No, that is not true. From the comprehensive rules:
118.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
So combining Rain of Gore or Havoc Festival with Form of the Dragon is a really bad idea imho.
No, that is not true. From the comprehensive rules:
So combining Rain of Gore or Havoc Festival with Form of the Dragon is a really bad idea imho.
hmmm well thank you for the explanation. i appear to be mistaken. oh well plenty of other ways to kill them around a leyline of sanctity.
back to the deck at hand my question does this deck need less of a toolbox feel once we have gone off in order to use up our slots on things MD such as pyroclasm or firespout to hold off slower decks while we bide our time, similar to the way the RG tron lists have gone?
I still use this deck and have it in real life, except for the Detention Spheres that was Oblivion Ring. I also need the Supreme Verdicts cause they are so good and increased aggro matchs a lot.
I also wana test a version with 8 creatures as library manipulation, 4 Augur of Bolas and 4 Court Hussar, so we can block with solid body creatures, but I would keep the 4 Peer Trough Depths cause its so good.
The problem is i've been bouncing between 3 builds
A: utility, which has more MB awnser enchants
B: silence build which plays MB silence to slow aggro (mildly) and stop counters
C: sweeper build playing an emitation of tron, MB pyroclasm or firespout to stop aggro dead in its tracks
So far im playing utility but i'm worried about the aggro/ infect MU
Im fairly certain that MB utility, with sided silence or sweepers (meta dependent)
Is the best direction so far that i've found. Especially until saint shows me his new "secret" list
I really think that by adding 8 creatures to a combo deck we are watering down the deck. I get that they dig and you get value off of ETB triggers but i dont think tht offsets the loss of raw power you get from multiple peer through depths and serum visions/sleight of hand. In addition without any other creatures your opponent is likely sitting on a grip of removal so you wont get much in the way of slowing aggro via blocking or even trading. So the route that needs to be taken i believe is raw power and speed to blow out aggro decks and not giving the time to be interacted with, we arnt seeking to durdle. We want to combo on T1 if we can so i think creatures are sub optimal but im still wondering what saint tobias is brewing up. And what results youve gotten with the list equinox.
P.s. for the grammer nazi's i know we cant go off t1 im just saying if it were possible we would want to consistantly
My playgroup consists of storm, Jund, eldrazi tron and mill, so the sideboard
suits my needs. The entreats are there for an alternate win condition, in case
I want to change my deck from enduring ideal and into a weird Halleujah deck.
Most often than not I can pump out two or three 4/4 angels on turn four with-
out miracle thanks to all of the mana acceleration, and Boseiju makes sure that
Entreat isn't countered.
The devil's play is to rip chunks out of people. One normally does the trick, both
hard cast and flashback. Purify's get rid of Frites and eldrazi/Iona when they hit
the yard. Even if they are countered, chances are they won't have the mana
open to deal with it when I flash it back.
For my maindeck, since barely anyone in my group runs enchantment hate, it is
pretty straight forward. Expeditions search for Boseiju, See Beyonds get rid of
pesky Entreats and undesirable enchantments in my hand, Rest in Peace accounts
for heavy graveyard hate and is easy to cast, and the rest is self-explanatory.
Enduring Ideal is definitely one of my favorite fringe decks.
Here's what I'm working on right now. It beats any G/W/x aggro deck with ease. I'm assuming you see what's going on. Pyrohemia makes a good mana dump in general, but with Near-Death Experience, it's a secondary win con. There's an extra win con in the board too, but I'll probably ditch that soon. :/
Private Mod Note
():
Rollback Post to RevisionRollBack
It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Please tell us you favorite/best enchantment sequence after Ideal.
For safe you can use at least one Phyrexian Unlife, cause you can go to 1 life with safety. I mean, you wont die to lavamancer, Bolt, Deathrite, etc...
Well, Dovescape HAS to come down early, if not first. It keeps you from being bolted, ect. The thing about the list I just posted is that the Near-Death actually wins faster than just burning them with Form and allows you to be more interactive.
One really important thing about this deck is that you NEED to run at least two of each enchantment that gets the lock on. That way you don't just lose when you draw your single Form.
