about drake haven the argument is valid because it take time to set up, but the payoff is huge. against aggro decks sometimes you dont have room to breathe, most of time time i have to pitch drake haven for something else. confiscation coup is interesting, if BGish aggro presence is strong it could be good, plus it can be a source of energy for the singleton aether hub.
any thoughts on just the wind? cheap pseudo removal that can stop gideon and ulamog also it has madness and serve similar function as compelling deterrence.
have you tested contingency plan as digger?
I think if you're gonna go with confiscation coup, you should go with a heavier energy build. Play set of Aether Hubs and Harnessed Lightning as your removal.
I've played lightly with Just the Wind. I prefer Compelling Deterrence Because it hits non Creatures as well. Honestly, it probably just comes down to personal preference.
I did test Contingency Plan. If Amalgam aggro was a thing, it would be the card off choice. But milling off Deep-Fiends is painful. It's possible that Contingency Plan is the right choice and my experience of having to mill off Deep Fiends is confirmation bias. However, I haven't seen heavy use of it by others either.
tournament report
32 people, 5 round + top 8
sadly i dont do very good in this one ended up 3-2 and failed to get to top 8
round 1: UGWbant aetherwork 2-1 win
game 1: quickly dispatched the opponent with stitchwing skaab and 2 prized amalgam
game 2: opponent was able to cast verdurous gearhulk which turn this game into a race. lost after he cast aether meltdown on one of my attacker avoiding lethal.
game 3: countered his marvel, and elder deep-fiend finishes the rest
round2: URcontrol 0-2 lose
game 1: keep 2 mountains, didn't draw any other land until i scooped at his torrential gearhulk, sigh
game 2: keeping a 2 mountains and a cathartic reunion, got no blue source until turn 6 at this time it was too much on us.
round3: mono B zombie 2-1 lose
game 1: quick game, the mainboard sweltering suns did a quick work for the zombie undead, a few stichwing skaab finishes the job.
game 2: color screwed, this time i was denied red mana,opponent have 3 Lord of the Accursed, scooped
game 3: i think i made an error, i should have use incendiary flow on his diregraf colossus rather than casting sweltering suns (he have a cryptbreaker in the field) which backfire at me, he cast another diregraf colossus with 2 counter out of flows range. an then he cast kalitas, traitor of ghet. i dont have lightning axe or elder deep-fiend in hand so the games end quickly after that
round4: RGUWmarvel 2-1 win
game 1: he managed to assembled marvel and activated it, narrowly missing activation because Ulamog, the Ceaseless Hunger is 6th card from the top.
game 2: an early stitchwing skaab chipped his life total. he have a couple of Woodweaver's Puzzleknot and nissa's renewal to help with his life total. but the drake haven token and flying zombies soon swarmed him.
game 3: he had a marved, missed his activation and can only managed to summon chandra, flamecaller which promply died because advanced stitchwing have 4 toughness. i emerged an elder deep-fiend when he activated chandra and then resummon advanced stitchwing from graveyard, this time bringing back 3 prized amalgam and the opponent scooped.
round5: URsplashingG? cycling deck
game 1: turn 2, cathartic reunion, pithcing 2 stitchwing skaab, turn 3 activate skaab pithcing 2 prized amalgam and proceed to beatdown town, classic.
game 2: he casted 3 glorybringer back to back. i can only managed 2 since the only removal for it is lightning axe.
game 3: kozilek's return + elder deep-fiend after that we swing with elder and a wandering fumarole ftw.
keeping an eye for the last deck because this might be an iteration of our deck after rotation.
I see your having trouble with larger creatures. I think the energy idea might actually work for you. 4 Aether Hub, 4 Harnessed Lightning. And instead of contingency Plan or Nagging Thoughts, I'd use Minister of Inquiries as a card that can get stuff in the graveyard and generate energy, and even chump block in a pinch.
I've only mused around with this idea, but never put any real testing behind it. Having 4 more lands that ETB untapped and tap for 2 color will help your color screw too. My only advice would be not to over do it with the Minister. Generally your energy is meant for bigger Harnessed Lightnings. If your Zombie engine is already online, then conserve energy for killing fatties.
thanks for the idea, ronnie.
your input is very much appreciated, time to dig my trash bin for minister of inquiries.
for the last tournament i have changed the manabase to 4 wandering fumarole, 1 highland lake, and 4 spirebluff canal.
i will look for some more energy generation card.
how about shielded aether thief? cheap defensive creature with some upside.
this deck have untapped raw potential that most player didn't see not to mention it is fun to play.
i'm unsleeving this deck for now. local meta have become to hostile to this deck. marvel and control decks number are significantly lower now (at least in my local meta)and i keep getting mana screwed despite of a rather high land count (23). also my prized amalgam are AWOL for the past couple of week, i couldn't even find them even with contingency plan
the addition of the new gods also problematic for us because we have no way to interact with them other than countering it. harnessed lightning also proved to be a problem because for 2 mana they can kill our elder deep-fiend with ease.
i had so much fun playing this deck but unfortunately it cant keep up with my local meta.
