I face a lot of humans/burn/various tron/affinity/combo (kiki cord, coco,4c saheeli, KCI, scapeshift) and various DnT decks (one has U for spell queller and such)
I saw on MTGtop8 that some people are cutting neonates and thugs for more additional removal like darkblasts/lightning axe is that were the deck is headed or was it their judgement call for wanting more removal? I've played decks like LE, Junk, Hollow One. Does my list look fine enough for a very diverse meta? Or should I cut some thugs for darkblasts? I think most of the players have 2-3 modern decks they rotate through but as far as I can tell very little graveyard hate as I look at matches when I finish early.
That makes sense. I saw Tom Ross list he ran with 2 bridge 2 gargadon when GGT was around but didn't know if someone found a deck with it that works consistently. I'll look that one over and give it a shot.
Can anyone recommend a bridge from below build? I'm looking to spice up my dredge deck and try something new I know we're lacking what make bridge insane in legacy (ichorid, cabal therapy, GGT, dread return) but from what I've read on here it's a winmore card or a do nothing card.
I went with the dredge, I cut the 4 Hollow Ones and 3 Abrupt decays for 4 Stinkweed Imp and 3 Golgari Thug. I'll probably update with how I do next week since now I can practice with the changes for a whole week and see how it goes. I totally forgot about Flamewake Phoenix....
So this is the decklist I'm currently running and I'm wondering if I'm being too cute with Hollow Ones and should replace them with stinkweed imp/ golgari thugs.
I took this to my fnm and they have a 3 round match.
Round 1--Tron: lost 0-2 to him having natural tron both games and I punted game 2 by abrupt decay his chromatic star and not his O-stone... was able to apply early pressure but between tron and stone he cleared my threats and landed a wurmcoil engine and revealed his hand to be Ulamog, Karn, and another engine. Game 2 was tron again and he ended up slamming an ulamog and ceiling my lands after relic my graveyard. And then backed up with another wurmcoil. He ended up decking me with ulamog triggers..
Round 2-- Troll worship: this was against my good friend and we played this match up a lot at school and when we hung out. I won game 1 with T1 looting pitching ghast and vengevine and T2 was another looting into neonate, hollow one, trigger vengevine and ghast and blowing him out. Games 2 and 3 I didn't draw my hate to remove his auras,RIP, and his worship and he killed me by playing threats that stonewalled me into not attacking while he gavony township at end step and killed me with his 2 birds of paradice.
Game 3 was a bye since someone else dropped out after round 2...
The deck felt pretty consistent and was able to always get guys onto the field.
I will definitely take into account your deck, I did make changes to mine last night but just got around to checking this post and making those changes. Let me know what you think and if I need to change anything else around to really make the most of the deck.
This is my Reaper King deck that I am putting together for my playgroup who wanted to do a horror trope theme like Vampires, Werewolves,Zombies etc it finally got me to start making it and what I have below is the list I have been brewing up. One of the weaknesses I think I am having is the lack of tutoring but I have no idea what to remove or change to make room for more. The deck works most other King decks by landing a early Conspiracy or Xenograft casting your commander then proceeding to play clones or changlings to get the most out of his ability before he gets removed from the field. The clones in the deck also serve as an alternative win con encase Reaper King gets removed too many times to make it viable to cast him, I can clone my opponents creatures and then clear the way to kill them that way.
If there any suggestions outside of tutor cards I should change I am open to it, though I am trying to keep this deck under $300 initially I am willing to upgrade the deck as I go but would rather not drop a ton of money at once.
This is my take on commander Dralnu, Lich Lord I fell in love with him while browsing all the legends that MTG had to offer and really loved his effect so I decided to make a UB good stuff deck with a lot of good cards I can recur like wraths,draw, counter spells etc. After a while I decided to slowly make it an actual structured deck with a way to win so I added in Consuming Aberration + Rite of Replication + Phenax, God of Deception with ways to to mill people while keeping it as a "value recursion" deck . After playing this deck a lot I still lack an early game and a late game/optional win con outside of the "mill everyone" strat. I am open to suggestions to what to toss/add/keep.
good choice on Illusions can't go wrong with them! here is the deck I run with them as a blue aggro that does very well IMO it was fairly cheap to make (outside of the Phantasmal Image and Serum Vision ) When I bought these cards Serum Visions were $1.5-$2 they are currently going for $7-$8 and Image was going for $4 roughly they are going for $6 each. ( got my prices at TCGplayer idk if that makes a difference or not)
I recently picked up the Tezzeret duel deck and had fun playing it, but felt it needed more of something so after looking at my collection I wanted to make UB artifact deck that had tons of synergy ( like serum tank,energy chamber to draw a bunch of cards Esperzoa and architects of will to let me set up my opponents draws or mine) so I went into my collection and made this
I was thinking of adding Cranial Plating to the deck with all the artifacts but I don't know what to remove to do so
I want to keep it modern if possible for my playgroup.