Private Mod Note
():
Rollback Post to RevisionRollBack
It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
I sort of took one for the team in playing that list I posted above in Lantern's tournament. I lost round one to Goblins, but I did learn something. Court Hussar and Augur of Bolas are SUPER GOOD.
The game that I won was a blowout, and I played three of them that game. Yes, ideally (ha) we just ramp into a turn 3 or 4 Ideal. But that doesn't always happen. Which SHOULD be fine. The two little 1/3's help with that. Not only are they a stone wall against aggro, but they also give selective CA, which is what we need more than anything. Play them over any other cantrips. Trust me.
Another thing is that Path and Helix are still good. The games I lost I only drew one or two of each.
Finally, the deck, like most combo decks, shouldn't lose against non-interactive aggro. I've always been in the camp of just waiting until turn 5 to combo out. An idea I've had was keeping four Pact of Negation in the board for the control/Delver MU, and if you play Ideal on T5 with Pact back up, you'll be able to pay for it easily, since you won't be playing any spells next turn anyways. This in conjunction with Boseiju should keep us casting Ideal against countermagic.
I haven't been excited about this deck for a while, but I really am now. I don't want to be the only one playing the deck guys. Anyone else doing anything.
My playgroup consists of storm, Jund, eldrazi tron and mill, so the sideboard
suits my needs. The entreats are there for an alternate win condition, in case
I want to change my deck from enduring ideal and into a weird Halleujah deck.
Most often than not I can pump out two or three 4/4 angels on turn four with-
out miracle thanks to all of the mana acceleration, and Boseiju makes sure that
Entreat isn't countered.
The devil's play is to rip chunks out of people. One normally does the trick, both
hard cast and flashback. Purify's get rid of Frites and eldrazi/Iona when they hit
the yard. Even if they are countered, chances are they won't have the mana
open to deal with it when I flash it back.
For my maindeck, since barely anyone in my group runs enchantment hate, it is
pretty straight forward. Expeditions search for Boseiju, See Beyonds get rid of
pesky Entreats and undesirable enchantments in my hand, Rest in Peace accounts
for heavy graveyard hate and is easy to cast, and the rest is self-explanatory.
Enduring Ideal is definitely one of my favorite fringe decks.
The list looks good. I like the choice for your enchantment package, but my philosophy has always been to run at least two of each. I would suggest going down to five different enchantments, two each of the most important. Another thing is that you have a TON of mana. If I counted right, that's twenty seven lands. Shave two lands and four Lotus Bloom. That gives you six slots. Try out three Court Hussar and three Augur of Bolas. Do it. I promise that it works great. Twenty five lands is plenty, and you don't need the Bloom with all of the other ramp, since Bloom is slower.
One last thing. Considering your meta, maindeck Blood Moon seems right.
Private Mod Note
():
Rollback Post to RevisionRollBack
It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Saw the thread, rememberd the deck, and picked it up for like 30 bucks anyway here is my current list, as much as I like near-death experience, the only deck I think it needs to be in is vs Melira Pod so its in the SB
That seems like a ripoff. Why would anyone play that when the next spell you cast will make your opponents draw a bunch of cards? It does not even look good for mill decks.
Saw the thread, rememberd the deck, and picked it up for like 30 bucks anyway here is my current list, as much as I like near-death experience, the only deck I think it needs to be in is vs Melira Pod so its in the SB
Don't really give too much thought to Near-Death Experience. It's just something I've been testing out recently (with decent, ye inconclusive results). Pyrohemia is still good though, because Form keeps the life-loss from hurting too much and it can keep off some pressure. I really don't like See Beyond, I'd run more of the 1/3's.
Private Mod Note
():
Rollback Post to RevisionRollBack
It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
The list looks good. I like the choice for your enchantment package, but my philosophy has always been to run at least two of each. I would suggest going down to five different enchantments, two each of the most important. Another thing is that you have a TON of mana. If I counted right, that's twenty seven lands. Shave two lands and four Lotus Bloom. That gives you six slots. Try out three Court Hussar and three Augur of Bolas. Do it. I promise that it works great. Twenty five lands is plenty, and you don't need the Bloom with all of the other ramp, since Bloom is slower.
