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  • posted a message on [Primer] Gx Tron
    Quote from twinner
    thanks for the imput, I like the idea of Tooth and Nail combo, although the Mikaeus seems cool, his mana is just too much for this deck. I will definitely add the tooth and nail. Thanks!


    Heres my decklist:



    I dont have a side built yet, apart from the 4 Pyroclasms that will be in there. The main combo with tooth is to pump out Flame-kin and Emrakul and win on the spot.
    Posted in: Big Mana
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from GCNDAN3702
    Cool deck idea, might I offer some suggestions?

    I think if you are playing a ramp deck then you need to be playing at least 24 lands. The whole point of ramp is to get big threats out early, but the only way you're going to be able to do so is if you hit your land drop every turn. I have a mono-green ramp deck that I've been fine-tuning for years, and for the longest time I had it at 22/23 lands. Most of the time I didn't have mana problems, but every now and then I would start missing my land drops around turn 3 or 4, and it really hurt my board presence when I had to start spending mana on my ramp spells just to get a land onto the battlefield for the turn. I've been using 24 lands in my deck for the last couple of years now, and those extra 2 lands have REALLY HELPED. I've never had trouble dropping lands every turn, and it's something I no longer have to worry about. Definitely suggest you consider trying 24 lands as well

    Perhaps I'm missing something, but I'm not really seeing what's so good about Chord of Calling You don't have a lot of early drop creatures, and the ones that you do already tap for mana, so it's redundant with convoke. At 9 mana, you can search for a 6 cmc creature at best. Compared to an entwined Tooth and Nail, where 9 mana allows you to plop emrakul and progenitus onto the battlefield. Chord of Calling seems so underwhelming in this deck compared to Tooth, is there a specific reason you're running it that I've overlooked? Otherwise I would personally just dump the Chord and up the Tooth and Nail count to 3 or 4.

    Fusion Elemental seems underwhelming. It's an 8/8 for 5 mana, sure, but it has no evasion, and it dies to a lot of direct removal. It also seems unlikely that you would be able to get it out early enough to put pressure on the opponent because of it's difficult casting cost. I would replace these with a playset of Primeval Titan.

    Prime Time is great because he's a nice threat on his own and immediately helps you ramp, which is what this deck wants to do. So even if he gets killed right away, at least you have more mana now to cast even bigger threats. Imagine plopping down prime time on turn 4. Immediately you get 2 lands to enter the battlefield, so you've effectively ramped from 6 mana sources to 8 mana sources on turn 4. At this point, even if Prime Time does get remove, who cares? Turn 5, plop down your land drop for the turn for a total of 9 mana sources, cast your entwined Tooth and Nail, and win the game!

    Those were the big things I saw, though there were a few smaller things I would probably change (fix up your manabase so you don't have to rely on Primsatic Omen, remove the 2 explores unless you are playing 24 or more lands otherwise you're going to find you're basically paying 2 for a cantrip most of the time, maybe khalni could be removed for more efficient ramp that ramps right away? Either that or put in more support for khalni so you can consistently pop it quicker).

    Hope that helps. I've been wanting to make a progenitus deck for modern for some time, so I'm happy to see an attempt. Good luck with the deck!


    Thanks for the great advice man. Im gunna make the changes and test it out. Ill post my findings when im done.
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    im thinking of adding in a few lotus cobras in my build
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from Bewble
    Have you considered going away from the basic lands and maybe include something with Reflecting Pool and some manlands? Maybe Creeping Tar Pit or Celestial Colonnade? Or what about just regular dual lands? You could easily include a few fetch lands and shock lands, as they guarantee a faster mana pool, and still count as island/swamp/etc.

    Lands like:

    Overgrown Tomb
    Breeding Pool

    and more, can all be fetched with cards like

    Verdant Catacombs

    The thing is, a card like Verdant Catacombs can actually fetch AND use 4 colors of mana, depending on your inventory of Shock lands Smile


    I dont have the money to gather up a bunch of shock lands for the deck :/
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from ZemogFC
    I'd add Cavern of Souls. Also remove the mana reflections for primeval titans. its a 6 mana time walk for your opponents.


    I dont get how cavern of souls would help..
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from Raalic
    Fist of Suns is a very interesting engine in this deck. I used to run a similar list with fist and Channel the Suns. Just a thought. Not real sure what you'd even want to take out for it/them.


    Well, fist of thee suns is amazing in this deck and will be put in right away. I could side channel the suns as needed.
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from Raalic
    The best GSZ replacement is Chord of Calling. With all your critters, it could actually wind up being a cheaper play than GSZ, and it's an instant.


    That card is awsome! Im definitely replacing the GSZ's with those. Is there anything else about the deck that i should change?
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp
    Quote from Bewble
    Green sun is banned, and I would reduce the list to 60 cards some way or the other Smile


    I had no idea that it was banned. What do you think i should put in its place then? and i agree, i need to make this deck down to 60, just not sure how i want to do it..
    Posted in: Modern Archives
  • posted a message on [DECK] 5 Color Progenitus Ramp


    The point of this deck is to ramp up early game with the Khalni heart Expedition/Harow combo then mid to late game i start to bring out my bigger creatures while DOUBLING MY MANABASE SO A LAND CAN TAP FOR 2 OF ANY COLOR. As you can see, this deck has many ways to cheat out the boss creatures such as Emrakul, Progenitus, and Blightsteel.
    I have been playing and fine tuning this deck for almost two years and i just wanted to know if you guys would think this would be viable for Modern.

    Many thanks!
    Posted in: Modern Archives
  • posted a message on W/U Control/Aggro
    Quote from Kc497
    Æther Adept says, "creature" not "permanent". As I said before, too many creatures in current standard have really good come-into-play effects, so bouncing will do more harm than good most of the time. Unless you can find a way to make bouncing your own creatures good, I would cut them for something else.


    would you mind maybe posting your own version of this deck so i can get a correct idea on how to make a proper W/U control for this format? I play aggro decks for the most part so control is kind of new to me.
    Posted in: Standard Archives
  • posted a message on W/U Control/Aggro
    Quote from Kc497
    I apologize. I must of overlooked the second Day of Judgment. Jace, Memory Adept is simply not cost effective in your deck, nor is it, in my opinion, any deck, aside from Elder Dragon Highlander. If he truly is your only planeswalker with draw power in your pool of cards to work with, then I suppose he's better than nothing. Ideally, you would run 2-3 of Jace Beleren instead. He is significantly better in any control deck, especially those that run Sun Titan since you can use his last counter to draw a card, then Sun Titan him back into play and be able to draw another card off of him since he's identified as a new planeswalker when he comes into play. In general, if you are running Sun Titan you want to be look for good targets for him that have good come-into-play effects. Your deck is simply lacking in draw power, which is essential for any control deck because you never want to run out of steam because once you do, you start to lose the field, and fast. If you can't find any Jace Belerens then I recommend Divination at the very least. I would even run a Blue Sun's Zenith as a 1-2 of because it's recyclable card-draw.


    I have already put in my only Jace Beleren into the deck ( forgot to mention that). One combo i can think of for Sun titan is using it to bring back Aether Adepts from the grave and being able to bounce permanents back to thier owners hands.
    Posted in: Standard Archives
  • posted a message on W/U Control/Aggro
    Quote from Kc497
    Needs Wall of Omens, Venser, the Sojourner, and Jace Beleren maindeck. Kor Firewalker and Mirran Crusader are also musts for the sideboard. Timely Reinforcements is a sideboard card as well. Grand Abolisher doesn't belong in the deck either, nor the sideboard. Nothing in standard currently is hurt by him significantly enough to run him maindeck, and he is a meteocre sideboard card as well, so I would just flat out cut him from the list. Mana leak is a four of in any control deck in my opinion. I would cut the Turn to Frogs and Unsummons as well, just because a lot of creatures in current standard have really good come-into-play effects, so bouncing their creature is doing more of a service than disservice. I mean, Turn to Frog isn't terrible, there are just better cards that you can run in place of it, that's all. You should also be running two Day of Judgment maindeck for greater consistency and a third in the sideboard in case you're matched up against heavy aggro. Dismember is also a great sideboard card as a three of. It kills most of anything in standard aside from Titans which are easily taken care of by Oblivion Ring.



    if you havent noticed, i already have 2 DoJ's in the deck and one the sideboard. i removed the cards you suggested and added another mana leak. any other suggestions for the deck?
    Posted in: Standard Archives
  • posted a message on W/U Control/Aggro
    Im new to this format ( having played extended for 2 years, Lorwyn ftw! ), and so when M12 came out, i decided to try my hand at stamdard amd this is the current deck i have have.


    So tell me what you guys think and any advice on how to improve the deck would be much obliged. Thanks!
    Posted in: Standard Archives
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