Hello, I was looking through my collection and came across Warped Devotion and I figured why not try to make a deck around it for my playgroup. My issue is that my group likes to play a casual modern format and when looking for cards to put in the WD deck I noticed some of the cards that go well with it aren't modern legal (like Mana Breach and Overburden)I don't mind it but my playgroup does try to limit the number of non-modern cards as much as possible ( idk why but I roll with it) so here is the deck I currently have concocted what can I change? and would it work better as a tempo deck instead of a control deck?
Thanks for reading this, I made a mono blue control/mill deck centered around Grindclock after tinkering around the deck list I officially made the deck last week and brought it over to my friend's house for a day long magic gathering. The decks I went up against were:
WU Control (ran cards like Wall of DenialWrath of GodRender SilentCryptic CommandDetention SphereOblivion Ring etc a heavy control deck)
RB Vampires (nothing else to say here)
RG Werewolves (brother actually made them the day prior)
mono U Merfolk (again nothing else)
I got 3-0 by vampires I went 1-0 against the WU deck and 1-1 against the Werewolves (never fought the Merfolk) we also did a lot of two-headed giant games that given time I was able to ramp up to mill a lot of cards a turn with Tezzeret and Grindclock, the issue I am having with the deck is yes I built it control but it feels like it does nothing until I land a successful Grindclock my turns pretty much went draw-go and if I didn't have one early I felt I was falling behind all the decks. below is the deck I am trying to keep it modern (thats what our playgroup likes) and keeping it in budget of around $30 I don't know if I should make it more millish/aggro/dual colors mill zombies any and all help would be great!
1 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
3 Copperline Gorge
2 Dakmor Salavage
1 Gemstone Mine
2 Mountain
3 Stomping Ground
2 Wooded Foothills
Spells
4 Cathartic Reunion
3 Conflagrate
1 Darkblast
1 Driven//Dispair
4 Faithless Looting
4 Life from the Loam
4 Bloodghast
3 Golgari Thug
4 Insolent Neonate
4 Narcomeba
4 Prized Amalgam
4 Stinkweed Imp
1 Abrupt Decay
2 Ancient Grudge
3 Collective Brutality
1 Darkblast
1 Gnaw to the Bone
1 Lightning Axe
1 Maelstrom Pulse
1 Natures Claim
3 Thoughtseize
1 Engineered Explosives
I face a lot of humans/burn/various tron/affinity/combo (kiki cord, coco,4c saheeli, KCI, scapeshift) and various DnT decks (one has U for spell queller and such)
I saw on MTGtop8 that some people are cutting neonates and thugs for more additional removal like darkblasts/lightning axe is that were the deck is headed or was it their judgement call for wanting more removal? I've played decks like LE, Junk, Hollow One. Does my list look fine enough for a very diverse meta? Or should I cut some thugs for darkblasts? I think most of the players have 2-3 modern decks they rotate through but as far as I can tell very little graveyard hate as I look at matches when I finish early.
I took this to my fnm and they have a 3 round match.
Round 1--Tron: lost 0-2 to him having natural tron both games and I punted game 2 by abrupt decay his chromatic star and not his O-stone... was able to apply early pressure but between tron and stone he cleared my threats and landed a wurmcoil engine and revealed his hand to be Ulamog, Karn, and another engine. Game 2 was tron again and he ended up slamming an ulamog and ceiling my lands after relic my graveyard. And then backed up with another wurmcoil. He ended up decking me with ulamog triggers..
Round 2-- Troll worship: this was against my good friend and we played this match up a lot at school and when we hung out. I won game 1 with T1 looting pitching ghast and vengevine and T2 was another looting into neonate, hollow one, trigger vengevine and ghast and blowing him out. Games 2 and 3 I didn't draw my hate to remove his auras,RIP, and his worship and he killed me by playing threats that stonewalled me into not attacking while he gavony township at end step and killed me with his 2 birds of paradice.
Game 3 was a bye since someone else dropped out after round 2...
The deck felt pretty consistent and was able to always get guys onto the field.
4x Blackcleave Cliffs
2x Blood Crypt
4x Bloodstained Mire
2x Blooming Marsh
1x Forest
3x Overgrown Tomb
2x Swamp
4x Wooded Foothills
4x Gravecrawler
4x Hollow One
4x Insolent Neonate
4x Lotleth Troll
4x Prized Amalgam
4x Vengevine
3x Abrupt Decay
4x Faithless Looting
1x maelstrom pulse
2x Destructive Revelry
2x Collective Brutality
3x Fatal Push
4x Leyline of the Void
3x Thoughtseize
If there any suggestions outside of tutor cards I should change I am open to it, though I am trying to keep this deck under $300 initially I am willing to upgrade the deck as I go but would rather not drop a ton of money at once.
1x Adaptive Automaton
1x Avenger of Zendikar
1x Chameleon Colossus
1x Clever Impersonator
1x Clone
1x Dack's Duplicate
1x Deadeye Navigator
1x Grim Poppet
1x Disciple of Bolas
1x Evil Twin
1x Farhaven Elf
1x Mirror Entity
1x Lurebound Scarecrow
1x Myr Battlesphere
1x Padeem, Consul of Innovation
1x Phyrexian Metamorph
1x Wicker Warcrawler
1x Sakura-Tribe Elder
1x Scarecrone
1x Scuttlemutt
1x Shapesharer
1x Academy Rector
1x Sidisi, Undead Vizier
1x Taurean Mauler
1x Wild-Field Scarecrow
1x Wood Elves
1x Yavimaya Elder
Enchantment (4)
1x Conspiracy
1x Phyrexian Arena
1x Rhystic Study
1x Xenograft
1x Arcane Sanctum
1x City of Brass
1x Command Tower
1x Evolving Wilds
1x Exotic Orchard
1x Forbidden Orchard
7x Forest
1x Frontier Bivouac
4x Island
1x Jungle Shrine
1x Mana Confluence
2x Mountain
1x Mystic Monastery
1x Nomad Outpost
1x Opulent Palace
2x Plains
1x Sandsteppe Citadel
1x Savage Lands
1x Seaside Citadel
2x Swamp
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Vivid Marsh
1x Vivid Meadow
Instant (8)
1x Anguished Unmaking
1x Beast Within
1x Cyclonic Rift
1x Enlightened Tutor
1x Vampiric Tutor
1x Path to Exile
1x Return to Dust
1x Swords to Plowshares
1x Riptide Replicator
1x Blade of Selves
1x Chromatic Lantern
1x Coalition Relic
1x Commander's Sphere
1x Fellwar Stone
1x Lightning Greaves
1x Mimic Vat
1x Nim Deathmantle
1x Panharmonicon
1x Sol Ring
1x Swiftfoot Boots
Sorcery (9)
1x Diabolic Tutor
1x Explosive Vegetation
1x Hull Breach
1x Kodama's Reach
1x Cultivate
1x Rite of Replication
1x Supreme Verdict
1x Vandalblast
1x Wrath of God
Planeswalker (1)
1x Tezzeret the Seeker
Changes to the deck are as followed
OUT:
Unwinding Clock
Diluvian Primordial
Sphinx of Uthuun
Reclamation Sage
Rampant Growth
Faith's Reward
Shriekmaw
Mulldrifter
Sepulchral Primordial
IN:
Riptide Replicator
Adaptive Automaton
Academy Rector
Vampiric Tutor
Demonic Tutor
Grim Poppet
Cultivate
Wicker Warcrawler
Lurebound Scarecrow
1 Dralnu, Lich Lord
Mana Base(work in progress)
13 Swamp
15 Island
1 Academy Ruins
1 Underground Sea
1 Evolving Wilds
1 Riptide Laboratory
1 Reliquary Tower
1 Salt Marsh
1 Dreadship Reef
Creatures
1 Mulldrifter
1 Palinchron
1 Deadeye Navigator
1 Roil Elemental
1 Consuming Aberration
1 Venser, Shaper savant
1 Sphinx of the Final Word
1 Lighthouse Chronologist
1 Talrand, Sky Summoner
1 Phenax, god of Deception
1 Teferi, Mage of Zhalfir
1 Havengul Lich
1 Tidespout Tyrant
1 Duplicant
1 Lazav, Dimir Mastermind
1 Notion Thief
1 Dimir Doppelganger
1 Vampire Nighthawk
1 Glen Elendra Archmage
1 Consecrated Sphinx
(Misc.)