One last thing. Considering your meta, maindeck Blood Moon seems right.
I kind of like not running creatures though! The rest of my group
runs pretty competitive decks, and having them waste slots on
removal and burn makes me giggle. All of the mana ramp helps
When I sideboard out for Hallelujah. A quick Terminus turns off
out-of-the-gates aggro, an early Karn throws a wrench into their
plans while screwing up their mana base and drawing attention
from me while acting as a possible wincon, and Entreats just
wreak havoc. I pulled off nine 4/4s on turn four tonight!
I do not have any Blood Moons.
I want to experiment with a black enchantment toolbox with stuff
like Descent into Madness and maybe Baneful Omen for extra
oomph. I could then run a Creeping Tar Pit or two.
Have advice for a black splash? I love this fringe deck.
M1G1: UWblink
dude says he is playing a budget deck and is mostly a legacy player. he lands a couple non relevent wall of omens and blinks them. i pop my bloom and proceed to slam ideal and go to town.
M1G2:
he apparently packs counters.... but only from the SB. i proceed to play around his counters into late game and he finally takes it with some flyers after i fail to find anything meaningfull
M1G3:
i reboard and bring in nevermore, t1 bloom t2 pentad prism and t3 i attempt to combo off with seething song even though he was representing counter magic as i had a second copy of ideal and a 4th land in hand. it resolves i grab dovescape and in proceeding turns grab greater auramancy and nevermore naming his evoke bounce creature and he has no outs. GG
M2G1 merfolk
we casually start talking while shuffling up and i mention that merfolk is one of my worst MU's due to the aggressive clock backed up with countermagic
he proceeds to slam down t1 cavern of souls naming merfolk, cursecatcher. i play t1 serum visions digging for a copy of ideal. t2 he plays 2 more cursecatchers and its all downhill from there.
M2G2:
i shuffle up and have a t3 combo in hand, i start off with serum visions to dig for firespout with no success. he plays t1 cursecatcher again and i t2 pentad prism, his t2 he plays master of the pearl trident . knowing i cant go off on t3 through his cursecatcher i dig some more trying to find a spout and he keep slamming threat after threat while my life total dwindles. no firespouts in site. he ends the game soon after
M3G1: 4 color allys (apperently this is a thing)
he wins the roll and plays a bunch of allies eventually milling me out around t5 with an ally that mills a clone of the same and a spell dropping 2 allies into play amongst his other allies hits me for a mill of 28. i think to myself "allies?? really??"
M3G2:
i board in leylines to prevent the mill and i play one from opening hand.
he plays more allys and i combo off grabbing in sequence dovescape , phyrexian unlife, greater auramancy, and form of the dragon. i have him locked but he keeps gaining lots of life from random effects eventually going to over 100 life and i can grab no more forms as ive drawn into 2. i ask him if he can remove my inevitably winning state and he says no. we play 2 more turns and he says hell concede and we go to g3.
M3G3:
i combo off of a bloom playing form and just go for it as he has no flyers in his deck save for seascape aerialist. so i pew pew his face a few times and he goes to 10 begining of my upkeep he big surprise has 5 damage exactly represented on board of flyers. i choose to shoot his face as we went to rounds due to game 2. i realize my mistake right away and think to myself "play to your outs" i cast peer through depths finding an absolutly clutch firespout i cast it and blow his board away and pass turn. he has no way to make 5 hasty flyers and he passes back to me and i take the match.
in conclusion the deck is great and firespout is incredable. but falls apart when a clock is represented and backed by countermagic. if merfolk and UW or delver strategies are fringe in your meta or countinue to be subpar then this is a great deck choice
Although 1 Detention Sphere and Meishin, the Mind Cage could be exchanged with different things (Remand, Mana Leak, Magma Jet).
The goblin Electromancer works quite well with the 2 mana Spells in the Deck. Desperate Ritual is here because Seething song anot be played anymore.
Halimar Depths are quite good, since turn 1 (and 3) we can afford to play a tapped land.
