Hi there I'm interested in building this deck for modern I already have alot of the staple cards.
I'm just really not sure how to build it for the current modern metagame.
If some experienced teachings players could comment on what cards are needed for this deck that would be really appreciated.
I've seen some lists I just want to get some opinion from the more experienced players on here on what is good right now like maindeck, manabase and sideboard choices since there is obviously alot of options.
Thanks in advance to anyone that can help me out with this.:)
Played in my super series tournament today was 4 rounds with cut to top 4.
I went 3-1 and finished in 2nd place after the swiss.
In the top 4 I lost 2-0 to Bant Pod sick deck for sure.
I ended up finishing in 3rd place so overall good day got some QPs.
Round 1 UW Humans 1-2
Round 2 Delver Blade + UW Control combined with Runechanter's Pike. 2-0
Round 3. RUG Wolfrun 2-1
Round 4. Solar Flare 2-1 very close games coming down to last few cards in deck great match.
Having lots of singleton's was fine for me I like having a diverse number of options to bring in against different matchups I was happy with this sideboard and wouldn't change a card.
For reference here is how I sideboarded during each round at the event.
Yah but you're already running a bunch of recursion and weenies that can't block. When this thing enters the battlefield the first time, its effect on board position is just a diregraf ghoul with +1/+0 for 3x the mana cost. I don't think cemetary reaper is a good card, and I think zombos need a good 3 drop to be competitive, but this isn't a good 3-drop either
I totally agree with this and I think the last chance I might have of getting this deck into competitive is if the uncommon 3 drop lord is good here's hoping.
Some people are really underestimating the tapped clause, it has a huge impact on the game just think about Army of the Damned the one thing holding that back from greatness is the tapped clause, When creatures enter tapped it means they are irrelevant for a turn(excluding the 187 ability in this case) meaning they are useless when your opponent is already ahead.
It's doubly painful on Messenger since one of the good things about persist/undying creatures is the fact that when you keep them back to block your opponent can't just use a single kill spell and swing through. However in Messenger's case they can.
That coupled with the BBB casting cost means that the only place this stands a chance at seeing play is in a mono black aggro deck(zombie tribal or other) and the only semi viable mono black aggro at the moment is infect which doesn't even remotely want this card.
The reason I don't like it entering tapped is because you can't block and trade with their 3 toughness guy then return it make them lose 2 life, then untap and swing for 4.
No Modern season hasn't really started here yet so I don't.
I'd just like a general idea of how to go about building it against the top decks like Storm, Twin, Zoo, Jund, Affinity etc.
I'm just really not sure how to build it for the current modern metagame.
If some experienced teachings players could comment on what cards are needed for this deck that would be really appreciated.
I've seen some lists I just want to get some opinion from the more experienced players on here on what is good right now like maindeck, manabase and sideboard choices since there is obviously alot of options.
Thanks in advance to anyone that can help me out with this.:)
I went 3-1 and finished in 2nd place after the swiss.
In the top 4 I lost 2-0 to Bant Pod sick deck for sure.
I ended up finishing in 3rd place so overall good day got some QPs.
Round 1 UW Humans 1-2
Round 2 Delver Blade + UW Control combined with Runechanter's Pike. 2-0
Round 3. RUG Wolfrun 2-1
Round 4. Solar Flare 2-1 very close games coming down to last few cards in deck great match.
Here's what I ended up playing.
4 Darkslick Shores
4 Drowned Catacombs
3 Ghost Quarter
2 Nephalia Drownyard
7 Island
7 Swamp
CREATURES
4 Snapcaster Mage
2 Spellskite
2 Grave Titan
1 Consecrated Sphinx
1 Wurmcoil Engine
3 Black Sun's Zenith
3 Doom Blade
3 Dissipate
1 Negate
3 Forbidden Alchemy
4 Mana Leak
4 Think Twice
Enchantments
2 Curse of Death's Hold
2 Nihil Spellbomb
2 Tribute to Hunger
2 Phantasmal Image
2 Ratchet Bomb
1 Volition Reins
1 Wurmcoil Engine
1 Batterskull
1 Negate
1 Blue Sun's Zenith
1 Nephalia Drownyard
1 Jace Memory Adept
Having lots of singleton's was fine for me I like having a diverse number of options to bring in against different matchups I was happy with this sideboard and wouldn't change a card.
For reference here is how I sideboarded during each round at the event.
Round 1 vs UW Humans
-1 Consecrated Sphinx
-1 Grave Titan
-2 Spellskite
-1 Negate
+2 Tribute to Hunger
+1 Phantasmal Image
+1 Wurmcoil Engine
+1 Batterskull
Round 2 vs Delver Blade Control.
-2 Curse of Death's Hold
-2 Spellskite
-1 Black Sun's Zenith
+2 Nihil Spellbomb
+1 Negate
+1 Nephalia Drownyard
+1 Jace, Memory Adept
Round 3 vs RUG Wolf Run
No changes for game 2 liked the maindeck.
Game 3
-2 Spellskite
-1 Negate
-1 Consecrated Sphinx
+2 Tribute to Hunger
+2 Phantasmal Image both for Thrun.
Round 4. Solar Flare
-2 Spellskite
-1 Mana Leak
-1 Doom Blade
-1 Black Sun's Zenith
-2 Curse of Death's Hold
+2 Nihil Spellbomb
+1 Phantasmal Image
+1 Nephalia Drownyard
+1 Jace, Memory Adept
+1 Blue Sun's Zenith
+1 Negate
Overall happy with how the deck performed apart from getting destroyed by Birthing Pod in the top 4 which was not a good matchup at all for me.
Yes and thanks alot for that but I also wanted to know people's opinions on what to side out for each matchup against the top decks.
I have my own sideboarding strategy I just wanted to see if it differs from anybody else that's on here who has experience playing this deck.
I totally agree with this and I think the last chance I might have of getting this deck into competitive is if the uncommon 3 drop lord is good here's hoping.
Am I missing something here? It's the same with Strangeroot Geist the card is good but it's cost restricts it to basically one colour decks.
Kitchen Finks was and still is playable in any deck with green or white there's a big difference.
Any information people can give is greatly appreciated thanks.
The reason I don't like it entering tapped is because you can't block and trade with their 3 toughness guy then return it make them lose 2 life, then untap and swing for 4.
Your correct I hope there is one that hasn't been spoiled yet I really want this deck to be viable.
BBB and entering tapped definitely hinders it's viability somewhat for standard.
The mass blink seems a bit expensive to me for constructed I don't think it will see any play.