I need a recommendation on the deck. Everytime I am trying to make a new deck for myself I end up having around 100 cards which is hard to balance. Yet I don't know whether to keep these 100 cards or to throw some out.
First of all, you have way to many cards in your deck (94 from a rapid count) and your spells-to-land ratio is way too low (72 spells for 22 lands). Try aiming for 60 cards total, including lands.
Also, you have so many singletons in your deck that it's impossible to know what you're aiming for. What do you want tuis deck to do? If you're looking to build a Sphinx tribal deck, you could check my first draft here. I'll post my updated list tonight, since I've made some changes since then with the playtests I've done.
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"De potentia juvenis somniabat, nunc de Mundo somniat..."
I can understand that you like to play bigger decks and that's all well and good but your entire deck almost is one offs of creatures/spells.
In order to breed any consistency youre going to have to drop some cards and pick up 2-3 copies of others
Take your exile combo for example. you only have 2 cloudshift in the whole deck and 3 Tidehollow skuller that's 5 chances out of 90+ to get the combo in the first place.
Take your exile combo for example. you only have 2 cloudshift in the whole deck and 3 Tidehollow skuller that's 5 chances out of 90+ to get the combo in the first place.
Well, I kicked some cards out. It's 84 now. Can anyone suggest what else to remove or is the balance okay?
I really don't want to touch sphinx cards since the idea of a deck was about them.
So here's some handy tips for deck building. Cutting down to 60 cards sounds painful, but it's definitely necessary. Having more than 60 just makes it less and less likely that you'll find your best cards. Pick the very best cards and run 4 of them, then take out the ones that aren't the very best, even if you like them. Drawing the best cards is better than drawing random bad cards that don't help as much.
Generally the rule of thumb for how many multiples of cards you want goes like this:
4x - your best cards, the ones you always want to see every game and don't mind drawing multiples of
3x - cards you'd like to see every game but either they aren't good in multiples or you don't want to get them in your opening hand
2x - cards that definitely aren't good in multiples, and you don't care if they don't always show up every game
1x - you better have a way to search for it, because the odds of drawing it are really low, or else you'd be better off omitting it
Obviously some exceptions apply, like ultra slow control decks that aim to play through almost all their cards sometimes run a single copy of their win condition, but this is an advanced-level deck building concern.
For some ideas, i recommend looking through the "esper master transmuter" link in my signature, it's this exact same idea but more streamlined. Note that i do run singletons of my big sphinxes, but that's because i have 8 ways to search for them: 4 sphinx summoner and 4 fabricate.
I'd say you still have too many game winning creatures and not enough supporting stuff. And definitely not enough land. A 60 card deck should run 40% land, 24 cards.
What exactly is your plan with this deck? Is it aiming to drop an early big creature and ride it to victory? Or is it to assemble a combo and win off of that? Or something else? Name a very precise game plan, then ask yourself how each card contributes to that plan. If your justifications for any card seem shaky or if the card requires a specific scenario to be justifiable, omit it.
What exactly is your plan with this deck? Is it aiming to drop an early big creature and ride it to victory? Or is it to assemble a combo and win off of that? Or something else? Name a very precise game plan, then ask yourself how each card contributes to that plan. If your justifications for any card seem shaky or if the card requires a specific scenario to be justifiable, omit it.
My plan was to exile early game creatures that are to help with opponent's deck using Tidehollow sculler+Cloudshift and Dispatch.
Then, using Master Transmuter andSphinx Summoner, land heavy artifact sphinxes. After that my deck will start thinning, so I might be able to draw Sphinx ambassador to steal some juicy stuff from opponent's deck and/or Arbiter of the ideal to cast my cards for free (since it allows to cast lands/artifacts/creatures, which are presented the most in my deck).
I think that looks pretty good for a starting point. I'd say put it together and see how it runs. I really like the mycosynth + darksteel + disk combo, my friend runs that same combo in his artifact list and it's pretty beastly when it's assembled.
Sorry for bringing the topic up, but I have a question about a card I want to add to this deck: Sen Triplets.
I understood that I can play anything including lands fron the opponent's hand, but will the cards (creatures, lands, enchantments, artifacts) cast this way stay under my control after the turn is ended?
Can I cast the cards from the opponent's hand only or is my hand played as usual?
