I've been reading this post for days and decided to build a MUC. I play ONLY casual matches with friends, and I'm an old school player who played from 4th Edition until the 7th. That means I have a lot of old cards and not those new ones like Planeswalkers. I'm not planning to waste high amounts of money as I have many cards already.
What would you guys suggest me? I'm still trying this deck, so far it is doing well, but it does need some small changes. I have some Cancel and another 2 Arcane Denial for maybe counter cards changes. I also have 4 Mishra's Factory that I was thinking in using, but early game Islands are very important for spells like Counterspell. As for creatures, I believe 2 Guile and 2 Sphinx of Jwar Isle are enough, but I'm open for discussion.
I'm using Arcane Denial because I do believe it is underestimated. It is a hard counter for two mana, unlike Cancel, Mana Leak, Remove Soul and Negate for example. What would you suggest for it's replacement then?
As for Telepathy, I thought it would be nice to control better the game, know my opponent's options to decide better my mana and counter usage. But I always thought them as replaceable cards, I'm still testing, but don't know what else to replace them for.
The biggest problem is that I don't want to spend more money. The cards you said are all really great for MUC, I've read in many posts. The fact is that here, local currency:
How many of each would you suggest? I was having issues with deck size, I'm currently using 64 cards.
The cards I bought for this deck (Guile, Sphinx, Telepathy, Negate, Cancel, Logic Knot, Plumeveil) are all cheap, the most expensive was Guile (4/each). Of course I'd love to run Nevinyrral's Disk, Vedalken Shackles, Force of Will and other cards I always see in decent MUC decks, but I have way too many Magic cards to keep spending that ammount of money.
As for the number of creatures, counters, lands, bouncers how do you rate it?
I'm using Arcane Denial because I do believe it is underestimated. It is a hard counter for two mana, unlike Cancel, Mana Leak, Remove Soul and Negate for example. What would you suggest for it's replacement then?
I didn't want to use 4 Mana Leaks because mid/late matches they become useless, the same for Rune Snag. Spell Pierce is like Remove Soul/Negate, sometimes you MUST counter a spell but you have the wrong card, that creature that will send you to the moon and you are holding Negate + Spell Pierce in your hand. Or when your opponent sends you that dreadful sorcery with 4 mana untapped and all you have are Mana Leak/Force Spike/Rune Snag. Memory Lapse does a great job, but doesn't counter for good, it's more likely a delay. Counterspell can't do the job of countering NO MATTER WHAT, unconditionally, all by itself, we can have only 4x. I'm using Arcane Denial because I didn't want to use Cancel, less flexible. I also have Power Sink, wasn't thinking in using, but I'm also considering it now, because as you force the opponent to tap, there's nothing else he can do in his turn.
Bottom line, I do know Arcane Denial gives card advantage wrapped in a present for the opponent, but it is the only counter spell that is going to counter whatever you want for sure, no conditions, along with Counterspell. It's a downside I think it's ok to live with.
As for the REAL hard counters you said, they are just impracticable:
- Mana Drain = 250/each
- Force of Will = 170/each
Oh, and every price I tell you are in my local currency (R$ - Brazil), so I believe the prices are different from where you live. As for Disk and Keg, well, it is more expensive here where I live, don't know if globally Disk is more expensive now.
The only card I'd buy from that list is the Fact or Fiction, I really don't want to spend that much money (for example: 2 Disks + 4 Fact or Fiction + 2 Shackles = 176 bucks)
CC you can probably pick up for not too much these days..easily the best option b/c of the flexibility. It's an investment card--you'll use them for years.
I'm looking to piece together a MUC deck, I already have some Cryptic Commands, Counterspells, Psionic Blasts, Sphinxes, and the one Venser. I also have a Teferi, is he worth putting in? I'm also unsure as to whether or not Venser is worth keeping in favour of an additional Calcite Snapper. Board control also seems rather thin, I just don't like the disk as it kills my board as well, and Shackles are much too expensive. Do I need Mind Control or some bounce?
