Some lands
Some card draw
tons of removal
your sideboard is more slivers (there's one that destroys target artifact or enchantment when etb, spinneret sliver, etc)
This is only 3c because I really don't think right now B and U have enough to offer except for sliver legion but that could very well be enough by itself. This will be far slower than modern zoo or affinity but could be a decent midrangey deck. Pulmonic Sliver could be decently bomby but I don't like the idea of having bomby slivers. Keep the mana cost low keep the cards coming (what modern card draw does wrg have?) and be able to deal with opponents threats and this could be a fringey rogue deck at best probably.
Lands--21 (this is what I need the most help with. What does a Modern manabase look like?)
4x Inkmoth Nexus
4x Stomping Grounds
4x Breeding Pool
4x Steam Vents
2x Misty Rainforest
2x Scalding Tarn
1x City of Brass
Pump Effects--18 (this seems like too many)
4x Groundswell
4x Distortion Strike
4x Assault Strobe
4x Mutagenic Growth
2x Stonewood Invocation
4x Vines of Vastwood
Misc--
Livewire Lash x3
Flame Slash x3
Ponder x2
There's a turn 2 win combo in here--
t1 Glistener Elf
t2 land, groundswell, assault strobe
Bolts are there to bolt bad guys in my way. What I want are more draw effects--what are my best options here in modern? I also need help with my manabase. I don't ever play Modern but I already have the skeleton of this deck so I figured I might as well. I feel like I have a ton of pump effects but I don't know what to cut--they all have uses.
My curve is really really low so I'd love some hand refresh in either red or blue, what are my options in this format?
The idea here is to set up an unassailable position with Energy Field, Walls, or Jellies and snowball into absolutely ridiculous card advantage with Rhystic Study, Consecrated Sphinx, Future Sight, Minds Eye the Honden, and Horn of Greed+Asuza/Oracle and deliver a punish blow with something bomby and destructive.
The link and the decklist don't match up exactly but go with the decklist as what I'm looking at for now. You'll notice a dearth of instants and sorceries--I don't want to cast any of those once Energy Field goes up.
WHAT I WANT
is more ways to make my enchantments indestructible and advice on appropriately bomby creatures. Any other feedback or staples I'm missing are surely appreciated as well.
I was going to hold off posting this until I had actual Game Day or at least FNM results to back me up but the prize is a booster box Sunday night so I figured I might as well get as much help as I can.
I like Nicol Bolas and I think I've found a way to make him work.
I'd love some feedback on this--take a minute to look at the card interactions before you tell me how terrible some of these cards are. The Wellsprings are in there to go -1 on Tezzeret to make it a win/win if they die, but I'm really unsure about Mycosynth. It can help un-manascrew me, but I don't ever miss land drops with this thing and it's first on the chopping block. Thinking about swapping one at least out for a 4th tezzeret, since dropping him on turn 3 makes it really hard for me to not win.
Next to be cut is IMO Vessel of Endless Rest. It's in there to theoretically help with the ramp package, but every time I draw it I never want to play it. Early game dropping one seems a waste of a turn and the later the game goes the less I need it because I have so much more, better, ramp.
Basically the deck goes one of two ways--ramps hard into something nasty like Nicol Bolas (can happen on turn 5) or Karn or a t4 Wurmcoil Engine, or floods the field with artifacts and Tezzeret wins the game for me himself, assuming I don't get flooded with either mana or removal.
I often get "stuck" at 5 mana on turn four--if I don't draw a Tezzeret or a Solemn Simulacrum by then it's anyone's game, so I'm thinking about throwing in either Lone Revenant, which I like because he's either extremely useful with his digging abilities to help me win due to the low creature count or I'm already winning the game, or Thundermaw Hellkite, which I like because this deck is weak to flying.
TO SUM IT UP I'd like feedback and card suggestions for this, and if you want to tell me how cool the idea is that's fine too
The deck as far as I can see has a couple of weaknesses:
Smelt--this is the worst card ever printed as far as an artifact lover as myself is concerned, and this card is the reason Wurmcoil Engine and the Wellsprings are in here.
Control--A deck running 4x Negate will really hose me.
How can I compensate for these things? Are there any weaknesses I'm missing?
