This combines two engines that overlap with each other, the Leyline and Hunted engine which is quite easy to see, and is helped by NoSB, and the Orchard NoSB Toshiro Engine which is powerful enough to win games on its own.
This build should have enough control to either drop a quick hunted or two and end the game in a hurry, or control and win a war of attrition.
Hunted creature + leyline of singularity seems pretty decent, at least better than hunted creature + pyroclasm/other removal spell. Plus, it could keep aggressive decks with lots of 4-of's from playing creatures.
After some testing, this deck is definitely very strong, being able to play the long game with toshiro leading into heros demise chains is indescribably amazing. You can kill turn 4 with a god hand.
Who would've thought, BB for a 7/7 trample was good.
I looked at a deck like this before, and I think it looks really cool. Almost wonder if Mimeofacture would be worth playing, because it would pick off any picky permanent they happen to have. For example, if they have two, it basically destroys not only artifacts and enchantments, but can even deal with things like Ghost Council of Orzhova. Maybe it's at least worth sideboarding, depending... ?
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Never ever create a card without taking the extra minute to double check it.
I had a Toshiro deck when he first got released, but ran it as BUr for some burn. Burn + Toshiro is pretty good. Now with Char available, this may be even more of an option. Also, Peer through the Depths was a great tool to make sure I had an instant in hand...
The only major thing I can see backfiring here is if your opponent smacks your leyline in response to you playing a hunted.
Now your board position is rather uncool.
Try playing Hatching Plans with the leyline... You're welcome...
Actually Hatching Plans would be awful in this deck because then you need to draw multiples of a single card to get something which you don't need anyway.
Toshiro seems pointless. So does Night of Souls Betrayal, I think removal would be better in these slots. Also, you need Boomerang, or Jitte, or Pithing Needle...have to be able to deal with opposing Jittes somehow.
Actually Hatching Plans would be awful in this deck because then you need to draw multiples of a single card to get something which you don't need anyway.
So you actually think that drawing six cards is not good? .......
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Life it seems will fade away...
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
So you actually think that drawing six cards is not good? .......
i at least think that i wont draw 2 plans at least in half of my games. and the rest of the games that i draw 2 i havent got leyline out..
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Hatching Plans has no use at all in this deck. You can draw six cards, but with you haveing to drop 3 cards when only one is needed for the combo. Hatching Plans shouldn't be used at all.
I agree that Toshi here is not useful. What instant are you going to play? You have mostly all counters but hero's demise and telling time... IMO I would just play Dark Confidant. You're curve is low enough. Also for NoSB, Necroplasm kills ANY tokens, and dredges if he dies. Boomerang also takes them out, and solves other problems too (the random worship or story circle).
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Mark Rosewater: "We won't print contstructed utility cards at Mythic."
Nope, you'll print format defining, absolutely necessary cards at mythic instead.
Necroplasm also kills Hunted Horror the next turn, and itself and hunted phantasm the turn after... though, 2 attacks with a 7/7 trample is nice, and so is 3 attacks with a 4/6... dragon survives, though.:tongue3:
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Possibly the last remaining member of the Banana Clan (+1)
Banana of the Month Feb '05 Cool stuff here.
y not use a base of 8 bounce spells plus the leylines to make sure that the tokens won't survive?
4 boomerang
4 repeal
plus
4 leyline
should do the trick...
now we add a base of counters to protect ur hunted creatures....
4 remand
4 mana leak
that being said, the creature base should have card drawing and be very aggro(no sense in protecting the weaklings)...
4 dark confidants
3 hunted horror
4 hunted phantasm
also, it should have the craziest equipments that we can find...
3 jitte
3 o-naginata
with all the double blue and double black... i propose a 23 land base like the following
4 watery graves
4 underground river
4 tendo ice bridge
3 forbidden orchard
4 island
4 swamp
viola!!! that's my take on how it should look like... it seems pretty rough... but heck that's how i build decks... feel free to post any comments though...
I think sakeyah has the best base for the idea so far. I don't like the equipment in the deck though and would cut them, or at least the O-nag's. I would definately up the count on Hunted Horror to four as it is the fastest play if you manage to start with the Leyline.
What I would change before testing:
-3 O-Naginata
-4 Repeal
+1 Hunted Horror
+3 Hinder
+3 Last Gasp
And no Forbidden Orchards, sure the Leyline will keep the Spirit tokens in check, but it seems unnecessarily risky to me.
@ incinerated
thanks... i'd like to ask some questions though...
hinder? that's double blue...
a counter base of mana leak and hinder is part permission and part tempo disruption... i suggest we stick with tempo disruption only...
the deck has the ability to win on 2-3 turns... depending on what creatures u have and not what's on the other side of the table... so what if they spend 5 mana to cast yosei or kokusho or keiga or meloku? just bounce them back up...
also repeal is a cantrip, it sets ur opponent back and replaces itself with a card... the deck has 12 card drawing spells btw... 4 repeal, 4 dark confidant, 4 remands... essentially what ur doing is buying some time and not really playing control... (but of course we can have it go the alternate route of permission, just haven't thought of a nice counter base yet...)
last gasp? u don't need to kill other creatures... u just have to make sure that they don't stand in ur way... the phantasm is already unblockable... why do u need to take off their creatures? (that's also the reason y its a 4 of and not the horror)
equipments? o-naginata on a phantasm is a 3 turn clock... all u have to do is to leak or remand whatever 4-5-6th turn anti creature spell their deck has... after that it's gg...
anyway... thanks for taking a look at it... but i'd appreciate it if u could give me ur ideas... not just the changes... it'd be better for me as i don't have the time to playtest this... thanks!!!
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THANKS to R&Doom for the AWESOME SIG!!!! and Nex3 for the AVATAR!!!!
i agree with incinerated equipments are not a good idea because ure not running as much creatures as you need for 6 equipment, even if a naginata phantasm is a 3 turn clock.
IMO this deck should be played as a UB control deck hat starts with an advantage and just tries to keep it. Also i see the need of arena and confidant to assure recover from an agressive mulligan
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Ingredientes:
Leche de cabra, azucar, glucosa, carbonato.
(no contiene colorantes ni saborizantes artificiales).
:spirit2:
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4 Night of Souls' Betrayal
4 Hero's Demise
4 Remand
3 Mana Leak
3 Hinder
4 Telling Time
4 Hunted Horror
3 Hunted Phantasm
4 Forbidden Orchard
4 Watery Grave
4 Underground River
6 Island
6 Swamp
This combines two engines that overlap with each other, the Leyline and Hunted engine which is quite easy to see, and is helped by NoSB, and the Orchard NoSB Toshiro Engine which is powerful enough to win games on its own.
This build should have enough control to either drop a quick hunted or two and end the game in a hurry, or control and win a war of attrition.
Comments, Suggestions?
UWR UWR Midrange
Modern
R Affinity
I looked at a deck like this before, and I think it looks really cool. Almost wonder if Mimeofacture would be worth playing, because it would pick off any picky permanent they happen to have. For example, if they have two, it basically destroys not only artifacts and enchantments, but can even deal with things like Ghost Council of Orzhova. Maybe it's at least worth sideboarding, depending... ?
4 Leyline of Singularity
4 Hunted Dragon
4 Seething Song
4 Lava Spike
4 Remand
4 Izzet Guildmage
4 Desperate Ritual
3 Wild Cantor
3 Ideas Unbound
3 Muddle the Mixture
4 Forbidden Orchard
4 Steam Vents
8 Island
7 Mountain
I could pull out either a 3rd turn kill/2nd (or 3rd) turn Dragon or if I'm second, I could get a 2nd turn kill.
On the works:
Leyline Deck Wins:symbu:Null 'n Void:symbu:
Decks built:
:symg::symb::symr::symw::symu:ChangelingsUWRBG
:symru:16 land Ignite Memories Combo:symru:
:symbu:Hunted Singularity:symbu:
Now your board position is rather uncool.
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
Actually Hatching Plans would be awful in this deck because then you need to draw multiples of a single card to get something which you don't need anyway.
You should edit the title of this thread so it sounds like a deck... like "U/B Singularity" or something... so maybe you'll get more traffic.
Your list really is quite good. I am having lots of success online.
Leche de cabra, azucar, glucosa, carbonato.
(no contiene colorantes ni saborizantes artificiales).
:spirit2:
So you actually think that drawing six cards is not good? .......
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
i at least think that i wont draw 2 plans at least in half of my games. and the rest of the games that i draw 2 i havent got leyline out..
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Nope, you'll print format defining, absolutely necessary cards at mythic instead.
Possibly the last remaining member of the Banana Clan (+1)
Banana of the Month Feb '05
Cool stuff here.
4 boomerang
4 repeal
plus
4 leyline
should do the trick...
now we add a base of counters to protect ur hunted creatures....
4 remand
4 mana leak
that being said, the creature base should have card drawing and be very aggro(no sense in protecting the weaklings)...
4 dark confidants
3 hunted horror
4 hunted phantasm
also, it should have the craziest equipments that we can find...
3 jitte
3 o-naginata
with all the double blue and double black... i propose a 23 land base like the following
4 watery graves
4 underground river
4 tendo ice bridge
3 forbidden orchard
4 island
4 swamp
viola!!! that's my take on how it should look like... it seems pretty rough... but heck that's how i build decks... feel free to post any comments though...
THANKS to R&Doom for the AWESOME SIG!!!! and Nex3 for the AVATAR!!!!
Leche de cabra, azucar, glucosa, carbonato.
(no contiene colorantes ni saborizantes artificiales).
:spirit2:
What I would change before testing:
-3 O-Naginata
-4 Repeal
+1 Hunted Horror
+3 Hinder
+3 Last Gasp
And no Forbidden Orchards, sure the Leyline will keep the Spirit tokens in check, but it seems unnecessarily risky to me.
thanks... i'd like to ask some questions though...
hinder? that's double blue...
a counter base of mana leak and hinder is part permission and part tempo disruption... i suggest we stick with tempo disruption only...
the deck has the ability to win on 2-3 turns... depending on what creatures u have and not what's on the other side of the table... so what if they spend 5 mana to cast yosei or kokusho or keiga or meloku? just bounce them back up...
also repeal is a cantrip, it sets ur opponent back and replaces itself with a card... the deck has 12 card drawing spells btw... 4 repeal, 4 dark confidant, 4 remands... essentially what ur doing is buying some time and not really playing control... (but of course we can have it go the alternate route of permission, just haven't thought of a nice counter base yet...)
last gasp? u don't need to kill other creatures... u just have to make sure that they don't stand in ur way... the phantasm is already unblockable... why do u need to take off their creatures? (that's also the reason y its a 4 of and not the horror)
equipments? o-naginata on a phantasm is a 3 turn clock... all u have to do is to leak or remand whatever 4-5-6th turn anti creature spell their deck has... after that it's gg...
anyway... thanks for taking a look at it... but i'd appreciate it if u could give me ur ideas... not just the changes... it'd be better for me as i don't have the time to playtest this... thanks!!!
THANKS to R&Doom for the AWESOME SIG!!!! and Nex3 for the AVATAR!!!!
IMO this deck should be played as a UB control deck hat starts with an advantage and just tries to keep it. Also i see the need of arena and confidant to assure recover from an agressive mulligan
Leche de cabra, azucar, glucosa, carbonato.
(no contiene colorantes ni saborizantes artificiales).
:spirit2: