Haha yea I was just thinking that. We are going to have great game vs. any combo/control deck but BGx, Elves and now Goblins are all going to be really tough.
So then what about lowering the curve, giving yourself more 1 drop plays and play the "tap creature" guys such as Gideon's Lawkeeper and Goldmeadow Harrier. They would help vs. big creatures such as Goyf, Tasigur and Ooze while also adding to the taxes plan by tapping down mana dorks. Or am I just crazy?
So I know the core is all about Splicer and Flickerwisp shenanigans but what do you guys think of a full on taxes version? I mean yea you probably have a hard time vs. multiple goyfs or all creature decks but with this list I imagine you can slow them down a tad and just race with fliers.
So I am going to be proxying up and testing a version with Day's Undoing vs. my Jund and Grixis Delver lists with a friend today. What do you guys think of this list?
I like how many tools this deck is getting to play with but I really have no clue how to build it. Whether or not we should take a combo/control route like scapeshift and play a bunch of counters and remands or if we should try to ramp as fast as possible and just go off. It is also difficult to figure out which engine we should use with heartbeat, dictate and now sanctum. We could go the instant speed route with leyline and quicken or even start using twiddle effects with utopia effects to generate mana that way. There are a lot of possibilities and I have no clue where to start.
So what do you guys think about something like this? Game plan is to just get a turn 1-2 Blood Moon or make ~8 goblins on turns 1-3. Is it just horrible?
I highly doubt it is going to do anything for RUG Delver. Maybe for aggro like Affinity, Merfolk or Burn will play it but I doubt Delver strategies will.
I'm just thinking that if we are playing leyline and quicken to make day's undoing good then we should play heartbeat to be good with leyline. We can still just hardcast leyline on turn 3 and then on turn 4 do something like eot heartbeat into days undoing and win on our turn. Maybe it is too cute. Also if we are going to push the leyline and quickens to make days good then we shouldn't care about putting sorceries in really. we could cut the leyline, quicken and days and just go with all instant speed and that may make the deck better but the whole point of me wanting to try the deck is to see if I can break days.
As for serum visions vs. sleight of hand, I figured that sleight of hand is better when going off (you get the card you want now rather than needing more card draw to get what you want when using serum visions) while serum visions is better for setting up but we have a ton of shuffle effects so I leaned towards sleight. Budget isn't a concern for me, I currently have Jund and RUG Delver built in Modern, ANT in Legacy and a variety of blue control and storm decks in vintage. I am a combo player at heart so I wanted to try to break days undoing in Modern (loved both eggs and storm in modern before they were both banned into what they are today).
I'm also debating whether or not I should run Dark Petition over Grim Tutor and Ad Naus in ANT.
For the record, I have 2 tarfire main and I have a 4th Denial and 4th Mana leak. I also have 2 Spell Pierce, 2 Forked Bolt and 1 Dismember in the board. It has been an easy matchup for me but you may not be as well set up for the matchup.
Postboard just load up on interaction. All the removal and counters you can muster. Unless mana isn't an issue or youv'e seen their hand with gitaxian probe, don't commit to a threat while they have a threat on board. Deal with their threat(s) first then try to win.
Generally the times you will apply pressure early are when you have delver on the play, delver on the draw and they didn't play glistner, goyf on the play and they didn't play glistner. Otherwise, deal with their threat first then play yours.
I played this deck for about 9 months last year and had a blast and thought is was quite good (I also played it a couple years ago for a few months as well). I just seem to keep coming back to it. Although I'd like to play a version that taxes our opponents more and brings vials curve to 2 rather than play a primarily 3cmc deck that focuses on blink shenanigans with splicer, wisp and resto.
-2 Dismember, -2 Chieftain, -1 Mountain, +1 Mogg Fanatic, +4 Moog War Marshall
4 Judge's Familiar
3 Gideon's Lawkeeper
3 Goldmeadow Harrier
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Phyrexian Revoker
4 Aven Mindcensor
4 Vryn Wingmare
4 Aether Vial
Instant (4)
4 Path to Exile
Land (22)
4 Horizon Canopy
4 Tectonic Edge
4 Ghost Quarter
1 Eiganjo Castle
9 Plains
4 Judge's Familiar
4 Noble Hierarch
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
2 Qasali Pridemage
3 Serra Avenger
4 Aven Mindcensor
4 Vryn Wingmare
4 Aether Vial
Instant (5)
4 Path to Exile
1 Dismember
Land (22)
4 Horizon Canopy
4 Razorverge Thicket
4 Temple Garden
4 Tectonic Edge
4 Ghost Quarter
1 Eiganjo Castle
1 Plains
Does anyone think something like this could work? Or am I crazy?
4 Memnite
4 Ornithopter
3 Spellskite
Sorcery (4)
4 Day's Undoing
Instant (4)
4 Thirst for Knowledge
Artifact (22)
3 Dimir Signet
1 Mind Stone
4 Mox Opal
2 Pithing Needle
3 Relic of Progenitus
4 Springleaf Drum
4 Talisman of Dominance
1 Welding Jar
4 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
Land (14)
4 Darkslick Shores
4 Darksteel Citadel
4 Glimmervoid
2 Watery Grave
4 Goblin Electromancer
4 Simian Spirit Guide
Artifact (4)
4 Pentad Prism
Enchantment (4)
4 Blood Moon
Sorcery (16)
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
4 Empty the Warrens
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
Land (16)
4 Scalding Tarn
4 Misty Rainforest
3 Steam Vents
2 Shivan Reef
3 Island
As for serum visions vs. sleight of hand, I figured that sleight of hand is better when going off (you get the card you want now rather than needing more card draw to get what you want when using serum visions) while serum visions is better for setting up but we have a ton of shuffle effects so I leaned towards sleight. Budget isn't a concern for me, I currently have Jund and RUG Delver built in Modern, ANT in Legacy and a variety of blue control and storm decks in vintage. I am a combo player at heart so I wanted to try to break days undoing in Modern (loved both eggs and storm in modern before they were both banned into what they are today).
I'm also debating whether or not I should run Dark Petition over Grim Tutor and Ad Naus in ANT.
I want to start proxying up a list, what do you guys think of this as a starting point?
4 Sakura-Tribe Elder
Sorcery (14)
4 Sleight of Hand
4 Search for Tomorrow
2 Nissa's Pilgrimage
4 Day's Undoing
Instant (16)
4 Quicken
4 Anticipate
4 Early Harvest
2 Reality Spasm
2 Blue Sun's Zenith
2 Heartbeat of Spring
4 Leyline of Anticipation
4 Dictate of Karametra
Land (16)
4 Misty Rainforest
1 Polluted Delta
1 Wooded Foothills
5 Island
5 Forest
Generally the times you will apply pressure early are when you have delver on the play, delver on the draw and they didn't play glistner, goyf on the play and they didn't play glistner. Otherwise, deal with their threat first then play yours.
What do you guys think of this list?
4 Noble Hierarch
4 Judge's Familiar
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
2 Qasali Pridemage
2 Scavenging Ooze
2 Serra Avenger
4 Flickerwisp
4 Aven Mindcensor
4 Path to Exile
Artifact (4)
4 AEther Vial
Land (22)
4 Razorverge Thicket
4 Temple Garden
4 Horizon Canopy
4 Ghost Quarter
3 Tectonic Edge
1 Eiganjo Castle
2 Plains
2 Burrenton Forge-Tender
1 Ethersworn Canonist
1 Kataki, War's Wage
2 Kor Firewalker
2 Rest in Peace
2 Spellskite
2 Stony Silence
1 Dismember
2 Choke