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  • posted a message on Modern Zombies
    Like i mentioned at the start of my post, i'm starting with mono black because i don't own all of the needed wb lands yet. You can't play tidehollow sculler in mono black, i know its good but you need white mana to cast it.
    By the time corspe knight is available i'll switch to wb, i'll probably be able to get the lands i need by then.

    Here's the w/b list i'm currently messing with:



    Sadly won't get to test the mono black week until next week. Any thoughts?
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    ok so here's my first attempt at post modern horizons zombies. I'm starting with a mono black version because i don't have the lands for BW yet.
    It is very value centric and features unearth, which i think should be a staple for the deck.



    There is only 20 lands because there is a lot of card draw and the curve is relatively low. Unearth can bring back any creature which is why i put 2x fleshbag marauder. You can do sac shenanigans with relentless dead and it makes unearth a one mana edict. Unearth can also be a one mana stone rain with fulminator mage from the sideboard, and can bring back all other creatures in the deck.

    I really can't wait to play the deck, i'll be testing tomorrow and see if this works.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    To be honest i'd feel ok with carrion feeder as the only sac engine for now. Corpse knight and wayward servant care about zombie entering the battlefield, so you still get trigger off of just playing the deck. They also make stuff like dark salvation and diregraf colossus very appealing.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    So in a month we went from having nothing new since ever to having carrion feeder, undead augur and then corpse knight. I'm now very excited for this deck again! The more new stuff we get the more i think an aristocrats/value version of zombies has the most potential. Between these and wayward servant, plague belcher and maybe even diregraf captain, we have a lot of ways to chip away our opponent's life. Trying to find the perfect mix will be a challenge for sure!
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Assault Loam
    @CrypticCommander
    Well i've thought about sakura-tribe scout a bit more and one advantage it gives to straight RG decks is compensating the less versatile interaction with speed. We can still play the midrange game with faithless looting, wrenn and six, life from the loam and cycling lands. If we can slow down the opponent earlier by dropping our payoff cards faster and gain the ability to do multiple things a turn sooner, it may turn the game to our advantage and compensate for some of our clunkiness. Also makes things like blast zone less slow and gives us the ability to start ghost quartering without giving up too much tempo.

    I wouldn't play scout in jund or temur, now that i think about it. But i'll be trying it out in gruul. Maybe it isn't good but i'll give it a try Smile
    Posted in: Midrange
  • posted a message on [Primer] Assault Loam

    I was just curious what do you guys think of tectonic reformation? Is it worth a card? Or do you think just having 3 cycling lands in our deck being churned through with Life of the loam will be enough card draw? I was thinking about playing it as a 2 of in the deck until I get a feeling for whether it's good or not. I mean it even cycles so if we do have enough cycle lands in our hand we can always get rid of it if we want to.


    My initial impression is just run 3 cycling lands and not the enchantment, just for the sake of card economy. Dedicating 3 land slots makes more sense than having to play another enchantment.

    Other than that i feel like force of vigor might be a sideboard card of choice if we can generate enough value/card draw. Pitching an extra loam or whatnot without paying mana seems like a pretty decent option against rest in peace/leyline of the void/etc. Gets extra good vs some matchups, definitely worth trying out i think.

    Any thoughts on regrowth now being modern legal? Getting back key pieces that were milled, looted or destroyed seems good, or just having the option to do the bolt regrowth bolt play is maybe good enough?

    Also a card i want to try out alongside wrenn and six is sakura-tribe scout. Some people mentioned how the planeswalker can do busted play with exploration in legacy. Scout is the closet thing to that and can ramp us every turn as long as we have a way to get back dredged lands or fetchlands. Getting to the critical 5 lands will be important because now with the cycling lands we have access to the classic play of cast 2 loams a turn with a cycling land so that we can pitch 5 lands each turn to assault or influence for profit. We can now basically deal 20 damage in two turn from there, which is pretty sweet.
    Posted in: Midrange
  • posted a message on [Primer] Assault Loam
    So the bear enchantment and the new planeswalker made me decide to buy this deck again, i truly feel like those are very exciting cards for this archetype, which i could never make work before.

    So questions, is triple green and triple red on our payoff cards makes it impossible to splash black? we always want to be able to play those on curve so i'm thinking about going gruul with 4x fire-lit thicket, i believe this land will become a must include.

    Utility lands? Not much room i guess because again, triple red and triple green are rough. Blast zone and ghost quarter are probably too good to pass up? Unless they print a fixed wasteland, but i think between ghost quarter, tectonic edge and field of ruin modern has enough wasteland impressions.

    Do we need creature-lands? The new snow thing that turns into a construct seems nice but needing a snow basic and no producing of colored mana hurts... Ravine is maybe still better but i'm not in love with etb tapped.
    Posted in: Midrange
  • posted a message on Modern Spirits
    i think fact or fiction is the ideal 4 mana instant draw spell u/w needed to get some gas, i'm very excited to give it a shot!
    Posted in: Aggro & Tempo
  • posted a message on [Idea] Grand Architect
    Depends what you mean by «worth» to play. The expensive cards you're referring to i guess are walking ballista and hangarback walker? The rest of the deck is pretty cheap... I'd say those cards are pretty good and worth adding to your collection if you like artifacts and if you can afford them. But then what are your expectations? If you intend to win a GP then i'd say no. If you intend to play FNM type event and have fun and have a chance to win a bit then yes. There are tons of fringe decks in modern and people still play them because they like playing the deck.

    Sai is great but every non-artifact you add to the deck dilutes its synergy, especially if you play Sai, master thopterist who needs a critical mass of artifacts in your deck in order to be worth running. I do like him combined with chief engineer, i guess you can have pretty explosive turn 3s who those two out.

    I don't know what i'd remove for him, but if anyone tryed the card i'd be glad to hear about it.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Spirits
    Agreed, this is exactly what this deck needs, another solid 1 drop. I was also thinking a surveil thing would be great. Also i've been on spectral procession for a while, got the idea from magic_aids on you tube, its pretty good. I haven't posted my list in a while so here it is:


    My mana base is ajusted for a better chance to cast procession on curve, but i consider the spell a 4 drop, and even then it has been pretty decent.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    My first thought on infiltrator is a big no. The sorcery speed 3 mana cost of transmute is terrible in a tempo strategy. Turn 3 is were we gain tempo with queller or get aggro by developping our board. If you want lord redundancy just play phantasmal image. Vault is probably ok for a 1x. Not sure it is better than more moorland haunt/mutavault/field of ruin/ghost quarter/etc and in a 3 color deck you have to choose your utility lands very wisely. Cathedral is terrible imo. Never play tapped lands, let alone colorless mana producing tapped lands, in your tempo deck unless they are very good.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Dimir cutpurse is bad i think, for it to be good you have to dedicate a lot of slots to give it evasion which is useless for the rest of the deck since everything we have flies. And at 3 mana its just terrible on its own.

    Horobi is also bad, we don't have ways to abuse it aside from maybe nebelgast herald, the rest of our stuff that targets kills creature anyways so there is no point.
    Posted in: Aggro & Tempo
  • posted a message on [Idea] Grand Architect
    Something being «Stricty better» than something else is a very strong statement that is almost never true. Taking even a small amount of damage from your lands and sometimes losing to blood moon makes this statement objectively false. Maybe you think the splash is worth it, that is worth discussing. But it is not «strictly better».
    Posted in: Deck Creation (Modern)
  • posted a message on [Idea] Grand Architect
    I've though about Sai, he seems ideed powerful. Must be awesome following a turn 2 engineer. There is a bit of tension when adding non-artifact spells in the deck. We want great enablers but we need as much artifacts as possible.

    I'd probably have to rethink the whole list if i play him. He IS historic though, so he work with the little bird :p . I've enjoyed artificer's assistant not for finding more lands but for bottoming unwanted cards. But yeah not being an artifact IS an issue. I think you'd want to go back to signal pest, the card is great when going wide with thopters.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Spirits
    So i tried to test magic_aids's idea of spectral procession today but was not allowed to.
    Match one one i get smashed by dredgevine, lost game one because turn 2 on the play remorseful cleric isn't good enough, and game 2 my opponent destroyed me with turn 2 double vengevine followed by the 3rd and 4th the turn after. That deck is quite obnoxious...

    Match 2 got paired vs some kid.
    Match 3 mirror but did not draw the sorcery, still won but i wish i could have tested the card Frown
    Posted in: Aggro & Tempo
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