I've been playing this deck since January and have benefited from this thread. I just signed up to share something I'm trying to deal with the deck's inconsistency.
To deal with that I'm currently including 3 Contingency Plans in the main. I don't think anyone else does that, and for good reason- it's sorcery speed and it's a net card loss since it doesn't actually draw you anything. BUT it's fantastic for consistency, and actually helps with a few different lines of play. If you hit on skaabs or amalgams you've set yourself up for a more powerful T3 recursion than you would have gotten otherwise, and if you see a K return and have access to an EDF you can set up for an early 5-damage board sweeper. Worst case scenario you clear out a bunch of lands that would have been dead draws, while doing any mana fixing you need to do, possibly with a T3 spirebluff canal. Can also be pretty great if you're going with the early Visions plan: visions in hand, T2 Contingency, find a second visions and throw it second from top, set up lightening axes below and you've got a dominating couple of terms against midrange decks.
I'm curious if anyone else has tried this? I did make a couple of changes in order to better synergize. I'm skipping Fiery Tempers because I'm discarding less, and I often found those cards to be dead anyway. Threw one copy of Reduce // Rubble in the main- I'll often put it straight in the graveyard with Contingency if I hit it early, leaving Rubble as a T4 trick up my sleeve.
My current list: Lands(23):
6 Island
6 Mountain
3 Sanctum of Ugin
4 Spirebluff Canal
4 Wandering Fumerole
my list is similar but i dont main fevered visions since you dont want to cast this card against aggro and somewhat meh against marvel. instead i main 3 sweltering suns because aggro is a bit of a hassle and we are already favorable for control matchup.
also i prefer drake haven compared to fevered visions because it give more explosive firepower and sustainable damage.
waiting for hour of devastation for new cards, this deck is so much fun to play because of its unique mechanics and quirks.
Interesting choice to main 3 sweltering suns. Do you main a playset of K return too?
I've gone in and out of maindecking fevered visions. It can certainly be a liability, but my feeling is that it ends up helping in more matches than it hurts. We need to be bringing a lot of cards into our hands to fuel the skaabs and find the pieces, so even where we're not doing much damage, it can draw into an EDF-K Return endgame. In a Friday Night Magic-type game, most people also just don't know how to play against it, and throwing them off their rhythm in game one by making them play more cards rather than sticking to their curve can be helpful. I have had luck with it against Marvel too- got all four out in one game, forcing the Marvel player to exile two Visions rather than my zombies when Ulamog hit.
Osteomancer: without Visions in the main, how do you end up doing as far as having sufficient cards in hand? I can certainly see how drake haven would be a big help on the battlefield , but I'd be concerned about running out of fuel for Cathartics, etc.
EDIT: seems like G/B is making a comeback, and Visions was always very good against that deck. That meta change, if it hits where you play, might make maindeck Visions worth it.
i mained 4 kozilek's return and 3 sweltering suns for aggro matchup.
the reason for sweltering suns is because sometimes kozilek's return ins not sufficient against mono B zombies.
once they drop their lord or liliana's mastery it will be rough on us since kozilek's return doesn't immediately sweep their board.
about having not enough cards in hand, i think 4 cathartic reunion did the job. also i used 1 key to the city (tech by ronnie, thanks man) to filter cards and sometimes punch way trough a ground stalled board. fevered visions are extremely bad in my current meta since most of people play fast aggro decks (mono R, RW human, RWB vehicles, monoB zombies, GB energy, GRpummeler) which puts me in a tough spot of always playing defensively.
still waiting for updates from hour of devastation, but for now i would rather use another deck.
also if marvel ended up being banned i think people will be likely to return to their aggro ways which makes this deck a lot more difficult to play.
Took this deck to a casual Standard tournament yesterday and came out with a 0-4 record.
Marvel: Lost in two. Opponent hit Ulamog with his first Marvel spin two games in a row, and I didn't have a Deep Fiend out ready either time. Got him down to 1 life in the second game though, and my one copy of Reduce // Rubble helped out by countering an early Whirler Virtuoso.