I love Geth's Grimoire in discard--my casual deck runs 4 Hypnotic Specters, 2 Guul Draz, a playset of Nyxathids, 3 Abyssal Persecutors and four Innocent Bloods. Keep the opponent discarding super quickly with Dark Rits (turn 1 Hypnotic Specter into turn 2 Grimoire is my favorite play ever) and you end up generating yourself double card advantage every time a discard spell goes off.
That's exactly the ramp package I use, except only two Gilded Lotuses because who wants to have that in the opening hand? I also have a couple of Vessels of Endless Rest for recursion and just in case I don't draw the other rampy stuff I need. I'm a little hesitant to go into a lot of detail because the deck has a lot of cards that the community is deriding as "janky" so I'd rather post it with results because I feel like ti can do well.
This is a deck that gets Nicol Bolas out potentially turn 5, usually closer to 6, and I want something in the 5 slot since the 4, 6, 7, and 8 spots are all crowded. Thundermaw Hellkite and Lone Revenant are attractive since I like to dig and I'm creature light & need help against flying. I'll post a decklist after I tweak it this weekend. Thanks for your suggestions, guys, they've been great.
Building a ramp deck in those three colors and I just realized I don't know much at that CMC in those colors that's bomby. The best I can come up with is Zealous Conscripts--I'd love to hear any other ideas.
Sigarda might be one of the best 5 drops of all time. On the curve body, flying, hexproof, and can't be sacrificed? She's incredibly hard to get rid of (My local meta doesn't run a ton of clone stuff, so I might be biased) and has such beautiful synergy with Wolfir Silverheart it's disgusting.
One of my first decks was a green fatty deck that was really, really bad because I was about ten years old. I want to revisit that concept but actually make it decent--I have a few questions though--namely optimizing the two parts of the machine, the Ramp and the Beaters.
IMO the Elves and the Emissary are auto-includes. My main question is this--is Solemn Simulacrum worth including in a monocolor green ramp deck with more ramp options available to it? I absolutely love this card but I'm not convinced this is a great place for it. Also, it's prohibitively expensive.
What's the opinion on Explore? It's a wonderful card to see in your opening hand with three or four forests but its usefulness diminishes extremely rapidly as the game goes on--that's where the lovely and talented Oracle of Mul Daya comes in, ensuring I never, ever have to draw into a land.
Last conflict is between Rampant Growth and Cultivate. With this deck I can cast Cultivate on turn 2 somewhat reliably and I can cast Rampant Growth on turn 2 100% of the time--is the gamble worth the payoff? Obviously I"d rather cast Dungrove Elder or Leatherback Baloth on turn 2 but sometimes that doesn't happen.
For my Beaters I've got a few things to chew on as well--
Silvos is an autoinclude of at least two--the one mana regenerate is invaluable against sweepers, targeted removal, etc. Vorinclex and Omnath are both a 2 of as well--their synergy is completely absurd and shouldn't exist. Leatherback Baloth and Dungrove Elder I want 3 of each. Baloth is a great card all the way up til turn 4 and decent the rest of the game, and Dungrove is just ridiculous. Panglacial Wurm I'm including because you can cast it from a library search. Of the rest, I really like Spearbreaker Behemoth and Patron of the Orochi. I also love Protean Hulk--he can get me anything from Llanowar Elves to Primeval Titan. What I'm looking for here is primarily Trample and Hexproof//Shroud/Indestructible--I don't want to be chump blocked and I don't want to be Doom Bladed.
Are there any I'm missing and anything I'm overlooking as far as being a great green beater goes? I'm not going to include all of these but they're the cards that are in the running right now.
I'm also running a very limited support suite, focusing on granting me spell immunity and trample. I've got Rancor, Canopy Cover, and Vines of Vastwood in these slots right now and as far as I know they're the best for what they do. I'm also considering Praetor's Counsel and Primal Surge--would those be worth it here?
I personally do not like cathedral sanctifier in the main deck. It just doesn't contribute to winning the game. I want all my cards in my deck to either contribute to me winning the game, or controlling the game, not survival. A 1/1 body won't survive long enough for you to be 'abusing it' with bounce effects. It's just not that helpful IMO. I could only seeing it be in useful in heavy aggro match ups, in which it could be in the sideboard.
I just hate running decks without 1 drop creatures. Do you have a better recommendation?
