I tried out 3 noxious revival... It's not great. It's useless unless you have another cantrip in hand, and when you're digging for a combo piece it actually hurts you (by putting more cards on top of your library). It was never really useful, I'm probably going to put quicken back in in it's place.
The only time I found myself wanting noxious revival is when I was digging for a mantle or weird and accidentally milled it off a though scour. I'm replacing thought scour with twisted image as well.
Id play a single gelectrode to add another weird and add in the possibility of a kill if the opponent has a few dudes out or removes your grapeshots from the game.
The deck absolutely needs red for lootings. You need a few ways to dig past your combo blocks.
A few sb Young Pyromancers are needed for a back up plan for decks light on creature removal but can slam down some quick beats. You have to survive long enough to get the combo rolling. Probaby a 2 of as it also doubles as a win condition.
Id consider something like annul or echoing to remove any painful artifacts. It is all too easy for them to play the counter all 1 drop artifact. Its a turn 1 or 2 play. On the draw you have pretty close to a 0% chance to combo before they can drop it down. Its not an issue currently but can be a surprise card or if the meta shifts...
one- or two-of Postmortem Lunge? could rescue a killed blistercoil on turn 3/4 and attempt to equip and go off, or get back a blistercoil which was discarded to faithless looting mid-combo, and try to equip it with a spare paradise mantle to get two weirds tapping at once.
Lunge looks very nice as a 1 or 2 of. Only costs the same as casting the weird in the first place but gives haste. Only issue is bricking the combo. 1 or 2 could work. I was thinking of notioux revival to cover this spot. To run this the deck changes slightly. You want a set of all the draw 3s you can get. The ideas unbound costs effectively 1 mana while revival gives you 1 extra mana. So you could cast wisps or manamorphose cast ideas cast revival putting the ideas on top and doing any other cantrip to draw the ideas. You basically dug 3 cards deeper than with any other cantrip. This is powerful in it gets you past the lands, weirds, and mantels that would have normally have bricked you. Idk. Just a thought. It has no down side since you will not be getting to your end step.
Noxious revival is something that has very little chance of making it into a final decklist. If it had draw a card attached to it, definetely. But then it would be ridiculously powerful... Eh.
Postmorten lunge is... Interesting. Definetely something that could be done, but it can also become another block for our combo. 50/50 chance.
Private Mod Note
():
Rollback Post to RevisionRollBack
Many thanks to user DOLZero for the AMAZING banner and avatar!
Mothership dropped an article about this deck shortly after RtR came out. It's very, very bad in this format, since everyone packs Lightning Bolt/Path to Exile and has artifact hate in the sideboard for Affinity. The combo is much too fragile with all the creature and artifact hate running around; you even get hit by niche tech like Combust and Darkblast.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Mothership dropped an article about this deck shortly after RtR came out. It's very, very bad in this format, since everyone packs Lightning Bolt/Path to Exile and has artifact hate in the sideboard for Affinity. The combo is much too fragile with all the creature and artifact hate running around; you even get hit by niche tech like Combust and Darkblast.
Same exact argument, word for word, can be applied to splinter twin.
Same exact argument, word for word, can be applied to splinter twin.
Close. But not quite. Splintertwin has access to several copies that do similar things. Twin and kiki then mite and whats-its-face. Also can do angel kiki for yetanother out.
Also bolt doesnt stop the deciver twin from working.
How do we fix this though? Well we can run a few gelectrode to copy the effect and can play the "free" phy card that gives +2/+2. That'll make our weird a 4/4 so bolt doesnt stop it. Then again that would be diluting the deck and making it harder to combo off. So I guess the best possible solution is to run as many draw 2 or more cards as possible to go off better. Ideas Unbound Wild Guess
With Noxious Revival to be able to get past those bricks.
It is very fun, and i suppose i have been lucky, as i have been able to get the combo together in 3/4 of my games. Usually it is a turn 2 kill.
The best that i have managed was 19 damage from the first Grapeshot, with a second in hand, mana to cast it, and then the weird would have been attacking for 21, a total of 60 damage.
It is very fun, but i get the feeling that my opponents dont feel the same way
Exact numbers need tweaking. Fuels produce mana. Nitros are how you pass your bricks while getting to the next card to combo. Basically there are only 8 1 mana cost spells in the deck after you start to combo off while we have 15 1 mana producing spells after combo. These may go up or down depending.
Looking for some more advise for this deck since the recent bannings/unbannings kinda work in our favor.
My thought is this. With kitty getting back in the mix we can expect that to be the turn 1 play in a lot of the games. We can cast weird turn 1 and then they cast kitty. We can then combo off with nothing to stop us. Game 1 will be easy. Game 2 we can bring in a few protection/altwincons and win.
BB coming back also gives us an opening. Of course it also brings back the counter fairey so we have to play smart, but with BB being cast we are possibly ok.
We expect to see IoK, Thoughtseize, Abrupt Decay to go down in numbers possibly as Zoo beats those cards a good portion of the time.
Deathrite going bye bye means our revivals are more likely to hit.
Just looks like now is the time to take another look at this monster.
I've been looking for a new (cheap) modern combo deck, and this one caught my eye. Has anyone ever tried replacing a few of the lands with Simian Spirit Guide for more fast mana for the turn 2 kill?
A couple of unfortunates going on here Mermaids. First is SSG could be used in small numbers, but the deck space is very limited. You cant run too many as it will brick your combo. Second thing that is unfortunate is this deck is kind dead atm. IDK why, but people have abandoned it. Sucks as this has some real potiental. Well maybe a few players can come up with something so we can get this up and running.
All I have to say is that Elixir of Immortality is underrated, especially against creature decks. It gains you 5 life, which is so important when you're stalling for a combo piece. It's the reason I run it over Reminisce, and run 3 of them anyway. It gives you more than one cantrip back, even if it doesn't draw cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
I spend most of my MTG time online over at [url=http://tappedout.net]tappedout.net[/url] or on [url=http://xmage.info]XMage[/card].
So no one has posted here in a while, but I've been looking for a cheap combo deck to play so this caught my eye. Not to mention that it gains some from Treasure Cruise, like every other deck with blue. Treasure Cruise probably isn't worth it as a 4-of, since you can't play it early to find combo pieces, but it fuels the combo turn at least as well as Ideas unbound.
I've also been playing around with a black splash for maindeck Duress effects. I favor Inquisition of Kozilek in this slot. I've found the deck to be no less consistent as long as you run looting effects, and you get a bit of protection.
No sideboard right now, since the priority is getting the main consistent enough. I keep waffling on the Ideas Unbound/Treasure Cruise/Izzet Charm split, so I put it at 2/2/2 here. I haven't gotten a chance to do significant testing but it seems no worse than other versions and I like having access to the discard.
Not noticeably. We already have Artful Dodge for unblockability and while this cantrips, Artful Dodge is two storm and two triggers in one card. So, it could fit, but I don't think it does anything noticeable.
Private Mod Note
():
Rollback Post to RevisionRollBack
I spend most of my MTG time online over at [url=http://tappedout.net]tappedout.net[/url] or on [url=http://xmage.info]XMage[/card].
Hello, figured I would post here instead of posting a new thread.
I'm working on building a super budget version of this deck ($30 or less minus basics). I'm going over big draw cards and I am wondering which sounds like the better option... because I can't decide. Ideas Unbound which has the double blue draw back but waits until EoT for discard or Cathartic Reunion which is less color intensive but forces the discard immediately.
So I figured I'd give Blistercoil combo another try because I think Runaway Steam-Kin has similar functionality. I played this list today against a smattering of gauntlet decks to modest results.
Impression? It's a much more consistent Blistercoil deck; just less explosive. The Shrine acts as a secondary kill condition, and the little heroic dude puts in some yeomen's work when he's firing on all cylinders. Of course, the problem with Shrine is that you lose blue's better cantrips.
Originally I had Young Pyromancer in place of the Crusader, but the mana cost is trickier than it looks: it's obviously stronger, and less dependent on your spells, but AC fits into the curve and tempo of the deck, allowing you do multiple things early on (and pile counters on Shrine and Steam-Kin). Pyromancer is more of a midrange card, and this deck is definitely not midrange.
I'd love feedback, because I think there are definitely ways to make it A LOT better. I want to to try Bedlam Reveler, but I haven't had a chance to do a deep dive. It's possible there's a version without Shrine or Steam-Kin, and I'm open to those too.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
The only time I found myself wanting noxious revival is when I was digging for a mantle or weird and accidentally milled it off a though scour. I'm replacing thought scour with twisted image as well.
The deck absolutely needs red for lootings. You need a few ways to dig past your combo blocks.
A few sb Young Pyromancers are needed for a back up plan for decks light on creature removal but can slam down some quick beats. You have to survive long enough to get the combo rolling. Probaby a 2 of as it also doubles as a win condition.
Id consider something like annul or echoing to remove any painful artifacts. It is all too easy for them to play the counter all 1 drop artifact. Its a turn 1 or 2 play. On the draw you have pretty close to a 0% chance to combo before they can drop it down. Its not an issue currently but can be a surprise card or if the meta shifts...
Postmorten lunge is... Interesting. Definetely something that could be done, but it can also become another block for our combo. 50/50 chance.
Many thanks to user DOLZero for the AMAZING banner and avatar!
Decks
Modern
:izzet:Weird's Paradise [Primer]
URDelverRU
WWeenies! [Primer]W
UWTempered RelicWU
WBTainted SteelBW
Pauper
GStompyG
UDelvin'U
WWeeniesW
RRDWR
Legacy
URDread OrbRU
RUDelver's ServantUR
WDeath & TaxesW
WUGDelver!GUW
GUInfectUG
BUGDelver!GUB
EDH
WUBGainin' Life (feat. Oloro)BUW
Counter-Cat
Colorless Eldrazi Stompy
Same exact argument, word for word, can be applied to splinter twin.
Close. But not quite. Splintertwin has access to several copies that do similar things. Twin and kiki then mite and whats-its-face. Also can do angel kiki for yetanother out.
Also bolt doesnt stop the deciver twin from working.
How do we fix this though? Well we can run a few gelectrode to copy the effect and can play the "free" phy card that gives +2/+2. That'll make our weird a 4/4 so bolt doesnt stop it. Then again that would be diluting the deck and making it harder to combo off. So I guess the best possible solution is to run as many draw 2 or more cards as possible to go off better.
Ideas Unbound
Wild Guess
With Noxious Revival to be able to get past those bricks.
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/rc/236
Here is my list
4x Cerulean Wisps
4x Manamorphose
3x Mizzium Skin
4x Peek
4x Quicken
4x Thought Scour
4x Visions of Beyond
Artifact (4)
4x Paradise Mantle
4x Faithless Looting
4x Gitaxian Probe
2x Grapeshot
1x Serum Visions
4x Sleight of Hand
Land (10)
6x Island
4x Steam Vents
Creature (4)
4x Blistercoil Weird
2x Artful Dodge
4x Dispel
1x Mizzium Skin
2x Pillar of Flame
2x Pithing Needle
2x Shock
2x Smelt
It is very fun, and i suppose i have been lucky, as i have been able to get the combo together in 3/4 of my games. Usually it is a turn 2 kill.
The best that i have managed was 19 damage from the first Grapeshot, with a second in hand, mana to cast it, and then the weird would have been attacking for 21, a total of 60 damage.
It is very fun, but i get the feeling that my opponents dont feel the same way
4x Cerulean Wisps
4x Manamorphose
4x Gitaxian Probe
3x Noxious Revival
Nitro
4x Ideas Unbound
4x Wild Guess
4x Visions of Beyond
4x Faithless Looting
4x Sleight of Hand
1x Peak
4x Serum Visions
Win and Combo
4x Blistercoil Weird
4x Paradise Mantle
2x Grapeshot
6x Island
4x Steam Vents
Exact numbers need tweaking. Fuels produce mana. Nitros are how you pass your bricks while getting to the next card to combo. Basically there are only 8 1 mana cost spells in the deck after you start to combo off while we have 15 1 mana producing spells after combo. These may go up or down depending.
My thought is this. With kitty getting back in the mix we can expect that to be the turn 1 play in a lot of the games. We can cast weird turn 1 and then they cast kitty. We can then combo off with nothing to stop us. Game 1 will be easy. Game 2 we can bring in a few protection/altwincons and win.
BB coming back also gives us an opening. Of course it also brings back the counter fairey so we have to play smart, but with BB being cast we are possibly ok.
We expect to see IoK, Thoughtseize, Abrupt Decay to go down in numbers possibly as Zoo beats those cards a good portion of the time.
Deathrite going bye bye means our revivals are more likely to hit.
Just looks like now is the time to take another look at this monster.
Anyway, here's my list:
7x Island
4x Steam Vents
Combo Pieces
4x Blistercoil Weird
4x Paradise Mantle
Win Conditions
2x Grapeshot
1x Artful Dodge
Mana-Gaining Cantrips
4x Cerulean Wisps
4x Gitaxian Probe
4x Manamorphose
4x Faithless Looting
3x Ideas Unbound
4x Visions of Beyond
Other
4x Serum Visions
4x Slight of Hand
2x Thought Scour
2x Crimson Wisps
3x Elixir of Immortality
3x Postmortem Lunge
3x Disrupting Shoal
1x Apostle's Blessing
1x Psychotic Fury
2x Boomerang
2x Flame Slash
1x Hurkyl's Recall
2x Spellskite
All I have to say is that Elixir of Immortality is underrated, especially against creature decks. It gains you 5 life, which is so important when you're stalling for a combo piece. It's the reason I run it over Reminisce, and run 3 of them anyway. It gives you more than one cantrip back, even if it doesn't draw cards.
My decks:
Modern
B[url=http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive/220250-dredgevine?page=89#c2235]Dredgevine[/url]G
Amulet Bloom
I've also been playing around with a black splash for maindeck Duress effects. I favor Inquisition of Kozilek in this slot. I've found the deck to be no less consistent as long as you run looting effects, and you get a bit of protection.
1 Watery Grave
2 Island
4 Polluted Delta
4 Bloodstained Mire
1 Steam Vents
Combo
4 Blistercoil Weird
4 Paradise Mantle
2 Grapeshot
4 Inquisition of Kozilek
2 Izzet Charm
Gas
4 Cerulean Wisps
4 Faithless Looting
4 Gitaxian Probe
2 Ideas Unbound
4 Manamorphose
4 Peek
4 Serum Visions
4 Sleight of Hand
2 Treasure Cruise
No sideboard right now, since the priority is getting the main consistent enough. I keep waffling on the Ideas Unbound/Treasure Cruise/Izzet Charm split, so I put it at 2/2/2 here. I haven't gotten a chance to do significant testing but it seems no worse than other versions and I like having access to the discard.
My decks:
Modern
B[url=http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive/220250-dredgevine?page=89#c2235]Dredgevine[/url]G
Amulet Bloom
My decks:
Modern
B[url=http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive/220250-dredgevine?page=89#c2235]Dredgevine[/url]G
Amulet Bloom
I'm working on building a super budget version of this deck ($30 or less minus basics). I'm going over big draw cards and I am wondering which sounds like the better option... because I can't decide. Ideas Unbound which has the double blue draw back but waits until EoT for discard or Cathartic Reunion which is less color intensive but forces the discard immediately.
Any thoughts? Other suggestions for this slot?
4x Scalding Tarn
3x Wooded Foothills
3x Spirebluff Canal
2x Steam Vents
2x Stomping Ground
3x Mountain
Creature
4x Blistercoil Weird
4x Runaway Steam-Kin
3x Akroan Crusader
4x Paradise Mantle
4x Shrine of Burning Rage
Instant
4x Lightning Bolt
4x Crimson Wisps
4x Expedite
4x Manamorphose
Sorcery
4x Renegade Tactics
3x Crash Through
1x Grapeshot
3x Nature's Claim
4x Gut Shot
1x Forked Bolt
3x Spell Pierce
2x Noxious Revival
2x Gelectrode
Impression? It's a much more consistent Blistercoil deck; just less explosive. The Shrine acts as a secondary kill condition, and the little heroic dude puts in some yeomen's work when he's firing on all cylinders. Of course, the problem with Shrine is that you lose blue's better cantrips.
Originally I had Young Pyromancer in place of the Crusader, but the mana cost is trickier than it looks: it's obviously stronger, and less dependent on your spells, but AC fits into the curve and tempo of the deck, allowing you do multiple things early on (and pile counters on Shrine and Steam-Kin). Pyromancer is more of a midrange card, and this deck is definitely not midrange.
I'd love feedback, because I think there are definitely ways to make it A LOT better. I want to to try Bedlam Reveler, but I haven't had a chance to do a deep dive. It's possible there's a version without Shrine or Steam-Kin, and I'm open to those too.