Has anyone had success with Rapid Hybridization for a bit of extra removal? I'm thinking of dropping two into my build to bring the total number of creature removal cards to eight. Figure a 3/3 isn't that tough to deal with in a deck with Brimaz, King of Oreskos and Restoration Angel.
Eh, I think this deck is OK in the current format. The main weakness is a lack of good removal at 1CC after Path (in UW you have Dismember while UWR has Bolt). This deck also gets hit by Torpor Orb, which people will play because of Twin. You'll need Disenchant in your SB because of this.
Yea, that's always been a concern for me too.
What do you think of Reprisal? Now that it's Modern-legal I don't know if I should mainboard it. Most threats will be at least 4 power or more. Keep going back and forth on it. That would bring removal to ten different cards, even if two of those ten are conditional removals.
Is there a reason why folks don't run Vapor Snag? I know it's not removal, but could it help with the deck's tempo?
Is this deck still competitive? I know most folks have transitioned to the WUR variant, but I'm just not that fond of tr-color decks and would prefer to stick with Azorius. I've added some Theros block cards to substitute for the traditional Geist and Splicer. Thoughts? Below is my decklist.
Hey, folks! When Brimaz, King of Oreskos was spoiled, I imagined a deck with it and Master Biomancer where each token from Brimaz came in as a 3/3. This post is an attempt at building a competitive deck around this framework.
I feel the Biomancer himself is a great card for aggro decks, it keeps your one and two drops relevant later in the game by powering them up.
Below is a list I'd like to start testing. Of concern to me are two things:
Lack of Removal: There's lots of creatures and ways to power them up. I'm wondering if I've sacrificed too much removal in favor of an aggro strategy.
Running out of Gas: If the game goes too long, I'm afraid the deck can't keep pace.
I was on the fence about cutting it too, Spazik. Not Sure where else I could make room for the SB though. Maybe Cut just one angel, one thrag and one smiter?
So I was piling through the tourney I played last night until I ran into two Jund decks. It seems to be a hard matchup for us and I ran out of gas quick. I lost both matches by a very close margin.
My thought is to keep my early aggro, add card draw and some bombs for late game.
I'm new to the modern format and am looking to create a viable decklist to take with me to local tourneys. Below is the start to my deck's framework.
However, I guess a valid question to ask is if a deck of this sort is even viable in the current meta (since I'm unaware of what decks are most popular in modern).
I like the idea, june_yah. How do you deal with cards like Curse of Death's Hold? I don't know if it's going to be around much post-rotation, but it hosed spirits first go around.
With all of the +1/+1 it's unlikely you would run into many situations you can't play your creatures, but still something to think about in case.
Since AVR debuted, I've wanted to create a viable Soulbond deck for standard. This aggro build is my first attempt. I clamped down tightly on the mana curve to ensure a reliable progression from turn one until the end of the game. I also wanted to keep an even balance between soulbond creatures and those with ETB effects.
This deck is still untested, so I'm looking for any feed back you folks might have before I take it on my first trial.
Phyrexian Unlife + Melira, Sylvok Outcast means you can't die. (At least not while both are on the field.) However, assembling the pieces to make Fateful Hour work either aren't consistant enough or take too long to get moving.
But there has to be a way to break it. Why else would it be in the game if not for players to break? :-D
I had this very thought today. Right now I run RUG titans with three copies each of Inferno and Frost. But morbid and undying have given me new ideas. If I have a Sun Titan to recur in late game all the creatures that died in the early game...hmmm...
The deck has spirits, but I'm not playing it to overwhelm my opponents with tokens or out-tempo them (like the Delver decks) and following up with spirits.
I want this to play like a control deck and use the spirits as a finisher once I have board control, which is why I've stocked up on all these instant-speed spells.
I thought about Ponder, but it's sorcery-speed. Don't get me wrong, I LOVE fixing, but at least Gitaxian Probe doesn't "cost" anything. I can easily gain the life lost there with Tribute to Hunger.
And Thought Scour is a fantastic idea! I totally missed the fact it's a cantrip too. Definate inclusion into my sideboard for control matchups (where my 12-card removal suite might not be as effective).
Yea, that's always been a concern for me too.
What do you think of Reprisal? Now that it's Modern-legal I don't know if I should mainboard it. Most threats will be at least 4 power or more. Keep going back and forth on it. That would bring removal to ten different cards, even if two of those ten are conditional removals.
Is there a reason why folks don't run Vapor Snag? I know it's not removal, but could it help with the deck's tempo?
4 Seachrome Coast
4 Hallowed Fountain
3 Ghost Quarter
2 Glacial Fortress
2 Plains
2 Island
1 Eiganjo Castle
1 Moorland Haunt
1 CMC (8)
4 Path to Exile
4 Spell Snare
2 CMC (10)
4 Mana Leak
3 Wall of Omens
3 Snapcaster Mage
3 CMC (10)
3 Vendilion Clique
2 Detention Sphere
2 Dismember
4 CMC (8)
4 Restoration Angel
2 Elspeth, Knight-Errant
2 Cryptic Command
5 CMC (1)
1 Baneslayer Angel
2 Rest in Peace (VS Reanimator/Tarmogoyf)
2 Spellskite (VS Burn/Removal)
2 Pithing Needle (VS Control and Affinity)
2 Supreme Verdict (VS Aggro)
2 Swan Song (VS Control / Combo)
2 Reprisal (Additional Removal)
I feel the Biomancer himself is a great card for aggro decks, it keeps your one and two drops relevant later in the game by powering them up.
Below is a list I'd like to start testing. Of concern to me are two things:
Here's the deck:
4 Hallowed Fountain
4 Temple Garden
3 Celestial Colonnade
3 Razorverge Thicket
1 Eiganjo Castle
2 Plains
1 Island
1 Forest
1 Ghost Quarter
1 Gavony Township
1 Moorland Haunt
1CMC (14)
4 Judge's Familiar
4 Dryad Militant
3 Rancor
3 Cloudfin Raptor
4 Fleecemane Lion
3 Simic Charm
2 Voice of Resurgence
2 Thalia, Guardian of Thraben
3CMC (8)
4 Brimaz, King of Oreskos
3 Detention Sphere
1 Oblivion Ring
4CMC (5)
3 Master Biomancer
2 Elspeth, Knight-Errant
3 Vendilion Clique
2 Pithing Needle
2 Stony Silence
2 Rest in Peace
2 Imposing Sovereign
1 Baneslayer Angel
What do y'all think? Any ideas or suggestions are greatly appreciated. Thanks!
They're some tough choices to make.
My thought is to keep my early aggro, add card draw and some bombs for late game.
Here is my current deck list:
7 Forest
3 Gavony Township
5 Plains
4 Sunpetal Grove
4 Temple Garden
// Creatures
4 Arbor Elf
3 Avacyn's Pilgrim
3 Knight of Glory
4 Loxodon Smiter
3 Restoration Angel
3 Silverblade Paladin
3 Strangleroot Geist
3 Thragtusk
2 Wolfir Silverheart
1 Oblivion Ring
3 Rancor
3 Selesnya Charm
1 Angel of Serenity
1 Elderscale Wurm
2 Garruk, Primal Hunter
2 Oblivion Ring
2 Planar Cleansing
1 Rest in Peace
2 Sigarda, Host of Herons
2 Thalia, Guardian of Thraben
2 Triumph of Ferocity
Vs. Jund:
-3 Rancor
-3 Restoration Angel
-2 Wolfir Silverheart
-2 Ajani, Caller of the Pride
+2 Planar Cleansing
+2 Garruk, Primal Hunter
+2 Triumph of Ferocity
+2 Oblivion Ring
+1 Angel of Serenity
+1 Elderscale Wurm
Any better ideas? Have any of you run into problems like this Vs. Jund?
However, I guess a valid question to ask is if a deck of this sort is even viable in the current meta (since I'm unaware of what decks are most popular in modern).
Any advice you folks can give me?
3 Celestial Colonnade
1 Forest
3 Glacial Fortress
4 Hallowed Fountain
1 Island
3 Plains
2 Seachrome Coast
3 Sunpetal Grove
4 Temple Garden
// Creatures
3 Augury Owl
4 Blade Splicer
3 Elvish Visionary
3 Eternal Witness
4 Restoration Angel
2 Sun Titan
3 Thragtusk
1 Jace, Architect of Thought
3 Path to Exile
4 Rune Snag
3 Vapor Snag
3 Venser, the Sojourner
1 Angel of Serenity
1 Elspeth, Knight-Errant
2 Geist of Saint Traft
3 Oxidize
3 Phantasmal Image
2 Sigarda, Host of Herons
1 Thrun, the Last Troll
2 Wrath of God
With all of the +1/+1 it's unlikely you would run into many situations you can't play your creatures, but still something to think about in case.
This deck is still untested, so I'm looking for any feed back you folks might have before I take it on my first trial.
2 Alchemist's Refuge
8 Forest
4 Hinterland Harbor
8 Island
// Creatures
2 Acidic Slime
2 Borderland Ranger
2 Clone
2 Dungeon Geists
2 Elgaud Shieldmate
4 Mayor of Avabruck
2 Snapcaster Mage
2 Tandem Lookout
4 Wingcrafter
2 Wolfir Silverheart
4 Young Wolf
4 Ghostly Flicker
4 Joint Assault
2 Peel from Reality
2 Devastation Tide
2 Druid's Familiar
2 Dungeon Geists
2 Naturalize
2 Nightshade Peddler
4 Unsummon
But there has to be a way to break it. Why else would it be in the game if not for players to break? :-D
I want this to play like a control deck and use the spirits as a finisher once I have board control, which is why I've stocked up on all these instant-speed spells.
Does the control deck this section is for have to rely on a big finisher like Wurmcoil Engine, Grave Titan, Consecrated Sphinx, etc.?
And Thought Scour is a fantastic idea! I totally missed the fact it's a cantrip too. Definate inclusion into my sideboard for control matchups (where my 12-card removal suite might not be as effective).