The scry works well together with Peer Through Depths. The 8 Fetchlands are there because of the Halimar Depths.
Private Mod Note
():
Rollback Post to RevisionRollBack
My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Wargate is a nice tech. If you think about it, it's exactly like Pentad Prism only in the 3 cc slot. Plus, it can get your Boseiju if you already have enough mana and wanna get protection.
If you ask me, Pyretic or Desperate ritual are each not worth the space. We need to at least maintain the same mana generation we had before, so each spell needs to net 2 or more. I guess that's Bloom, Pentad, and Wargate? This definitely is going to slow the deck down, so I think I'll be playing more than a couple Supreme Verdicts in there.
Ideal can survive without Seething Song. From the testing I've done, Wargate is a fine replacement despite it being a turn slower. You just have to build the deck to delay a little more, and for me that's been Remand and Supreme Verdict. Wargate also added a little "Tolaria West" package, which was completely incidental.
Here's the first version I'll be testing post-Song ban. This is the breakdown: 12 mana accelerators, 12 dig spells, seven disruption, four win conditions, and four combo cards with 21 lands.
I'm playing a maindeck Boseiju and Depths because of Wargate. If I already have enough mana, I can use it to get protection (Boseiju) or help search for an Ideal (Depths).
One thing I've definitely noticed is that I want an alternate win condition in the sideboard after losing to randomness too many times. At first I thought Lucent Luminid and Eldrazi Conscription, but I decided Hoofprints was better since it took up one less slot and was castable if drawn. It won't close the game out as quickly though, but if Dovescape is down then it shouldn't matter much.
Eyes of the Wisent is best before the combo. I don't want to see more than one ever, and I have a tough time sideboarding with this deck in the first place, so one works perfectly.
The Traps are in there to try to abuse Peer Through Depths a little more. Again, only two of each because siding a lot is a bad idea. Mindbreak is there to supplement Rule of Law. And Ravenous supplements the Crypt, which is also a Wargate target. It might be too cute, but I think it'll be randomly good over several rounds.
What are other peoples' findings without Seething Song?
I guess I'll get on the Wargate bandwagon. I've always like toolbox decks, so this might work well. One thing to keep in mind is that this deck really is more of a control deck than a combo deck. We win by locking the opponent out of the game, not by being explosive or using combination of cards.
I'll see if I can get a list using Wargate put together after I'm done with the two Cockatrice tournaments I'm currently in.
Private Mod Note
():
Rollback Post to RevisionRollBack
It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
To post a comment, please login or register a new account.
So combining Rain of Gore or Havoc Festival with Form of the Dragon is a really bad idea imho.
hmmm well thank you for the explanation. i appear to be mistaken. oh well plenty of other ways to kill them around a leyline of sanctity.
back to the deck at hand my question does this deck need less of a toolbox feel once we have gone off in order to use up our slots on things MD such as pyroclasm or firespout to hold off slower decks while we bide our time, similar to the way the RG tron lists have gone?
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
I still use this deck and have it in real life, except for the Detention Spheres that was Oblivion Ring. I also need the Supreme Verdicts cause they are so good and increased aggro matchs a lot.
4 Lotus Bloom
4 Pentad Prism
4 Seething Song
3 Detention Sphere
2 Form of the Dragon
2 Phyrexian Unlife
1 Meishin, the Mind Cage
2 Dovescape
4 Peer Through Depths
4 Remand
4 Sleight of Hand
4 Scalding Tarn
2 Hallowed Fountain
2 Steam Vents
2 Sacred Foundry
1 Mistveil Plains
1 Plains
1 Mountain
1 Island
2 Clifftop Retreat
2 Mystic Gate
2 Boseiju, Who Shelters All
4 Leyline of Sanctity
4 Silence
1 Nevermore
4 Supreme Verdict
I also wana test a version with 8 creatures as library manipulation, 4 Augur of Bolas and 4 Court Hussar, so we can block with solid body creatures, but I would keep the 4 Peer Trough Depths cause its so good.
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
Mate, please let us know! I always have interest on Ideal lists.
cya!