Of course, there are a slew of other cards I am unsure of. I like the sound of Rewind, but I'm already running 4 Cryptic Commands, so I don't know if they're necessary. I've no idea whether the Memory Lapse, Hinder, Brainstorm, and Predict idea actually works, it just looks good on paper. I also have a single Gifts Ungiven somewhere, should that be in?
Very hardcore draw go. I might have too many "durdle" spells but I love card selection and draw power ALOT. Impulse can shuffle after a Brainstorm and FoF is crazy powerful. This is draw go, so I only play REfreet and Disk on my turn, thats it. 27 lands because some will die in combat or be used to fight off weenies (quicksand). This also ensure you make lands drops every turn from 1-6, especially with all the library search. I didnt use Whispers of the Muse for Forbid, instead I opted to go with FoFiction. Whispers is plenty good with Forbid though if you prefer.
Yeah, there's not much point to Delver in a control list simply because by the time you're looking to start killing your opponent, you can afford much better finishers than a 3/2 flyer. Delver is much better in a deck that wants to start putting pressure on an opponent starting turn 1, and in that case you want other cheap creatures to support such a game plan, at which point you are playing an aggro/aggro-control deck.
Now, if you are looking to play the Delver of Secrets as a first turn play to help defend against creature decks, that might be something. Kinda like the role Tarmogoyf played in some old Extended control decks. I don't know if that would work nearly as well though since although Delver can probably kill a lot of early creatures, he usually won't survive the fight.
RE: Razefire
Why Brainstorm when you have no shuffle effects? Preordain seems better. I prefer Think Twice over Impulse, it's really good in control mirrors and has synergy with FoF. Finally, how about Consecrated Sphinx over Rainbow Efreet? Faster killer, and single handedly keeps your Forbid lock up.
I put some fetches in for fun cuz I was bored anyway, but still kept the land count at 27. I tend to use quicksand as removal anyway. Brainstorm/Impulse/FoFiction are all instants, which is paramount in a draw go list as dedicated as this thing is. I can only afford to tap mana on my turn if its for the disk or REfreet.
Im familiar with CSphinx, and he is pretty badass. But, he doesn't synergize with disk like REfreet does, and he doens/t have built in immunity to removal. That alone makes him nothing like REfreet.
I suppose if I wanted more draw to fuel Forbid, I'd use baby Jace honestly. But, 3 mana sorcery speed? Why bother, Fact or Fiction is basically just miles better because its an instant that digs 5 deep. Besides, chaining FoFictions is ridiculous.
I could have replaced Impulse with Think Twice for more draw power, but Impulse digs 4 deep which is way better honestly. I know Think Twice draws way more cards but sometimes dig helps gets a specific card or a disk. Digging 1-2 deep max isnt as good as 4 deep.
So, the deck must maintain as much instant speed as possible. I had thought of Accumulated Knowledge, but decided against it in favor of Brainstorm/Impulse. Whispers is the only other spell I'd consider just because it has buyback, which has synergy with Forbid. Im not against a draw suite of Impulse/AKnowledge/FoFiction though in a no fetch list. Since I added 6 fetches, Brainstorm stays.
Looks pretty good. As said many times in this thread, Brainstorm is not that good without shuffle effects. You might want to try Ponder or Preordain in its place. Six finishers is too many. You should drop Guile and add in some bounce. I like Into the Roil, but Echoing Truth is really good as well.
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Edit: I should add that this deck must be modern legal and I'd prefer it to be reasonably cheap.
If you are going to run Thirst for Knowledge, I would recommend adding 4x Darksteel Citadel. I also think you should add a bit more draw; 3x Thirst is not going to be enough. Lastly, replace the 2x Cancel with 2x Dissipate.
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If you are going to run Thirst for Knowledge, I would recommend adding 4x Darksteel Citadel. I also think you should add a bit more draw; 3x Thirst is not going to be enough. Lastly, replace the 2x Cancel with 2x Dissipate.
So, I'm working on a MUC, don't necessarily know where to go. In my meta, I play against a decent amount of graveyard play, but not a lot of creatures at all(though there definitely are some).
