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.
Green sun is banned, and I would reduce the list to 60 cards some way or the other
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..
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..
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.
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.
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.
You should consider all five cards with the Bringer type: Bringer of Blue Dawn, Bringer of Red Dawn, Bringer of Green Dawn, etc. Huge creatures with a built-in Fist of Suns.
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It's an updated version of Brawl into an epic, new game.
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.
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!
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.
There was a deck a while back that was running Summoner's Pact and Dramatic Entrance to get him out
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Standard: pft, i love to see my cards depreciate in value once they rotate :S
Mordern: Melira, UR Storm, RDW, Infect, W life/control, UW Tron
Legacy: RDW, Pox
Vintage: Dark Depths, R Grey Orge
I dont have the money to gather up a bunch of shock lands for the deck :/
Even fetchlands would work better than what you have now. I understand budget needs, but some decks are just not viable or competitive on a budget, and I think yours is one of those. Five color decks have expensive mana bases, and even then they are few and far between.
4x Plains
2x Swamp
4x Mountain
12x Forest
2x Fauna Shaman
3x Maelstrom Archangel
3x Fusion Elemental
3x Keeper of Progenitus
4x Birds Of Paradise
2x Llanowar Elves
1x Blightsteel Colossus
1x Primeval Titan
1x Emrakul, The Aeons Torn
2x Progenitus
3x Green Sun's Zenith
3x Prismatic Omen
2x Mana Reflection
4x Explore
4x Harrow
4x Khalni Heart Expedition
2x Red Sun's Zenith
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!
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..
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.
CG
That card is awsome! Im definitely replacing the GSZ's with those. Is there anything else about the deck that i should change?
CG
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.
It's an updated version of Brawl into an epic, new game.
2x Plains
2x Swamp
2x Mountain
14x Forest
2x Fauna Shaman
3x Maelstrom Archangel
3x Fusion Elemental
3x Keeper of Progenitus
4x Birds Of Paradise
1x Blightsteel Colossus
1x Primeval Titan
1x Emrakul, The Aeons Torn
2x Progenitus
3x Chord of Calling
3x Prismatic Omen
2x Mana Reflection
2x Explore
4x Harrow
4x Khalni Heart Expedition
2x Fist of the Sun's
B Lover Since '09 ~
Standard:
meh.
Modern:
Urzatron GR
Vintage:
Contol-Slaver UBR
EDH:
Drana B
Jhoira UR
Savra BG
Turned into:
Adun Oakenshield BGR
Sharuum BUW
Turned into:
Memnarch U
KiKi-Jiki R
Turned into:
Godo R
Turned into:
Aurelia RW
The Mimeoplasm UBG
Rasputin Dreamweaver UW
Turned into:
Geist of Saint Traft -French 1v1 UW
Nekusar UBR
I dont get how cavern of souls would help..
I dont have the money to gather up a bunch of shock lands for the deck :/
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.
Mordern: Melira, UR Storm, RDW, Infect, W life/control, UW Tron
Legacy: RDW, Pox
Vintage: Dark Depths, R Grey Orge
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