I really think that Alpine Moon is a fixed version of Blood Moon with a low CC which allows us to cast it even on turn 1. It is really focused onto hating Urza's Lands with a more limited effect than Blood Moon (that is difficult to play if you run already 2 colours), but I think that it is worth using mainly for the Tron matchup with a little splash.
Other Spells 37: Accelerators 8:
4 Utopia Sprawl
4 Simian Spirit Guide 8 ways to have 3 mana on turn 2 in order to cast our 3-CMC enchantements and our 5-CMC enchantements always on turn 4.
Lock 13:
4 Ghostly Prison
1 Sphere of Safety 5 tools towards aggressive decks; 4 of them can be played on turn 2 if necessary. Only one Sphere of Safety because it is mana expensive, although it is strong.
2 Rest in Peace in my opinion this card is necessary in order to get rid of possible recursion since game 1, but you can choose whatever you want. 3Alpine Moon 6 interchangeable meta slot. Alpine Moon prevents fetchlands from working correctly. 3Blood Moon the concept is: you have to cast one of them on turn 2 always.
Drawers 5:
2 Kruphix's Insight
3 Commune with the Gods this deck is particularly redundant, so tutoring what you need is better than drawing; also, the CMC 2 is way better for the mana curve.
On a side note, it is difficult to follow this thread with so many versions of this deck kept together.
In my opinion is a good thing if somebody splits this thread into the different versions.
Sorry to miss this.....
I have to say that as long as you are not mono W then all the splashes have something
R/U/G are for me better than B.
R is best if you expect tron. The deck can maindeck RIP too, unlike most decks.
The lists have gained little these past couple of years. Some run the unlife solemnity combo, which is great v aggro. Seal away and the diversified O ring options have helped a bit.
Other than that lists are basically stuck with the same cards, as per the primer.
I will post my list tomorrow, but really if you know your meta well you are better off taking the core and running with it.
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People with belligerent signatures are trying to compensate for something....
sideboard 3 stony silence (KCI, affinity and hardened affinity, Tron, ad nauseam even) 2 pyroclasm (elves, spirits, humans, hatebears, coco combo decks, mardu, traditional affinity, r/g landkill) 1 wrath of god (humans and other critter decks, jund, death's shadow) 2 blood moon (tron, amulet, scapeshift decks) 1 obliterate (UW/UWR control/blue moon et al) 1 rest in peace (dredge, arclight, vengevine, goryos decks, mardu) 1 nevermore (ad nauseam, storm, elves game 2, coco combo decks, KCI) 1 eidolon of rhetoric (storm, trons, boggles) 1 pithing needle (any deck with grisselbrand, UW control -not UWR) 2 damping sphere (storm, trons, amulets)
There are a couple of minor nonbos in the deck- suppression field interacts poorly with cast out's cycling, and heliod/luminarch. That said it does a lot of slowing down and whilst it does not slow Tron down enough to be effective game one, it slows a lot of other stuff down, inhibiting some combos, pws, equip costs, sac abilities and fetchlands. Post Obliterate the S field is rude as hell. You tend to be in control of when SF gets played, too. It is quite an easy deck to play, apart from learning sequences and when to drop situational cards. Once you learn the matches and don't screw yourself by playing the cards in the wrong order it works well. Laying Starfield can be terrible against a deck with mass sweepers with its bits locked down, for example.
The manabase is a tad awkward to get used to, being too gredy and using karoo lands to get extra scrys is not always right, under pressure you can't keep cutting yourself off mana wise with CIP tapped.
RIP and Starfield are opposed in one sense, although Starfield does operate in two modes and it is the opalescence mode is what is used the most- when you have a Tron deck under a sphere or b moon witha stony back up quite often laying the Opalesence and swinging.
The basic package eats critter decks with careful play, tending to enjoy moderately positive matches vs. humans, death's shadow and very positive matcches against any other critter decks still lurking out there that can't generate lots of mana like elves. Spirits is harder as it has more disruption than humans in the 75. Regular Tron is v hard game 1, hybrid elda tron fine. Affinity is decent game one, v favoured g2. Storm is a bye if you know what you are doing and often if you don't. Matches like UW depend on if you get to cast Obliterate or not and if your opponent counters certain innocuous looking cards like Greater Auramancy, a good UW player is favoured. Amulet and scapeshift over the match are close, boggles is pretty easy if you draw runed halo and get a big tax down. Elves is not good.
Deck has a fair few free wins, overall it tends to draw too much, and it does much, much better if you know what your opponent is on.
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So with RA spoilers in full swing, came across this uncommon. How do we feel on this? In the right match it could do a lot, but not sure how much better it is over JtN or O-Ring, besides mana cost.
Seal Awsy is much better.
If, and it is a huge "if", the meta becomes so aggressive that this is good, then Nodes is probably better.
Flexibility is more important in Modern. Every now and then a spirit or DS tempo deck wins as we can't get our stuff under them. By and large the Runed Halo/Ghostly/Leyline package with a couple of Nodes or Seal Away is enough early doors against most aggro decks. S field slows the fetch heavy decks too. One solitary resolved Sphere of Safety is enough to get ahead mid game and stay there against faster decks. My aggro matches, such as Affinity, D Shadow area decent and do not need more It is tron and control that are harder.
I agree with DrMarkb, I'd argue that even allowing attacks/activated abilities (but at ridiculous tax) with Oppressive Rays would be stronger.
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No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
So I have several, several versions of this built and I was wondering what everyone thought about Chalice of the Void in the main? Seems good against a lot of decks right now, but i worry that it dilutes the deck and the pillow-fort-y nature of it. Also pretty poor as a topdeck, but chalice on one is so good at the moment.
I like Chalice. Playing artifacts is a little hard if the enemy decks pack wear tear, and it does not synergise with certain catds like Starfield or Sphere of S, but other than a very few cases there is little punishment for playing an artifact.
Our two slot is relatively weak in terms of the volume of options available.
Personally I run Wr and in Enduring Ideal Wu with lotus blossoms.
I am looking at doing Wb, nominally the weakest and potentially a fun exercise and one where 1cc discard can add a different dimension....
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Well , with the site about to go I would like to thank contributors to the thread.
We just got a new toy with the new academy ruins land too. Keep brewing, see you on the other side.
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There is no reason why not, but Chained to the rocks did little. The deck does not need good one drop mini o ring effects per se. They work, of course, and are different to things like Nodes in the same slot, or Seal Away at 2, but ultimately the deck is not going to get a big boost or anything. Give it a one cc tutor, that is a different story.
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Is this thread still live? Been running this deck for about a month and enjoying playing it! I play UW nevermore running some PWs and seen some good results. Deck could use some tuning though
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Modern Decks: UWAzorius Titan ControlUW BWOrzhov ControlBW
Deafening Silence is, for most purposes, a Rule of Law for 2 less (I can’t think of many recent situations I have encountered where it would be significantly weaker than Rule of Law). With Nodes as your only other frequent 1 drop (and the extremely limited scenarios where you’d want to do that), this seems like a decent turn 1 play.
Dance of the Manse seems weak, but worth thinking about. There are few ways to recover from spot removal in games where your Auramancy is lost or not drawn, so maybe a sideboard against the Hate cards might be thinking about?
Secondary thought on it - it could be Modern’s worst finisher too. If you are playing UW, you have access to Monastery Siege and its loot option. You could play the cards you pitched by casting Dance and get a field of creature if you cast it late. Granted, at 8 CMC, you’ll probably already have won and are now leaving your Enchantments open to board wipe...
(apologies for the lack of images - phone posting is a pain).
Has anyone considered building "UW Prison" with Marit Lage's Slumber ?
It can be a decent way to close out games and the card filtering can help the deck not lose to itself by drawing "bricks" for too long.
The deck also has no answers to lands so maybe including some number of Field of Ruin could help with that, probably 3x over 1x Hallowed Fountain and 2x basics (or just replaces the fetchlands).
I really like this decklist I found:
Lands 23:
3 Arid Mesa
2 Misty Rainforest
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
2 Horizon Canopy
6 Forest
6 Plain
1 Mountain
Other Spells 37:
Accelerators 8:
4 Utopia Sprawl
4 Simian Spirit Guide 8 ways to have 3 mana on turn 2 in order to cast our 3-CMC enchantements and our 5-CMC enchantements always on turn 4.
Lock 13:
4 Ghostly Prison
1 Sphere of Safety 5 tools towards aggressive decks; 4 of them can be played on turn 2 if necessary. Only one Sphere of Safety because it is mana expensive, although it is strong.
2 Rest in Peace in my opinion this card is necessary in order to get rid of possible recursion since game 1, but you can choose whatever you want.
3 Alpine Moon 6 interchangeable meta slot. Alpine Moon prevents fetchlands from working correctly.
3 Blood Moon the concept is: you have to cast one of them on turn 2 always.
Removals 5:
3 Oblivion Ring
2 Banishing Light basically the same card with different names.
Drawers 5:
2 Kruphix's Insight
3 Commune with the Gods this deck is particularly redundant, so tutoring what you need is better than drawing; also, the CMC 2 is way better for the mana curve.
Finishers 6:
3 Assemble the Legion
3 Sigil of the Empty Throne 6 finishers that have different countermeasures are enough to be played on turn 4
On a side note, it is difficult to follow this thread with so many versions of this deck kept together.
In my opinion is a good thing if somebody splits this thread into the different versions.
I have to say that as long as you are not mono W then all the splashes have something
R/U/G are for me better than B.
R is best if you expect tron. The deck can maindeck RIP too, unlike most decks.
The lists have gained little these past couple of years. Some run the unlife solemnity combo, which is great v aggro. Seal away and the diversified O ring options have helped a bit.
Other than that lists are basically stuck with the same cards, as per the primer.
I will post my list tomorrow, but really if you know your meta well you are better off taking the core and running with it.
1 mountain
3 sacred foundary
4 temple of triumph
2 boros garrison
1 rugged prairie
2 nykthos, shrine to nyx
1 tectonic edge
1 zhalfirin void
4 leyline of sanctity
1 porphyry nodes
2 greater auramancy
2 rest in peace
4 runed halo
3 suppression field
3 seal away
1 luminarch ascension
3 ghostly prison
1 idyllic tutor
2 helliod, god of the sun
2 cast out
1 outpost siege
4 sphere of safety
1 starfield of nyx
1 obliterate
3 stony silence (KCI, affinity and hardened affinity, Tron, ad nauseam even)
2 pyroclasm (elves, spirits, humans, hatebears, coco combo decks, mardu, traditional affinity, r/g landkill)
1 wrath of god (humans and other critter decks, jund, death's shadow)
2 blood moon (tron, amulet, scapeshift decks)
1 obliterate (UW/UWR control/blue moon et al)
1 rest in peace (dredge, arclight, vengevine, goryos decks, mardu)
1 nevermore (ad nauseam, storm, elves game 2, coco combo decks, KCI)
1 eidolon of rhetoric (storm, trons, boggles)
1 pithing needle (any deck with grisselbrand, UW control -not UWR)
2 damping sphere (storm, trons, amulets)
There are a couple of minor nonbos in the deck- suppression field interacts poorly with cast out's cycling, and heliod/luminarch. That said it does a lot of slowing down and whilst it does not slow Tron down enough to be effective game one, it slows a lot of other stuff down, inhibiting some combos, pws, equip costs, sac abilities and fetchlands. Post Obliterate the S field is rude as hell. You tend to be in control of when SF gets played, too. It is quite an easy deck to play, apart from learning sequences and when to drop situational cards. Once you learn the matches and don't screw yourself by playing the cards in the wrong order it works well. Laying Starfield can be terrible against a deck with mass sweepers with its bits locked down, for example.
The manabase is a tad awkward to get used to, being too gredy and using karoo lands to get extra scrys is not always right, under pressure you can't keep cutting yourself off mana wise with CIP tapped.
RIP and Starfield are opposed in one sense, although Starfield does operate in two modes and it is the opalescence mode is what is used the most- when you have a Tron deck under a sphere or b moon witha stony back up quite often laying the Opalesence and swinging.
The basic package eats critter decks with careful play, tending to enjoy moderately positive matches vs. humans, death's shadow and very positive matcches against any other critter decks still lurking out there that can't generate lots of mana like elves. Spirits is harder as it has more disruption than humans in the 75. Regular Tron is v hard game 1, hybrid elda tron fine. Affinity is decent game one, v favoured g2. Storm is a bye if you know what you are doing and often if you don't. Matches like UW depend on if you get to cast Obliterate or not and if your opponent counters certain innocuous looking cards like Greater Auramancy, a good UW player is favoured. Amulet and scapeshift over the match are close, boggles is pretty easy if you draw runed halo and get a big tax down. Elves is not good.
Deck has a fair few free wins, overall it tends to draw too much, and it does much, much better if you know what your opponent is on.
If, and it is a huge "if", the meta becomes so aggressive that this is good, then Nodes is probably better.
Flexibility is more important in Modern. Every now and then a spirit or DS tempo deck wins as we can't get our stuff under them. By and large the Runed Halo/Ghostly/Leyline package with a couple of Nodes or Seal Away is enough early doors against most aggro decks. S field slows the fetch heavy decks too. One solitary resolved Sphere of Safety is enough to get ahead mid game and stay there against faster decks. My aggro matches, such as Affinity, D Shadow area decent and do not need more It is tron and control that are harder.
Our two slot is relatively weak in terms of the volume of options available.
Personally I run Wr and in Enduring Ideal Wu with lotus blossoms.
I am looking at doing Wb, nominally the weakest and potentially a fun exercise and one where 1cc discard can add a different dimension....
We just got a new toy with the new academy ruins land too. Keep brewing, see you on the other side.
UWAzorius Titan ControlUW
BWOrzhov ControlBW
2 Narset, Parter of Veils
1 Teferi, Time Raveler
1 Elspeth, Knight-Errant
1 Narset Transcendent
1 Supreme Verdict
4 On Thin Ice
2 Porphyry Nodes
2 Telepathy
1 Runed Halo
2 Search for Azcanta
3 Spreading Seas
3 Detention Sphere
4 Ghostly Prison
3 Nevermore
2 Gideon's Intervention
1 Ixalan's Binding
3 Sphere of Safety
3 Flooded Strand
1 Hall of Heliod's Generosity
3 Hallowed Fountain
1 Mistveil Plains
5 Snow-Covered Island
6 Snow-Covered Plains
Like I said, open to discussion. How does your list run?
UWAzorius Titan ControlUW
BWOrzhov ControlBW
1 Mistveil Plains
4 Nykthos, Shrine to Nyx
7 Plains
1 Dovescape
1 Ghostly Prison
1 Greater Auramancy
4 Leyline of Sanctity
3 Phyrexian Unlife
4 Enduring Ideal
1 Oblivion Ring
4 Lotus Bloom
4 Temple of Enlightenment
2 Hallowed Fountain
1 Detention Sphere
1 Heliod, God of the Sun
2 Solemnity
3 Runed Halo
2 Sphere of Safety
1 Form of the Dragon
1 Copy Enchantment
1 Boseiju, Who Shelters All
1 Island
2 Hall of Heliod's Generosity
4 Flooded Strand
4 Spreading Seas
SB:
1 Nevermore
3 Stony Silence
2 Sacred Ground
1 Overwhelming Splendor
1 Rule of Law
1 Defense Grid
2 Grafdigger's Cage
1 Greater Auramancy
3 Silence
Deafening Silence and Dance of the Manse both appear effective cards that could be at least worth a try.
https://www.mtgsalvation.com/cards/throne-of-eldraine/37139-deafening-silence
Deafening Silence is, for most purposes, a Rule of Law for 2 less (I can’t think of many recent situations I have encountered where it would be significantly weaker than Rule of Law). With Nodes as your only other frequent 1 drop (and the extremely limited scenarios where you’d want to do that), this seems like a decent turn 1 play.
https://www.mtgsalvation.com/cards/throne-of-eldraine/37158-danse-of-the-manse
Dance of the Manse seems weak, but worth thinking about. There are few ways to recover from spot removal in games where your Auramancy is lost or not drawn, so maybe a sideboard against the Hate cards might be thinking about?
Secondary thought on it - it could be Modern’s worst finisher too. If you are playing UW, you have access to Monastery Siege and its loot option. You could play the cards you pitched by casting Dance and get a field of creature if you cast it late. Granted, at 8 CMC, you’ll probably already have won and are now leaving your Enchantments open to board wipe...
(apologies for the lack of images - phone posting is a pain).
It is sort of a weaker Assemble the Legion that can come down faster.
Revenge of Ravens might be useful for a WB Prison.
It can be a decent way to close out games and the card filtering can help the deck not lose to itself by drawing "bricks" for too long.
Another idea is to use the Solemnity + Phyrexian Unlife lock and pair it with Porphyry Nodes + an indestructible creature soft-lock.
Gideon Blackblade seems like the best option (could also be: Kefnet the Mindful, Oketra the True/Heliod, God of the Sun).
For card draw and selection I have playsets of: Serum Visions, Sleight of Hand and Ancestral Vision.
I wonder it is worth including Shimmer of Possibility over one of them to dig deeper for the lock pieces.
Search for Azcanta is also here for filtering and late game card selection.
For removal I have:
Porphyry Nodes, Detention Sphere and Supreme Verdict.
I wonder if On Thin Ice should be here as it helps get to Marit Lage faster.
Here is the deck idea:
2x Gideon Blackblade
Enchantment (20)
4x Porphyry Nodes
2x Marit Lage's Slumber
2x Search for Azcanta
1x Greater Auramancy
3x Detention Sphere
4x Phyrexian Unlife
4x Solemnity
4x Ancestral Vision
4x Serum Visions
4x Sleight of Hand
3x Supreme Verdict
Land (23)
4x Flooded Strand
3x Hallowed Fountain
4x Boreal Shelf
6x Snow-Covered Island
6x Snow-Covered Plains
3x Damping Sphere
2x Teferi, Time Raveler
3x Greater Auramancy
3x Leyline of Sanctity
2x Rest in Peace
2x Stony Silence
The first change is going to be dropping the Porphyry Nodes + Gideon Blackblade package is it underperformed to say the least in favor of On Thin Ice and a better PW like Teferi, Hero of Dominaria (or another option) or Sigil of the Empty Throne.
The deck also has no answers to lands so maybe including some number of Field of Ruin could help with that, probably 3x over 1x Hallowed Fountain and 2x basics (or just replaces the fetchlands).