W/B/G Panharmonicon?: Lost in 3. The deck did just what it was supposed to in game one, getting an Amalgam and Stitchwing out early, attacking with them a couple of times, then EDF + Fumarole for lethal. From what I saw in that game, his deck was some kind of artifact combo thing- he kept plussing Saheeli and I only saw like two creatures. I sided in a bunch of countermagic and took out K Returns and Lightening Axes for game two, only to find that he had a whole lot of longtusk cubs, Bristling Hydras and similar creatures that I never saw. I was completely unready for that kind of thing and went down fast. The third game I kept a hand with no blue sources and didn't draw any for the five or six turns it took him to kill me- I never cast a single spell.
R/G Pummeler x2: I played my final two games against Pummeler, and lost both in 3. I think I played more or less correctly by basically using my removal as soon as it was available, and got a couple of good board wipes in with K return, but in retrospect EDF is really the only way out of that matchup and I kept finding myself either with nothing to emerge it out of or (more rarely) no K return in the graveyard.
All in all not a great set of games. I did have some rough draws, and my contingency plans were mostly busts, but still the deck was disappointing. Considering switching to some kind of tempo/prowess thing for next time: I got into this deck in the first place because I was playing the Thermo-Visions deck. There's definitely more good burn now than there was, and a more aggressive build could work. I still like this deck against a lot of stuff- notably, I think it has a good matchup against mono-black zombies- but if we're seeing a lot of midrange decks with the powerful green creatures and gods, that's a tough hill to climb. Osteomancer: totally agree that playing defensively is not where this deck wants to be.
I find when I'm doing best with the deck is when I'm digging the deepest. I run a very high number of digging cards. 16 in my current build (4 Reunions, 4 Nagging Thoughts, 4 Take Inventory, 3 Voice and 1 Key). This allows me to see the most Prized Amalgams, and that typically helps me win more games whether as attackers or ground cloggers.
An added benefit of so many sifters is you can "cheat" some of the card totals. Like you can definitely get away with 22 lands. Since you only need 2 lands to get going, finding your extra lands shouldn't be a hard when you can easily get off 2 diggers by turn 3. You can also cheat on how many copies of a card you run. You dig so deep into your deck that 3 ofs feel like 4 ofs. For anyone playing this deck, I recommend putting in a ton of sifting/drawing.
I also have had my most success with main deck counterspells. I don't run a lot of them, only 3 currently, but they are invaluable. At the very least, they cause your opponent to hesitate. As I've said before, I prefer Broken Concentration because of the madness. In a midrange matchup, being able to bring back zombies and counter a big spell or Lightning Axe a creature while countering a spell is huge. It's a much weaker card in a fast aggro matchup, and you should probably side them out for either cheaper counters or more removal.
How have you found the main deck Broken Concentration in the current meta? I know you've said before that your meta is control-heavy. Is that still the case post-Marvel banning? Also, I understand your rationale for Broken Concentration as far as the madness goes, but I'm curious why you don't go with Reduce // Rubble since you can throw that in the graveyard and still get use out of it off of a Nagging Thoughts or early Reunion.
from the card spoiled so far we can conclude that UR zombie is doomed.
there is too much graveyard hate and exile effect now for this deck to be effective. maybe we need to revert back to the more control-ish way?
anyway keep posting new tech if you find any. for now i will play more conservative deck.
yeah, whenever I see the spoilers come out, there is a ton of GY hate. At the same time, there's already a ton of good GY hate in Ammonkhet, and it really doesn't see play. The GY hate itself doesn't bother me too much. If it starts to see a lot of play, I'll worry more, but at this point, not so much.
But in the end it's all a moot point. Rotation is on the horizon. I hope something really interesting comes out post rotation to keep my interest piqued.
So is it just me or did wizards send us an early birthday present Hollow One it works really well with any stiching wing or reunion and is ok with lightning axe
yes, turn 3 cathartic reunion, discard 2 into hollow one seems amazing.
I don't particularly like it. It doesn't come back from the grave and doesn't survive Kozilek's Return. There's probably a discard/aggro deck that this would shine, but I don't think this is that deck.
I don't particularly like it. It doesn't come back from the grave and doesn't survive Kozilek's Return. There's probably a discard/aggro deck that this would shine, but I don't think this is that deck.
One thing that is great about Hollow One however, is that it helps the deck be more resilient to Graveyard hate. Since Hollow One can act as a really cheap Emerge sac creature that we don't cheat in through the graveyard, it helps make the deck more resilient.
Hour of Devastation has some other goodies for the deck as well btw. The Locust God seems super good, even if you only run it as a sideboard win condition, and personally I'd be willing to replace all of my Tormenting Voices with Strategic Plannings.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
The card I'm most excited about is Abrade. FINALLY, some instant speed artifact removal. I personally felt it was ridiculous to not have it in the artifact focused block. Honestly, I would've been happy with plain ol' Shatter, but giving us a much better version is amazing!
about drake haven the argument is valid because it take time to set up, but the payoff is huge. against aggro decks sometimes you dont have room to breathe, most of time time i have to pitch drake haven for something else.
confiscation coup is interesting, if BGish aggro presence is strong it could be good, plus it can be a source of energy for the singleton aether hub.
based on your suggestion i made a couple changes to main deck and sideboard:
mainboard: - 1 pull from tomorrow - 1 magma spray - 2 drake haven + 1 key to the city + 2 fiery temper + 1 sweltering suns
i still have 2 magma spray in the mainboard, is it okay to replace it with something like censor?
sideboard: -1 sweltering suns (moved to mainboard) -1 magma spray + 1 drake haven +1 confiscation coup
any thoughts on just the wind? cheap pseudo removal that can stop gideon and ulamog also it has madness and serve similar function as compelling deterrence.
have you tested contingency plan as digger?
I think if you're gonna go with confiscation coup, you should go with a heavier energy build. Play set of Aether Hubs and Harnessed Lightning as your removal.
I've played lightly with Just the Wind. I prefer Compelling Deterrence Because it hits non Creatures as well. Honestly, it probably just comes down to personal preference.
I did test Contingency Plan. If Amalgam aggro was a thing, it would be the card off choice. But milling off Deep-Fiends is painful. It's possible that Contingency Plan is the right choice and my experience of having to mill off Deep Fiends is confirmation bias. However, I haven't seen heavy use of it by others either.
32 people, 5 round + top 8
sadly i dont do very good in this one ended up 3-2 and failed to get to top 8
round 1: UGWbant aetherwork 2-1 win
game 1: quickly dispatched the opponent with stitchwing skaab and 2 prized amalgam
game 2: opponent was able to cast verdurous gearhulk which turn this game into a race. lost after he cast aether meltdown on one of my attacker avoiding lethal.
game 3: countered his marvel, and elder deep-fiend finishes the rest
round2: URcontrol 0-2 lose
game 1: keep 2 mountains, didn't draw any other land until i scooped at his torrential gearhulk, sigh
game 2: keeping a 2 mountains and a cathartic reunion, got no blue source until turn 6 at this time it was too much on us.
round3: mono B zombie 2-1 lose
game 1: quick game, the mainboard sweltering suns did a quick work for the zombie undead, a few stichwing skaab finishes the job.
game 2: color screwed, this time i was denied red mana,opponent have 3 Lord of the Accursed, scooped
game 3: i think i made an error, i should have use incendiary flow on his diregraf colossus rather than casting sweltering suns (he have a cryptbreaker in the field) which backfire at me, he cast another diregraf colossus with 2 counter out of flows range. an then he cast kalitas, traitor of ghet. i dont have lightning axe or elder deep-fiend in hand so the games end quickly after that
round4: RGUWmarvel 2-1 win
game 1: he managed to assembled marvel and activated it, narrowly missing activation because Ulamog, the Ceaseless Hunger is 6th card from the top.
game 2: an early stitchwing skaab chipped his life total. he have a couple of Woodweaver's Puzzleknot and nissa's renewal to help with his life total. but the drake haven token and flying zombies soon swarmed him.
game 3: he had a marved, missed his activation and can only managed to summon chandra, flamecaller which promply died because advanced stitchwing have 4 toughness. i emerged an elder deep-fiend when he activated chandra and then resummon advanced stitchwing from graveyard, this time bringing back 3 prized amalgam and the opponent scooped.
round5: URsplashingG? cycling deck
game 1: turn 2, cathartic reunion, pithcing 2 stitchwing skaab, turn 3 activate skaab pithcing 2 prized amalgam and proceed to beatdown town, classic.
game 2: he casted 3 glorybringer back to back. i can only managed 2 since the only removal for it is lightning axe.
game 3: kozilek's return + elder deep-fiend after that we swing with elder and a wandering fumarole ftw.
keeping an eye for the last deck because this might be an iteration of our deck after rotation.
moving forward i want to try the bloodrage brawler because it can steal the game because people are not expecting it.
also want to try contingency plan split with nagging thoughts.
I've only mused around with this idea, but never put any real testing behind it. Having 4 more lands that ETB untapped and tap for 2 color will help your color screw too. My only advice would be not to over do it with the Minister. Generally your energy is meant for bigger Harnessed Lightnings. If your Zombie engine is already online, then conserve energy for killing fatties.
your input is very much appreciated, time to dig my trash bin for minister of inquiries.
for the last tournament i have changed the manabase to 4 wandering fumarole, 1 highland lake, and 4 spirebluff canal.
i will look for some more energy generation card.
how about shielded aether thief? cheap defensive creature with some upside.
this deck have untapped raw potential that most player didn't see not to mention it is fun to play.
didn't found red one except for harnessed lightning.
if i run a heavy energy build should i run confiscation coup mainboard?
the addition of the new gods also problematic for us because we have no way to interact with them other than countering it.
harnessed lightning also proved to be a problem because for 2 mana they can kill our elder deep-fiend with ease.
i had so much fun playing this deck but unfortunately it cant keep up with my local meta.
waiting for hour of devastation for updates
To deal with that I'm currently including 3 Contingency Plans in the main. I don't think anyone else does that, and for good reason- it's sorcery speed and it's a net card loss since it doesn't actually draw you anything. BUT it's fantastic for consistency, and actually helps with a few different lines of play. If you hit on skaabs or amalgams you've set yourself up for a more powerful T3 recursion than you would have gotten otherwise, and if you see a K return and have access to an EDF you can set up for an early 5-damage board sweeper. Worst case scenario you clear out a bunch of lands that would have been dead draws, while doing any mana fixing you need to do, possibly with a T3 spirebluff canal. Can also be pretty great if you're going with the early Visions plan: visions in hand, T2 Contingency, find a second visions and throw it second from top, set up lightening axes below and you've got a dominating couple of terms against midrange decks.
I'm curious if anyone else has tried this? I did make a couple of changes in order to better synergize. I'm skipping Fiery Tempers because I'm discarding less, and I often found those cards to be dead anyway. Threw one copy of Reduce // Rubble in the main- I'll often put it straight in the graveyard with Contingency if I hit it early, leaving Rubble as a T4 trick up my sleeve.
My current list:
Lands(23):
6 Island
6 Mountain
3 Sanctum of Ugin
4 Spirebluff Canal
4 Wandering Fumerole
Creatures (16)
4 Prized Amalgam
4 Sitchwing Skaab
4 Advanced Stichwing
4 Elder Deep-Fiend
Spells (21)
4 Cathartic Reunion
4 Kozilek's Return
4 Fevered Visions '
4 Lightening Axe
3 Contingency Plan
1 Tormenting Voice
1 Reduce // Rubble
also i prefer drake haven compared to fevered visions because it give more explosive firepower and sustainable damage.
waiting for hour of devastation for new cards, this deck is so much fun to play because of its unique mechanics and quirks.
I've gone in and out of maindecking fevered visions. It can certainly be a liability, but my feeling is that it ends up helping in more matches than it hurts. We need to be bringing a lot of cards into our hands to fuel the skaabs and find the pieces, so even where we're not doing much damage, it can draw into an EDF-K Return endgame. In a Friday Night Magic-type game, most people also just don't know how to play against it, and throwing them off their rhythm in game one by making them play more cards rather than sticking to their curve can be helpful. I have had luck with it against Marvel too- got all four out in one game, forcing the Marvel player to exile two Visions rather than my zombies when Ulamog hit.
Osteomancer: without Visions in the main, how do you end up doing as far as having sufficient cards in hand? I can certainly see how drake haven would be a big help on the battlefield , but I'd be concerned about running out of fuel for Cathartics, etc.
the reason for sweltering suns is because sometimes kozilek's return ins not sufficient against mono B zombies.
once they drop their lord or liliana's mastery it will be rough on us since kozilek's return doesn't immediately sweep their board.
about having not enough cards in hand, i think 4 cathartic reunion did the job. also i used 1 key to the city (tech by ronnie, thanks man) to filter cards and sometimes punch way trough a ground stalled board.
fevered visions are extremely bad in my current meta since most of people play fast aggro decks (mono R, RW human, RWB vehicles, monoB zombies, GB energy, GRpummeler) which puts me in a tough spot of always playing defensively.
still waiting for updates from hour of devastation, but for now i would rather use another deck.
also if marvel ended up being banned i think people will be likely to return to their aggro ways which makes this deck a lot more difficult to play.
Marvel: Lost in two. Opponent hit Ulamog with his first Marvel spin two games in a row, and I didn't have a Deep Fiend out ready either time. Got him down to 1 life in the second game though, and my one copy of Reduce // Rubble helped out by countering an early Whirler Virtuoso.
W/B/G Panharmonicon?: Lost in 3. The deck did just what it was supposed to in game one, getting an Amalgam and Stitchwing out early, attacking with them a couple of times, then EDF + Fumarole for lethal. From what I saw in that game, his deck was some kind of artifact combo thing- he kept plussing Saheeli and I only saw like two creatures. I sided in a bunch of countermagic and took out K Returns and Lightening Axes for game two, only to find that he had a whole lot of longtusk cubs, Bristling Hydras and similar creatures that I never saw. I was completely unready for that kind of thing and went down fast. The third game I kept a hand with no blue sources and didn't draw any for the five or six turns it took him to kill me- I never cast a single spell.
R/G Pummeler x2: I played my final two games against Pummeler, and lost both in 3. I think I played more or less correctly by basically using my removal as soon as it was available, and got a couple of good board wipes in with K return, but in retrospect EDF is really the only way out of that matchup and I kept finding myself either with nothing to emerge it out of or (more rarely) no K return in the graveyard.
All in all not a great set of games. I did have some rough draws, and my contingency plans were mostly busts, but still the deck was disappointing. Considering switching to some kind of tempo/prowess thing for next time: I got into this deck in the first place because I was playing the Thermo-Visions deck. There's definitely more good burn now than there was, and a more aggressive build could work. I still like this deck against a lot of stuff- notably, I think it has a good matchup against mono-black zombies- but if we're seeing a lot of midrange decks with the powerful green creatures and gods, that's a tough hill to climb. Osteomancer: totally agree that playing defensively is not where this deck wants to be.
An added benefit of so many sifters is you can "cheat" some of the card totals. Like you can definitely get away with 22 lands. Since you only need 2 lands to get going, finding your extra lands shouldn't be a hard when you can easily get off 2 diggers by turn 3. You can also cheat on how many copies of a card you run. You dig so deep into your deck that 3 ofs feel like 4 ofs. For anyone playing this deck, I recommend putting in a ton of sifting/drawing.
I also have had my most success with main deck counterspells. I don't run a lot of them, only 3 currently, but they are invaluable. At the very least, they cause your opponent to hesitate. As I've said before, I prefer Broken Concentration because of the madness. In a midrange matchup, being able to bring back zombies and counter a big spell or Lightning Axe a creature while countering a spell is huge. It's a much weaker card in a fast aggro matchup, and you should probably side them out for either cheaper counters or more removal.
I've been assuming that the meta will skew more toward creature-heavy aggro and midrange builds, and for that reason was thinking of going back to something more like Raphael Levy's original version: http://magic.tcgplayer.com/db/article.asp?ID=13571&writer=Raphael Levy&articledate=10-21-2016. Thoughts?
there is too much graveyard hate and exile effect now for this deck to be effective. maybe we need to revert back to the more control-ish way?
anyway keep posting new tech if you find any. for now i will play more conservative deck.
But in the end it's all a moot point. Rotation is on the horizon. I hope something really interesting comes out post rotation to keep my interest piqued.
One thing that is great about Hollow One however, is that it helps the deck be more resilient to Graveyard hate. Since Hollow One can act as a really cheap Emerge sac creature that we don't cheat in through the graveyard, it helps make the deck more resilient.
Hour of Devastation has some other goodies for the deck as well btw. The Locust God seems super good, even if you only run it as a sideboard win condition, and personally I'd be willing to replace all of my Tormenting Voices with Strategic Plannings.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
The card I'm most excited about is Abrade. FINALLY, some instant speed artifact removal. I personally felt it was ridiculous to not have it in the artifact focused block. Honestly, I would've been happy with plain ol' Shatter, but giving us a much better version is amazing!
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
4x Spirebluff Canal
4x Wandering Fumarole
3x Highland Lake
2x Sanctum of Ugin
6x Island
5x Mountain
4x Champion of Wits
4x Elder Deep-Fiend
4x Prized Amalgam
4x Stitchwing Skaab
2x Advanced Stitchwing
2x Wretched Gryff
4x Cathartic Reunion
4x Kozilek's Return
4x Strategic Planning
2x Abrade
2x Lightning Axe
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros