The idea behind the deck; high concentrations of removal allow me to get to an active Luminarch Ascension, maintain a clean board, and pummel with 4/4 angels. Failing that, use the Wurm or a manland with aforementioned board cleaning.
I really like the idea behind this, as well as the color combination of the three most removal heavy colors. Suggestions for improvement are not only welcome but requested.
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It’s like the universe screams in your face, “Do you know what I am? How grand I am? How old I am? Can you even comprehend what I am? What are you, compared to me?” And when you know enough science, you can just smile up at the universe and reply, “Dude, I am you.”
As sad as it is this is one of the first questions I ask myself after coming up with an idea. I think that is a huge weakness to this deck. You also don't have card advantage so even other Control decks will be difficult. This deck seems solely focused on killing aggro creature decks.
So it should have a good matchup against green decks like elves or white decks like quest (although both of these colors have fair shot at enchantment hate). It seems like every other aggro deck runs red which means even if you clear the board they can still hit you to offset Ascension. That said it seems with that much removal you probably still have an edge there.
If I was to make suggestions it would be with that little draw you are going to need more threats. It is quite possible for you to run out of cards killing everything they have, and then end up in a top deck war. Where you can top deck 1 or 2 Wurmcoils or a (Diabolic Tutor to wait another turn to play that wurmcoil) and there is a good chance they might have better. It is also essential you hit your land drops. You have cards with double red and double black and even soon after double white. At 23 lands the probability is less than favourable to hit your 4th land drop. I think you need more color fixing and probably more lands. Otherwise you might find yourself empty handed sitting on 4-5 lands not being able to play that Wurmcoil. Or worse yet just not having the 2nd white for DoJ or sitting with 2 Diabolic Tutors in hand and no 2nd black source. It might be worth running a couple more lands, or atleast a couple more threats. Maybe ditch a couple of the Diabolic Tutors to play something more useful in the 4CMC slot.
4 Lavaclaw Reaches
3 Marsh Flats
4 Mountain
6 Plains
3 Swamp
4 Lightning Bolt
4 Doom Blade
4 Grasp of Darkness
4 Searing Blaze
4 Day of Judgment
4 Diabolic Tutor
4 Luminarch Ascension
2 Wurmcoil Engine
The idea behind the deck; high concentrations of removal allow me to get to an active Luminarch Ascension, maintain a clean board, and pummel with 4/4 angels. Failing that, use the Wurm or a manland with aforementioned board cleaning.
I really like the idea behind this, as well as the color combination of the three most removal heavy colors. Suggestions for improvement are not only welcome but requested.
I stepped out of a supernova...and so did you.
As sad as it is this is one of the first questions I ask myself after coming up with an idea. I think that is a huge weakness to this deck. You also don't have card advantage so even other Control decks will be difficult. This deck seems solely focused on killing aggro creature decks.
So it should have a good matchup against green decks like elves or white decks like quest (although both of these colors have fair shot at enchantment hate). It seems like every other aggro deck runs red which means even if you clear the board they can still hit you to offset Ascension. That said it seems with that much removal you probably still have an edge there.
If I was to make suggestions it would be with that little draw you are going to need more threats. It is quite possible for you to run out of cards killing everything they have, and then end up in a top deck war. Where you can top deck 1 or 2 Wurmcoils or a (Diabolic Tutor to wait another turn to play that wurmcoil) and there is a good chance they might have better. It is also essential you hit your land drops. You have cards with double red and double black and even soon after double white. At 23 lands the probability is less than favourable to hit your 4th land drop. I think you need more color fixing and probably more lands. Otherwise you might find yourself empty handed sitting on 4-5 lands not being able to play that Wurmcoil. Or worse yet just not having the 2nd white for DoJ or sitting with 2 Diabolic Tutors in hand and no 2nd black source. It might be worth running a couple more lands, or atleast a couple more threats. Maybe ditch a couple of the Diabolic Tutors to play something more useful in the 4CMC slot.
GWU Knightfall Modern
UW Tempo Legacy
UGR Burning Wish Cobra Vintage