So after mulling around with other decks for some time in modern, I gradually pieced together an idea for a deck. I originally based it around a copy theme and then quickly shifted to Isochron Scepter. As I pieced it together more, I took what thought might be more fun to use in it, and stumbled into Glittering Wish. This is the conglomerate deck of Stick and Wish:
The reason for the seeming inconsistency is more options available. Many of the spells overlap, so it's not as bad as it seems. Venser is there for a reset (ideally Metamorph) or extra mana for their turns. Mana base probably needs some tweaking, but only had 1 issue relating to mana in testing so far. The wishboard gives me cards I need now, and Research can pull in something for me to try to dig out of my library, which is why my sb looks like it does. The only slot I'm not sure on is Venser in SB. I can see that Chalice, Trini, Lodestone, Thalia, and Canonist hit me hard, but the arti-hate is not as threatening as long as I'm cautious. Most games I can get 1-3 Iso's on board and sit back until a win-con comes up.
Any ideas/comments/suggestions are welcome. I am aware that it is 62 cards, couldn't figure what to trim, but not sure if I need to trim anything yet.
Had the same Idea last night. I also had the idea of using split cards to abuse the way daStik is worded.
EDIT: DERP
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"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
I've been working on it for a few days and reading how it interacts with the various decks I come across on cockatrice. The options this deck provides is insane. Considered Cyclonic Rift, but didn't like the overload cost (can't be played while on a stick due to alternate casting cost vs. additional w/ not paying mana to play). Terminus may find a home, but I'm looking for more "stickable/wishable" ideas.
If you choose heavier black, you get access to more kill spells, while blue gets you artifact fetch and counterspells. I think w/U/B/r/g would work. Have you seen the Scepter cycle from alara?
Private Mod Note
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Rollback Post to RevisionRollBack
"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
If you choose heavier black, you get access to more kill spells, while blue gets you artifact fetch and counterspells. I think w/U/B/r/g would work. Have you seen the Scepter cycle from alara?
I'm not sure what you're refering to with the "Scepter Cycle from Alara".
I considered all 3 of those, but the problem lies in what to take out for them. I already have options that destroy/counter their plays and those 3 would require around 4-8 slots (1-2 each charm, 2-4 Silence). I'm probably not going to need the walking option on charms, +2/-1 would see some use, but not more than abrupt/terminate/helix/dead/izzet charm/path/geth's/golgari charm, which leaves the discard feature as the nicest feature for this deck. I had them in the first version of the deck, but with this reasoning, I decided to cut them. Silence is a soft lock on it's own for many decks, so I think I may try -1 Leak, -1 Beckon Apparition for 2 MD Silence, and switching Venser for #3 in the SB.
I'm not sure that Chromatic Lantern is the direction I want to head for mana fixing. I haven't had too many issues with mana for very long while playing the deck, so I want to avoid cards that don't immediately benefit me. 3 mana for +1 ramp and mana fix eats into the turn I may need to pass to use the t2'd stick.
With the latest addition of snapcaster mage(why I didn't play him originally I don't know), Cavern of Souls is now a 2-of with 1 Shimmering Grotto replacing the Transguilds. I'll post a more defined list soon as to the current build, still working on what options tend to be more relevant MB vs SB (ex. Geths looking like it may swap apparition)
I have dropped Arena for now for the 3/3 split of metamorph/snapcaster, which makes me less likely to drop the single Venser at this time (looks really good on paper and has won me a few games with both of his first 2 abilities now). I may increase Research//Development to 3 - of. If this lands on a stick, I win the game 75% of the time afterwards. 0-3 cards or 0-3 3/1 tokens inversely or 4 more cards that I could use as an answer to my deck, for 2 mana, what more could you ask for. Silence is definitely staying at the 2-of slot. I don't want to see it that often, but I see it often enough to have it when it matters, and works well early on w/ SCM. I am also considering running 3 Izzet and 1 Azorius MB and move an azorius to the SB for creature heavy decks, because I tend to burn out the Azorius for that card exchange but Izzet lets me dig. One last option I want to test is Telling Time, but not sure what to trade for it. Great for that digging and getting some trash out of the way (24 lands is more than I'm used to playing nowadays, but not for this deck) and lands on a stick if needed (serum does not, and delver is out of the question)
Snapcaster gives me a little bit more reach as expected, where the biggest threat to him is Bog that doesn't have an answer for in the deck. I find that I'm not having much difficulty vs. control/tempo, but more in the combo & fast aggro departments.
Telling Time will be in a future test, I have forgotten to add it in this past round of testing, and will make some other changes to counts like I mentioned earlier.
I am occasionally having troubles getting my green mana, but, in all fairness, that is solely used for Glittering, since Decay can be sticked, so I'm not sure if this is a problem that I should pursue or not.
4x Isochron Scepter
4x Phyrexian Metamorph
1x Venser, the Sojourner
2x Phyrexian Arena
Pool:
2x Abrupt Decay
1x Hide // Seek
1x Odds // Ends
1x Dead // Gone
3x Mana Leak
2x Azorius Charm
2x Izzet Charm
2x Beckon Apparition
1x Terminate
2x Muddle the Mixture
2x Boomerang
2x Path to Exile
2x Raise the Alarm
2x Research // Development
2x Glittering Wish
Land base:
2x Breeding Pool
3x Hallowed Fountain
2x Steam Vents
4x Reflecting Pool
3x Transguild Promenade
2x Island
2x Plains
2x Swamp
2x Godless Shrine
2x Buried Ruin
1x Lightning Helix
2x Supreme Verdict
1x Selesnya Charm
2x Rakdos Charm
1x Bound // Determined
1x Countersquall
1x Shadow of Doubt
1x Echoing Truth
1x Geth's Verdict
1x Terminate
1x Hindering Light
1x Golgari Charm
1x Venser, the Sojourner
Any ideas/comments/suggestions are welcome. I am aware that it is 62 cards, couldn't figure what to trim, but not sure if I need to trim anything yet.
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW
EDIT: DERP
"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW
If you choose heavier black, you get access to more kill spells, while blue gets you artifact fetch and counterspells. I think w/U/B/r/g would work. Have you seen the Scepter cycle from alara?
"I am disillusioned enough to know that no man's opinion on any subject is worth a damn unless backed up with enough genuine information to make him really know what he's talking about."
-H. P. Lovecraft
What about putting silence on a stick.
I considered all 3 of those, but the problem lies in what to take out for them. I already have options that destroy/counter their plays and those 3 would require around 4-8 slots (1-2 each charm, 2-4 Silence). I'm probably not going to need the walking option on charms, +2/-1 would see some use, but not more than abrupt/terminate/helix/dead/izzet charm/path/geth's/golgari charm, which leaves the discard feature as the nicest feature for this deck. I had them in the first version of the deck, but with this reasoning, I decided to cut them. Silence is a soft lock on it's own for many decks, so I think I may try -1 Leak, -1 Beckon Apparition for 2 MD Silence, and switching Venser for #3 in the SB.
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW
3x Cavern of Souls (naming Shapeshifter)
2x Gemstone Caverns (and something else)
3x Gemstone Mine
2x Rupture Spire (alternate with Transguild)
3x Mirrodin's Core ("same" as Transguild w/ optional ramp)
3x Tendo Ice Bridge
3x Shimmering Grotto
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW
With the latest addition of snapcaster mage(why I didn't play him originally I don't know), Cavern of Souls is now a 2-of with 1 Shimmering Grotto replacing the Transguilds. I'll post a more defined list soon as to the current build, still working on what options tend to be more relevant MB vs SB (ex. Geths looking like it may swap apparition)
I have dropped Arena for now for the 3/3 split of metamorph/snapcaster, which makes me less likely to drop the single Venser at this time (looks really good on paper and has won me a few games with both of his first 2 abilities now). I may increase Research//Development to 3 - of. If this lands on a stick, I win the game 75% of the time afterwards. 0-3 cards or 0-3 3/1 tokens inversely or 4 more cards that I could use as an answer to my deck, for 2 mana, what more could you ask for. Silence is definitely staying at the 2-of slot. I don't want to see it that often, but I see it often enough to have it when it matters, and works well early on w/ SCM. I am also considering running 3 Izzet and 1 Azorius MB and move an azorius to the SB for creature heavy decks, because I tend to burn out the Azorius for that card exchange but Izzet lets me dig. One last option I want to test is Telling Time, but not sure what to trade for it. Great for that digging and getting some trash out of the way (24 lands is more than I'm used to playing nowadays, but not for this deck) and lands on a stick if needed (serum does not, and delver is out of the question)
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW
4x Isochron Scepter
Creatures:
3x Phyrexian Metamorph
3x Snapcaster Mage
Sorceries:
2x Glittering Wish
Planeswalkers:
1x Venser, the Sojourner
Instants:
2x Silence
2x Abrupt Decay
1x Hide // Seek
1x Odds // Ends
1x Dead // Gone
2x Mana Leak
2x Research // Development
2x Azorius Charm
2x Izzet Charm
1x Beckon Apparition
1x Terminate
2x Muddle the Mixture
2x Boomerang
2x Path to Exile
2x Raise the Alarm
2x Breeding Pool
3x Hallowed Fountain
2x Steam Vents
4x Reflecting Pool
2x Island
2x Plains
2x Swamp
2x Godless Shrine
2x Buried Ruin
1x Shimmering Grotto
2x Cavern of Souls
1x Lightning Helix
2x Supreme Verdict
1x Selesnya Charm
2x Rakdos Charm
1x Countersquall
1x Shadow of Doubt
1x Echoing Truth
1x Geth's Verdict
1x Terminate
1x Golgari Charm
1x Snapcaster Mage
1x Bound // Determined
1x Phyrexian Metamorph
Snapcaster gives me a little bit more reach as expected, where the biggest threat to him is Bog that doesn't have an answer for in the deck. I find that I'm not having much difficulty vs. control/tempo, but more in the combo & fast aggro departments.
Telling Time will be in a future test, I have forgotten to add it in this past round of testing, and will make some other changes to counts like I mentioned earlier.
I am occasionally having troubles getting my green mana, but, in all fairness, that is solely used for Glittering, since Decay can be sticked, so I'm not sure if this is a problem that I should pursue or not.
GW/R Enchantress (Legacy) R/WG
RW/G/ Norin The Champion/Norin the Artist (Modern) B//WR
GU Eternal Bouncing Command (Modern) UG
WUBRG Wish On A Stick (Modern) GRBUW