1 Traumatize
1 Curse of the Cabal
1 Sorin's Vengeance
1 Rite of Replication
Counters
1 Counterspell
1 Rewind
1 Forbid
Search
1 Demonic Tutor
1 Fact or Fiction
1 Forbidden Alchemy
1 Diabolic Tutor
1 Praetor's Grasp
1 Preordain
Removal
1 Doom Blade
1 Expunge
1 Damnation
1 Plague Wind
1 In Garruk's Wake
Bounce
1 Recoil
1 Ætherspouts
1 Crush of Tentacles
1 Ætherize
1 Clutch of the Undercity
1 Cyclonic Rift
1 Sphinx's Tutelage
1 Phyrexian Arena
1 Rhystic Study
1 Monastery Siege
1 Jace's Sanctum
1 Treachery
Artifacts:
Protection
1 Vedalken Shackles
1 lightning Greaves
Flashback Reduction
1 Altar of the Lost
1 Catalyst Stone
Mana Rocks
1 Sol Ring
1 Dimir Signet
1 Talisman of Dominance
1 Coalition Relic
1 Gilded Lotus
1 Mind Stone
1 Thought Vessel
Planeswalkers
1 Tamiyo, the Moon Sage
1 Jace, Architect of Thought
1 Jace Beleren
Cards on the chopping block
Sorin's Vengeance
Expunge
Tamiyo, the Moon Sage
Lighthouse Chronologist
Cards thinking of adding
Ashling, the Extinguisher
Vela the Night-Clad
Oona, Queen of the Fae
More counter spells
20 Island
4 Halimar Depths
Spells
4 Serum Visions
4 Mana Leak
4 Vapor Snag
4 Phantasmal Bear
4 Phantasmal Dragon
4 Lord of the Unreal
4 Phantasmal Image
4 Krovikan Mist
4 Illusionary servant
1x Architects of Will
1x Broodstar
1x Darksteel Colossus
1x Duplicant
1x Esperzoa
1x Faerie Mechanist
1x Leaden Myr
2x Master of Etherium
1x Master Transmuter
2x Myr Enforcer
1x Pentavus
1x Qumulox
1x Razormane Masticore
1x Silver Myr
2x Steel Overseer
1x Triskelion
1x Vedalken Engineer
2x Contagion Clasp
1x Darksteel Forge
2x Energy Chamber
2x Everflowing Chalice
1x Serum Tank
Sorcery (4)
2x Fabricate
2x Thoughtcast
Instant (4)
2x Agony Warp
2x Thirst for Knowledge
Land (23)
4x Darksteel Citadel
8x Island
3x Stalking Stones
8x Swamp
I was thinking of adding Cranial Plating to the deck with all the artifacts but I don't know what to remove to do so
I want to keep it modern if possible for my playgroup.
Thanks for any/all input!
Thanks for any/all input!
1 Creeping Tar Pit
5 Island
5 Swamp
3 Salt Marsh
4 Drowned Catacomb
3 Tainted Isle
Creatures(3)
3 Blizzard Specter
2 Deprive
2 Mana Leak
4 Liliana's Caress
2 Skullcage
2 Mana Breach
2 Overburden
4 Seal of Removal
4 Recoil
3 Sleight of Hand
2 Sunken Hope
2 Telling Time
1 Elixir of Immortality
4 Warped Devotion
2 Evacuation
WU Control (ran cards like Wall of Denial Wrath of God Render Silent Cryptic CommandDetention Sphere Oblivion Ring etc a heavy control deck)
RB Vampires (nothing else to say here)
RG Werewolves (brother actually made them the day prior)
mono U Merfolk (again nothing else)
I got 3-0 by vampires I went 1-0 against the WU deck and 1-1 against the Werewolves (never fought the Merfolk) we also did a lot of two-headed giant games that given time I was able to ramp up to mill a lot of cards a turn with Tezzeret and Grindclock, the issue I am having with the deck is yes I built it control but it feels like it does nothing until I land a successful Grindclock my turns pretty much went draw-go and if I didn't have one early I felt I was falling behind all the decks. below is the deck I am trying to keep it modern (thats what our playgroup likes) and keeping it in budget of around $30 I don't know if I should make it more millish/aggro/dual colors mill zombies any and all help would be great!
4 reliquary tower
18 island
Spells:
4 mana leak
4 Tezzeret's Gambit
4 serum visions
3 clockspinning
2 negate
2 steady progress
2 deprive
2 Tormod's Crypt
3 steel wall
3 drift of phantasms
2 psychosis crawler
Other:
1 elixir of immortality
2 tezzeret the seeker
4 grindclock
3 defense grid
4 spell pierce
1 Negate
2 Pithing Needle
2 Tormod's Crypt
2 sleep
1 Venser's Journal
the reason I run crypts is that my play group all run at least 1 Elixir