It's not the card that you play in the side : it's extremely versatile since it can hit both a spell on the stack or a creature on the board, so if you want it you want it main.
It's the kind of card that are good for the deck : nice tempo swing in exchange for card disadvantage.
But i'm not sure the card is good enough overall ... if it could bounce any permanent like Venser it would be a no-brainer.
i think drawing a card with remand is more valuable
btw i really hope for a cryptic command 2.0 using the new mechanic escalate
Round one of the top 8 of modern league at my LGS went well. I won against grixis control 3-2. Once again, leyline from the side really swung the game in my favour.
as some of you suggested i've taken the number of walks down to 12, I've added the 4th serum vision and the 4th exhaustion. this in particular has been incredible.
after digging without luck for part, I realised that my opponent didn't have many cards left in his deck. one activation of jace ultimate was enough to leave him at 1. with 3 edicts on the field all I gad to do was to pass.
game 5 was pretty much the perfect game for me. three consecutive exhaustions and then i started taking turns.
Private Mod Note
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Rollback Post to RevisionRollBack
Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
If you can cast a spell, you're doing well, If you can't, that's okay, too. It usually takes a few turns before you have enough mana to do anything. Meanwhile, you should figure out whether you need to discard (p.11). Then announce the end of your turn, and let your opponent have a go.
I like these best in a green Rites of flourishing build, but this is awesome. Now you have another way to pitch Waterveil and buy it back later either with Jace, vryn's prodigy or Elixir.
Hey guys, I rarely post on here but tonight I went 3-1 and I really feel this deck is primed to dominate as it falls into the niche market currently. I am and always will be a combo player, but combo sucks in Modern. When I say combo I think that term is lost on a lot of people. Combo decks, ignore the opponent, deal with the barriers, and win. For example, Pod was not a combo deck, it had interactions, always had a plan B of attacking with stuff, but any moron can read the cards in their deck and make it work. Hybrid variants have a seperate focus, and thats how I view the control variants of this deck; the focus should be singular, when you try to be both, most of the time you fail on either end. UR storm is a joke, and I will play Restore Balance decks in the right meta (suspender version only). But this deck is the last real combo deck that seems remotely viable, and is effective. Tonight my buddy played the control version with Cryptic Command and Snapcasters and Remands, and did terrible. I think those versions are awful personally. But if they work in your meta, by all means keep playing them. I really like this deck, and have played it in the past with some success, but here is what I am currently playing and a short report of what happened:
Round 1 - BYE - I was pissed, I wanted to play but .... a win is a win sometimes.
Round 2 - Good Stuff Jund
g1 - Mull to 4 or 5 and keep a 1 lander ... nothing of not, hit land 3 on turn 7, just luck.
g2 - Mull to 6. He plays discard spells, kills a Spellskite bit Ancient Grudge and I draw a few Dictates and am able to win easily on turn 7 with 2 mine effects out.
g3 - All luck. I keep a 1-lander with Mine and 3x Dictates on the draw. He discards my Reclamation, I play Mine turn 2, and my next 4 draws don't allow me to hit land number 4. I laugh and he drops Goyf along with Tasigur hitting me and has lethal on turn 6. Had I hit land #4 on turn 4, game was over. But, it is what it is and variance kicks your ass sometimes. I had 4x Gigadrowse, 4x Exhaustion, and 3x Time Warp I could have drawn in those turns but ... happens. A very winable match, just had not luck.
Round 3 - BW Good Stuff
g1 - Mull to 6. Can I not play against something with a minimum of 6 discard spells main?? Get triple Thoughtseize, stick a Jace and Dictate, and combo off on turn 7-8 since he doesn't put me on much of a clock.
g2 - I finally keep a decent 7, luck was just fighting me. He boards in Extirpate, you read that right, not Extraction, Extirpate. He hits Time Warp which ... I always anticipate against anything running black and I board one out. Then I Exhaust him, with 3 Mine effects in play and thats gets removed as well. He discards the hell out of me but mine effects keep me in play and eventually he dies to 6/6 Islands. It should be noted I won every game with Islands except the last one I will talk about.
Round 4 - UWB Board Control
g1 - He is a really cool guy, we are both 2-1 playing for the money, and prior to the round we were talking about Turns and he wanted to see the deck I was playing and I let him check it out as well as the SB. Have no idea what he is on. But regardless, tonight I was never in a position to let people know I had the win, this deck can statistically win with 5 Mine effects and 3x Warps in hand. It is hard to lose at that and you can save the opponent time, let them scoop and move to the second game. I never had this all night except for the round 1 second game. It was super grindy, I stick a Mine on turn 2 and manage to stick Dictate EOT turn 3. Turns out he play no counters main and I easily win on turn 6 after tapping him out EOT.
g2 - Much more of the same except I land Spellskite turn 2 and he is forced to disenchant it. I stick Jace turn 3 and have 3x Warps in hand and he hits me with Inquisition .... whiff! Never put me on much of a clock and I start the combo with just Jace as a mine. Make some Islands 6/6 beaters but they go on a Path that gets me another Island. I was able to Exhaustion him twice which is what won the game. He had the discard, had the answers for Part, but for the entire game Jace Beleren was the only mine effect I had. And after buying back Walk the Aeons twice, I was able to mill him for lethal.
Overall thoughts, I am so content with this list. I like it, feels super solid and perhaps the sideboard could use tweaking but .... Reclamation was nuts. There were so many times I would just stick a Warp on top of the deck and draw with Jace, it was MVP. But this deck has so many interactions, I am not sure pilots of it know them all. There were so many things going on, that I realized last minute, won games. And you can goldfish all you want but, know the inner-workings of the deck, its a different world when there is an opponent in front of you. And thats why I love combo, you get put in these awkward scenarios and, the deck is capable sometimes, of finding a way out, but is the player capable of seeing the line?
i think that we can go off easily with one mine in play so since we have to stick one in the first 3-4 turns having one every 10ish cards is optimized so:
4 dictate of kruphix
2 other mines (i go with 1 howling mine and 1 jace for personal reasons, it could be 2 howling mines but i like to have jace for milling and controlled draws)
but since we are cool and we use utility lands we include 1 mikokoro (and now we can include the new sanitarium too)
the right amount of warps should be 10-12 depending on how much interaction you have and how "strong" you are in case the combo breaks
Is it ok to replace Jace with Thassa, God of the Sea? If not, what card can I replace Jace with?
Jace is not required if you're running Part the Waterveil. As xenob8 said, I'd just go for another Howling Mine. It does depend on your decklist though.
Is it ok to replace Jace with Thassa, God of the Sea? If not, what card can I replace Jace with?
Jace is not required if you're running Part the Waterveil. As xenob8 said, I'd just go for another Howling Mine. It does depend on your decklist though.
actually i think jace should be a 1 of against infinite life decks and should be always included
Is it ok to replace Jace with Thassa, God of the Sea? If not, what card can I replace Jace with?
Jace is not required if you're running Part the Waterveil. As xenob8 said, I'd just go for another Howling Mine. It does depend on your decklist though.
actually i think jace should be a 1 of against infinite life decks and should be always included
Inkmoth also gets around Infinite life. I've been running the deck fine without Jace for a long time now with no issue. He is certainly viable, but I disagree that he should necessarily always be included.
Thanks for the reply, I only have 4 Dictate of Kruphix as my mine effect so maybe I'll replace Jace with a Howling Mine. I also have 1 Inkmoth Nexus for the infinite life combo.
well i think playing jace as a 1 of has more pros than cons in the same way oboro and minamo do so yeah i never had a moment in which i wanted it being something else
Thanks for the reply, I only have 4 Dictate of Kruphix as my mine effect so maybe I'll replace Jace with a Howling Mine. I also have 1 Inkmoth Nexus for the infinite life combo.
if i read your correctly you're only running 4 mine effects in your entire deck?
Thanks for the reply, I only have 4 Dictate of Kruphix as my mine effect so maybe I'll replace Jace with a Howling Mine. I also have 1 Inkmoth Nexus for the infinite life combo.
if i read your correctly you're only running 4 mine effects in your entire deck?
The version that runs Ancestral Vision only runs 4 mine effects mainboard I believe.
I'm taking a closer look at the UW version. What do you guys think of Porphyry Nodes? On mobile don't know how to link, sorry.
It seems preferable to Supreme Verdict and works great with extra turns. Against creature matchups if they want to time walk themselves by not playing a creature for a turn that's fine too. Also draws out the removal post board so our mines can stick.
Private Mod Note
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Rollback Post to RevisionRollBack
If you can cast a spell, you're doing well, If you can't, that's okay, too. It usually takes a few turns before you have enough mana to do anything. Meanwhile, you should figure out whether you need to discard (p.11). Then announce the end of your turn, and let your opponent have a go.
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i think drawing a card with remand is more valuable
btw i really hope for a cryptic command 2.0 using the new mechanic escalate
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
as some of you suggested i've taken the number of walks down to 12, I've added the 4th serum vision and the 4th exhaustion. this in particular has been incredible.
after digging without luck for part, I realised that my opponent didn't have many cards left in his deck. one activation of jace ultimate was enough to leave him at 1. with 3 edicts on the field all I gad to do was to pass.
game 5 was pretty much the perfect game for me. three consecutive exhaustions and then i started taking turns.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
THIS is something i'd like to test!
what do you guys think?
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
we are U so we should be able to protect it right?
BUT i really like to go creatureless and spend mana more on being proactive/aggressive and resource denial than reactive/protective
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
this is a nice addition as a second mikokoro!
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
I like these best in a green Rites of flourishing build, but this is awesome. Now you have another way to pitch Waterveil and buy it back later either with Jace, vryn's prodigy or Elixir.
Sweet deal.
4x Howling Mine
4x Dictate of Kruphix
2x Jace Beleren
4x Part the Waterveil
4x Walk the Aeons
4x Time Warp
4x Exhaustion
4x Serum Visions
4x Gigadrowse
2x Boomerang
1x Elixir of Immortality
LANDS
1x Academy Ruins
1x Mikokoro, Center of the Sea
1x Gargoyle Castle
20x Island
SIDEBOARD
4x Wipe Away
3x Sun Droplet
3x Swan Song
3x Noxious Revival Total MVP
2x Spellskite
Round 1 - BYE - I was pissed, I wanted to play but .... a win is a win sometimes.
Round 2 - Good Stuff Jund
g1 - Mull to 4 or 5 and keep a 1 lander ... nothing of not, hit land 3 on turn 7, just luck.
g2 - Mull to 6. He plays discard spells, kills a Spellskite bit Ancient Grudge and I draw a few Dictates and am able to win easily on turn 7 with 2 mine effects out.
g3 - All luck. I keep a 1-lander with Mine and 3x Dictates on the draw. He discards my Reclamation, I play Mine turn 2, and my next 4 draws don't allow me to hit land number 4. I laugh and he drops Goyf along with Tasigur hitting me and has lethal on turn 6. Had I hit land #4 on turn 4, game was over. But, it is what it is and variance kicks your ass sometimes. I had 4x Gigadrowse, 4x Exhaustion, and 3x Time Warp I could have drawn in those turns but ... happens. A very winable match, just had not luck.
Round 3 - BW Good Stuff
g1 - Mull to 6. Can I not play against something with a minimum of 6 discard spells main?? Get triple Thoughtseize, stick a Jace and Dictate, and combo off on turn 7-8 since he doesn't put me on much of a clock.
g2 - I finally keep a decent 7, luck was just fighting me. He boards in Extirpate, you read that right, not Extraction, Extirpate. He hits Time Warp which ... I always anticipate against anything running black and I board one out. Then I Exhaust him, with 3 Mine effects in play and thats gets removed as well. He discards the hell out of me but mine effects keep me in play and eventually he dies to 6/6 Islands. It should be noted I won every game with Islands except the last one I will talk about.
Round 4 - UWB Board Control
g1 - He is a really cool guy, we are both 2-1 playing for the money, and prior to the round we were talking about Turns and he wanted to see the deck I was playing and I let him check it out as well as the SB. Have no idea what he is on. But regardless, tonight I was never in a position to let people know I had the win, this deck can statistically win with 5 Mine effects and 3x Warps in hand. It is hard to lose at that and you can save the opponent time, let them scoop and move to the second game. I never had this all night except for the round 1 second game. It was super grindy, I stick a Mine on turn 2 and manage to stick Dictate EOT turn 3. Turns out he play no counters main and I easily win on turn 6 after tapping him out EOT.
g2 - Much more of the same except I land Spellskite turn 2 and he is forced to disenchant it. I stick Jace turn 3 and have 3x Warps in hand and he hits me with Inquisition .... whiff! Never put me on much of a clock and I start the combo with just Jace as a mine. Make some Islands 6/6 beaters but they go on a Path that gets me another Island. I was able to Exhaustion him twice which is what won the game. He had the discard, had the answers for Part, but for the entire game Jace Beleren was the only mine effect I had. And after buying back Walk the Aeons twice, I was able to mill him for lethal.
Overall thoughts, I am so content with this list. I like it, feels super solid and perhaps the sideboard could use tweaking but .... Reclamation was nuts. There were so many times I would just stick a Warp on top of the deck and draw with Jace, it was MVP. But this deck has so many interactions, I am not sure pilots of it know them all. There were so many things going on, that I realized last minute, won games. And you can goldfish all you want but, know the inner-workings of the deck, its a different world when there is an opponent in front of you. And thats why I love combo, you get put in these awkward scenarios and, the deck is capable sometimes, of finding a way out, but is the player capable of seeing the line?
4 dictate of kruphix
2 other mines (i go with 1 howling mine and 1 jace for personal reasons, it could be 2 howling mines but i like to have jace for milling and controlled draws)
but since we are cool and we use utility lands we include 1 mikokoro (and now we can include the new sanitarium too)
the right amount of warps should be 10-12 depending on how much interaction you have and how "strong" you are in case the combo breaks
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
i'd say howling mine
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
actually i think jace should be a 1 of against infinite life decks and should be always included
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
if i read your correctly you're only running 4 mine effects in your entire deck?
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
It seems preferable to Supreme Verdict and works great with extra turns. Against creature matchups if they want to time walk themselves by not playing a creature for a turn that's fine too. Also draws out the removal post board so our mines can stick.