its very good fringe deck but I still say it is in a good place right now. I think I will be playing this for awhile till people start side boarding for it at the store then I'll go back to the hardened scales affinity deck.
This is my list and I really like damping sphere just too slowing down storm or KCI a little which happens to be my store.
I have tried this deck multiple times with Aether vial and I don't miss it at all. I know it allows you to cheat in creatures but it slows you down so much for getting a hardened scales out or a animation module or even a turn 1 ancient stirrings to set up a land plus late game it is even worse since I don't run throne of geth. I do run two cavern of souls in the main to get around control decks. I played this deck Monday night for a modern event and 4-0, this deck is very solid and is running great for me.
I have been wanting to tinker with mausoleum secrets so this is the list I have come up with.
2 Architects of Will
4 Curator of Mysteries
3 Death's Shadow
4 Street Wraith
4 Striped Riverwinder
Enchantment (4)
4 As Foretold
Instant (11)
3 Cryptic Command
1 Disallow
2 Mausoleum Secrets
4 Remand
1 Spell Pierce
4 Ancestral Vision
4 Living End
Land (20)
1 Bojuka Bog
4 Darkslick Shores
3 Field of Ruin
1 Ghost Quarter
6 Island
1 Sunken Ruins
3 Tolaria West
1 Urborg, Tomb of Yawgmoth
1 Collective Brutality
2 Dismember
2 Dispel
1 Echoing Truth
2 Hurkyl's Recall
3 Nihil Spellbomb
1 Nimble Obstructionist
2 Surgical Extraction
1 Vendilion Clique
4 Aether Vial
Creature (27)
1 Archangel Avacyn
3 Blade Splicer
3 Elvish Visionary
2 Eternal Witness
3 Flickerwisp
1 Knight of Autumn
4 Noble Hierarch
3 Restoration Angel
3 Siege Rhino
4 Wall of Omens
3 Eerie Interlude
3 Path to Exile
Land (23)
4 Flooded Strand
2 Forest
2 Godless Shrine
2 Horizon Canopy
2 Marsh Flats
4 Plains
1 Swamp
2 Temple Garden
4 Windswept Heath
2 Abrupt Decay
2 Damping Sphere
1 Knight of Autumn
4 Leyline of Sanctity
1 Path to Exile
3 Rest in Peace
2 Stony Silence
The new land tech is interesting actually, I have never been a fan of Evolutionary leap in the deck but always a fan of animation module.
I haven't played without but I would think they aren't are necessary but the deck does slow down a bit I think.
I played this deck last week at my FNM and I went 2-2, I could of easily went 4-0 if I wouldn't of misplayed with animation module. This deck is actually pretty difficult to run efficiently. I have played it multiple times and it is a deck that takes a lot of practice. I think this deck has always been in a good place and more resilient compared to the other affinity deck.
Well I took the deck to my FNM and it got wrecked, it was just too slow and dumping my hand with no card draw is rough to fill it back up. So I was thinking maybe you go Abzan colors but mainly play W/G. The card shaper's sanctuary would be interesting for spot removal plus a turn 1 that we don't really have much of. I think if I am going the Token route Bitter Blossom and Lingering souls are a must. I think the only leylines in this deck need to be Meek and Vitality. You can play Sanctity in the sideboard or Void in the sideboard.
3 Intangible Virtue
3 Legion's Landing
4 Leyline of Sanctity
4 Leyline of the Meek
2 Leyline of the Void
1 Starfield of Nyx
Instant (8)
4 Fatal Push
4 Raise the Alarm
Planeswalker (3)
1 Elspeth, Sun's Champion
1 Gideon, Ally of Zendikar
1 Sorin, Solemn Visitor
3 Inquisition of Kozilek
4 Lingering Souls
Tribal Enchantment (3)
3 Bitterblossom
Land (22)
4 Concealed Courtyard
2 Field of Ruin
2 Godless Shrine
4 Marsh Flats
4 Plains
1 Polluted Delta
2 Swamp
2 Vault of the Archangel
1 Windswept Heath
2 Greater Auramancy
2 Leyline of the Void
2 Oblivion Ring
3 Stony Silence
2 Timely Reinforcements
1 Wrath of God
Ahhh missed the pump part, yeah I was just trying to put a artifact theme for the deck but after looking at the deck more it is hard not making it mono blue faeries flying with control
Mausoleum Wanderer is only better in a spirit deck, there are no other spirits in the deck so it doesn't really matter. I understand that I have two things going on right now and I am updating the list. I rather go with more flying creatures that have artifacts which also makes ensoul better. I thought maybe whirler rogue would be a nice added piece too.
2 Smuggler's Copter
Creature (22)
4 Judge's Familiar
4 Tempest Djinn
2 Zahid, Djinn of the Lamp
4 Ornithopter
4 Spire Golem
4 Vault Skirge
4 Ensoul Artifact
4 Favorable Winds
Instant (6)
3 Cryptic Command
3 Remand
4 Darksteel Citadel
18 Island
Here was my list and I will post my changes for next weeks FNM.
2 Animation Module
4 Mox Opal
2 Throne of Geth
2 Welding Jar
Artifact Creature (22)
4 Arcbound Ravager
4 Arcbound Worker
4 Hangarback Walker
2 Sparring Construct
4 Steel Overseer
4 Walking Ballista
1 Evolutionary Leap
4 Hardened Scales
Sorcery (4)
4 Ancient Stirrings
Land (19)
2 Blinkmoth Nexus
4 Darksteel Citadel
6 Forest
2 Horizon Canopy
4 Inkmoth Nexus
1 Pendelhaven
3 Damping Sphere
1 Grafdigger's Cage
2 Gut Shot
4 Nature's Claim
2 Relic of Progenitus
2 Spellskite
1 Welding Jar
I was close to the list that did well at the Worchester classic but I don't have a mini karn for the deck. I agree with the mana base that the deck run, blinkmoth is not very good. I don't think it is really needed but it is a flyer that can block and a artifact. I am not a big fan of leap and would rather have that in the sideboard. I have never really had a chance to play it and use it's potential. I also think Leyline should be in the sideboard, our rough match ups are hand control, burn, and liliana.
Gut shot is for lilian the veil, I use to play the colorless eldrazi deck and they sideboard guy shot for her.
Yeah I missed that in the copy and paste over to the forum
Just curious I know this card probably doesn't fit the UB version of mill but what do you think of the new card Psychic Corrosion? I would imagine a U/R version would be interested
I ended making a few minor changes and the deck still ran very good, I went 3-1 last night in a very competitve store. I didn't play any really heavy hitter decks but I 2-0 a death cloud deck, 2-0 monogreen stompy, 1-2 tron ( just bad draws on my end or I got mana screwed. He had a cool variant with Oath of Nissa so he played nicol bolas and a garruk plus karn and ugin. Pretty cool deck but I never seem to draw archive trap and he had a emrakul game 2 "probably added it when he saw me playing mill that night" then I 2-1 merfolk. I know this deck is not new and its very good fringe deck but I still say it is in a good place right now. I think I will be playing this for awhile till people start side boarding for it at the store then I'll go back to the hardened scales affinity deck.
This is my list and I really like damping sphere just too slowing down storm or KCI a little which happens to be my store.
3 Ensnaring Bridge
4 Mesmeric orb
Creature (8)
4 Hedron Crab
4 Manic Scribe
Instant (15)
4 Archive Trap
1 Crypt Incursion
3 Fatal Push
3 Surgical Extraction
4 Visions of Beyond
Enchantment (2)
2 Search for Azcanta
Sorcery (7)
2 Collective Brutality
4 Glimpse the Unthinkable
1 Mind Funeral
2 Darkslick Shores
2 Field of Ruin
1 Flooded Strand
1 Ghost Quarter
1 Ipnu Rivulet
3 Island
1 Marsh Flats
4 Polluted Delta
2 Shelldock Isle
2 Swamp
2 Watery Grave
1 Crypt Incursion
2 Damping Sphere
2 Dismember
1 Echoing Truth
4 Leyline of the Void
1 Mindbreak Trap
3 Set Adrift
1 Surgical Extraction
3 Animation Module
4 Mox Opal
3 Welding Jar
Artifact Creature (23)
4 Arcbound Ravager
3 Arcbound Worker
4 Hangarback Walker
3 Metallic Mimic
4 Steel Overseer
1 Traxos, Scourge of Kroog
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