I haven't even managed to get the MUC to 60, I'm not really sure where to go, or what to put in, would definitely love some advice.
How do people feel about having delver of secrets in the deck? Seems okay with a bunch of counters/card draw (20+) to have a 1 mana creature. Or is that just in an aggro, aggro-control deck and MUC is much more purely control and finish off with a big wincon?
Fairly late reply, sorry. I just wanted to mention that Seat of the Synod is banned in Modern, and I am pretty sure you said you wanted your deck to be Modern legal.
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This is what I've finally settled on. I had to cut Vedalken Shackles because it's a little more than I'm willing to spend, I'd like to keep the cost of each card to a maximum of $10.
But I think this will work out,Synod Sanctum, Nevinyrral's Disck, Academy Ruins, 10 counters and Isochron Scepter should give me an absolutely aggravating amount of board control, and, hopefully, with that many counters+1 or 2(maybe) exiled on to an Isochron, that should allow me to protect Morphling forever if I'm playing against black or white.
Edit: Though i am worried about some things, I tend to go kid-in-a-candy-shop when making a deck, and get all excited about so many awesome options that i feel I'm often unfocused. I'd definitely love some input of maybe things I should cut/increase the numbers of, or, well, anything,
I'm trying to make a MUC list using the nice artifactsofempires. But I seem to be having a problem with the speedbump and card selection parts.. there's only so many slots in a deck once you've filled 8 with 2x each empires artifact and 2x fabricate to round out your search.
Looks like this more or less, I've been tinkering with it lately and the deck is in motion at this point. I think a card like plumeveil or silent arbiter would help me get a smoother deck during the mid-game. I also wanted to put fact or fictions in rather than jace's ingenuity.
Also, playing around in the tappedout editor I think cutting Frost Titan and going with a Draining Whelk or two would help, it being flash and countering something (hopefully) big.
Finally, I'm also probably short on lands but there's so much stuff I'd like to fit in the deck. Also, it's sad running into them late game so I tried putting in esper panoramas (can't get real fetches) both to thin the deck while actually getting untapped mana and be able to shuffle those bad halimar depths indexes away.
All in all, I'm having trouble with this brew, this being my first MUC I think my proportions are off. Please help me!
P.S. I'd really like the deck to keep the empires trio because I like it a lot, what with them giving you White Soldier tokens that are quite weak and being sprouted from something called throne of empires.. I like to call the deck StormTroopers XD. You also get the nice Jedi Mindtricks (take control) and Force Lightning (3 to the face)
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This is what I've finally settled on. I had to cut Vedalken Shackles because it's a little more than I'm willing to spend, I'd like to keep the cost of each card to a maximum of $10.
But I think this will work out,Synod Sanctum, Nevinyrral's Disck, Academy Ruins, 10 counters and Isochron Scepter should give me an absolutely aggravating amount of board control, and, hopefully, with that many counters+1 or 2(maybe) exiled on to an Isochron, that should allow me to protect Morphling forever if I'm playing against black or white.
Edit: Though i am worried about some things, I tend to go kid-in-a-candy-shop when making a deck, and get all excited about so many awesome options that i feel I'm often unfocused. I'd definitely love some input of maybe things I should cut/increase the numbers of, or, well, anything,
I have a feeling that Synod Sanctum isn't that great at the moment; it can only exile stuff you control, and by the time you board wipe, there's not a lot you can save. I think you can definitely cut it for something that would let you control the board better, such as another counter or an oblivion stone, which could allow you to save some permanents and blow everything else up.
I also think that you don't have quite enough 2cmc cards to imprint on Isochron.
A good idea would be to add muddle the mixture- a good counter and it could search up an isochron scepter.
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I've been reading this post for days and decided to build a MUC. I play ONLY casual matches with friends, and I'm an old school player who played from 4th Edition until the 7th. That means I have a lot of old cards and not those new ones like Planeswalkers. I'm not planning to waste high amounts of money as I have many cards already.
