That stinks; didn't realize it was that old of a card. The time space continuum on the sets gets foggy for me after Masques really, when I stopped collecting new cards, and just playing with my old.
I guess it will have to be those Skullcrack.
Actually, it's not old, but it was printed in a non-Modern-legal set.
Updated 12/22/14 - Replaced 3 Wellwisher with 3 Essence Warden, so the deck is Modern legal.
The strategy is to give the elves boosts from lords while using Elvish Harbinger/Visionary to get more lords. Eventually you will win with overwhelming damage. Kinda like merfolk without the countering.
A while ago, I posted a thread detailing a deck with Phyrexian Dreadnought and Stifle. I decided to make a budget forum for it because I am unable to get Force of Wills or duals(which should be banned anyway)
Phyrexian Dreadnought + Stifle gives you a 12/12 with trample on turn 2. This deck will try to tutor out these cards.
THE DECK:
combo:
4 Phyrexian Dreadnought
4 Stifle
4 Trickbind
tutor/cantrip:
4 Diabolic Tutor
4 Preordain
4 Ponder
4 Sleight of Hand
control elements:
4 Counterspell
4 Chalice of the Void
lands:
4 Swamp
12 Island
4 Polluted Delta
4 Watery Grave
I see no point in Stomping Ground. The deck's only red-black, and doesn't have any Wild Nacatls or Kird Apes. Mountains are perfectly fetchable with fetchlands.
Speaking of fetches, Bloodstained Mire is Modern now.
I usually use a rule for my deck building:
If a single card is over $50, I will wait to add it officially until you get one.
Khans of Tarkir reprinting fetches, I think that I might be able to add them. Force of Will is also a consideration once I get one. The dual lands, once again, I will add when I acquire them.
Sneak Attack won't give me a permanent Dreadnought, and it's red(I'm playing UB)
I'll see what control elements I can add other than Stifle, Dismember, and Counterspell/Force of Will/Dispel. Maybe Daze, Spell Pierce, and/or Jace when I get one.
And besides, the dual lands aren't much a difference from Drowned Catacomb, and the fetches are technically worse then Evolving Wilds(losing a life and sacrificing the land for a certain type of land or sacrificing Evolving Wilds for any basic land). With Force of Will, you're usually losing a Stifle or other control or search element to use it. Though maybe I'll change my mind when I actually get to play them.
Okay. I will work on it. I found Trinket Mage which might be a useful replacement for the orb.
Let's give it a shot.
NEW DECK LIST
Creatures
4x Phyrexian Dreadnought
4x Hunted Horror
4x Trinket Mage
Other Spells
4x Vision Charm
4x Brainstorm
4x Stifle
4x Dismember
4x Ponder
2x Counterspell
2x Dispel
Land
4x Drowned Catacombs
4x Evolving Wilds
7x Swamp
7x Island
Phyrexian Dreadnought and Hunted Horror are used to attack. Both of them can be cheated out so you don't deal with the enter-the-battlefield abilities.
Stifle, Torpor Orb and Vision Charm are my ways of cheating over the above creatures; Countering, phasing out, and preventing the abilities are very useful.
Torpor Orb is also the only of the three of Stifle, Vision Charm, and it that stays permanently.
However, I will consider replacing the Torpor Orb. Only if I can find something useful.
That's what I would play or at least it's close to something playable. I hate playing bad cards that don't win the game and torpor orb fits that. It wouldn't be so bad if it at least affected opponents, but with the current batch of creatures it doesn't do much, or rather enough.
When you are posting about my deck, please look at my latest list.Torpor Orb wins in this deck because it's one way to play a turn 3 Hunted Horror/ Phyrexian Dreadnought, other than completely relying on Stifle. I'll assume you aren't noticing my new lists and edit my main post.
And here it is! The new decklist features some cards from FTW1987's deck, and all of your wonderful suggestions.
Creatures
4x Phyrexian Dreadnought
4x Hunted Horror
Other Spells
4x Vision Charm
4x Brainstorm
4x Torpor Orb
4x Stifle
4x Dismember
4x Ponder
2x Counterspell
2x Dispel
Land
4x Drowned Catacombs
4x Evolving Wilds
7x Swamp
7x Island
EDIT: Mask of the Mimic is useless, but Vision Charm can be used to get a creature out. Adding Vision Charm.
Actually, it's not old, but it was printed in a non-Modern-legal set.
The 75 dollar list:
4x Arbor Elf
4x Elvish Archdruid
4x Elvish Champion
4x Elvish Eulogist
4x Elvish Harbinger
4x Elvish Mystic
4x Elvish Visionary
4x Imperious Perfect
4x Llanowar Elves
4x Joraga Warcaller
20x Forest
sideboard:
4x Guttural Response
4x Tajuru Preserver
4x Viridian Corrupter
3x Essence Warden
Updated 12/22/14 - Replaced 3 Wellwisher with 3 Essence Warden, so the deck is Modern legal.
The strategy is to give the elves boosts from lords while using Elvish Harbinger/Visionary to get more lords. Eventually you will win with overwhelming damage. Kinda like merfolk without the countering.
Phyrexian Dreadnought + Stifle gives you a 12/12 with trample on turn 2. This deck will try to tutor out these cards.
THE DECK:
combo:
4 Phyrexian Dreadnought
4 Stifle
4 Trickbind
tutor/cantrip:
4 Diabolic Tutor
4 Preordain
4 Ponder
4 Sleight of Hand
control elements:
4 Counterspell
4 Chalice of the Void
lands:
4 Swamp
12 Island
4 Polluted Delta
4 Watery Grave
Speaking of fetches, Bloodstained Mire is Modern now.
I think it's a good time to update this primer.
4x Platinum Emperion
4x Platinum Angel
3x Soul of Zendikar ?
4x Birds of Paradise
1x Emrakul, The Aeons Torn
Other Spells
4x Semblance Anvil
4x Darksteel Plate
2x Alpha Authority
4x Safe Passage
2x Shielded Passage
4x Leyline of Sanctity
Land
4x Stirring Wildwood ?
4x Evolving Wilds
2x Darksteel Citadel
9x Plains
5x Forest
SIDEBOARD
3x Resolute Archangel
4x Melira, Sylvok Outcast
2x Alpha Authority
3x Forest
1x Plains
2x Darksteel Citadel
Creatures
4x Platinum Emperion
4x Platinum Angel
3x Soul of Zendikar ?
2x Aegis of the Gods
4x Birds of Paradise
1x Emrakul, The Aeons Torn
Other Spells
4x Semblance Anvil
4x Darksteel Plate
2x Alpha Authority
4x Safe Passage
2x Shielded Passage
2x Leyline of Sanctity
Land
4x Stirring Wildwood ?
4x Evolving Wilds
2x Darksteel Citadel
9x Plains
5x Forest
SIDEBOARD
3x Resolute Archangel
4x Melira, Sylvok Outcast
2x Alpha Authority
3x Forest
1x Plains
2x Darksteel Citadel
If a single card is over $50, I will wait to add it officially until you get one.
Khans of Tarkir reprinting fetches, I think that I might be able to add them. Force of Will is also a consideration once I get one. The dual lands, once again, I will add when I acquire them.
Sneak Attack won't give me a permanent Dreadnought, and it's red(I'm playing UB)
I'll see what control elements I can add other than Stifle, Dismember, and Counterspell/Force of Will/Dispel. Maybe Daze, Spell Pierce, and/or Jace when I get one.
And besides, the dual lands aren't much a difference from Drowned Catacomb, and the fetches are technically worse then Evolving Wilds(losing a life and sacrificing the land for a certain type of land or sacrificing Evolving Wilds for any basic land). With Force of Will, you're usually losing a Stifle or other control or search element to use it. Though maybe I'll change my mind when I actually get to play them.
Let's give it a shot.
NEW DECK LIST
Creatures
4x Phyrexian Dreadnought
4x Hunted Horror
4x Trinket Mage
Other Spells
4x Vision Charm
4x Brainstorm
4x Stifle
4x Dismember
4x Ponder
2x Counterspell
2x Dispel
Land
4x Drowned Catacombs
4x Evolving Wilds
7x Swamp
7x Island
Torpor Orb is used for a reason:
Torpor Orb is also the only of the three of Stifle, Vision Charm, and it that stays permanently.
However, I will consider replacing the Torpor Orb. Only if I can find something useful.
When you are posting about my deck, please look at my latest list.Torpor Orb wins in this deck because it's one way to play a turn 3 Hunted Horror/ Phyrexian Dreadnought, other than completely relying on Stifle. I'll assume you aren't noticing my new lists and edit my main post.
Creatures
4x Phyrexian Dreadnought
4x Hunted Horror
Other Spells
4x Vision Charm
4x Brainstorm
4x Torpor Orb
4x Stifle
4x Dismember
4x Ponder
2x Counterspell
2x Dispel
Land
4x Drowned Catacombs
4x Evolving Wilds
7x Swamp
7x Island
EDIT: Mask of the Mimic is useless, but Vision Charm can be used to get a creature out. Adding Vision Charm.