Some lands
Some card draw
tons of removal
your sideboard is more slivers (there's one that destroys target artifact or enchantment when etb, spinneret sliver, etc)
This is only 3c because I really don't think right now B and U have enough to offer except for sliver legion but that could very well be enough by itself. This will be far slower than modern zoo or affinity but could be a decent midrangey deck. Pulmonic Sliver could be decently bomby but I don't like the idea of having bomby slivers. Keep the mana cost low keep the cards coming (what modern card draw does wrg have?) and be able to deal with opponents threats and this could be a fringey rogue deck at best probably.
10 Creatures--
Glistener Elf x4
Spellskite x2
Blighted Agent x4
Lands--21 (this is what I need the most help with. What does a Modern manabase look like?)
4x Inkmoth Nexus
4x Stomping Grounds
4x Breeding Pool
4x Steam Vents
2x Misty Rainforest
2x Scalding Tarn
1x City of Brass
Pump Effects--18 (this seems like too many)
4x Groundswell
4x Distortion Strike
4x Assault Strobe
4x Mutagenic Growth
2x Stonewood Invocation
4x Vines of Vastwood
Misc--
Livewire Lash x3
Flame Slash x3
Ponder x2
There's a turn 2 win combo in here--
t1 Glistener Elf
t2 land, groundswell, assault strobe
Bolts are there to bolt bad guys in my way. What I want are more draw effects--what are my best options here in modern? I also need help with my manabase. I don't ever play Modern but I already have the skeleton of this deck so I figured I might as well. I feel like I have a ton of pump effects but I don't know what to cut--they all have uses.
My curve is really really low so I'd love some hand refresh in either red or blue, what are my options in this format?
That's probably the easiest way to view the deck.
1 Command Tower
1 Reflecting Pool
1 Vesuva
1 Reliquary Tower
1 Academy Ruins
1 Tolarian Academy
1 Azorius Chancery
1 Simic Growth Chamber
1 Selesnya Sanctuary
1 Vivid Creek
1 Vivid Grove
1 Vivid Meadow
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
1 Elfhame Palace
1 Gods' Eye, Gate to the Reikai
1 Bant Panorama
5 Forest
8 Island
4 Plains
1 Seachrome Coast
1 Razorverge Thicket
1 Glacial Fortress
1 Hinterland Harbor
39 Lands
1 Tajuru Preserver
1 Sigarda, Host of Herons
1 Guile
1 Arcanis the Omnipotent
1 Ertai, Wizard Adept
1 Platinum Emperion
1 Avacyn, Angel of Hope
1 Purity
1 Vigor
1 Kira, Great Glass-Spinner
1 Fountain Watch
1 Vedalken Mastermind
1 Azusa, Lost but Seeking
1 Oracle of Mul Daya
1 Overbeing of Myth
1 Academy Rector
1 Consecrated Sphinx
1 Archaeomancer
1 Mnemonic Wall
1 Fog Bank
1 Gomazoa
1 Guard Gomazoa
1 Wall of Denial
1 Angus Mackenzie
1 Energy Field
1 Dovescape
1 Privileged Position
1 Rhystic Study
1 Enlightened Tutor
1 Pull from Eternity
1 Ghostly Prison
1 Propaganda
1 Leyline of Sanctity
1 Witchbane Orb
1 Asceticism
1 Sundial of the Infinite
1 Mind's Eye
1 Mystical Tutor
1 Elspeth, Knight-Errant
1 Elixir of Immortality
1 Greater Auramancy
1 Remove Enchantments
1 Sterling Grove
1 Boomerang
1 Capsize
1 Cloud Cover
1 Disperse
1 Eye of Nowhere
1 Into the Roil
1 Rescue
1 Mirari's Wake
1 Selesnya Signet
1 Azorius Signet
1 Simic Signet
1 Horn of Greed
1 Burgeoning
1 Future Sight
1 Honden of Seeing Winds
1 Honden of Cleansing Fire
1 Rites of Flourishing
1 Call to Mind
1 Holistic Wisdom
1 Sol Ring
1 Wargate
41 Other Spells
The idea here is to set up an unassailable position with Energy Field, Walls, or Jellies and snowball into absolutely ridiculous card advantage with Rhystic Study, Consecrated Sphinx, Future Sight, Minds Eye the Honden, and Horn of Greed+Asuza/Oracle and deliver a punish blow with something bomby and destructive.