The MUC I built:
Lands
24 Island
Counters
4 Counterspell
4 Memory Lapse
2 Arcane Denial
2 Mana Leak
2 Logic Knot
2 Remove Soul
2 Negate
2 Force Spike
Instants
2 Boomerang
4 Unsummon
2 Brainstorm
2 Impulse
Enchantments
2 Telepathy
2 Control Magic
Creatures
2 Guile
2 Sphinx of Jwar Isle
2 Plumeveil
What would you guys suggest me? I'm still trying this deck, so far it is doing well, but it does need some small changes. I have some Cancel and another 2 Arcane Denial for maybe counter cards changes. I also have 4 Mishra's Factory that I was thinking in using, but early game Islands are very important for spells like Counterspell. As for creatures, I believe 2 Guile and 2 Sphinx of Jwar Isle are enough, but I'm open for discussion.
Thank you in advance.
Scrap telepathy, especially in casual, where you tend to play multiple games against each other and you likely know each other's deck by heart
Yes, mishra's factory is a decent addition. If you're playing factory, go look up standstill -- those two cards work together very well.
Rather than control magic, there's vedalken shackles (might be too expensive).
Run some removal. nevynyrall's disk is a classic for MUC, cheap, too. powder keg is slightly more expensive, but better in some cases.
Draw! I alreadu mentioned standstill. Fact or Fiction is cheap and very effective. ancestral vision is more expensive, but in many ways better.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I'm using Arcane Denial because I do believe it is underestimated. It is a hard counter for two mana, unlike Cancel, Mana Leak, Remove Soul and Negate for example. What would you suggest for it's replacement then?
As for Telepathy, I thought it would be nice to control better the game, know my opponent's options to decide better my mana and counter usage. But I always thought them as replaceable cards, I'm still testing, but don't know what else to replace them for.
The biggest problem is that I don't want to spend more money. The cards you said are all really great for MUC, I've read in many posts. The fact is that here, local currency:
- Standstill = 20/each
- Vedalken Shackles = 50/each
- Nevinyrral's Disk = 16/each
- Powder Keg = 10/each
- Fact or Fiction = 6/each
- Ancestral Vision = 15/each
How many of each would you suggest? I was having issues with deck size, I'm currently using 64 cards.
The cards I bought for this deck (Guile, Sphinx, Telepathy, Negate, Cancel, Logic Knot, Plumeveil) are all cheap, the most expensive was Guile (4/each). Of course I'd love to run Nevinyrral's Disk, Vedalken Shackles, Force of Will and other cards I always see in decent MUC decks, but I have way too many Magic cards to keep spending that ammount of money.
As for the number of creatures, counters, lands, bouncers how do you rate it?
mana leak, spell pierce, mental misstep, rune snag, power sink
there are even better ones, but they're on the pricey side: mana drain, force of will, cryptic command
If you're playing with standstill, play 4; a teammate of mine prefers 3.
Fact or Fiction -- 3 to 4
Ancestral vision -- 4
You don't need standstill, fact or fiction, and ancestral vision together. Just pick one.
vedalken shackles -- 2 max; 1 will do.
disk and keg -- wow, disk is more expensive now? Anyway, 2 disks max, 3 kegs max. Disks work well with boomerang.
You don't need shackles, disks and kegs together. For example, if you're playing with 2 shackles, you really don't need the disks.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I didn't want to use 4 Mana Leaks because mid/late matches they become useless, the same for Rune Snag. Spell Pierce is like Remove Soul/Negate, sometimes you MUST counter a spell but you have the wrong card, that creature that will send you to the moon and you are holding Negate + Spell Pierce in your hand. Or when your opponent sends you that dreadful sorcery with 4 mana untapped and all you have are Mana Leak/Force Spike/Rune Snag. Memory Lapse does a great job, but doesn't counter for good, it's more likely a delay. Counterspell can't do the job of countering NO MATTER WHAT, unconditionally, all by itself, we can have only 4x. I'm using Arcane Denial because I didn't want to use Cancel, less flexible. I also have Power Sink, wasn't thinking in using, but I'm also considering it now, because as you force the opponent to tap, there's nothing else he can do in his turn.
Bottom line, I do know Arcane Denial gives card advantage wrapped in a present for the opponent, but it is the only counter spell that is going to counter whatever you want for sure, no conditions, along with Counterspell. It's a downside I think it's ok to live with.
As for the REAL hard counters you said, they are just impracticable:
- Mana Drain = 250/each
- Force of Will = 170/each
Oh, and every price I tell you are in my local currency (R$ - Brazil), so I believe the prices are different from where you live. As for Disk and Keg, well, it is more expensive here where I live, don't know if globally Disk is more expensive now.
The only card I'd buy from that list is the Fact or Fiction, I really don't want to spend that much money (for example: 2 Disks + 4 Fact or Fiction + 2 Shackles = 176 bucks)
Try out Familiar's Ruse (for best results..), Abjure or Cryptic Command.
CC you can probably pick up for not too much these days..easily the best option b/c of the flexibility. It's an investment card--you'll use them for years.
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2 Force Spike
4 Counterspell
3 Memory Lapse
2 Hinder
4 Cryptic Command
3 Brainstorm
3 Predict
3 Fact or Fiction
Board Control (6)
3 Ratchet Bomb
3 Psionic Blast
3 Sphinx of Jwar Isle
2 Calcite Snapper
1 Venser, Shaper Savant
Land (24)
21 Island
3 Mishra's Factory
I'm looking to piece together a MUC deck, I already have some Cryptic Commands, Counterspells, Psionic Blasts, Sphinxes, and the one Venser. I also have a Teferi, is he worth putting in? I'm also unsure as to whether or not Venser is worth keeping in favour of an additional Calcite Snapper. Board control also seems rather thin, I just don't like the disk as it kills my board as well, and Shackles are much too expensive. Do I need Mind Control or some bounce?
Of course, there are a slew of other cards I am unsure of. I like the sound of Rewind, but I'm already running 4 Cryptic Commands, so I don't know if they're necessary. I've no idea whether the Memory Lapse, Hinder, Brainstorm, and Predict idea actually works, it just looks good on paper. I also have a single Gifts Ungiven somewhere, should that be in?
All help would be appreciated.
Brainstorm is the kind of card that you play 4 of, and you need a shuffle effect to make the most out of it.
If you have to ask if you should include gifts, then the answer is no. Gifts is the kind of card you have to know _exactly_ why you want it in a deck.
If you don't like disk, then play bounce. 2 should do. masticore also works in a pinch.
Calcite snapper is terrible.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
4 Brainstorm
4 Impulse
4 Fact or Fiction
4 Force Spike
3 Spell Snare
4 Counterspell
3 Mana Leak
2 Forbid
4 Cryptic Command
4 Nevinyrral's Disk
1 Rainbow Efreet
4 Mishra's Factory
4 Quicksand
19 basic islands
Very hardcore draw go. I might have too many "durdle" spells but I love card selection and draw power ALOT. Impulse can shuffle after a Brainstorm and FoF is crazy powerful. This is draw go, so I only play REfreet and Disk on my turn, thats it. 27 lands because some will die in combat or be used to fight off weenies (quicksand). This also ensure you make lands drops every turn from 1-6, especially with all the library search. I didnt use Whispers of the Muse for Forbid, instead I opted to go with FoFiction. Whispers is plenty good with Forbid though if you prefer.
Now, if you are looking to play the Delver of Secrets as a first turn play to help defend against creature decks, that might be something. Kinda like the role Tarmogoyf played in some old Extended control decks. I don't know if that would work nearly as well though since although Delver can probably kill a lot of early creatures, he usually won't survive the fight.
RE: Razefire
Why Brainstorm when you have no shuffle effects? Preordain seems better. I prefer Think Twice over Impulse, it's really good in control mirrors and has synergy with FoF. Finally, how about Consecrated Sphinx over Rainbow Efreet? Faster killer, and single handedly keeps your Forbid lock up.
Instant speed, above avarege exposure to discard...
Im familiar with CSphinx, and he is pretty badass. But, he doesn't synergize with disk like REfreet does, and he doens/t have built in immunity to removal. That alone makes him nothing like REfreet.
I suppose if I wanted more draw to fuel Forbid, I'd use baby Jace honestly. But, 3 mana sorcery speed? Why bother, Fact or Fiction is basically just miles better because its an instant that digs 5 deep. Besides, chaining FoFictions is ridiculous.
I could have replaced Impulse with Think Twice for more draw power, but Impulse digs 4 deep which is way better honestly. I know Think Twice draws way more cards but sometimes dig helps gets a specific card or a disk. Digging 1-2 deep max isnt as good as 4 deep.
So, the deck must maintain as much instant speed as possible. I had thought of Accumulated Knowledge, but decided against it in favor of Brainstorm/Impulse. Whispers is the only other spell I'd consider just because it has buyback, which has synergy with Forbid. Im not against a draw suite of Impulse/AKnowledge/FoFiction though in a no fetch list. Since I added 6 fetches, Brainstorm stays.
3 Guile
3 Sphinx of Jwar Isle
4 Wall of Frost
Draw
4 Accumulated Knowledge
4 Fact or Fiction
4 Brainstorm
4 Counterspell
4 Dissipate
4 Mana Leak
4 Rune Snag
4 Halimar Depths
18 Island
Looks pretty good. As said many times in this thread, Brainstorm is not that good without shuffle effects. You might want to try Ponder or Preordain in its place. Six finishers is too many. You should drop Guile and add in some bounce. I like Into the Roil, but Echoing Truth is really good as well.
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
4 Guile
4 Spire Golem
2 Meloku the Clouded Mirror
Spells
4 Condescend
4 Into the Roil
4 Mana Leak
2 Cancel
3 Thirst for Knowledge
3 Devastation Tide
2 Time Stop
4 Preordain
20 Island
4 Halimar Deapths
Any suggestions would be greatly appreciated.
Edit: I should add that this deck must be modern legal and I'd prefer it to be reasonably cheap.
If you are going to run Thirst for Knowledge, I would recommend adding 4x Darksteel Citadel. I also think you should add a bit more draw; 3x Thirst is not going to be enough. Lastly, replace the 2x Cancel with 2x Dissipate.
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
Thanks for the input! Sorry, I forgot to add 4 Preordain and 2 Meloku the Clouded Mirror. I'll look into some Darksteel Citadel and Seat of the Synod as well.
2x Academy Ruins
2x Faerie Conclave
20x Placeholder
Artifacts(6):
2x Isochron Scepter
2x Nevinyrral's Disk
1x Synod Sanctum
1x Vedalken Shackles
4x Fact or Fiction
3x Ancestral Vision
2x Preordain
Counters(10):
4x Rune Snag
4x Counterspell
2x Dissipate
3x Into the Roil
2x Wash Out
Creatures(x):
2x Morphling
4x Plumveil
2x Calcite Snapper
So, I'm working on a MUC, don't necessarily know where to go. In my meta, I play against a decent amount of graveyard play, but not a lot of creatures at all(though there definitely are some).
I haven't even managed to get the MUC to 60, I'm not really sure where to go, or what to put in, would definitely love some advice.
Here's my list (lot of fun to use)
3 Invisible Stalker
3 Spellskite
1 Merfolk Looter
4 Ponder
4 Brainstorm
4 Counterspell
4 Spell Pierce
4 Vapor Snag
4 Unsummon
3 Mana Leak
2 Cryptic Command
2 Sword of Feast and Famine
17 Island
Legacy Burn
NO Combo Elves
Reanimator
Trades
Burn Primer
:symg:Free Gaea's Cradle:symg:
Fairly late reply, sorry. I just wanted to mention that Seat of the Synod is banned in Modern, and I am pretty sure you said you wanted your deck to be Modern legal.
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
2x Academy Ruins
2x Faerie Conclave
20x Placeholder
Artifacts(8):
2x Isochron Scepter
2x Synod Sanctum
2x Solemn Simulacrum
2x Nevinyrral's Disk
3x Fact or Fiction
2x Ancestral Vision
4x Preordain
Counters(10):
4x Rune Snag
4x Counterspell
2x Dissipate
3x Into the Roil
2x Wash Out
Creatures(7):
2x Morphling
1x Sphinx of Jwar Isles
2x Plumveil
2x Snapcaster Mage
This is what I've finally settled on. I had to cut Vedalken Shackles because it's a little more than I'm willing to spend, I'd like to keep the cost of each card to a maximum of $10.
But I think this will work out,Synod Sanctum, Nevinyrral's Disck, Academy Ruins, 10 counters and Isochron Scepter should give me an absolutely aggravating amount of board control, and, hopefully, with that many counters+1 or 2(maybe) exiled on to an Isochron, that should allow me to protect Morphling forever if I'm playing against black or white.
Edit: Though i am worried about some things, I tend to go kid-in-a-candy-shop when making a deck, and get all excited about so many awesome options that i feel I'm often unfocused. I'd definitely love some input of maybe things I should cut/increase the numbers of, or, well, anything,
Here's the list :
4 Halimar Depths
18 Island
CounterMagic (13):
4 Counterspell
3 Stoic Rebuttal
4 Mana Leak
1 Deprive
1 Rewind
2 Scepter of Empires
2 Crown of Empires
2 Throne of Empires
2 Fabricate
1 Frost Titan
Card Draw/Selection (6):
2 Jace's Ingenuity
4 Think Twice
2 Undo
1 Brittle Effigy
1 Evacuation
1 Echoing Truth
2 Repulse
3 Into the Roil
Looks like this more or less, I've been tinkering with it lately and the deck is in motion at this point. I think a card like plumeveil or silent arbiter would help me get a smoother deck during the mid-game. I also wanted to put fact or fictions in rather than jace's ingenuity.
Also, playing around in the tappedout editor I think cutting Frost Titan and going with a Draining Whelk or two would help, it being flash and countering something (hopefully) big.
Finally, I'm also probably short on lands but there's so much stuff I'd like to fit in the deck. Also, it's sad running into them late game so I tried putting in esper panoramas (can't get real fetches) both to thin the deck while actually getting untapped mana and be able to shuffle those bad halimar depths indexes away.
All in all, I'm having trouble with this brew, this being my first MUC I think my proportions are off. Please help me!
P.S. I'd really like the deck to keep the empires trio because I like it a lot, what with them giving you White Soldier tokens that are quite weak and being sprouted from something called throne of empires.. I like to call the deck StormTroopers XD. You also get the nice Jedi Mindtricks (take control) and Force Lightning (3 to the face)
1x Empyrial Plate
Creatures
1x Keiga, the Tide Star
1x Deep-Sea Kraken
1x Teferi, Mage of Zhalfir
2x Patron Wizard
1x Morphling
2x Rainbow Efreet
1x Venser, Shaper Savant
2x Cursecatcher
1x Dominus of Fealty
1x Overbeing of Myth
1x Clone
1x Tolaria West
1x Faerie Conclave
2x Quicksand
4x Reliquary Tower
18x Island
Spells
2x Remand
1x Bribery
2x Spell Pierce
4x Counterspell
2x Cancel
4x Mana Leak
4x Rewind
1x Karn Liberated
It's just a first draft so I'm open to any comments. I'm also curious what the communities favorite control build style is. Thanks for looking!
4 Rune Snag
3 Cryptic Command
2 Force Spike
4 Capsize
2 Wash Out
4 Ancestral Vision
4 Rachet Bomb
1 Vedalken Shackles
2 Sphinx of Jwar Isle
2 Vendilion Clique
1 Academy Ruins
20 Snow-Covered Island
My budget is about $200.
Thanks a lot!
I have a feeling that Synod Sanctum isn't that great at the moment; it can only exile stuff you control, and by the time you board wipe, there's not a lot you can save. I think you can definitely cut it for something that would let you control the board better, such as another counter or an oblivion stone, which could allow you to save some permanents and blow everything else up.
I also think that you don't have quite enough 2cmc cards to imprint on Isochron.
A good idea would be to add muddle the mixture- a good counter and it could search up an isochron scepter.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.