Im still interested in this deck. I play edh with my friends but bring my 9 year old to a magic night at a store here and everyone always wants to play modern so i looked for something dirt cheap to play and this seemed fun enough. dont care about winning and pretty much every card im using is the budget version of cards in here. only cost 12$ for the entire thing. just put it together friday so ill see how it goes monday.
academy ruins
watery grave
hallowed fountain
godless shrine
creeping tar pit
island
swamp
fetch lands
u/b/w temple
the skill narrower/ myr welders are for added consistency with pili-pala/ grand architect. if that doesn't tickle your fancy i would just pull them out for a couple myr superions and maybe some gitaxian probes and replace the hell kite with a 2nd wurmcoil. but i would try out the borrower/welder first. noxious revival and gifts ungiven make it easy to make sure stuff is where it needs to be. while having spellskite, hellkite,azure mage and pili all give you activated abilities to use with both narrower and welder ( not to mention welder with skill borrower . and one thin i rally like is that muddle the mixture transmutes for pili,snapcaster,spellskite,azure mage, exsanguinate and superions (if thats what you're running) and drift of phantasm gets g.a., dismember,skill narrower, myr welder,treasure mage and blue suns zenith.
i think that this deck is tits. the amount of tutoring effects means you can almost always have what you need..i mean really like 12-16 cards are tutors…with value attached. that is to say that they're never dead draws.
if you see anything obviously wrong with the deck let me know. otherwise please test it out before saying its junk.
really looking for a couple people to run something close to what i'm running so we can tune the deck together, two heads are better than one kinda thing. Also i will be testing out panic puppets list soon.
come on guys lets break this..it can obviously be done.
edit. Molten tail masticore is a card i think would work well with both skill barrower and and myr welder, not to mention grand architect.
ok so i cut the myr welders and the skill borrower and added myr superions and spell pierce .. the deck is pretty sweet.i also cut two muddle the mixture for 2 disrupting shoals. the thought of adding delver did come to mind but we'll see what happens.
I really don't see how Phenax can help us win games any faster than Banefire. Besides, colour isn't an issue for us as the combo provides us with infinite mana of any colour. You don't need to splash a colour into your mana base to go off. Keeping things mono-U gives us far more consistency in protecting and setting up the combo.
top 4d a local tonight going 3-1 with this deck and didn;t have a s.b. lol.lost to affinity beat pod, beat junk and beat tron. it was pretty sweet..i might make some tweaks.
This combo has always been my main goal in modern, I like playing rogue decks and making them popular. I've really found a consistent version to this deck and have recently won a gpt along with local fnm's. The version I play is similar to splinter twin. The goal is to tempo ur opponent until you are able to assemble your combo or win with a wurmcoil engine. Here is my exact 75.
Creatures (16)
Grand Architect x4
Pili - Pala x4
Wurmcoil Engine x2
Treasure Mage x2
Drift of phantasms x2
Lands (20)
Kessig wolf run x2
Steam Vents x4
Sulfur falls x2
Stomping ground x1
Academy ruins x1
Mountain x1
Plains x1
Island x8
Bloodmoon x2
Rest in peace x2
Ancient Grudge x2
Pyroclasm x2
Dismember x2
Anger of the gods x2
Combust x1
Negate x1
Dispel x1
Many people when first playing this deck focus to much on forcing the combo, most of the time I do not combo off till about turn 7 because when I start the game my main focus is to set my opponent back two or three turns. Also a lot of times I just bluff my combo in order to win with wurmcoil after my opponent exhausted his deck with trying to stop my combo. One reason I love gataxian probe in the deck is because it acts as a cantrip for early game but it also lets me do two other very important things. First off it lets me see my opponents hand which right away allows my serum visions scrys to be a lot better, let's me map out my game plan and which wincon is better suited. Another great part of gataxian is that when I feel like forcing my combo may be the right play it allows me to look at their hand for free which will tell me whether or not they have an answer, and if they do it leaves me with mana open to spell snare. I cannot tell you how many times I have won games alone with just that line of play. I found this build to be the most consistent and resilient against the modern format to date. My sideboard is guided towards my meta so feel free to change that around, if you have any other questions or suggestions about the deck feel free to reply, love hearing of new possibilities or ideas other players have.
Sorry I run two spellskite as well, I've also been testing 2 snapcasters over the 2 treasure mage and have really been liking it so far. I'm also going to give delver a try.
Ive also moved to 21 lands adding another island and cut the vapor snags expedition maps and 1 spell snare for 2 more serum visions 2 remand
So, two cards to conside, Chromatic Star and Kessig Wolf Run. Kessing Wolf run is uncounterable and and takes up a land slot, Chromatic Star lets you splash easily and combo on turn 3.
Id maybe drop 2 blue suns, what is another win con in your deck? for example: if somebody gets rid of your blue suns, then what is your plan? get to pilis out and would run one of them as a beat down? just a curious note. Im new to this deck myself, so im trying to find out what balances stuff too. Is the sideboard geared to your meta or is that just a generic board?
so my suggestion would be
-2 blue sun
+ 2 wurmcoil
so you can have a back up win con.
for your side id maybe put in something to deal with leyline of sanctity. or another win con. Just my two cents.
Gigadrouse might be interesting in a deck like this. You tap all or most of their lands and get a turn to go off. Since we have mostly Blue mana we should be in a good position to use it. I'm still concerned that Pila Pala doesn't have haste. Even with all the card draw, it would be nice to have a little more redundancy.
I'm not sure that the engine shouldn't be put into Modern Monoblue Devotion -- Blue Man Group where it can have lots of backup ways to win and they are already playing Grand Architect.
How much more viable would this deck be with the addition of Collected Company? There's a zillion mana sink creatures that are 3 cmc or less, and Collected Company can then get any combo piece. Thing is that you need to be playing quite a lot of creatures in the deck (I'd say at least 18 if you have quite a few cantrips and fetchlands, but err on the side of higher), and Pili-Pala still has to not be summoning sick.
This deck was highlighted in this mtggoldfish Modern budget series. Definitely an interesting deck, I'm going to give his less budget version a shot at some FNMs.
Well since the thread was semi-necroed I really like the idea of playing Collected Company. There are quite a few good blue creatures that support the GA plan, and with with CC. There's 496 cards in Modern with cmc under 4 and are blue. A lot of them are mana sinks. You may have to reduce the density of artifacts you play and use the infinite mana combo as more of a "I win" off of a CC much like the Melira decks are doing right now. I can come back with a UG/x list that I think is decent.
Zameck Guildmage is the best of the crappiest creatures I could find in UG under 4CMC for infinite mana shenanigans. The +1/+1 counter ability is cumulative meaning that you can active it more than once for more than one counter on ETB. Using the 2nd ability and Shorecrasher Elemental, you can draw the deck. With Batterskull you can make an infinite number of infinitely huge germs. (This card actually sucks on its own so I need help with finding a replacement)
This is a deck I recently picked up, and this particular thread seemed to be the most well developed. I have been noticing that this deck is incredibly fun, but my list is having some problems. I was wondering if any of you pros can help improve the deck.
This deck is made on a 30 dollar budget, mine you.
Bear and Delver seem weird go most when they view my decklist. The goal of the cards is to distract my opponent into thinking he is facing NinjaBearDelver, and then throw removal at the bear and delver to allow grandpala to go off without hinderance. It also helps that grand Architect buffs bear and delver, leading them to be win cons on their own.
The problem I'm having is simply a lack of ways to control the battlefield. Due to this, I often lose to affinity, and other "I dump my hand and attack" decks. It is very hard for this deck to beat such fast decks, I've found. Any suggestions? Displacement Wave in the SB isn't doing it, but I'm still trying to stay budget.
If you notice any other problems with the deck, please tell me! Any and all help is appreciated! Thank you!
Thoughts on Whispers of the Muse? It's a one mana cantrip in the early game which is perfectly acceptable and then it draws your entire deck when the combo is online. That way the win condition could only be a singleton (less space consuming).
like this
4 Whispers of the Muse
1 Blue Sun's Zenith
Added bonus is that it looks like an old school draw-go deck
I keep thinking that decks which can combo off using multiple creatures might be able to make use of Evolutionary Leap. Jam it in an otherwise super controlling shell with some token generation, and tutor up your win conditions for cheap?
Instead of the Nightshade Peddler tech i now run Vedalken Shackles + Evolutionary Leap which can be quite oppressive. The thing I like with Leap here is that once you get infinite mana you can cycle through your whole deck until you find Spikeshot Elder, so it kinda turns into a 2 card combo. Not sure if RUG is the right approach, I've been thinking of going BUG for better SB options. But Kessig Wolf Run is a good reason to stay RUG. I also don't know about Chief Engineer + Myr Superion/Hangarback Walker. Maybe going pure non-artifact value dorks (Eternal Witness and friends) is a better approach. And yes the mana base is budget.
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UBRGrixis ControlUBR | URPhoenixUR | UWMiraclesUW |GBRJundGBR | UBFaeriesUB | UBWAd NauseumUBW |GBRWBlueless ShadowGBRW |
MTGA
UBRGrixis ControlUBR | UTempoU
4 grand architect
4 pili-pala
2 spellskite
2 drift of phantasm
2 myr welder
1 skill borrower
1 wurmcoil
1 steel hellkite
1 treasure mage
1 azure mage
1 snapcaster mage
20
4 muddle the mixture
2 dismember
4 thoughtseize
3 gifts ungiven
1 blue suns zenith
1 exsanguinate
1 noxious revival
1 unburial rites
18
academy ruins
watery grave
hallowed fountain
godless shrine
creeping tar pit
island
swamp
fetch lands
u/b/w temple
the skill narrower/ myr welders are for added consistency with pili-pala/ grand architect. if that doesn't tickle your fancy i would just pull them out for a couple myr superions and maybe some gitaxian probes and replace the hell kite with a 2nd wurmcoil. but i would try out the borrower/welder first. noxious revival and gifts ungiven make it easy to make sure stuff is where it needs to be. while having spellskite, hellkite,azure mage and pili all give you activated abilities to use with both narrower and welder ( not to mention welder with skill borrower . and one thin i rally like is that muddle the mixture transmutes for pili,snapcaster,spellskite,azure mage, exsanguinate and superions (if thats what you're running) and drift of phantasm gets g.a., dismember,skill narrower, myr welder,treasure mage and blue suns zenith.
i think that this deck is tits. the amount of tutoring effects means you can almost always have what you need..i mean really like 12-16 cards are tutors…with value attached. that is to say that they're never dead draws.
if you see anything obviously wrong with the deck let me know. otherwise please test it out before saying its junk.
really looking for a couple people to run something close to what i'm running so we can tune the deck together, two heads are better than one kinda thing. Also i will be testing out panic puppets list soon.
come on guys lets break this..it can obviously be done.
edit. Molten tail masticore is a card i think would work well with both skill barrower and and myr welder, not to mention grand architect.
Playing black gives you had disruption and more transmute cards.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Creatures (16)
Grand Architect x4
Pili - Pala x4
Wurmcoil Engine x2
Treasure Mage x2
Drift of phantasms x2
Lands (20)
Kessig wolf run x2
Steam Vents x4
Sulfur falls x2
Stomping ground x1
Academy ruins x1
Mountain x1
Plains x1
Island x8
Other spells (24)
Expedition map x3
Lightning Bolt x4
Muddle the mixture x4
Serum Visions x2
Gataxian Probe x2
Vapor Snag x2
Spell snare x2
Flame slash x2
Pyromatics x2
Blue sun zenith x1
Sideboard (15)
Bloodmoon x2
Rest in peace x2
Ancient Grudge x2
Pyroclasm x2
Dismember x2
Anger of the gods x2
Combust x1
Negate x1
Dispel x1
Many people when first playing this deck focus to much on forcing the combo, most of the time I do not combo off till about turn 7 because when I start the game my main focus is to set my opponent back two or three turns. Also a lot of times I just bluff my combo in order to win with wurmcoil after my opponent exhausted his deck with trying to stop my combo. One reason I love gataxian probe in the deck is because it acts as a cantrip for early game but it also lets me do two other very important things. First off it lets me see my opponents hand which right away allows my serum visions scrys to be a lot better, let's me map out my game plan and which wincon is better suited. Another great part of gataxian is that when I feel like forcing my combo may be the right play it allows me to look at their hand for free which will tell me whether or not they have an answer, and if they do it leaves me with mana open to spell snare. I cannot tell you how many times I have won games alone with just that line of play. I found this build to be the most consistent and resilient against the modern format to date. My sideboard is guided towards my meta so feel free to change that around, if you have any other questions or suggestions about the deck feel free to reply, love hearing of new possibilities or ideas other players have.
That's only 73... you have creatures listed at 16x but you only listed 14.
What are the other 2? Myrs?
Ive also moved to 21 lands adding another island and cut the vapor snags expedition maps and 1 spell snare for 2 more serum visions 2 remand
4 Grand Architect
4 Blue Sun's Zenith
4 Cryptic Command
4 Mana Leak
4 Chromatic Star
4 Remand
4 Telling Time
4 Gitaxian Probe
4 Serum Visions
12 Island
4 Kessig Wolf Run
4 Halimar Depths
This is the sideboard:
3 Torpor Orb
4 Relic of Progenitus
3 Dismember
2 Vapor Snag
Suggestions are welcome.
so my suggestion would be
-2 blue sun
+ 2 wurmcoil
so you can have a back up win con.
for your side id maybe put in something to deal with leyline of sanctity. or another win con. Just my two cents.
http://forums.mtgsalvation.com/showthread.php?t=488514
I'm not sure that the engine shouldn't be put into Modern Monoblue Devotion -- Blue Man Group where it can have lots of backup ways to win and they are already playing Grand Architect.
Kessig Wolf Run is tech for this deck.
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Its not too hard to run Lightning Greaves. They grant protection and they grant haste. Two things you think the deck needs.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
4 Pili-Pala
4 Grand Architect
4 Izzet Guildmage
1 Azure Mage
2 Dimir Guildmage
2 Voidmage Prodigy
4 Umbral Mantle
2 Wind Zendikon
4 Training Grounds
4 Muddle the Mixture
4 Manamorphose
1 Cyclonic Rift
6 Island
4 Misty Rainforest
1 Breeding Pool
2 Mutavault
3 Faerie Conclave
2 Kessig Wolf Run
1 Academy Ruins
2 Cavern of Souls
1x Forest
1x Gemstone Caverns
10x Island
2x Nykthos, Shrine to Nyx
4x Misty Rainforest
1x Steam Vents
4x Grand Architect
4x Simian Spirit Guide
3x Shorecrasher Elemental
1x Vendilion Clique
3x Master of Waves
2x Zameck Guildmage
4x Chalice of the Void
4x Collected Company
1x Cyclonic Rift
3x Remand
1x Relic of Progenitus
2x Spellskite
2x Swan Song
3x Vedalken Shackles
2x Vendilion Clique
Gameplan is to disrupt and drop your hand as fast as possible.
This is a deck I recently picked up, and this particular thread seemed to be the most well developed. I have been noticing that this deck is incredibly fun, but my list is having some problems. I was wondering if any of you pros can help improve the deck.
This deck is made on a 30 dollar budget, mine you.
4x Delver of Secrets
4x Phantasmal Bear
4x Pili-Pala
4x Grand Architect
2x Pyromatics
4x Muddle the Mixture
4x Drift of Phantasms
4x Mana Leak
4x Dissolve
4x Turn Aside
2x Anticipate
3x Halimar Depths
2x Buried Ruin
15x Island
4x Postmortem Lunge
2x Dispel
3x Displacement Wave
2x Kessig Wolf Run
4x Gigadrowze
Bear and Delver seem weird go most when they view my decklist. The goal of the cards is to distract my opponent into thinking he is facing NinjaBearDelver, and then throw removal at the bear and delver to allow grandpala to go off without hinderance. It also helps that grand Architect buffs bear and delver, leading them to be win cons on their own.
The problem I'm having is simply a lack of ways to control the battlefield. Due to this, I often lose to affinity, and other "I dump my hand and attack" decks. It is very hard for this deck to beat such fast decks, I've found. Any suggestions? Displacement Wave in the SB isn't doing it, but I'm still trying to stay budget.
If you notice any other problems with the deck, please tell me! Any and all help is appreciated! Thank you!
like this
4 Whispers of the Muse
1 Blue Sun's Zenith
Added bonus is that it looks like an old school draw-go deck
4 Pili-Pala
4 Grand Architect
3 Vendilion Clique
4 Whispers of the Muse
4 Serum Visions
3 Vedalken Shackles
4 Remand
3 Cryptic Command
1 Blue Sun's Zenith
Other than that I really like Lectrys' CoCo idea. Can't think of a win condition right now (other than Knight otR into Wolf Run)
4 Spikeshot Elder
4 Chief Engineer
4 Myr Superion
3 Nightshade Peddler
4 Hangarback Walker
4 Evolutionary Leap
4 Pili-Pala
4 Grand Architect
4 Collected Company
4 Misty Rainforest
4 Scalding Tarn
2 Breeding Pool
1 Steam Vents
1 Stomping Grounds
3 Copperline Gorge
3 Island
1 Forest
The kill is either Spikeshot Elder, Hangarback Walker or Kessig Wolf Run. Hangarback Walker combos with Evolutionary Leap and Spikeshot Elder combos with Nightshade Peddler
2 Spikeshot Elder
4 Chief Engineer
4 Myr Superion
4 Hangarback Walker
4 Evolutionary Leap
4 Pili-Pala
4 Grand Architect
3 Vedalken Shackles
4 Collected Company
4 Polluted Delta
4 Wooded Foothills
2 Breeding Pool
2 Steam Vents
1 Stomping Grounds
6 Island
1 Forest
Instead of the Nightshade Peddler tech i now run Vedalken Shackles + Evolutionary Leap which can be quite oppressive. The thing I like with Leap here is that once you get infinite mana you can cycle through your whole deck until you find Spikeshot Elder, so it kinda turns into a 2 card combo. Not sure if RUG is the right approach, I've been thinking of going BUG for better SB options. But Kessig Wolf Run is a good reason to stay RUG. I also don't know about Chief Engineer + Myr Superion/Hangarback Walker. Maybe going pure non-artifact value dorks (Eternal Witness and friends) is a better approach. And yes the mana base is budget.