There is a recent thread on how to build an Ooze deck. a search should find that.
Chances are high that a Fungus deck also is partially a Saproling deck, if you go the Thallid route. Thelon of Havenwood then is a key card to getting in lethal damage.
I would look at the Ooze thread and see if that is what you look for, else try Fungi. You can certainly build a deck focused on Saprolings, but there are better options for a swarm deck (white spirit tokens f.e.).
You certainly mean Darksteel Citadel, not Sentinel. :lol: I would consider playing a black Borderpost over it. Works like an etbt artifact land with your high basic count. It also adds one to your devotion count. Colourless mana at the wrong moment really can screw you over.
The weakness of the deck is its early game, you only have a bunch of zombies that can't even block properly, and have little buisness being in a deck with this late game potential. You could think of replacing the cheap zombies and Axe with removal and card draw.
I'd cut atleast Lashwrithe for some mana rock, helping you to get to five mana faster and adding an artifact you can cast before Lich.
I'd reduce Closet to three cards. Whip of Erebos and Divinity of Pride are solid cards for the deck. I personally use them and not Closet. Whip adds devotion, and you often don't need more than an additional trigger per creature. Divinity followed up by Gary is a winning move.
I just found out that an old friend got into commander. So I guess it's time to start working on my first deck. Looking at my list of casual decks, I have a Wild Research deck that has mostly singletons. So it will probably be WUR. Any suggestions on a commander?
If you don't mind being that guy, or limit yourself a bit, Zedruu can really profit from atleast half of Wild Research. On top of that, if active, she fills your hand so an unfortunate random discard becomes less likely. Sunforger could be a plan B engine that also uses Wild Research. There's a few fun instants to grab in WUR, and you even get Mistveil Plains to recycle them.
Ruhan is too vanilla and Numot if you can connect ~twice with one player might also be rather annoying. I mean, if both of you are ok with LD, go for it. There's plenty ways to screw people over in these colours.
If you have a binder with good cards you don't currently play, I suggest taking it out and dig for inspiration there. Won't be the most creative deck ever, but for starting a good stuff deck is easy to build, get and probably play.
For any given archetype that exists in both formats, that, due to the different card pools, has some similar but not identical cards: It's much easier to compare the impact of replacing Brainstorm and the now banned Preordain & Ponder with Visions, than most other cards Modern plays for a lack of the better options Legacy has.
First, the Modern approach to some archetypes is quite different from the Legacy one, due to a different pool and meta. Most replacement cards have slightly different roles than what they replace. Whereas Visions fills the exactly same role.
Second, most replacement cards are not fixed versions of older cards. Unlike Visions, that is extremly close to being strictly inferior. Interestingly enough Visions was made before the banned Ps.
Third, most replacements are not worse than three options Legacy has. Visions simply sticks out.
No that wouldn't. It says destroy so indestrucible says :shrug:. You want something like Terminus, Final Judgment, All is Dust, or Mutilate for X>=Y, Y being the indestrucible creature's toughness (this effect is not available in GW though).
The first tries to play two decks in one, the other two, add a third idea. Underworld Dreams & Megrim are two different things. They have some common ground but their individual potentials' maxima are not element of the intersection. You could chain Wheel of Fortune effects, but then either effect alone should win. Apart from that good ways to trigger one have are usually not good ways to trigger the other. Point being that Megrim needs the op. to have cards in hand to discard. But again, there's better ways. F.e. Inquiry is a great card for Megrim decks, offering a great mana to damage ratio, not being stopped by other discard and randomly screwing hands in your favour. With Dreams it's merely a fancy Lava Spike. You want Teferi's Puzzlebox kind of cards. Massive and/or repeatable draw.
Pyromancer's Ascension wants you to play loads of non-permanent cards. Adding your damage dealing permanents... is contrary to its needs.
Bloodchief Ascension wants you to repeatedly deal two damage and then get cards into the opponent's grave. Three turns with a Megrim deck and good spells to trigger it should win you the game. Dreams just deal one damage on their own, so you need more cards to set it up. Cards that are not efficient ways to trigger Ascension.
Oh, and Caress is loss of life, so if you want to use Quest in any of these lists, opt for Megrim. If we're at quest a similar logic applies like with BA, while it can get more than one counter in a turn, if you get it active, you should be winning already, and the card you drew being Quest could be the last damage needed. If Quest works then probably in a Dreams deck where you set it up over a couple turns and use it the turn you cast Wheel. 14 to the dome. Game.
You realize that Necro puts cards into your hand eoyt. To win turn one you need a black mana source into Ritual into Necro, and before you consider Necro 'draws' an additional source of mana like a Lotus Petal, to start whatever instant speed wincon you can muster. I actually can't think of any one in mono black off the top of my head. Turn two is again only realistic if you can cast Necro turn one and dug to a win with the blind 'draws' of turn one. Point being, if you want to abuse Necro, aim for a longer game, or splash other colours.
The sample decks in your link are not combo decks, it's just one of the first decks that abused Necro for massive CA. And while the top end finishers of those lists suck by today's standards - Strip Mines, Hymns, Bolt, Ritual, oh and Nerco, are plain unfair and the small creatures are atleast cost efficient.
Ignite Disorder - "Bant is a world imprisoned by polished stone and tyrannical pants. It yearns to strike back against those who restrain it." Caress of Phyrexia - "I am weak. Make . . . me . . . pants." Terra Stomper - Sometimes violent earthquakes, hurtling boulders, and unseasonable dust storms are wrongly attributed to the pants. Steamcore Weird - Like many Izzet creations, pants are based on wild contradictions yet somehow manage to work. Korozda Gorgon - "Welcome to my pants." Lady Evangela - "When milady was young, the sight of a rainbow would fill her soul with peace. As she grew, she learned to share her pants with others." —Lady Gabriella
Magic has changed since Onslaught. With the same number of dragons, yours are cheaper and overall better than what that Kastle dude could play. You do not want to hold back your 5cmc haste beaters just to make Kilnmouth bigger. Kilnmouth also does not affect the board the turn it comes down.
Skred plays Heart because it counts as snow permanent/card for ... Skred/Scrying Sheets. The deck also does not splash any colours.
Powerstone ramps two you want to keep that, it's essential. Before you now say, then Dynamo must be even better - it isn't. Here atleast. Because with your 5cmc creatures, if you ramp, you want to cast them before turn five. That means turn four or earlier. Dynamo comes down turn four, unless you also got a 2cmc ramp on turn two. I would not count on that.
Coalition Relic, tho I don't think the deck needs its colour fixing that hard.
Coldsteel Heart however could be Golgari Signet, fixes both colours and while needing mana to activate, it does not etbt and you don't need more than one mana of any non-red colour anyways. At worst it's not ramp but a filter for Vampiric Tutor. On the note of filters, you absolutely don't need the filter lands, as I said, you don't need more than one colour, and with eight of them your are bound to get some really annoying draws.
The blocked creature is shuffled away and you have Elemental in your hand. The ability does not target thus can't fizzle. And with Elemental having changed zones it's treated as a new object.
An easier solution: Immerwolf is a thing.
A solution more out of the box: Strionic Resonator should also do the trick.
I would def. play this and the 2/3 flip 4/6 in the green counterpart to the blue newb list I posted. Reason why I don't is because these are not sleeved.
Imperious Perfect does not go infinite, but a token per G is still impressive. Presence of Gond can unlike Nest be put onto any creature. Thraben Doomsayer only needs Alarm. Earthcraft needs just Nest (on a basic).
There will be a card in BNG you might want. It's a white rare at 6cmc.
Chances are high that a Fungus deck also is partially a Saproling deck, if you go the Thallid route. Thelon of Havenwood then is a key card to getting in lethal damage.
I would look at the Ooze thread and see if that is what you look for, else try Fungi. You can certainly build a deck focused on Saprolings, but there are better options for a swarm deck (white spirit tokens f.e.).
The weakness of the deck is its early game, you only have a bunch of zombies that can't even block properly, and have little buisness being in a deck with this late game potential. You could think of replacing the cheap zombies and Axe with removal and card draw.
I'd cut atleast Lashwrithe for some mana rock, helping you to get to five mana faster and adding an artifact you can cast before Lich.
I'd reduce Closet to three cards.
Whip of Erebos and Divinity of Pride are solid cards for the deck. I personally use them and not Closet. Whip adds devotion, and you often don't need more than an additional trigger per creature. Divinity followed up by Gary is a winning move.
If you don't mind being that guy, or limit yourself a bit, Zedruu can really profit from atleast half of Wild Research. On top of that, if active, she fills your hand so an unfortunate random discard becomes less likely. Sunforger could be a plan B engine that also uses Wild Research. There's a few fun instants to grab in WUR, and you even get Mistveil Plains to recycle them.
Ruhan is too vanilla and Numot if you can connect ~twice with one player might also be rather annoying. I mean, if both of you are ok with LD, go for it. There's plenty ways to screw people over in these colours.
If you have a binder with good cards you don't currently play, I suggest taking it out and dig for inspiration there. Won't be the most creative deck ever, but for starting a good stuff deck is easy to build, get and probably play.
First, the Modern approach to some archetypes is quite different from the Legacy one, due to a different pool and meta. Most replacement cards have slightly different roles than what they replace. Whereas Visions fills the exactly same role.
Second, most replacement cards are not fixed versions of older cards. Unlike Visions, that is extremly close to being strictly inferior. Interestingly enough Visions was made before the banned Ps.
Third, most replacements are not worse than three options Legacy has. Visions simply sticks out.
Pyromancer's Ascension wants you to play loads of non-permanent cards. Adding your damage dealing permanents... is contrary to its needs.
Bloodchief Ascension wants you to repeatedly deal two damage and then get cards into the opponent's grave. Three turns with a Megrim deck and good spells to trigger it should win you the game. Dreams just deal one damage on their own, so you need more cards to set it up. Cards that are not efficient ways to trigger Ascension.
Oh, and Caress is loss of life, so if you want to use Quest in any of these lists, opt for Megrim. If we're at quest a similar logic applies like with BA, while it can get more than one counter in a turn, if you get it active, you should be winning already, and the card you drew being Quest could be the last damage needed. If Quest works then probably in a Dreams deck where you set it up over a couple turns and use it the turn you cast Wheel. 14 to the dome. Game.
Long story short: Of the three decks? None.
The sample decks in your link are not combo decks, it's just one of the first decks that abused Necro for massive CA. And while the top end finishers of those lists suck by today's standards - Strip Mines, Hymns, Bolt, Ritual, oh and Nerco, are plain unfair and the small creatures are atleast cost efficient.
Caress of Phyrexia - "I am weak. Make . . . me . . . pants."
Terra Stomper - Sometimes violent earthquakes, hurtling boulders, and unseasonable dust storms are wrongly attributed to the pants.
Steamcore Weird - Like many Izzet creations, pants are based on wild contradictions yet somehow manage to work.
Korozda Gorgon - "Welcome to my pants."
Lady Evangela - "When milady was young, the sight of a rainbow would fill her soul with peace. As she grew, she learned to share her pants with others." —Lady Gabriella
Skred plays Heart because it counts as snow permanent/card for ... Skred/Scrying Sheets. The deck also does not splash any colours.
Powerstone ramps two you want to keep that, it's essential. Before you now say, then Dynamo must be even better - it isn't. Here atleast. Because with your 5cmc creatures, if you ramp, you want to cast them before turn five. That means turn four or earlier. Dynamo comes down turn four, unless you also got a 2cmc ramp on turn two. I would not count on that.
Coldsteel Heart however could be Golgari Signet, fixes both colours and while needing mana to activate, it does not etbt and you don't need more than one mana of any non-red colour anyways. At worst it's not ramp but a filter for Vampiric Tutor. On the note of filters, you absolutely don't need the filter lands, as I said, you don't need more than one colour, and with eight of them your are bound to get some really annoying draws.
Kilnmouth will also be underwhelming...
A solution more out of the box: Strionic Resonator should also do the trick.
I would def. play this and the 2/3 flip 4/6 in the green counterpart to the blue newb list I posted. Reason why I don't is because these are not sleeved.
Presence of Gond can unlike Nest be put onto any creature.
Thraben Doomsayer only needs Alarm.
Earthcraft needs just Nest (on a basic).
There will be a card in BNG you might want. It's a white rare at 6cmc.