In modern you can go turn 1 mana dork, turn 2 As Foretold and cast one of the spells above. If you don't have any of them you can turn 3 Tolaria West and search for whatever you need. Rebuy Tolaria West with Life from the Loam.
A card that has a great synergy with the whole deck is Bloodghast.
It is a card that you can discard, sacrifice and has a great synergy with the Crucible of Worlds + Ghost Quarter combo. Since it is a 2/2 It would not be that difficult to attack even if you have a Ensnaring Bridge.
Reason is because most of the time we only need to have 3 mana sources to keep playing this deck. If we want to keep every turn the lock of Crucible of Worlds + Ghost Quarter combo we will need to sac our land for the turn. Something that costs more than 3 would be too much risk to not keep the combo going turn after turn.
So we can play our Ghost Quarter from the grave and the remaining 2 mana sources we could spent to use with Rings Of Brighthearth. We could double Quarter every turn or even double Liliana of the Veil every turn.
If you do this with Inverter of Truth you can win with Relic of Progenitus removing cards from the grave so they will have nothing to shuffle. Relic of Progenitus main deck is very strong against jund/dredge and some other decks.
You can follow the main plan of Torpor Orb and do the Endless Whispers as your secondary win condition if the game goes longer or they stuck you with things like Ensnaring Bridge.
Hello folks! I was going to make my own Modern Miracles Thread but it seems one is already here albeit inactive. I've always wanted miracles to work in modern but any scry engine seems too slow to set up the mechanic. However, I believe there have been 2 cards that were printed recentlyish to change this. Taigam's Scheming and Contingency Plan I think it might be possible to make a different type of miracle deck using these cards. I'm sure you're all saying lol those cards are terrible they do nothing/not enough etc. Yeah that's probably true. But! They're quite good at setting up miracles and putting stuff in the graveyard! So anyways here's the list. Very much still in the works.
The current setup is against aggro decks but the idea is to Feeling of Dread until you find (with Planned Contigency and Taigam's Scheming Terminus or Entreat the Angels. While doing all of this you are continually filling your gy with lingering souls and feeling of dread to maintain stability. You can also get early Gurmag Anglers to help stabilize or just win after a Terminus.
Esper colors have a very wide sideboard spectrum and considering I'm still in the testing stage I won't bother listing options.
Thanks for taking a look and hopefully we can get this thread active again
I like this idea but something people always forget when they want to port Legacy's Miracles to a modern shell is Counterbalance. This card the main card from Legacy's Miracles deck (of course with the help of Sensei's Divining Top). Since we don't have and probably will never have Sensei's Divining Top in modern the other similar effects are like you said Taigam's Scheming and Contingency Plan.
Also I think It would be interesting to insert a lockdown piece after you get the Stormtide Leviathan+ Choke combo. Something to tap or tap future lands they are going to play.
I mean something to force them to tap their lands because they would just keep their lands up until they find a response. I think Elder Deep-Fiend is very interesting since you are already cheating the mana cost with delve creatures. Let's say you can play something like that:
Interesting list, I think you could add 1 Sun Titan in your main deck. Reason is that allows you to recover your choke/Favor of the Mighty just in case you milled it or even destroyed by your opponent spells.
And what do u think about maybe 1 Research // Development in your main deck? So you can have a toolbox of creatures in your sideboard and choose the specific ones you want to shuffle in your deck to combo with Eldritch Evolution. So you can have your sideboard in your game one just in case your need a specific answer against combo or something else. It also helps just in case your Elesh and/or Stormtides got killed or pathed. You can also shuffle a Emrakul, the Aeons Torn to counter a mill deck or something like that.
Actually I think that Research // Development + Eldritch Evolution are a cool combo to have what you need without main decking tons of creatures that most of the time are unplayable by normal ways. Also a set of Research will not stuck in your hand like any other big creature.
Probably not the right place to post this deck since I'm not running Stormtide Leviathan neither Eldritch Evolution but after testing my deck above I changed to this version:
Recorded this video today showing more or less how this deck works (don't forget to like/subscribe if you liked =D):
your deck is pure evil lol nice vid! that one hardcore lock deck you got, I feel like you just need a better wincon than hitting with Magus of the Tabernacle, although it doesn't seem like it matters once you get the lock combo going I guess.
But talking about Stormtide deck I was thinking that Quest for Ula's Temple could be in some kind of shell (maybe manipulating the top card + more creatures). It could also be a way to keep playing creatures from your hand just in case you are locked too. Another very underestimated card to cheat creatures is Summoner's Egg that you could also sac it for Eldritch Evolution and get double value.
Probably not the right place to post this deck since I'm not running Stormtide Leviathan neither Eldritch Evolution but after testing my deck above I changed to this version:
Interesting! Some time ago I had a similar idea but stopped to develop it. I'll post a list and try to explain it but as I said I stopped to develop it so some choices are very raw.
Allosaurus Rider was my initial idea of how to kill my opponent just in case my board was empty and I also locked myself. Since It could be cast for "free" and all my extra lands would turn it into something bigger. That also sustained Chancellor of the Tangle to help both fast play and latter pitch it for Allosaurus Rider.
I love this version of Eldrazi because Heartless Summoning will work like previous Eye of Ugin. By other hand I tried to create a deck that worked even if you did not have a Heartless Summoning in play.
Early game we have Kozilek's Return to kill small creatures and abuse it's "comeback" when you cast a 7 mana higher Eldrazi. To help with mana ramp and card advantage we have Simian Spirit Guide,Matter Reshaper and Solemn Simulacrum. Playing those cards will help to ramp your game even if you don't have a Heartless Summoning in play. Even if they play Blood Moon or exiles your Eldrazi Temples you can still play because we are not focused on that single land.
Elder Deep-Fiend and Distended Mindbender give this deck a more control kind of game since you can emerge them sacrificing the early creatures (while getting card advantage). Heartless Summoning also reduces the emerge cost and don't forget that they will trigger Kozilek's Return if it is in your grave.
Oblivion Sower is very underestimated card but this card is very strong. It will occasionally ramp and even under Heartless It will be a 4/7 creature. Ruin Processor helps you to recover early damage. World Breaker will remove any annoying land/artifact or enchantment.
If you want a more control game or sideboard against control/combo I suggest Thought-Knot Seer. You can substitute Distended Mindbender/Havengul Lich and/or Ruin Processor.
I did a recent update to this deck but unfortunately Genesis Hydra is bugged and doesn't allow you to reveal any card to put in play =/
I'm not playing it anymore because not being able to cast Hydra against control deck is frustrating...thanks wizards.
In modern you can go turn 1 mana dork, turn 2 As Foretold and cast one of the spells above. If you don't have any of them you can turn 3 Tolaria West and search for whatever you need. Rebuy Tolaria West with Life from the Loam.
You can also goldfish a turn 1 As Foretold with Simian Spirit Guide, Chancellor of the Tangle, 1 Land and cast Restore Balance/Wheel of Fate. If you restore balance they will end with few cards and since you have As foretold you can play whatever you draw (most of the time) for free.
It is a card that you can discard, sacrifice and has a great synergy with the Crucible of Worlds + Ghost Quarter combo. Since it is a 2/2 It would not be that difficult to attack even if you have a Ensnaring Bridge.
It suffers the same grave hate problem the same way our Crucible of Worlds + Ghost Quarter combo but we have Seal of Primordium to deal with it.
Other card that could be interesting or maybe just cute is Rings Of Brighthearth.
Reason is because most of the time we only need to have 3 mana sources to keep playing this deck. If we want to keep every turn the lock of Crucible of Worlds + Ghost Quarter combo we will need to sac our land for the turn. Something that costs more than 3 would be too much risk to not keep the combo going turn after turn.
So we can play our Ghost Quarter from the grave and the remaining 2 mana sources we could spent to use with Rings Of Brighthearth. We could double Quarter every turn or even double Liliana of the Veil every turn.
Would be interesting to Rings Of Brighthearth Liliana's ultimate.
I mean you keep playing with the Torpor Orb tech but at some point of the game you play Endless Whispers.
Earlier you suspend a Greater Gargadon. So after you play your Endless Whispers you sac your Torpor Orb and your creature that could be Inverter of Truth and/or Eater of Days.
If you do this with Inverter of Truth you can win with Relic of Progenitus removing cards from the grave so they will have nothing to shuffle. Relic of Progenitus main deck is very strong against jund/dredge and some other decks.
If you do this with Eater of Days you can bounce it back with Vapor Snag. Something like that you could with Hunted Horror/Hunted Phantasm and get the tokens for you.
You can follow the main plan of Torpor Orb and do the Endless Whispers as your secondary win condition if the game goes longer or they stuck you with things like Ensnaring Bridge.
I like this idea but something people always forget when they want to port Legacy's Miracles to a modern shell is Counterbalance. This card the main card from Legacy's Miracles deck (of course with the help of Sensei's Divining Top). Since we don't have and probably will never have Sensei's Divining Top in modern the other similar effects are like you said Taigam's Scheming and Contingency Plan.
But they are sorcery and very slow to work with Counterbalance but you can improve this with Quicken and Leyline of Anticipation.
-2 Abrupt Decay
-1 Thoughtseize
-1 Darkslick Shores
-1 Tasigur, the Golden Fang
+1 Avacyn, Angel of Hope
+1 Empyrial Archangel
+1 Memory's Journey
+1 Godless Shrine
+1 Favor of the Mighty
Add more one Favor of the Mighty because it helps a lot to protect your creatures even things like Hooting Mandrills.
Add Avacyn, Angel of Hope because most of the times when you already have a Favor of the Mighty on the field she will be the first card to tutor. She will protect your permanents from removal while Favor of the Mighty will protect her from things like Path to Exile.
Empyrial Archangel main deck + Avacyn, Angel of Hope both will protect each other. Empyrial Archangel will protect your life points while Avacyn, Angel of Hope will protect her from destruction.
Empyrial Archangel/Avacyn, Angel of Hope/Stormtide Leviathan they are all 8 CMC so they will not conflict with Favor of the Mighty.
Memory's Journey is here just in case you have milled a creature or a spell like Eldritch Evolution but could also work against some decks.
Choices are Thalia, Heretic Cathar or Root Maze or Elder Deep-Fiend.
I mean something to force them to tap their lands because they would just keep their lands up until they find a response. I think Elder Deep-Fiend is very interesting since you are already cheating the mana cost with delve creatures. Let's say you can play something like that:
- You cast Tasigur, the Golden Fang and during opponent's end phase you emerge him to cast Elder Deep-Fiend.
- Elder Deep-Fiend will tap their lands and during your turn you can Eldritch Evolution for Stormtide Leviathan.
If you already have Choke on the field you will lock their lands.
By other hand Thalia, Heretic Cathar just take one slot and will tap non basic lands. Being a cost 3 creature you can recur with Sun Titan later.
And what do u think about maybe 1 Research // Development in your main deck? So you can have a toolbox of creatures in your sideboard and choose the specific ones you want to shuffle in your deck to combo with Eldritch Evolution. So you can have your sideboard in your game one just in case your need a specific answer against combo or something else. It also helps just in case your Elesh and/or Stormtides got killed or pathed. You can also shuffle a Emrakul, the Aeons Torn to counter a mill deck or something like that.
Actually I think that Research // Development + Eldritch Evolution are a cool combo to have what you need without main decking tons of creatures that most of the time are unplayable by normal ways. Also a set of Research will not stuck in your hand like any other big creature.
Thank you maybe I will test some planeswalkers like Ajani Vengeant/Ral Zarek/Tamiyo, the Moon Sage/Gideon Jura to tap or force them to tap a land.
But talking about Stormtide deck I was thinking that Quest for Ula's Temple could be in some kind of shell (maybe manipulating the top card + more creatures). It could also be a way to keep playing creatures from your hand just in case you are locked too. Another very underestimated card to cheat creatures is Summoner's Egg that you could also sac it for Eldritch Evolution and get double value.
For protection Favor of the Mighty (splashing white) could be interesting to protect not only Stormtide Leviathan but any other fattie even Hooting Mandrills. Since it is a enchantment + tribal you could also run Traverse the Ulvenwald.
2 Hinterland Harbor
1 Breeding Pool
4 Windswept Heath
4 Urborg, Tomb of Yawgmoth
4 Crumbling Vestige
2 Forest
1 Stomping Ground
2 Plains
2 Temple Garden
2 Reflecting Pool
Creatures
4 Magus of the Tabernacle
1 Eidolon of Blossoms
3 Mesa Enchantress
4 Clever Impersonator
4 Ghostly Prison
4 Spreading Algae
4 Spreading Seas
3 Choke
3 Root Maze
2 Authority of the Consuls
2 War's Toll
Artifacts
2 Storage Matrix
2 Stony Silence
1 Oblivion Ring
3 Rest in Peace
4 Leyline of Sanctity
2 Pithing Needle
3 Nyx-Fleece Ram
Mind Bend did not work the way I wanted but I liked the Choke lock with Urborg, Tomb of Yawgmoth. Instead of Mind Bend to turn lands into islands I started to play with Spreading Seas and Spreading Algae.
Root Maze will slowdown your opponent along side Ghostly Prison. Magus of the Tabernacle will force your opponent to tap lands if they want to keep any creature and War's Toll will finish the lock.
War's Toll + Ghostly Prison + Magus of the Tabernacle will lock any attack. War's Toll + Spreading Algae will force them to tap all lands if they want to do something.
Still need to change some cards Clever Impersonator probably will be better to turn into Copy Enchantment so you can copy Spreading Seas or Spreading Algae. Storage Matrix combo with Ghostly Prison but maybe could be something else. Eidolon of Blossoms could be other card or maybe a Mesa Enchantress.
4 City of Brass
3 Gemstone Mine
2 Valakut, the Molten Pinnacle
1 Emeria, the Sky Ruin
4 Urborg, Tomb of Yawgmoth
4 Mana Confluence
4 Crumbling Vestige
Creatures
4 Allosaurus Rider
4 Chancellor of the Tangle
4 Magus of the Tabernacle
4 Simian Spirit Guide
4 Ghostly Prison
4 Choke
4 Root Maze
Artifacts
3 Talisman of Unity
3 Talisman of Progress
Instants
4 Mind Bend
2 Stony Silence
1 Oblivion Ring
2 Rest in Peace
1 Ensnaring Bridge
2 Gigadrowse
1 Damping Matrix
2 Pithing Needle
4 Nourishing Shoal
So main idea was to lock your opponent with Choke + Root Maze but instead of Stormtide Leviathan to turn everything into an Island I played the Urborg, Tomb of Yawgmoth + Mind Bend combo.
Urborg, Tomb of Yawgmoth will turn everything into a Swamp that you will change it with Mind Bend turning everything into an Island instead. The same combo could be applied to Valakut, the Molten Pinnacle and/or Emeria, the Sky Ruin.
Choke + Root Maze will lock both players mana but that is why I play talismans like Talisman of Unity and Talisman of Progress so probably you'll be the only with some extra mana. Crumbling Vestige will also generate a mana even with this combo.
To kill their creatures I played Magus of the Tabernacle because they will need to fall into our lock but at the same time we could pay It's upkeep cost with our talismans. Chancellor of the Tangle and Simian Spirit Guide are for extra speed.
Allosaurus Rider was my initial idea of how to kill my opponent just in case my board was empty and I also locked myself. Since It could be cast for "free" and all my extra lands would turn it into something bigger. That also sustained Chancellor of the Tangle to help both fast play and latter pitch it for Allosaurus Rider.
That list was created before Eldritch Moon's release so Eldritch Evolution was not a choice at that time but since I'm running Allosaurus Rider it could be interesting to have this combo too. Also Valakut, the Molten Pinnacle and Emeria, the Sky Ruin are not necessary (was a test). Probably adding Eldritch Evolution and a single copy of Stormtide Leviathan and/or other fattie would be interesting.
Probably I would cut Ghostly Prison for Eldritch Evolution and cut some copies of Magus of the Tabernacle for Eldritch's target.
As I said that was a very raw list but It could be interesting to share some ideas. Hope it could help further developments =D
1 Forest
2 Swamp
3 Island
1 Mountain
4 Mana Confluence
3 Sanctum of Ugin
3 Urborg, Tomb of Yawgmoth
3 Cavern of Souls
4 Eldrazi Temple
Enchantments
4 Heartless Summoning
Instant
4 Kozilek's Return
4 Simian Spirit Guide
4 Matter Reshaper
4 Solemn Simulacrum
4 Oblivion Sower
1 Havengul Lich
2 Ruin Processor
1 Distended Mindbender
3 Elder Deep-Fiend
3 World Breaker
1 Ulamog, the Ceaseless Hunger
1 Emrakul, the Promised End
4 Chalice of the Void
4 Dismember
1 Grafdigger's Cage
2 Relic of Progenitus
1 Ruin Processor
1 Shriekmaw
1 Warping Wail
1 World Breaker
I love this version of Eldrazi because Heartless Summoning will work like previous Eye of Ugin. By other hand I tried to create a deck that worked even if you did not have a Heartless Summoning in play.
Early game we have Kozilek's Return to kill small creatures and abuse it's "comeback" when you cast a 7 mana higher Eldrazi. To help with mana ramp and card advantage we have Simian Spirit Guide,Matter Reshaper and Solemn Simulacrum. Playing those cards will help to ramp your game even if you don't have a Heartless Summoning in play. Even if they play Blood Moon or exiles your Eldrazi Temples you can still play because we are not focused on that single land.
Elder Deep-Fiend and Distended Mindbender give this deck a more control kind of game since you can emerge them sacrificing the early creatures (while getting card advantage). Heartless Summoning also reduces the emerge cost and don't forget that they will trigger Kozilek's Return if it is in your grave.
Oblivion Sower is very underestimated card but this card is very strong. It will occasionally ramp and even under Heartless It will be a 4/7 creature. Ruin Processor helps you to recover early damage. World Breaker will remove any annoying land/artifact or enchantment.
If you want a more control game or sideboard against control/combo I suggest Thought-Knot Seer. You can substitute Distended Mindbender/Havengul Lich and/or Ruin Processor.
Recently I have recorded a video of this deck =D
I did a recent update to this deck but unfortunately Genesis Hydra is bugged and doesn't allow you to reveal any card to put in play =/
I'm not playing it anymore because not being able to cast Hydra against control deck is frustrating...thanks wizards.
4 Nykthos, Shrine to Nyx
15 Forest
Enchantments
4 Doubling Season
4 Utopia Sprawl
4 Oath of Nissa
Sorcery
4 Genesis Wave
Creatures
4 Overgrown Battlement
4 Sylvan Caryatid
4 Carven Caryatid
1 Eternal Witness
2 Genesis Hydra
1 Ajani Steadfast
1 Jace, Architect of Thought
1 Kiora, Master of the Depths
1 Sarkhan Vol
1 Ajani, Mentor of Heroes
1 Elspeth, Sun's Champion
1 Ugin, the Spirit Dragon
1 Garruk Wildspeaker
1 Nissa, Worldwaker
1 Nicol Bolas, Planeswalker
1 Narset Transcendent
1 Gideon Jura
1 Vraska the Unseen
2 Genesis Hydra
4 Sun Droplet
3 Seal of Primordium
3 Thragtusk
vs Mono Blue Tron: