Thats a much more Arggo or Zoo build then that I wanted to play, I'm going for essentially a "Naya Control" build. In my sideboard I do have some threats right now to side in against combo to end the game before they get away...but against the rest of the field I prefer the control build much more.
You'd be surprised how fast I get out my guys, it's quite consistent too.
Especially against Jund deck. Infect however, I did have a little trouble with.
But against say, a storm combo deck. If your turn 4 (turn 3 on the draw) doesn't kill them, you lose. And there's very little you can do about it with green cards. Likewise with Twin decks, and Breach Decks.
I wonder if a black splash, fetches and tombs, plus some hand disruption is an option.
Obviously very strong against aggro, and an inevitability against control. Combo would definitely be a bad matchup, but you have Teegs and Rule(Maybe something better?) to fight them post board.
How do people think this will fair in current meta? last FMN my local meta was no jund, couple zoo, eggs, storm, handful of tron, pair of merfolk and some soul sisters.
Any suggestions/changes?
Think its worth running atleast 1 Flame Jab?
Should I be running Bloodbraid? Lots of sauce to hit, I'd have to remove the birds though but thats fine. Rarely will run into a problem with bridges if I can loam - swing - ditch.
Is adding a U/B and Tribal flames an idea? Or is that just bad.
I don't really run any other creatures to use with the shaman, and I can't really make double green as the only green thing in the deck is the hulk and you don't hardcast it.
I'm currently unable to get a hold of Summoner's Pact, no shop locally has them. Does anyone know of another way to tutor up a Protean Hulk in modern? I'm having trouble finding a decent tutor option...other then spoils but that might be way too risky cause I'd just exile my win conditions
I know they cost two but they would allow us to draw two cards for every cheeri0, which would help us not whiff and also potentially allow us to play more maindeck answers to hate since we have extra card draw.
Paladin is a triggered ability, not activated. This would not have any effect on paladin.
Isn't there anything better then Dark Confidant? Just seems godawful in here. Your almost never going to have 1B on turn two. Whats your experiences with him?
A little while ago a twitch streamer tried the deck, the viewers piled it together and he played some games with it. Now, I'm not sure about the list he was using...he tried lots of changes and sideboard options...but overall it was really, really bad. It was kind of funny the odd game he managed to combo out, but it was very rare and I don't think he managed any match wins...just a handful of games. Hes moved on...but I did enjoy watching him play it.
I think the only thing the deck has going for it is game 1, just randomly spewing the deck on the table when they tap out and ending it. But after game 1, they will never, EVER tap out.
A deck is tons of "fun" factor, and very little "playable" going for it. Good show for sure though, and funny brew. Definite cool deck for one FMN just for an oddball.
But against say, a storm combo deck. If your turn 4 (turn 3 on the draw) doesn't kill them, you lose. And there's very little you can do about it with green cards. Likewise with Twin decks, and Breach Decks.
I wonder if a black splash, fetches and tombs, plus some hand disruption is an option.
4 Grim Lavamancer
3 Birds of Paradise
1 Eternal Witness
Instants/Sorceries:
4 Lightning Helix
4 Lightning Bolt
4 Life from the Loam
4 Faithless Looting
3 Path to exile
Enchantments/Artifacts:
3 Seismic Assault
2 Ensnaring Bridge
2 Ajani Vengeant
Lands:
4 Gemstone Mine
4 Scalding Tarn
4 Arid Mesa
2 Stomping Ground
2 Sacred Foundry
4 Treetop Village
3 Forest
2 Mountain
1 Plains
4 Bloodbraid Elf
4 Gaddock Teeg
2 Ensnaring Bridge
3 Rule of Law
2 Tarmogoyf
Obviously very strong against aggro, and an inevitability against control. Combo would definitely be a bad matchup, but you have Teegs and Rule(Maybe something better?) to fight them post board.
How do people think this will fair in current meta? last FMN my local meta was no jund, couple zoo, eggs, storm, handful of tron, pair of merfolk and some soul sisters.
Any suggestions/changes?
Think its worth running atleast 1 Flame Jab?
Should I be running Bloodbraid? Lots of sauce to hit, I'd have to remove the birds though but thats fine. Rarely will run into a problem with bridges if I can loam - swing - ditch.
Is adding a U/B and Tribal flames an idea? Or is that just bad.
Thanks for any input
I guess my best bet is just more digging until I can get some pacts, thanks guys!
Paladin is a triggered ability, not activated. This would not have any effect on paladin.
With modern being a combo heavy, fast format...its just not a strong choice.
I think the only thing the deck has going for it is game 1, just randomly spewing the deck on the table when they tap out and ending it. But after game 1, they will never, EVER tap out.
A deck is tons of "fun" factor, and very little "playable" going for it. Good show for sure though, and funny brew. Definite cool deck for one FMN just for an oddball.
http://forums.mtgsalvation.com/showthread.php?t=336081
seems like a more constructive use of the discussion.