Also tcg requiem, racing, and systrill when are guys going to make more vids. I really enjoyed and appreciated your content.thank you for making the ones you did.
Unfortunately I sold out of MTGO. I wasn't getting to play it as much as I had hoped. In addition to that JTMS got unbanned and I didn't want to spend anymore money on it. I know some here say they don't like JTMS in the deck but I am of the opinion that he is straight busted here. Bought my first playset of Tarmogoyfs instead and have been trying the sultai/jund life. Probably going back to tezzerator for dampening sphere this week though.
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
Not budget at all, just a standard, grindy non-whir build.
Thanks. This seems like a good entry point for me into the archetype since I have a lot of the Black staples and I'm not looking to buy opals right now. My main question is how does this deck win? I know it's a prison deck... but Tezzeret making my guys 5/5s doesn't help when I have a bridge out. I could TAoB ultimate a couple times I suppose. Walking Balista seems like a good win con (assuming they don't have stony silence!) but I'm not seeing how to find it when we need it? Any insight would be appreciated.
I'm thinking of dropping the red splash because crumble to dust and slaughter games aren't very useful in my meta. Should I add more basics to get around blood moon and such?
Also tcg requiem, racing, and systrill when are guys going to make more vids. I really enjoyed and appreciated your content.thank you for making the ones you did.
Hopefully soon. Parenthood is busy, so it's been hard to find enough dedicated quiet time to record the videos, and to edit them. Also lately I've just been too tired to feel confident enough in playing for others to see So I make no promises, but I'll see if I can get a league together soon maybe
As for this Ideas Unbound, that's spicy, I like it, I think I might give that a whirl too. Good way to discard cards that may be weak in the matchup, or excess lands or something
@BadMcFadden: I have the same issue..
my last test was Glen Elendra which deserves more testing...
Hi,
I am having mixing feelings with the deck... sometimes I jut win the tournament sometimes I just miserably...
I am having the following issues if some can help:
- Even I play CB, sometimes I am just not able to empty my hand enough.
- Post side vs Jund - it is anightmare - even I side in more wlding and Padeem, they seem to have all the answers agains us - ex.: even jund player was able to play his lonely FPush on my padeem... the game I won it seemed more like luck for me.
- Even I play 4 Moxen 1 talisman and just 4 colorless mana among 21 - I find sometimes the need for more speed for whir
- I really like CB but sometimes it is difficult if to discard something or not I just think it is polivalent as I do want to kill hatebears and discard.
- I see some tlists like nobodys or disgruntling that play just 0 disruption - how are they able to win control?
- I saw the Mis4tune list - and I wonder how the hell this list can win throgh Stony?
- I've been looking at the numbers of thopters/swords and I find I'd like to reduce them in favour of more Bridges/cages/etc but I find then that the Time Sieve or KCI combo looses appeal
- I am really thinking in taking out Tezz and put the old one as this just puts the card on play like whir - therefore having more redundancy on search effects...
thanks in advance - my list - well still in development or discarded.. - is below posted - it has just a few success... but inconsistent..
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I am a Dedicated Storm Player - Yes only in Legacy...
@Old_bag_o_bones I ran the deck for about a month, it won a Modern challenge a few months ago. It's a prison deck that relies on cutting off extremely fast wins and combo wins with its one drops, discard, relic, needle - then locks the game out with bridge and a walker.
Like many prison decks it seems like it's doing absolutely nothing most of the time, but you still come home with wins. The matchups usually devolve into a topdeck wars, which you're better set up to win via relic redraws, tez and search for Azcanta. I'd be interested to see what it does in this meta, but I think the RU prison deck is pretty much a masterpiece right now, so I would advise trying that out.
As for wincons, the opponent getting hopeless/restless and conceding is not uncommon - against good players they will make you grind it out, which is taxing.
The walkers deck the win cons are little tezzeret ultimate or big tez ultimate with a lilly ultimate on yourself to sacrifice your 5/5 bridges- surprisingly common. Walking ballista also wins a lot of games. You can draw, attack for one, pump it twice or thrice and ping them next turn to do it all over again.
The UR prison deck wins with ipnu rivulet/crucible and big tezzeret ultimate - sometimes ghirapur aether grid.
Grindy.
Both decks are extremely difficult to pilot, the planeswalkers deck is a little easier because as is well documented, sometimes lilly on three on the play just wins.
Thank you for replying racing and systrill. Yeah , parent hood doesn't leave a little of time for MTG. Pelikanudo look at the ur list running around. Jeff hoogland has been making a bunch of vids. It just runs a bunch of low CMC artifacts. His main whir targets are bridge and bottled cloister. He says many times it's not about how I can win but how do I not die. Once you stabilize u have all the time in the world to actually win.
The Ideas Unbound build seems really, really cool. Keep hacking away at that. Anyone have any luck testing board the weatherlight?
Thanks, I played another league with the ideas unbound deck and went 3-2, just missing out a 4-1 to a Ur prison pilot. I was 2 turns away from winning game 3 with mechanized production on darksteel citadel when he ultimated big tezz for a win. I couldn't find needle/whir for bridge in time, but man was it close. Btw, mechanized production is surpsingly good out of the board. You can win with its trigger alone, or by making thopters in response and sometimes you don't even need sword. Really good against other prison decks.
I've given up on board the weatherlight after playibg ideas unbound. Board was just OK after a lot of testing, mostly because it was really only a good mid/late game play.
@pelikanudo - I hear your frustration, magic can just be a swingy luck-based game at times. To beat Jund, practice helps a lot. Don't be aftaid to dedicate sideboard cards against them, like lingering souls and other grindy cards.
@pelikanudo Jund is the cross section of all the colors that like smashing stuff the most. As a stuff-based combo deck they will always be a very tough matchup. The way to think about it is, any deck that beats everything gets banned out of existence, so every deck will have a few super brutal matchups. Jund/Tron are ours.
Got a 5-0 with Ideas Unbound build! Matches were against 2x Affinity, 2x Humans, and Blue Moon featuring Madcap/Emperion. I actually had 0 outs to platinum emperion game one, but I had a million fliers and 2 bridges and made him grind it out with cryptic commands bounce/tap shenanigans. Blood moon made it so I could only recast a foundry once/turn, and he kept remanding it, and eventually was able to swing for lethal with 16 cards left in his deck. I could have gone to 100+ life over the course of the game, but the MTGO clock would have killed me. He also cast abrade several times game one, so that is a card to be on people's radar.
I cast Ideas Unbound a lot in these games, sometimes on turn 2, sometimes waiting to cast it. It's a difficult card to play correctly, both to time it for the best results, and then also the decision-making in what to play/discard. But the most important thing is it's a good card early/late game. It draws you into lands if you are land-light, and it lets you plan out your next turn really well. Occasionally I was forced to discard a piece of action I didn't want to. I almost always dumped, (if it was played early), at least one of SotM or lingering souls, and/or extra lands or foundries which weren't needed, making it at worst a value-neutral play. One game against humans, I went turn 1 Steelshaper's Gift fetching Sword, turn 2 foundry, and when he cast meddling mage on his turn naming sword, I just discarded the sword with ideas unbound and proceeded to romp.
I didn't miss Tezz, but really, that was because of the matchups. If the meta wasn't chock full of aggro, this build might be sub-optimal, but then again who knows.
Is ideas unbound better than just running thirst for knowledge? Tfk digs just as deeply and provides at least card parity, even if it is one more to cast.
What do you think about running 4x steel shaper's gift, cutting back to 1x sword of the meek, and perhaps adding a couple swords (of x and y) or a batter skull as equipment to add to the army of fliers. Probably too slow, but I love the idea of cutting back to 1x sword of the meek since drawing multiples is so painful.
Well, I believe Ideas is better early game because it can put a souls and/or sword in the yard before turn three. And late game, Ideas is better because it's often just a "draw 3" spell, whereas TfK can yield only one card if you don't draw an artifact. And costing one less is huge when you're trying to make that 3rd land drop.
As for cutting back on SotM, I wouldn't in this particular build. The whole idea is to maximize openers with a sword/gift, which leads to more consistent combo assembly as well as maximizing cards that are valuably discarded with either ideas, or brutality. One thing I've noticed from running 7 effective copies of sword, is that I'm almost never whirring for sword. Which means whir becomes a more predictable play, it's almost always a foundry or bridge, or sometimes a silver bullet. Also, multiple swords are really not useless, especially against decks like humans or hollow one where you're sometimes racing/trying to win combat. And having 2 swords out means you only need 4 mana sources to go infinite with time sieve. Additionally, having opponents' discard hit a sword is fine, whereas if they take a gift out of your opener, you have to find another.
I'd love it if there was a nice synergistic piece of equipment to throw in this build, but there really just isn't. Batterskull is way too slow, and swords of x/y have nothing to do with the gameplan of making lots of 1/1s and hiding behind a bridge. Mortarpod has a little bit of utility, but an 0/1 or 1 damage isn't going to make a difference.
Anyone tested Antiquities War saga yet? Maybe in place of a tezzeret? Might be bad to turn on a handful of creature removal, but might also win games more easily than lil tez.
I tested it a bit and honestly, I'm not sure it's better than a package of TKS or Ensouls, since it's not guaranteed to be faster than either of them. Curious to have others' feedback.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
I'd love it if there was a nice synergistic piece of equipment to throw in this build, but there really just isn't. Batterskull is way too slow, and swords of x/y have nothing to do with the gameplan of making lots of 1/1s and hiding behind a bridge. Mortarpod has a little bit of utility, but an 0/1 or 1 damage isn't going to make a difference.
Cranial Plating is the best option, since with the attach ability you can attack through bridge. Plus it seems like a pretty reasonable draw--turn 1/1s into killing machines.
Here is my latest deck. It is designed to fix the three main issues facing our deck:
1. Hate cards (artifact destruction, stony silence, graveyard hate)
2. Consistency (get combo online, esp game 1, as fast as possible)
3. Close out games quicker (esp against Tron and other "powerful decks")
Two questions especially for people on MTGO a lot: have tron/storm been “dampened” by the sphere? Watched two matches of UR prison with it and Tron seemed to do what it always does, get a little bruised but rip perfectly and ultimately win.
Is it possible in a format full of bloodghast/phoenix/thalia/bunch o 2/2s that glint nest crane is very strong now?
I was always on the verge of wanting to play crane, but being able to have a turn to chump a fast hollow one or tempt humans into going over the top w counters seems like a decent spot right now.
Two questions especially for people on MTGO a lot: have tron/storm been “dampened” by the sphere? Watched two matches of UR prison with it and Tron seemed to do what it always does, get a little bruised but rip perfectly and ultimately win.
Is it possible in a format full of bloodghast/phoenix/thalia/bunch o 2/2s that glint nest crane is very strong now?
I was always on the verge of wanting to play crane, but being able to have a turn to chump a fast hollow one or tempt humans into going over the top w counters seems like a decent spot right now.
Online is filled with Hallow One, Humans, and Elves. Storm is still played a lot even though Humans is the best deck, but people dont care and Storm is just a super cheap deck to buy. Tron is def not as popular
Hopefully soon. Parenthood is busy, so it's been hard to find enough dedicated quiet time to record the videos, and to edit them. Also lately I've just been too tired to feel confident enough in playing for others to see Smile So I make no promises, but I'll see if I can get a league together soon maybe
Hey!
This is a question for you as well as the broader group here. I noticed in this video ( https://www.youtube.com/watch?v=1GAohqlxf_o ) even with a 3/2 foundry-sword split, you still whir for the foundry first ( with no sword in play and nothing else in hand ).
I get that by itself foundry is a bit safer, and I guess if you're *really* in a pinch it might make sense to get the foundry first, but you had bridge + welding jar backup, so it seems safe to go for the sword first, since you'd be 50% more likely to assemble your combo.
This is one of the reasons I run a 4 / 2 split. Because drawing into the foundry by itself isn't the worst thing, since you can usually chump and buy some time sacrificing prisms; but if you have neither piece and whir for sword *first*, you're now 100% more likely to assemble the combo.
Just wondering in general what people go for first, but it seems like unless you're under pressure it's always correct to get the one you have fewer of in your deck. I see people take the foundry-first line all the time, even though almost every deck runs more foundries than swords; so maybe I'm missing something.
Unfortunately I sold out of MTGO. I wasn't getting to play it as much as I had hoped. In addition to that JTMS got unbanned and I didn't want to spend anymore money on it. I know some here say they don't like JTMS in the deck but I am of the opinion that he is straight busted here. Bought my first playset of Tarmogoyfs instead and have been trying the sultai/jund life. Probably going back to tezzerator for dampening sphere this week though.
Sultai Midrange
Anything Innovative
Thanks. This seems like a good entry point for me into the archetype since I have a lot of the Black staples and I'm not looking to buy opals right now. My main question is how does this deck win? I know it's a prison deck... but Tezzeret making my guys 5/5s doesn't help when I have a bridge out. I could TAoB ultimate a couple times I suppose. Walking Balista seems like a good win con (assuming they don't have stony silence!) but I'm not seeing how to find it when we need it? Any insight would be appreciated.
I'm thinking of dropping the red splash because crumble to dust and slaughter games aren't very useful in my meta. Should I add more basics to get around blood moon and such?
Hopefully soon. Parenthood is busy, so it's been hard to find enough dedicated quiet time to record the videos, and to edit them. Also lately I've just been too tired to feel confident enough in playing for others to see So I make no promises, but I'll see if I can get a league together soon maybe
As for this Ideas Unbound, that's spicy, I like it, I think I might give that a whirl too. Good way to discard cards that may be weak in the matchup, or excess lands or something
my last test was Glen Elendra which deserves more testing...
Hi,
I am having mixing feelings with the deck... sometimes I jut win the tournament sometimes I just miserably...
I am having the following issues if some can help:
- Even I play CB, sometimes I am just not able to empty my hand enough.
- Post side vs Jund - it is anightmare - even I side in more wlding and Padeem, they seem to have all the answers agains us - ex.: even jund player was able to play his lonely FPush on my padeem... the game I won it seemed more like luck for me.
- Even I play 4 Moxen 1 talisman and just 4 colorless mana among 21 - I find sometimes the need for more speed for whir
- I really like CB but sometimes it is difficult if to discard something or not I just think it is polivalent as I do want to kill hatebears and discard.
- I see some tlists like nobodys or disgruntling that play just 0 disruption - how are they able to win control?
- I saw the Mis4tune list - and I wonder how the hell this list can win throgh Stony?
- I've been looking at the numbers of thopters/swords and I find I'd like to reduce them in favour of more Bridges/cages/etc but I find then that the Time Sieve or KCI combo looses appeal
- I am really thinking in taking out Tezz and put the old one as this just puts the card on play like whir - therefore having more redundancy on search effects...
thanks in advance - my list - well still in development or discarded.. - is below posted - it has just a few success... but inconsistent..
Like many prison decks it seems like it's doing absolutely nothing most of the time, but you still come home with wins. The matchups usually devolve into a topdeck wars, which you're better set up to win via relic redraws, tez and search for Azcanta. I'd be interested to see what it does in this meta, but I think the RU prison deck is pretty much a masterpiece right now, so I would advise trying that out.
As for wincons, the opponent getting hopeless/restless and conceding is not uncommon - against good players they will make you grind it out, which is taxing.
The walkers deck the win cons are little tezzeret ultimate or big tez ultimate with a lilly ultimate on yourself to sacrifice your 5/5 bridges- surprisingly common. Walking ballista also wins a lot of games. You can draw, attack for one, pump it twice or thrice and ping them next turn to do it all over again.
The UR prison deck wins with ipnu rivulet/crucible and big tezzeret ultimate - sometimes ghirapur aether grid.
Grindy.
Both decks are extremely difficult to pilot, the planeswalkers deck is a little easier because as is well documented, sometimes lilly on three on the play just wins.
Thanks, I played another league with the ideas unbound deck and went 3-2, just missing out a 4-1 to a Ur prison pilot. I was 2 turns away from winning game 3 with mechanized production on darksteel citadel when he ultimated big tezz for a win. I couldn't find needle/whir for bridge in time, but man was it close. Btw, mechanized production is surpsingly good out of the board. You can win with its trigger alone, or by making thopters in response and sometimes you don't even need sword. Really good against other prison decks.
I've given up on board the weatherlight after playibg ideas unbound. Board was just OK after a lot of testing, mostly because it was really only a good mid/late game play.
@pelikanudo - I hear your frustration, magic can just be a swingy luck-based game at times. To beat Jund, practice helps a lot. Don't be aftaid to dedicate sideboard cards against them, like lingering souls and other grindy cards.
I cast Ideas Unbound a lot in these games, sometimes on turn 2, sometimes waiting to cast it. It's a difficult card to play correctly, both to time it for the best results, and then also the decision-making in what to play/discard. But the most important thing is it's a good card early/late game. It draws you into lands if you are land-light, and it lets you plan out your next turn really well. Occasionally I was forced to discard a piece of action I didn't want to. I almost always dumped, (if it was played early), at least one of SotM or lingering souls, and/or extra lands or foundries which weren't needed, making it at worst a value-neutral play. One game against humans, I went turn 1 Steelshaper's Gift fetching Sword, turn 2 foundry, and when he cast meddling mage on his turn naming sword, I just discarded the sword with ideas unbound and proceeded to romp.
I didn't miss Tezz, but really, that was because of the matchups. If the meta wasn't chock full of aggro, this build might be sub-optimal, but then again who knows.
What do you think about running 4x steel shaper's gift, cutting back to 1x sword of the meek, and perhaps adding a couple swords (of x and y) or a batter skull as equipment to add to the army of fliers. Probably too slow, but I love the idea of cutting back to 1x sword of the meek since drawing multiples is so painful.
As for cutting back on SotM, I wouldn't in this particular build. The whole idea is to maximize openers with a sword/gift, which leads to more consistent combo assembly as well as maximizing cards that are valuably discarded with either ideas, or brutality. One thing I've noticed from running 7 effective copies of sword, is that I'm almost never whirring for sword. Which means whir becomes a more predictable play, it's almost always a foundry or bridge, or sometimes a silver bullet. Also, multiple swords are really not useless, especially against decks like humans or hollow one where you're sometimes racing/trying to win combat. And having 2 swords out means you only need 4 mana sources to go infinite with time sieve. Additionally, having opponents' discard hit a sword is fine, whereas if they take a gift out of your opener, you have to find another.
I'd love it if there was a nice synergistic piece of equipment to throw in this build, but there really just isn't. Batterskull is way too slow, and swords of x/y have nothing to do with the gameplan of making lots of 1/1s and hiding behind a bridge. Mortarpod has a little bit of utility, but an 0/1 or 1 damage isn't going to make a difference.
Cranial Plating is the best option, since with the attach ability you can attack through bridge. Plus it seems like a pretty reasonable draw--turn 1/1s into killing machines.
1. Hate cards (artifact destruction, stony silence, graveyard hate)
2. Consistency (get combo online, esp game 1, as fast as possible)
3. Close out games quicker (esp against Tron and other "powerful decks")
1 Flooded Strand
4 Polluted Delta
2 Hallowed Fountain
2 Watery Grave
3 Seachrome Coast
1 Darkslick Shores
4 Island
1 Plains
2 Spire of Industry
1 Inventors' Fair
1 Academy Ruins
Combo (11)
2 Tezzeret, Agent of Bolas
4 Thopter Foundry
3 Sword of the Meek
1 Cranial Plating
1 Time Sieve
4 Pentad Prism
2 Navigator's Compass
2 Mox Opal
Tutors (10)
4 Whir of Invention
2 Board the Weatherlight
4 Steelshaper's Gift
Silver Bullets (9)
3 Ensnaring Bridge
1 Pithing Needle
1 Relic of Progenitus
4 Welding Jar
3 Disenchant
4 Fragmentize
Anti-Tron (5)
4 Ensoul Artifact
1 Damping Sphere
Other Silver Bullets (3)
1 Witchbane Orb
1 Pithing Needle
1 Relic of Progenitus
So it is mostly a UW list, escept for B for Tezzeret and Cranial Plating.
I like it in my initial testing, I'll try and post some results soon.
My Decks:
Is it possible in a format full of bloodghast/phoenix/thalia/bunch o 2/2s that glint nest crane is very strong now?
I was always on the verge of wanting to play crane, but being able to have a turn to chump a fast hollow one or tempt humans into going over the top w counters seems like a decent spot right now.
Online is filled with Hallow One, Humans, and Elves. Storm is still played a lot even though Humans is the best deck, but people dont care and Storm is just a super cheap deck to buy. Tron is def not as popular
URStormRU
GRTitanshift[mana]RG/mana]
Hey!
This is a question for you as well as the broader group here. I noticed in this video ( https://www.youtube.com/watch?v=1GAohqlxf_o ) even with a 3/2 foundry-sword split, you still whir for the foundry first ( with no sword in play and nothing else in hand ).
I get that by itself foundry is a bit safer, and I guess if you're *really* in a pinch it might make sense to get the foundry first, but you had bridge + welding jar backup, so it seems safe to go for the sword first, since you'd be 50% more likely to assemble your combo.
This is one of the reasons I run a 4 / 2 split. Because drawing into the foundry by itself isn't the worst thing, since you can usually chump and buy some time sacrificing prisms; but if you have neither piece and whir for sword *first*, you're now 100% more likely to assemble the combo.
Just wondering in general what people go for first, but it seems like unless you're under pressure it's always correct to get the one you have fewer of in your deck. I see people take the foundry-first line all the time, even though almost every deck runs more foundries than swords; so maybe I'm missing something.