I personally LOVE Sun Droplet VS burn, it is a very solid card. Additional Elixirs would be pointless, Droplet has it covered, gaining 5 life instantly is ... ok, but consistently gaining life every upkeep really hurts them, especially when running blockers/ Gigadrowse. I will be posting my results with my current list which runs 10 Mine effects in the future, regardless of good or bad. Also, mad props, this is probably the best primer I have ever seen.
I personally LOVE Sun Droplet VS burn, it is a very solid card. Additional Elixirs would be pointless, Droplet has it covered, gaining 5 life instantly is ... ok, but consistently gaining life every upkeep really hurts them, especially when running blockers/ Gigadrowse. I will be posting my results with my current list which runs 10 Mine effects in the future, regardless of good or bad. Also, mad props, this is probably the best primer I have ever seen.
i run 11 mines maindeck, bg variants become absurdely easier, but matches vs aggro decks become harder
I also think Sun Droplet is the right card for anti-burn. Similar to Dragon's Claw, but generally better (although not in every situation).
Given that this deck has incredible inevitability and just needs to build up mana, have you considered looking at the Scapeshift deck's ramp package and modifying it? I'm pretty sure that you could still keep Shackles if desired by making every land an Island or a fetchland, and running Search for Tomorrow, Farseek and (maybe) some of Cultivate, Kodama's Reach, Kiora or Explore, and Savor the Moment as a 3cc Explore that also randomly does some other work (notably winning the game if you play Panoptic Mirror and can get both in hand with 5 mana).
Of course if you drop Shackles from consideration (probably not a bad idea), you have more flexibility with a multicoloured manabase.
This is probably just a worse version of Scapeshift at this point, but it does attack the opponent on axes they may struggle to interact with.
OK, so I have my doubts about why I play spellskite and thought a small splash in White mana to give me access of Ghostly prison would make it much harder to kill us from the get to would give me a bigger edge on some decks. Can you tell me if my mana Base is Correct for this splash? This type of Main board taxation could really throw a wrench in Ur Delver, aggro, twin and anything really that needs creatures to do its dirty work. Comments and criticism please.
Haven't made it through this whole thread yet but just want to say "HOLY CRAP, this is the most well-done primer that I have EVER seen!" Well done Chalupacabra, fantastic.
As for a decklist, here is the one I have piloted from time-to-time with luck against a few different decks and always lose to Affinity..
SB is the normal stuff like counters and bounce. I really like this deck but not sure it is competitive enough at this point to be a main-stay in tournaments. I will be at GP Omaha this weekend and, as much as I would love to run this deck, I will be on either Affinity or Bant Bogles. Lost REALLY hard at GP Minneapolis last May playing this deck.
Yeah, I'm in the camp that isn't sure this deck would ever be truly competitive. There are too many other decks that are powerful, broken, tool boxes that are super consistent and resilient.
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My experience playing this competitively also leads me to believe this has the potential to be a contender, but it has to be tuned like a competitive deck. Piles of mine effects and narrow cutesy sideboard choices aren't going to cut it.
The reason the top tier decks are top tier is because they have minimal dead turns. It can happen to any deck, but the more effective lines of play a deck has, the stronger it is.
We need to balance the engine with board control. We need multiple, reliable win conditions. If your deck can't beat aggro in an aggro-driven meta, you're not tuning it right. If losing one or two cards loses the game you're not resilient enough.
I'll be playing this in a 5K on February 1st. I'll let you know how it goes.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
I'm mulling over a splash of red for Ral Zarek. The thinking is that he does things this deck wants to do, tap opponent's stuff and take extra turns. He also pings if needed. Adding a little red also gives access to the best sweepers in the format in the way of pyroclasm and a sneaky bit of sideboard tech v. delver in izzet staticaster. It will need some testing for sure, I'd like to find room for vedalken shackles but now I'm concerned about watering things down too much.
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I wanted to run a Legacy Stasis deck with Ral Zarek and Big Jace but for this application, I think he is just to slow. The only time it would be safe to play him is when we are already taking turns and use our excess mana to put him out. We want our turn 4 to be a control card like cryptic or a large gigadrowse to lock them out.
We just need to hope that WotC decides to do some generous unbannings to mate up with the ban of cruise and possibly dig. The best thing that could happen to this deck is if they unban ancestral vision, but one can only dream for now.
Yeah, I'm in the camp that isn't sure this deck would ever be truly competitive. There are too many other decks that are powerful, broken, tool boxes that are super consistent and resilient.
exhaustion is absurdely powerful and consistent, just because few people use it, the card isn't bad, some people always check if that card isnt legacy when i'm playing against them because of its awesomeness...
My experience playing this competitively also leads me to believe this has the potential to be a contender, but it has to be tuned like a competitive deck. Piles of mine effects and narrow cutesy sideboard choices aren't going to cut it.
The reason the top tier decks are top tier is because they have minimal dead turns. It can happen to any deck, but the more effective lines of play a deck has, the stronger it is.
We need to balance the engine with board control. We need multiple, reliable win conditions. If your deck can't beat aggro in an aggro-driven meta, you're not tuning it right. If losing one or two cards loses the game you're not resilient enough.
I'll be playing this in a 5K on February 1st. I'll let you know how it goes.
the piles of mines effects version isn't bad, as long as you're prepared to deal with it
my version was once weak vs aggro, now i changed it and it has a strong side vs aggro decks to cover that weakness
also i have a lot of land denial cards maindecked, i use 4 gigas maindeck, 2 commandos and 2 snaps, which make me able to stall even against a lot of combos and aggro deck with no fear, storm is easily counterable when you have gigas, bg, pod, scapeshift and uwr are buys, which i don't think it is vs the tempo version
i can't think how i can beat a bg deck with less than 8 mines unless our enemies don't have an idea of how our deck works, if they pick on our mines and we have only 6 it's gg already
also the maniac-elixir combo is impossible to disrupt unless they run hard grave hate(leyline of the void) and pacts and are able to use both in response to our victory AND we don't have a temple bell
Yeah, I'm in the camp that isn't sure this deck would ever be truly competitive. There are too many other decks that are powerful, broken, tool boxes that are super consistent and resilient.
exhaustion is absurdely powerful and consistent, just because few people use it, the card isn't bad, some people always check if that card isnt legacy when i'm playing against them because of its awesomeness...
I love exhaustion and run 3 of them. Just an awesome setup or stall card. I also love gigadrowse, which leads into exhaustion like a boss. I guess what I was getting at is there are just too many decks that are either too fast and get a board state out that we can't handle, or they have answers ala abrupt decay/reclamation sage, eidolon of rhetoric, spirit of the labyrinth, etc.
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Monastery Siege is going to help out every version of this deck. You should all playtest the heck out of it, because it can protect you or get your combo going better. Sadly, it's the only promising card from the new set so far. Temporal Trespass just seems worse than Temporal Mastery in most applications, so I don't expect it to do much, sadly.
I don't know about that, the new card Reality Shift is a really nice card and I think its much nicer then Pongify or Rapid Hybridization since your only having to deal with a 2/2 body and only a small chance that its a creature card that they can flip. Monastery Siege is a really nice card in this deck, it adds some new options main board. But you will not be able to use Thassa, god of the sea as a win con anymore.
I'm mulling over a splash of red for Ral Zarek. The thinking is that he does things this deck wants to do, tap opponent's stuff and take extra turns. He also pings if needed. Adding a little red also gives access to the best sweepers in the format in the way of pyroclasm and a sneaky bit of sideboard tech v. delver in izzet staticaster. It will need some testing for sure, I'd like to find room for vedalken shackles but now I'm concerned about watering things down too much.
I do really like having red as the splash color in this deck, gives us access to izzet charm which I really like, Mini board wipes likeanger of the gods. I have not considered Ral Zarekbut he could be really awesome and his burn ability is not bad either if the turn before we exhausted leaving 1 creature untapped, play zarek burn the creature, then time warp away. It also gives access to hard counters like Counterflux. I think there is a lot of potential here O! and dont forget VandalBlast
Well that is the argument right? How much can you change the deck before you've either 1. changed the deck into something else or 2. better off with a different archtype? I had the same problem with playing an 8rack deck. I so much wanted it to be really competitive, really resilient, and it just isn't. By the time you tweak it to be better against it's worst matchup it's worse in it's good matchups. Fine line and all that ya know?
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true, but splashing another color can increase its consistency and also cover its weaknesses better on the whole. And if bloodmoon is the only thing we need to worry about as a deck, in regards to sideboard hate, I think we are moving in the right direction.
Chalupacabra how do you manage to shuffle your deck? Cos this deck, like tron, has a big problem with lands being stuck in one place.
I get all the land in my graveyard and in play into one pile. I bridge shuffle it into my deck. If I'm adding cards from my sideboard, I shuffle my sideboard in too. I then bridge shuffle a couple more times.
I turn the card faces toward me and take out any cards I'm not using. While I'm doing this if I encounter any two cards that are the same next to each other, I split them up quickly while sorting. After going through, I make sure I've pulled fifteen cards out.
Put the unused fifteen cards away. Bridge, side-shuffle, bridge, side-shuffle, repeat until opponent is ready.
If you decide to do this at an event, practice beforehand. Including shuffling this should take no more time than it takes your opponent to do their side boarding and shuffling.
I also think Sun Droplet is the right card for anti-burn. Similar to Dragon's Claw, but generally better (although not in every situation).
To demonstrate why I don't believe Sun Droplet, which I do think is a pretty cool card, is an effective answer to Burn, I'm going to fishbowl a few turns with my Monored Burn deck.
Unstopped at that point you're dead. I would like to say, for the record, it's been a long time since I've put any work into this deck and current Competitive Burn decks are much, much faster and more efficient than this.
You might make it to Time Warp, but you're probably dead in a turn. You have at most three turns, five if the deck floods (rare for burn) or you do nothing but counter.
Insert Kenneth Branagh joke here, because you're Dead Again.
Now compare that to the impact cards like Chalice, Relic, Spellskite, Gigadrowse, and Redirect can have. Consider that these cards are strong against other decks as well. Why wouldn't you play those instead?
I'm mulling over a splash of red for Ral Zarek. The thinking is that he does things this deck wants to do, tap opponent's stuff and take extra turns. He also pings if needed. Adding a little red also gives access to the best sweepers in the format in the way of pyroclasm and a sneaky bit of sideboard tech v. delver in izzet staticaster. It will need some testing for sure, I'd like to find room for vedalken shackles but now I'm concerned about watering things down too much.
I do really like having red as the splash color in this deck, gives us access to izzet charm which I really like, Mini board wipes likeanger of the gods. I have not considered Ral Zarekbut he could be really awesome and his burn ability is not bad either if the turn before we exhausted leaving 1 creature untapped, play zarek burn the creature, then time warp away. It also gives access to hard counters like Counterflux. I think there is a lot of potential here O! and dont forget VandalBlast
Check out Farf's UR version. The seeds are there for something like this.
Of course if you drop Shackles from consideration (probably not a bad idea), you have more flexibility with a multicoloured manabase.
Were I to splash, Shackles would be the first thing I'd cut. It's a beautiful card...if you can afford to run almost entirely on islands. In a multi-color deck you're better off tuning your lands for efficiency, not to satisfy a card that you're splashing to replace.
One of the main problems of splashing is that we will suffer from Blood Moon, and things like crypt cost 3 blue.
By using fetches you'r not just losing life but also reducing the amount of lands left in the deck, and for me that's also a problem. Most of the time I struggle to hit every single land drop with 23 land, and adding fetches will make it even worse(at least for the time attack which doesn't have serums).
true, but splashing another color can increase its consistency and also cover its weaknesses better on the whole. And if bloodmoon is the only thing we need to worry about as a deck, in regards to sideboard hate, I think we are moving in the right direction.
Look to Blue Moon and UR Delver for ways to have your UR manabase be functionally unaffected by Blood Moon. Speaking of UR Delver, if they can make 2-3 copies of Cryptic work, it should be possible here, too.
Well that is the argument right? How much can you change the deck before you've either 1. changed the deck into something else or 2. better off with a different archtype? I had the same problem with playing an 8rack deck. I so much wanted it to be really competitive, really resilient, and it just isn't. By the time you tweak it to be better against it's worst matchup it's worse in it's good matchups. Fine line and all that ya know?
This is not 8Rack. That deck is one of the reasons I got into Modern, but this deck doesn't have the inherent weaknesses, primarily inflexibility, that have plagued that deck in the past. We have 26 slots in our main deck to go wild with. A tournament-viable configuration is definitely possible.
i can't think how i can beat a bg deck with less than 8 mines unless our enemies don't have an idea of how our deck works, if they pick on our mines and we have only 6 it's gg already
Running higher numbers of mines because it suits your meta, like you do, is completely different from just loading them in because, ya know, mine effects.
also the maniac-elixir combo is impossible to disrupt unless they run hard grave hate(leyline of the void) and pacts and are able to use both in response to our victory AND we don't have a temple bell
Monastery Siege is going to help out every version of this deck. You should all playtest the heck out of it, because it can protect you or get your combo going better. Sadly, it's the only promising card from the new set so far.
Considering we're barely on the radar, if at all, getting a card that fits our deck so well is an unexpected piece of awesome. I still have hopes for a good "Choose" spell. We have almost 100 cards left to be spoiled.
More than 1 is suicide in the time attack version, but only 1 is pretty sweet. By the time you cast it, the grave will have lots of cards in it, don't forget that Monastery Siege fills our grave too. I know that we also have Dig, but i sincerely prefer to have 1 dig + 1 trespass than 2 dig. With all the counters we have/creatures(that will get burned like snappy/clique) this sorcery will most of the time be an extra turn for 3-4 mana which is great! Otherwise i'll cost 6ish like the walk of the aeons, since we surely will have 3-5 cards in the grave. Right know i'm trying with 4 warps 2 walk and 1 trepass.
I plan to test it, but expectations aren't high. I see it as the possible compromise we get if Dig gets banned. There's no question that Dig is almost always better because of its ridiculous versatility.
I don't know about that, the new card Reality Shift is a really nice card and I think its much nicer then Pongify or Rapid Hybridization since your only having to deal with a 2/2 body and only a small chance that its a creature card that they can flip.
It's awful. Boomerang or even Dismember with dual/filter land support are better options.
Monastery Siege is a really nice card in this deck, it adds some new options main board. But you will not be able to use Thassa, god of the sea as a win con anymore.
Why not? A 3-3-1 split should work just fine.
I think that's my first long-winded, step-by-step explanation post on the new primer...
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
In looking at reality shift, I think it's solid. Unlike boomerang or other bounce spells, it actually gets rid of something you don't want to see, like eidolon of rhetoric at the cost of a 2/2 that might become something else. I don't know enough about how manifest plays to know how powerful it is. A flipped creature card is obvious, but can you also flip over something like remand and counter a spell?
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You might make it to Time Warp, but you're probably dead in a turn. You have at most three turns, five if the deck floods (rare for burn) or you do nothing but counter.
Not that it would make too much of a difference but Sun Droplet gains you life on all upkeep steps, even theirs. I see your point that it doesn't do enough to justify the spot.
First thing I thought after reading this was "Slaughter Games". Second was "Rest in Peace". Third was "Pillar of Flame". All of these are commonly played in Modern.
Nothing is impossible to disrupt.
All of those spells are sorcery speed and if you were going to do the lab maniac win, don't you play it on your "last turn" so that you aren't exposed to some silly kill spell? I would be looking more at something like Abrupt Decay, Hero's Downfall or a Doom Blade type instant spell to watch out for. Either way, we need some meta shifts for this deck to become more competitive.
I really like the Monastery Siege as a test card and pretty much agree with a 3-3-1 split with Dictate and Thassa. She has proven herself in my build many times. She wins the game most of the time, so much so that I moved maniac to the board.
The reason why I've never done bridge shuffling is that you really can't do it if you have even just a few foils, cos on the long run you're gonna ruin them badly
Pretty sure car collectors feel this pain.
Anywaus, WATCH YOUR HAND when Seige is out. It could turn into. A bad play.
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i run 11 mines maindeck, bg variants become absurdely easier, but matches vs aggro decks become harder
Given that this deck has incredible inevitability and just needs to build up mana, have you considered looking at the Scapeshift deck's ramp package and modifying it? I'm pretty sure that you could still keep Shackles if desired by making every land an Island or a fetchland, and running Search for Tomorrow, Farseek and (maybe) some of Cultivate, Kodama's Reach, Kiora or Explore, and Savor the Moment as a 3cc Explore that also randomly does some other work (notably winning the game if you play Panoptic Mirror and can get both in hand with 5 mana).
Of course if you drop Shackles from consideration (probably not a bad idea), you have more flexibility with a multicoloured manabase.
This is probably just a worse version of Scapeshift at this point, but it does attack the opponent on axes they may struggle to interact with.
14 Island
3 Flooded Strand
1 oboro, palace in the clouds
2 Hallowed Fountain
1 Mikokoro, Center of the Sea
1 boseiju, who shelters all
1 Minamo, school at water's edge
Artifacts (1)
1 Elixir of Immortality
Enchantments (5)
4 Dictate of Kruphix
1 Thassa, God of the Sea
3 Ghostly Prison
4 Remand
3 Gigadrowse
3 Boomerang
2 Cryptic Command
1 Dig Through Time
Sorceries (12)
4 Exhaustion
4 Time Warp
4 Walk the Aeons
3 Temporal Mastery
Planeswalkers (1)
1 Jace Beleren
3 Chalice of the Void
3 Hibernation
4 Hurkyl's Recall
2 Spell Snare
1 Laboratory Maniac
2 Sun Droplet
GWR Naya Zoo
GRBreach
WGBCo-Co
Legacy
RUBSneak And Show
As for a decklist, here is the one I have piloted from time-to-time with luck against a few different decks and always lose to Affinity..
2 Thassa, God of the Sea
Planeswalkers
2 Jace Beleren
Spells
4 Gigadrowse
4 Serum Visions
4 Remand
4 Cryptic Command
4 Time Warp
2 Walk the Aeons
4 Temporal Mastery
2 Dig Through Time
1 Elixir of Immortality
Enchantments
4 Dictate of Kruphix
Lands
23 Island
SB is the normal stuff like counters and bounce. I really like this deck but not sure it is competitive enough at this point to be a main-stay in tournaments. I will be at GP Omaha this weekend and, as much as I would love to run this deck, I will be on either Affinity or Bant Bogles. Lost REALLY hard at GP Minneapolis last May playing this deck.
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B 8Rack
Legacy
RB Goblins
The reason the top tier decks are top tier is because they have minimal dead turns. It can happen to any deck, but the more effective lines of play a deck has, the stronger it is.
We need to balance the engine with board control. We need multiple, reliable win conditions. If your deck can't beat aggro in an aggro-driven meta, you're not tuning it right. If losing one or two cards loses the game you're not resilient enough.
I'll be playing this in a 5K on February 1st. I'll let you know how it goes.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
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THE Guide to Aggro, Part 3
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Introduction to Tempo
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Elements of Tempo
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The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
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Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
We just need to hope that WotC decides to do some generous unbannings to mate up with the ban of cruise and possibly dig. The best thing that could happen to this deck is if they unban ancestral vision, but one can only dream for now.
exhaustion is absurdely powerful and consistent, just because few people use it, the card isn't bad, some people always check if that card isnt legacy when i'm playing against them because of its awesomeness...
the piles of mines effects version isn't bad, as long as you're prepared to deal with it
my version was once weak vs aggro, now i changed it and it has a strong side vs aggro decks to cover that weakness
also i have a lot of land denial cards maindecked, i use 4 gigas maindeck, 2 commandos and 2 snaps, which make me able to stall even against a lot of combos and aggro deck with no fear, storm is easily counterable when you have gigas, bg, pod, scapeshift and uwr are buys, which i don't think it is vs the tempo version
i can't think how i can beat a bg deck with less than 8 mines unless our enemies don't have an idea of how our deck works, if they pick on our mines and we have only 6 it's gg already
also the maniac-elixir combo is impossible to disrupt unless they run hard grave hate(leyline of the void) and pacts and are able to use both in response to our victory AND we don't have a temple bell
here is the deck
4 Walk the Aeons
1 Temporal Mastery
4 Dictate of Kruphix
4 Howling Mine
1 Jace Beleren
2 Temple Bell
4 Exhaustion
4 Gigadrowse
4 Serum Visions
1 Laboratory Maniac
1 Elixir of Immortality
22 Island
2 Snapcaster Mage
2 Cryptic Command
side
2 Kami of the Crescent Moon
2 Shadow of Doubt
4 Kraken Hatchling
4 Sun Droplet
I love exhaustion and run 3 of them. Just an awesome setup or stall card. I also love gigadrowse, which leads into exhaustion like a boss. I guess what I was getting at is there are just too many decks that are either too fast and get a board state out that we can't handle, or they have answers ala abrupt decay/reclamation sage, eidolon of rhetoric, spirit of the labyrinth, etc.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
I do really like having red as the splash color in this deck, gives us access to izzet charm which I really like, Mini board wipes likeanger of the gods. I have not considered Ral Zarekbut he could be really awesome and his burn ability is not bad either if the turn before we exhausted leaving 1 creature untapped, play zarek burn the creature, then time warp away. It also gives access to hard counters like Counterflux. I think there is a lot of potential here O! and dont forget VandalBlast
GWR Naya Zoo
GRBreach
WGBCo-Co
Legacy
RUBSneak And Show
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
GWR Naya Zoo
GRBreach
WGBCo-Co
Legacy
RUBSneak And Show
If you decide to do this at an event, practice beforehand. Including shuffling this should take no more time than it takes your opponent to do their side boarding and shuffling.
You might make it to Time Warp, but you're probably dead in a turn. You have at most three turns, five if the deck floods (rare for burn) or you do nothing but counter.
On the draw:
And...you're dead.
On the play:
You're dead in a turn.
On the draw:
Insert Kenneth Branagh joke here, because you're Dead Again.
Nothing is impossible to disrupt. Considering we're barely on the radar, if at all, getting a card that fits our deck so well is an unexpected piece of awesome. I still have hopes for a good "Choose" spell. We have almost 100 cards left to be spoiled.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Not that it would make too much of a difference but Sun Droplet gains you life on all upkeep steps, even theirs. I see your point that it doesn't do enough to justify the spot.
All of those spells are sorcery speed and if you were going to do the lab maniac win, don't you play it on your "last turn" so that you aren't exposed to some silly kill spell? I would be looking more at something like Abrupt Decay, Hero's Downfall or a Doom Blade type instant spell to watch out for. Either way, we need some meta shifts for this deck to become more competitive.
I really like the Monastery Siege as a test card and pretty much agree with a 3-3-1 split with Dictate and Thassa. She has proven herself in my build many times. She wins the game most of the time, so much so that I moved maniac to the board.
Pretty sure car collectors feel this pain.
Anywaus, WATCH YOUR HAND when Seige is out. It could turn into. A bad play.