I understood that I can play anything including lands fron the opponent's hand, but will the cards (creatures, lands, enchantments, artifacts) cast this way stay under my control after the turn is ended?
"For example, you can't play a card from the targeted opponent's hand during your end step unless it's an instant or has flash."
Why so? I can play any cards I am allowed by card rulings if it's an end step after combat step. No? Correct me if I am wrong.
Any card which you play from your opponent's hand must be played with it's normal timing. For example, you can only play a land from your opponent's hand during your main phase. You can't play a land from your opponent's hand during your end phase. Instants & cards with flash aren't restricted by timing, so they can be played from your opponent's hand even during end step.
Any card which you play from your opponent's hand must be played with it's normal timing. For example, you can only play a land from your opponent's hand during your main phase. You can't play a land from your opponent's hand during your end phase. Instants & cards with flash aren't restricted by timing, so they can be played from your opponent's hand even during end step.
I was referring to PC MTG game, where a turn consists of main phase, combat phase, main phase, end phase.
That's why the line in rules confused me. A lot of combos work after combat phase, morbid, for example. I can cast creatures after combat phase if I want to buff them with morbid.
You know... this looks like a perfect EDH deck idea. And seriously, large decks and one-ofs for the sake of variety? That is the epitome of EDH deck design.
If you don't know what EDH is, the basics are:
-The Commander: This one card starts separate from your deck, in the "command zone." You can cast it from there. When it dies, is exiled, is bounced, or really leaves the battlefield in any way, you may choose to put it back into the command zone, and after that it costs 2 colorless more to cast per time it's died. It must be a legendary creature (I would recommend Sharuum the Hegemon or Oloro, Ageless Ascetic for your commander).
-The deck: 99 cards. Only one copy of any given card is allowed, except for basic lands. (This adds to variety.)
-You start at 40 life.
EDH is awesome, and was really designed for deck ideas like this. Plus, since games go way longer, you have a much better chance of casting all of your expensive sphinxes.
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
You know... this looks like a perfect EDH deck idea. And seriously, large decks and one-ofs for the sake of variety? That is the epitome of EDH deck design.
If you don't know what EDH is, the basics are:
-The Commander: This one card starts separate from your deck, in the "command zone." You can cast it from there. When it dies, is exiled, is bounced, or really leaves the battlefield in any way, you may choose to put it back into the command zone, and after that it costs 2 colorless more to cast per time it's died. It must be a legendary creature (I would recommend Sharuum the Hegemon or Oloro, Ageless Ascetic for your commander).
-The deck: 99 cards. Only one copy of any given card is allowed, except for basic lands. (This adds to variety.)
-You start at 40 life.
EDH is awesome, and was really designed for deck ideas like this. Plus, since games go way longer, you have a much better chance of casting all of your expensive sphinxes.
Thanks for you answer. I might have gone with the EDH Sphinx deck, but I don't have anyone to play EDH with. I don't even know if an MTG club we had still exists.
First one is the longest on search in library.
Second one seems to be the cheapest on mana and the fastest if I use Fabricate and Tinker and/or Master Transmuter.
Third one takes even less actions, but more mana.
I need a recommendation on the deck. Everytime I am trying to make a new deck for myself I end up having around 100 cards which is hard to balance. Yet I don't know whether to keep these 100 cards or to throw some out.
Also I'd like to know if Tidehollow sculler + Conjurer's Closet is better than Tidehollow sculler + Cloudshift and I should throw Cloudshift out.
Thanks in advance.
Lands:
Creatures:
Spells:
Artifacts:
Also, you have so many singletons in your deck that it's impossible to know what you're aiming for. What do you want tuis deck to do? If you're looking to build a Sphinx tribal deck, you could check my first draft here. I'll post my updated list tonight, since I've made some changes since then with the playtests I've done.
That's why I asked how to balance a fat deck. I like variety, I don't like playing 60 cards.
I wanted to do sphinx/artifact deck. Aim was to land heavy creatures using Master Transmuter and Quicksilver amulet with Fabricate and get rid of opponent's permanents using Darksteel Forge + Nevinyrral's Disk + Scourglass with Ethersworn Adjudicator.
I added Etherium Sculptor and warden of evos isle to make cards a bit cheaper, and artifacts to look for lands. Also there is a couple of cards that gives affinity for artifacts to others.
Also I've asked a question about exiling combo above, you might've missed it:
In order to breed any consistency youre going to have to drop some cards and pick up 2-3 copies of others
Take your exile combo for example. you only have 2 cloudshift in the whole deck and 3 Tidehollow skuller that's 5 chances out of 90+ to get the combo in the first place.
My advice slim and multiply
UR Niv-Mizzet, The Firemind
WUR Narset's Coinflip Casino
Modern
UB Mill
What about Tidehollow sculler + Conjurer's Closet? Isn't it the same as Cloudshift combo, but endless?
Sorry, I don't know what that is. I mean, I know that's a deck format, but I don't know the specifics.
I really don't want to touch sphinx cards since the idea of a deck was about them.
Lands:
Creatures:
Sorcery:
Artifacts:
Generally the rule of thumb for how many multiples of cards you want goes like this:
4x - your best cards, the ones you always want to see every game and don't mind drawing multiples of
3x - cards you'd like to see every game but either they aren't good in multiples or you don't want to get them in your opening hand
2x - cards that definitely aren't good in multiples, and you don't care if they don't always show up every game
1x - you better have a way to search for it, because the odds of drawing it are really low, or else you'd be better off omitting it
Obviously some exceptions apply, like ultra slow control decks that aim to play through almost all their cards sometimes run a single copy of their win condition, but this is an advanced-level deck building concern.
For some ideas, i recommend looking through the "esper master transmuter" link in my signature, it's this exact same idea but more streamlined. Note that i do run singletons of my big sphinxes, but that's because i have 8 ways to search for them: 4 sphinx summoner and 4 fabricate.
Multiplayer: WBG Junk Rites -- G Lurking Predators Ramp -- WB Orzhov Exsanguinate -- WUB Esper Master Transmuter -- WU Azorius Tokens
I ended up with 65 cards. What do you think?
Lands:
Creatures:
Sorcery:
Artifacts:
No one has answered my question: What about Tidehollow sculler + Conjurer's Closet? Isn't it the same as Cloudshift combo, but endless?
What exactly is your plan with this deck? Is it aiming to drop an early big creature and ride it to victory? Or is it to assemble a combo and win off of that? Or something else? Name a very precise game plan, then ask yourself how each card contributes to that plan. If your justifications for any card seem shaky or if the card requires a specific scenario to be justifiable, omit it.
Multiplayer: WBG Junk Rites -- G Lurking Predators Ramp -- WB Orzhov Exsanguinate -- WUB Esper Master Transmuter -- WU Azorius Tokens
My plan was to exile early game creatures that are to help with opponent's deck using Tidehollow sculler+Cloudshift and Dispatch.
Then, using Master Transmuter andSphinx Summoner, land heavy artifact sphinxes. After that my deck will start thinning, so I might be able to draw Sphinx ambassador to steal some juicy stuff from opponent's deck and/or Arbiter of the ideal to cast my cards for free (since it allows to cast lands/artifacts/creatures, which are presented the most in my deck).
Phew, finally got 60 cards. What do you say?
Lands:
Creatures:
Sorcery:
Artifacts:
Multiplayer: WBG Junk Rites -- G Lurking Predators Ramp -- WB Orzhov Exsanguinate -- WUB Esper Master Transmuter -- WU Azorius Tokens
2 Swamp
3 Island
2 Plains
4 Ancient Den
4 Arcane Sanctum
4 Seat of the Synod
4 Vault of Whispers
1 Tolarian Academy
3 Vexing Sphinx
3 Phyrexian Metamorph
4 Sphinx Summoner
2 Isperia, Supreme Judge
2 Medomai the Ageless
2 Sharuum the Hegemon
3 Enigma Sphinx
1 Magister Sphinx
2 Sphinx of the Steel Wind
1 Sol Ring
2 Azorius Signet
2 Dimir Signet
3 Thirst for Knowledge
1 Tinker
3 Utter End
2 Rescue from the Underworld
Cards I'll probably take out:
2 Isperia, Supreme Judge
2 Medomai the Ageless
1 Enigma Sphinx
I should normally replace them with:
1 Phyrexian Metamorph
1 Sphinx Sovereign
2 Sphinx's Revelation
1 Thirst for Knowledge
Now I am going to finish another deck, so I will probably start a thread for that one too.
Sorry for bringing the topic up, but I have a question about a card I want to add to this deck: Sen Triplets.
I understood that I can play anything including lands fron the opponent's hand, but will the cards (creatures, lands, enchantments, artifacts) cast this way stay under my control after the turn is ended?
Can I cast the cards from the opponent's hand only or is my hand played as usual?
Also, the rules say:
Why so? I can play any cards I am allowed by card rulings if it's an end step after combat step. No? Correct me if I am wrong.
You can play cards from both your hand + your opponent's hand.
Any card which you play from your opponent's hand must be played with it's normal timing. For example, you can only play a land from your opponent's hand during your main phase. You can't play a land from your opponent's hand during your end phase. Instants & cards with flash aren't restricted by timing, so they can be played from your opponent's hand even during end step.
I was referring to PC MTG game, where a turn consists of main phase, combat phase, main phase, end phase.
That's why the line in rules confused me. A lot of combos work after combat phase, morbid, for example. I can cast creatures after combat phase if I want to buff them with morbid.
If you don't know what EDH is, the basics are:
-The Commander: This one card starts separate from your deck, in the "command zone." You can cast it from there. When it dies, is exiled, is bounced, or really leaves the battlefield in any way, you may choose to put it back into the command zone, and after that it costs 2 colorless more to cast per time it's died. It must be a legendary creature (I would recommend Sharuum the Hegemon or Oloro, Ageless Ascetic for your commander).
-The deck: 99 cards. Only one copy of any given card is allowed, except for basic lands. (This adds to variety.)
-You start at 40 life.
EDH is awesome, and was really designed for deck ideas like this. Plus, since games go way longer, you have a much better chance of casting all of your expensive sphinxes.
EDIT: Also, does Conjurer's Closet with Tidehollow Sculler really let you have the card back? It looks like the same wording as Cloudshift.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Thanks for you answer. I might have gone with the EDH Sphinx deck, but I don't have anyone to play EDH with. I don't even know if an MTG club we had still exists.
I've played the deck a little and changed the cardlist. Can anyone look through and tell if there are any weak spots?
Lands:
- 7 Island
- 6 plains
- 6 swamp
- 4 Arcane Sanctum
- 1 Tolarian Academy
Creatures:- 4 Master Transmuter
- 4 Sphinx Summoner
- 3 Vedalken Engineer
- 1 Thopter Assembly
- 1 Sphinx of the Steel Wind
- 1 Ethersworn Adjudicator
- 1 sharuum the hegemon
- 1 Filigree Angel
- 1 Ethersworn Canonist
- 1 Sen Triplets
- 1 Venser, the Sojourner
Sorcery:- 4 Fabricate
- 4 Tinker
- 3 Thirst for Knowledge
Artifacts:- 2 Time Sieve
- 1 Voltaic key
- 1 Rings of Brighthearth
- 1 Scourglass
- 1 Mimic Vat
I want to make an infinite combo in this deck. Can anyone give me recommendations on the following ones?1) Thopter Assembly + Strionic Resonator + Time Sieve + Voltaic Key
2) Thopter Assembly + Time Sieve + Rings of Brighthearth
3) Planar Portal + Beacon of Tomorrows.
First one is the longest on search in library.
Second one seems to be the cheapest on mana and the fastest if I use Fabricate and Tinker and/or Master Transmuter.
Third one takes even less actions, but more mana.
I'd go with the 2nd one, is it valid?
EDITED: Can anyone tell me if Erayo, Soratami Ascendant flip works for each player's spells or for my only? I want to add it for Ethersworn Canonist + Erayo, Soratami Ascendant combo.
Thanks in advance!
Do you mean that Time Sieve + Rings of Brighthearth needs 10, not 5? Well, that's why I have two Thophers in the deck.
Otherwise, I could go with Thopter Assembly + Strionic Resonator + Time Sieve + Rings of Brighthearth.
You won't get any token if you have 2 Thopters on the battlefield.
The description says: .
If I have two Thopter assembly, i still have no other Thopters but Thopter assembly on the battlefield.
EDITED: My bad, the rules says the trigger works for only one. It's stupid in my opinion, though.