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
A: utility, which has more MB awnser enchants
B: silence build which plays MB silence to slow aggro (mildly) and stop counters
C: sweeper build playing an emitation of tron, MB pyroclasm or firespout to stop aggro dead in its tracks
So far im playing utility but i'm worried about the aggro/ infect MU
Im fairly certain that MB utility, with sided silence or sweepers (meta dependent)
Is the best direction so far that i've found. Especially until saint shows me his new "secret" list
4 Court Hussar
4 Enduring Ideal
4 Lotus Bloom
4 Pentad Prism
4 Seething Song
3 Detention Sphere
2 Form of the Dragon
2 Phyrexian Unlife
2 Dovescape
1 Meishin, the Mind Cage
2 Peer Through Depths
2 Silence
4 Scalding Tarn
2 Hallowed Fountain
2 Steam Vents
2 Sacred Foundry
1 Mistveil Plains
1 Plains
1 Mountain
1 Island
2 Clifftop Retreat
1 Mystic Gate
1 Halimar Depths
1 Boseiju, Who Shelters All
4 Leyline of Sanctity
2 Silence
1 Nevermore
4 Supreme Verdict
1 Blood Moon
1 Rule of Law
1 Greater Auramancy
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
P.s. for the grammer nazi's i know we cant go off t1 im just saying if it were possible we would want to consistantly
1 Oblivion Ring
1 Form of the Dragon
1 Meishin, the Mind Cage
1 Copy Enchantment
1 Nevermore
1 Dovescape
1 Leyline of Sanctity
1 Detention Sphere
1 Rest in Peace
Artifacts
4 Pentad Prism
4 Lotus bloom
2 Expedition Map
Sorcery
4 Enduring Ideal
4 Serum Vision
4 See Beyond
4 Peer through the Depths
4 Seething Song
Lands
4 Island
2 Plains
2 Mountain
1 Gemstone Mine
1 Mistveil Plains
4 Hallowed Fountain
2 Sacred Foundry
1 Battlefield Forge
2 Marsh Flats
1 Arid Mesa
4 Glacial Fortress
1 Adarkar Wastes
2 Boseiju, Who Shelters All
4 Entreat the Angels
3 Faith's Shield
3 Purify the Grave
2 Karn Liberated
1 Oblivion Ring
1 Curse of Death's Hold
1 Devil's Play
My playgroup consists of storm, Jund, eldrazi tron and mill, so the sideboard
suits my needs. The entreats are there for an alternate win condition, in case
I want to change my deck from enduring ideal and into a weird Halleujah deck.
Most often than not I can pump out two or three 4/4 angels on turn four with-
out miracle thanks to all of the mana acceleration, and Boseiju makes sure that
Entreat isn't countered.
The devil's play is to rip chunks out of people. One normally does the trick, both
hard cast and flashback. Purify's get rid of Frites and eldrazi/Iona when they hit
the yard. Even if they are countered, chances are they won't have the mana
open to deal with it when I flash it back.
For my maindeck, since barely anyone in my group runs enchantment hate, it is
pretty straight forward. Expeditions search for Boseiju, See Beyonds get rid of
pesky Entreats and undesirable enchantments in my hand, Rest in Peace accounts
for heavy graveyard hate and is easy to cast, and the rest is self-explanatory.
Enduring Ideal is definitely one of my favorite fringe decks.
WUR Enduring Ideal RUW
GGG Stompy Crux GGG
-- Elder Dragon Highlander --
UBU
Grimgrin, Zombie HordeUBURWR
Jor Kadeen TronRWRBRU Sedris Beatdown URB
UUU Llawan, Empress of "No" UUU
WBW Vish Kal Tron WBW
GRG Thromok Token GRG
RRR Zo-Zu, Hater of Everything RRR
4 Path to Exile
4 Lightning Helix
4 Enduring Ideal
4 Pentad Prism
4 Seething Song
Enchantments:
2 Pyrohemia
2 Near-Death Experience
2 Form of the Dragon
2 Meishin, the Mind Cage
2 Dovescape
Creatures:
3 Court Hussar
2 Augur of Bolas
4 Arid Mesa
3 Hallowed Fountain
3 Steam Vents
2 Sacred Foundry
2 Mistveil Plains
3 Glacial Fortress
1 Plains
1 Island
2 Mountain
2 Clifftop Retreat
2 Boseiju, Who Shelters All
3 Blood Moon
2 Intruder Alarm
2 Presence of Gond
2 Lucent Liminid
1 Boseiju, Who Shelters All
4 Leyline of Sanctity
1 Rest in Peace
Here's what I'm working on right now. It beats any G/W/x aggro deck with ease. I'm assuming you see what's going on. Pyrohemia makes a good mana dump in general, but with Near-Death Experience, it's a secondary win con. There's an extra win con in the board too, but I'll probably ditch that soon. :/
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
Please tell us you favorite/best enchantment sequence after Ideal.
For safe you can use at least one Phyrexian Unlife, cause you can go to 1 life with safety. I mean, you wont die to lavamancer, Bolt, Deathrite, etc...
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
One really important thing about this deck is that you NEED to run at least two of each enchantment that gets the lock on. That way you don't just lose when you draw your single Form.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
The game that I won was a blowout, and I played three of them that game. Yes, ideally (ha) we just ramp into a turn 3 or 4 Ideal. But that doesn't always happen. Which SHOULD be fine. The two little 1/3's help with that. Not only are they a stone wall against aggro, but they also give selective CA, which is what we need more than anything. Play them over any other cantrips. Trust me.
Another thing is that Path and Helix are still good. The games I lost I only drew one or two of each.
Finally, the deck, like most combo decks, shouldn't lose against non-interactive aggro. I've always been in the camp of just waiting until turn 5 to combo out. An idea I've had was keeping four Pact of Negation in the board for the control/Delver MU, and if you play Ideal on T5 with Pact back up, you'll be able to pay for it easily, since you won't be playing any spells next turn anyways. This in conjunction with Boseiju should keep us casting Ideal against countermagic.
I haven't been excited about this deck for a while, but I really am now. I don't want to be the only one playing the deck guys. Anyone else doing anything.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
The list looks good. I like the choice for your enchantment package, but my philosophy has always been to run at least two of each. I would suggest going down to five different enchantments, two each of the most important. Another thing is that you have a TON of mana. If I counted right, that's twenty seven lands. Shave two lands and four Lotus Bloom. That gives you six slots. Try out three Court Hussar and three Augur of Bolas. Do it. I promise that it works great. Twenty five lands is plenty, and you don't need the Bloom with all of the other ramp, since Bloom is slower.
One last thing. Considering your meta, maindeck Blood Moon seems right.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
4 Arid Mesa
2 Boseiju, Who Shelters All
2 Clifftop Retreat
2 Glacial Fortress
3 Hallowed Fountain
1 Island
1 Mountain
2 Plains
2 Sacred Foundry
2 Steam Vents
Sorcery
4 See Beyond
3 Enduring Ideal
4 Lightning Helix
4 Seething Song
3 Peer through Depths
3 Path to Exile
Creature
3 Augur of Bolas
Artifact
4 Pentad Prism
Enchantment
2 Dovescape
2 Form of the Dragon
3 Leyline of Sanctitiy
2 Meishin, the Mind Cage
2 Pyrohemia
1 Augur of Bolas
2 Blood Moon
1 Leyline of Sanctity
2 Near-Death Experience
2 Rest in Peace
2 Rule of Law
1 Path to Exile
4 Supreme Verdict.
Standard - :symb::symg: Aggro
Modern -:symr::symu: - Storm / :symb::symg::symr: - Dredgevine / :symw::symu: - Eggs / :symw::symu::symb::symr::symg: - Doman Zoo / - Soul Sisters
Legacy - :symr::symw::symg: - Zoo / :symr::symg: - Belcher
On the Standstill Promo
Don't really give too much thought to Near-Death Experience. It's just something I've been testing out recently (with decent, ye inconclusive results). Pyrohemia is still good though, because Form keeps the life-loss from hurting too much and it can keep off some pressure. I really don't like See Beyond, I'd run more of the 1/3's.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
I kind of like not running creatures though! The rest of my group
runs pretty competitive decks, and having them waste slots on
removal and burn makes me giggle. All of the mana ramp helps
When I sideboard out for Hallelujah. A quick Terminus turns off
out-of-the-gates aggro, an early Karn throws a wrench into their
plans while screwing up their mana base and drawing attention
from me while acting as a possible wincon, and Entreats just
wreak havoc. I pulled off nine 4/4s on turn four tonight!
I do not have any Blood Moons.
I want to experiment with a black enchantment toolbox with stuff
like Descent into Madness and maybe Baneful Omen for extra
oomph. I could then run a Creeping Tar Pit or two.
Have advice for a black splash? I love this fringe deck.
WUR Enduring Ideal RUW
GGG Stompy Crux GGG
-- Elder Dragon Highlander --
UBU
Grimgrin, Zombie HordeUBURWR
Jor Kadeen TronRWRBRU Sedris Beatdown URB
UUU Llawan, Empress of "No" UUU
WBW Vish Kal Tron WBW
GRG Thromok Token GRG
RRR Zo-Zu, Hater of Everything RRR
M1G1: UWblink
dude says he is playing a budget deck and is mostly a legacy player. he lands a couple non relevent wall of omens and blinks them. i pop my bloom and proceed to slam ideal and go to town.
M1G2:
he apparently packs counters.... but only from the SB. i proceed to play around his counters into late game and he finally takes it with some flyers after i fail to find anything meaningfull
M1G3:
i reboard and bring in nevermore, t1 bloom t2 pentad prism and t3 i attempt to combo off with seething song even though he was representing counter magic as i had a second copy of ideal and a 4th land in hand. it resolves i grab dovescape and in proceeding turns grab greater auramancy and nevermore naming his evoke bounce creature and he has no outs. GG
M2G1 merfolk
we casually start talking while shuffling up and i mention that merfolk is one of my worst MU's due to the aggressive clock backed up with countermagic
he proceeds to slam down t1 cavern of souls naming merfolk, cursecatcher. i play t1 serum visions digging for a copy of ideal. t2 he plays 2 more cursecatchers and its all downhill from there.
M2G2:
i shuffle up and have a t3 combo in hand, i start off with serum visions to dig for firespout with no success. he plays t1 cursecatcher again and i t2 pentad prism, his t2 he plays master of the pearl trident . knowing i cant go off on t3 through his cursecatcher i dig some more trying to find a spout and he keep slamming threat after threat while my life total dwindles. no firespouts in site. he ends the game soon after
M3G1: 4 color allys (apperently this is a thing)
he wins the roll and plays a bunch of allies eventually milling me out around t5 with an ally that mills a clone of the same and a spell dropping 2 allies into play amongst his other allies hits me for a mill of 28. i think to myself "allies?? really??"
M3G2:
i board in leylines to prevent the mill and i play one from opening hand.
he plays more allys and i combo off grabbing in sequence dovescape , phyrexian unlife, greater auramancy, and form of the dragon. i have him locked but he keeps gaining lots of life from random effects eventually going to over 100 life and i can grab no more forms as ive drawn into 2. i ask him if he can remove my inevitably winning state and he says no. we play 2 more turns and he says hell concede and we go to g3.
M3G3:
i combo off of a bloom playing form and just go for it as he has no flyers in his deck save for seascape aerialist. so i pew pew his face a few times and he goes to 10 begining of my upkeep he big surprise has 5 damage exactly represented on board of flyers. i choose to shoot his face as we went to rounds due to game 2. i realize my mistake right away and think to myself "play to your outs" i cast peer through depths finding an absolutly clutch firespout i cast it and blow his board away and pass turn. he has no way to make 5 hasty flyers and he passes back to me and i take the match.
in conclusion the deck is great and firespout is incredable. but falls apart when a clock is represented and backed by countermagic. if merfolk and UW or delver strategies are fringe in your meta or countinue to be subpar then this is a great deck choice
XWU KCI Eggs
XBRG Lantern Control
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
4 Arid Mesa
4 Scalding Tarn
4 Rugged Prairie
4 Halimar Depths
3 Hallowed Fountain
1 Steam Vents
1 Sacred Foundry
1 Plains
1 Mountain
2 Form of the Dragon
2 Dovescape
1 Meishin, the Mind Cage
2 Phyrexian Unlife
2 Detention Sphere
//Spells
4 Enduring Ideal
4 See Beyond
4 Peer Through Depths
4 Condescend
4 Lotus Bloom
4 Goblin Electromancer
4 Desperate Ritual
Although 1 Detention Sphere and Meishin, the Mind Cage could be exchanged with different things (Remand, Mana Leak, Magma Jet).
The goblin Electromancer works quite well with the 2 mana Spells in the Deck. Desperate Ritual is here because Seething song anot be played anymore.
Halimar Depths are quite good, since turn 1 (and 3) we can afford to play a tapped land.
The scry works well together with Peer Through Depths. The 8 Fetchlands are there because of the Halimar Depths.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
If you ask me, Pyretic or Desperate ritual are each not worth the space. We need to at least maintain the same mana generation we had before, so each spell needs to net 2 or more. I guess that's Bloom, Pentad, and Wargate? This definitely is going to slow the deck down, so I think I'll be playing more than a couple Supreme Verdicts in there.
Here's the first version I'll be testing post-Song ban. This is the breakdown: 12 mana accelerators, 12 dig spells, seven disruption, four win conditions, and four combo cards with 21 lands.
4 Misty Rainforest
3 Arid Mesa
2 Hallowed Fountain
1 Temple Garden
1 Island
1 Plains
4 Seachrome Coast
1 Mystic Gate
2 Sunpetal Grove
1 Halimar Depths
1 Boseiju, Who Shelters All
Spells
4 Lotus Bloom
4 Pentad Prism
4 Wargate
4 Sleight of Hand
4 See Beyond
4 Peer Through Depths
4 Remand
3 Supreme Verdict
4 Enduring Ideal
1 Phyrexian Unlife
1 Form of the Dragon
1 Dovescape
1 Detention Sphere
1 Hoofprints of the Stag
1 Eyes of the Wisent
1 Blood Moon
1 Rule of Law
1 Leyline of Sanctity
4 Path to Exile
1 Tormod's Crypt
2 Ravenous Trap
1 Boseiju, Who Shelters All
2 Mindbreak Trap
I'm playing a maindeck Boseiju and Depths because of Wargate. If I already have enough mana, I can use it to get protection (Boseiju) or help search for an Ideal (Depths).
One thing I've definitely noticed is that I want an alternate win condition in the sideboard after losing to randomness too many times. At first I thought Lucent Luminid and Eldrazi Conscription, but I decided Hoofprints was better since it took up one less slot and was castable if drawn. It won't close the game out as quickly though, but if Dovescape is down then it shouldn't matter much.
Eyes of the Wisent is best before the combo. I don't want to see more than one ever, and I have a tough time sideboarding with this deck in the first place, so one works perfectly.
The Traps are in there to try to abuse Peer Through Depths a little more. Again, only two of each because siding a lot is a bad idea. Mindbreak is there to supplement Rule of Law. And Ravenous supplements the Crypt, which is also a Wargate target. It might be too cute, but I think it'll be randomly good over several rounds.
What are other peoples' findings without Seething Song?
3 Augur of Bolas
4 Enduring Ideal
4 Lotus Bloom
4 Wargate
4 Pentad Prism
2 Form of the Dragon
2 Dovescape
2 Detention Sphere
1 Phyrexian Unlife
1 Meishin, the Mind Cage
4 Remand
3 Peer Through Depths
4 Arid Mesa
3 Hallowed Fountain
1 Mistveil Plains
1 Plains
1 Island
1 Halimar Depths
1 Temple Garden
2 Sunpetal Grove
3 Misty Rainforest
1 Boseiju, Who Shelters All
1 Breeding Pool
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
I'll see if I can get a list using Wargate put together after I'm done with the two Cockatrice tournaments I'm currently in.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls