Plus That deck you referred to plays burn and snapcasters, and is actually a highend Tempo deck that runs burn so the 3 life matters more. It doens't even run finishers. That deck just eeks advantage until it can't be overcome, it doesn't say NO then drop a Win in a single card.
Also path to exile is pretty much a pointless card against DRS and any other dork where oust is absolutley insane if they have no shuffle effects, and very good even if they do.
I understand that instant is very good and a huge upside that is not in debate, however, ramping/fixing your opponent is a much much much bigger downside than 3 life/them getting it in 3 turns. The question is if instant makes up for the downside. In this meta where control has very few cheap answers, being behind on land is a very big deal, not to mention control doesn't normally like to 2-for-1 itself.
I would say 15 times that path is a better card in aggro/midrange/tempo decks but I do not believe it is in a control deck.
TL;DR Yes path is better in UWR tempo(resto angels and snaps are definatley tempo cards not straight control cards) or any non control deck mostly, but is instant speed enough to make up for it in a CONTROL deck.
In a lot cases, being an instant makes a bigger difference than giving them a land. Spending that one mana on your turn can be the difference between them resolving Liliana or you countering it. That right there can easily be the difference between winning and losing. Also, if you get Probed by Splinter Twin and they see you have no instants, they can just win next turn rather than try to craft a better hand. Also, being able to wait to see if your opponent casts something better for you to kill is huge.
Now if they were to print a card exactly like Path to Exile except it was a sorcery and did not grant your opponent a basic land, it would be interesting. UWR Control may opt for the sorcery simply because they already have so much instant removal. But at the same time, if you have enough lands in play that tapping one mana during your turn doesn't matter, then it's likely that giving them a basic land probably doesn't matter much either.
It needs to be in an aggressive deck so that you don't mind your opponent spending mana to get his creature back. It basically becomes more of a tempo card like a cheap bounce spell.
You don't have redundancy to make it consistent. It's not like Living End where you have so many cycling creatures and have multiple ways to cast Living End.
Deck construction has too many limitations. Your deck has to have many ways to getting cards into the graveyard but also need to be able to cast multiple creatures in a single turn.
The payoff is underwhelming. Other graveyard decks are attacking with Emrakul (or comboing to kill you with Griselbrand) or putting an army of decent-sized creatures into play. You're attacking with a few creatures that probably can't attack through a Tarmogoyf and die to Lightning Bolt.
There is maindeck graveyard hate. You are going to be facing an uphill battle, plain and simple. This is not to say that you can't play a graveyard deck. But the payoff has to be worth it and/or you need to have room in your deck to be able to fight the hate.
Basically, you are playing a slow inconsistent graveyard deck with a poor payoff. Jund and Tron have maindeck hate. Combo decks and Affinity are faster and less vulnerable. UWR fends you off with Paths, Bolts, counters and bounce. Maybe if they reprinted Basking Rootwalla and/or Cabal Therapy this deck could work. And it's a stretch even then.
I ran a Jund-colors deck with no fetches for like a year and it was pretty rare that I had fixing issues. You end up running almost no basics, making you fold to Blood Moon, and you'll be a bit less consistent, but it's entirely doable to be tri-color without fetches. Just think a little more about casting costs and tailor your mana to be able to hit the cards you need to hit.
People really, really overestimate the necessity of fetches for Modern. They're good, and if you're going to a major event you definitely want them, but you'll do fine at small local events.
Actually, that seems to be how a lot of people feel. I don't think anybody is really overestimating the need for them.
There's a lot of reasons why it doesn't get played.
1) It is slow and Modern is a pretty fast format.
2) It isn't powerful enough. Counterspell, and Fire/Ice are not in the format. There are two types of decks that Isochron would be good against. Decks with a bunch of small creatures (like Affinity) and control decks. The creature decks would just lose redundant decks like UWR and control decks aren't rampant in the format.
3) You risk getting 2 for 1.
4) It relies on a combo in a format that has access to Inquisition and Thoughtseize.
If you're gonna rely on a combo, it better win you the game flat out. This is why Splinter Twin can exist. It's fast enough, has redundancy, and just wins the game. With Isochron, you have the same risks as Splinter Twin but the reward is significantly poorer.
Bringing this up due to the widespread use of hallowed burial now in UWR. Why not anger of the gods? The main strike against it is double red, but it super strong against persist, aggro and anything that gets value from creature in the graveyard. Seems good in Scapeshift, UWR or Grixis control no?
It does also allow you to exile bigger things combined with bolt or electrolyze.
LOL and i see that im blind... maybe a bit tired here. And can't seem to delete it either
Merged with existing Anger of the Gods SCD
-ktkenshinx-
Relying on having other spells to help kill Tarmo is not a good plan especially when they have access to discard. Also, there's the issue of Thrun.
Hallowed Burial also helps against the Hexproof decks because it gets around the size of the creatures and the totem armors.
It really depends on what you consider fun. If you like mindlessly turning things sideways then it should be a good time. That said, it's not something that'll get you a top 8 at a GP.
What would they take out of their deck for it? Besides, they usually like to make you discard during their first or second turn. I don't think Jund would get a lot of value out of this card.
Vexing Sphinx sucks in this format. 3 mana for a 4/4 flyer at sorcery speed just isn't that good in this format (which kinda says something about the format). And Path to Exile really hurts it even if you do get a land out of it and getting it bounced with Cryptic Command is just so much worse. Sure, it can ditch cards into the graveyard but there's so much graveyard right now, that it's not really that good. Besides, there are better ways to get cards in the yard. The only way VS can be good is if there were some good Madness cards in the format or something like Madness.
You would not care about playing Trinisphere until turn 3? Still don't understand.
1) Proxy up the deck as is and goldfish it.
2) Goldfish it with the spheres in and see what works better.
3) You'll understand why it's not used in the deck.
If you're having that hard a time understanding something, try it out for yourself and see for yourself.
Well jund players sometimes have hands where they play DRS turn 1, and bob/ooze turn 2. You can get a 2 for 1 on the draw with pyroclasm. With Anger of the Gods that's only possible on the play.
To be fair, Jund players will often try to protect their Bobs from UWR players by casting discard before they drop the bob but Pyro is better than Anger regardless.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In a lot cases, being an instant makes a bigger difference than giving them a land. Spending that one mana on your turn can be the difference between them resolving Liliana or you countering it. That right there can easily be the difference between winning and losing. Also, if you get Probed by Splinter Twin and they see you have no instants, they can just win next turn rather than try to craft a better hand. Also, being able to wait to see if your opponent casts something better for you to kill is huge.
Now if they were to print a card exactly like Path to Exile except it was a sorcery and did not grant your opponent a basic land, it would be interesting. UWR Control may opt for the sorcery simply because they already have so much instant removal. But at the same time, if you have enough lands in play that tapping one mana during your turn doesn't matter, then it's likely that giving them a basic land probably doesn't matter much either.
The problem is that if you don't draw Shaman (or counteres or killed right away) any vengevines in your hand are just horrible.
Your decks also loses to Abrupt Decay.
You don't have redundancy to make it consistent. It's not like Living End where you have so many cycling creatures and have multiple ways to cast Living End.
Deck construction has too many limitations. Your deck has to have many ways to getting cards into the graveyard but also need to be able to cast multiple creatures in a single turn.
The payoff is underwhelming. Other graveyard decks are attacking with Emrakul (or comboing to kill you with Griselbrand) or putting an army of decent-sized creatures into play. You're attacking with a few creatures that probably can't attack through a Tarmogoyf and die to Lightning Bolt.
There is maindeck graveyard hate. You are going to be facing an uphill battle, plain and simple. This is not to say that you can't play a graveyard deck. But the payoff has to be worth it and/or you need to have room in your deck to be able to fight the hate.
Basically, you are playing a slow inconsistent graveyard deck with a poor payoff. Jund and Tron have maindeck hate. Combo decks and Affinity are faster and less vulnerable. UWR fends you off with Paths, Bolts, counters and bounce. Maybe if they reprinted Basking Rootwalla and/or Cabal Therapy this deck could work. And it's a stretch even then.
I'll go with 23.
5x BGx
1x Pod
Actually, that seems to be how a lot of people feel. I don't think anybody is really overestimating the need for them.
1) It is slow and Modern is a pretty fast format.
2) It isn't powerful enough. Counterspell, and Fire/Ice are not in the format. There are two types of decks that Isochron would be good against. Decks with a bunch of small creatures (like Affinity) and control decks. The creature decks would just lose redundant decks like UWR and control decks aren't rampant in the format.
3) You risk getting 2 for 1.
4) It relies on a combo in a format that has access to Inquisition and Thoughtseize.
If you're gonna rely on a combo, it better win you the game flat out. This is why Splinter Twin can exist. It's fast enough, has redundancy, and just wins the game. With Isochron, you have the same risks as Splinter Twin but the reward is significantly poorer.
Relying on having other spells to help kill Tarmo is not a good plan especially when they have access to discard. Also, there's the issue of Thrun.
Hallowed Burial also helps against the Hexproof decks because it gets around the size of the creatures and the totem armors.
What would they take out of their deck for it? Besides, they usually like to make you discard during their first or second turn. I don't think Jund would get a lot of value out of this card.
1) Proxy up the deck as is and goldfish it.
2) Goldfish it with the spheres in and see what works better.
3) You'll understand why it's not used in the deck.
If you're having that hard a time understanding something, try it out for yourself and see for yourself.
To be fair, Jund players will often try to protect their Bobs from UWR players by casting discard before they drop the bob but Pyro is better than Anger regardless.