The link and the decklist don't match up exactly but go with the decklist as what I'm looking at for now. You'll notice a dearth of instants and sorceries--I don't want to cast any of those once Energy Field goes up.
WHAT I WANT
is more ways to make my enchantments indestructible and advice on appropriately bomby creatures. Any other feedback or staples I'm missing are surely appreciated as well.
I like Nicol Bolas and I think I've found a way to make him work.
I'm gonna post a decklist and I'd love feedback.
2 Phyrexia's Core
3 Buried Ruin
4 Darkslick Shores
4 Drowned Catacomb
3 island
4 swamp
2 mountain
2 Reliquary Tower
2 Wurmcoil Engine
4 Solemn Simulacrum
1 Grave Titan
1 Jin-Gitaxias, Core Augur
28 Other Spells
3 Go for the Throat
2 Tragic Slip
1 Doom Blade
1 Black Sun's Zenith
1 Geth's Verdict
4 Sphere of the Suns
2 Gilded Lotus
3 Vessel of Endless Rest
3 Ichor Wellspring
2 Mycosynth Wellspring
2 Nicol Bolas, Planeswalker
3 Tezzeret, Agent of Bolas
1 Karn Liberated
I'd love some feedback on this--take a minute to look at the card interactions before you tell me how terrible some of these cards are. The Wellsprings are in there to go -1 on Tezzeret to make it a win/win if they die, but I'm really unsure about Mycosynth. It can help un-manascrew me, but I don't ever miss land drops with this thing and it's first on the chopping block. Thinking about swapping one at least out for a 4th tezzeret, since dropping him on turn 3 makes it really hard for me to not win.
Next to be cut is IMO Vessel of Endless Rest. It's in there to theoretically help with the ramp package, but every time I draw it I never want to play it. Early game dropping one seems a waste of a turn and the later the game goes the less I need it because I have so much more, better, ramp.
Basically the deck goes one of two ways--ramps hard into something nasty like Nicol Bolas (can happen on turn 5) or Karn or a t4 Wurmcoil Engine, or floods the field with artifacts and Tezzeret wins the game for me himself, assuming I don't get flooded with either mana or removal.
I often get "stuck" at 5 mana on turn four--if I don't draw a Tezzeret or a Solemn Simulacrum by then it's anyone's game, so I'm thinking about throwing in either Lone Revenant, which I like because he's either extremely useful with his digging abilities to help me win due to the low creature count or I'm already winning the game, or Thundermaw Hellkite, which I like because this deck is weak to flying.
TO SUM IT UP I'd like feedback and card suggestions for this, and if you want to tell me how cool the idea is that's fine too
The deck as far as I can see has a couple of weaknesses:
Smelt--this is the worst card ever printed as far as an artifact lover as myself is concerned, and this card is the reason Wurmcoil Engine and the Wellsprings are in here.
Control--A deck running 4x Negate will really hose me.
How can I compensate for these things? Are there any weaknesses I'm missing?
For my Ramp I'm considering a few options.
IMO the Elves and the Emissary are auto-includes. My main question is this--is Solemn Simulacrum worth including in a monocolor green ramp deck with more ramp options available to it? I absolutely love this card but I'm not convinced this is a great place for it. Also, it's prohibitively expensive.
What's the opinion on Explore? It's a wonderful card to see in your opening hand with three or four forests but its usefulness diminishes extremely rapidly as the game goes on--that's where the lovely and talented Oracle of Mul Daya comes in, ensuring I never, ever have to draw into a land.
Last conflict is between Rampant Growth and Cultivate. With this deck I can cast Cultivate on turn 2 somewhat reliably and I can cast Rampant Growth on turn 2 100% of the time--is the gamble worth the payoff? Obviously I"d rather cast Dungrove Elder or Leatherback Baloth on turn 2 but sometimes that doesn't happen.
For my Beaters I've got a few things to chew on as well--
Silvos is an autoinclude of at least two--the one mana regenerate is invaluable against sweepers, targeted removal, etc. Vorinclex and Omnath are both a 2 of as well--their synergy is completely absurd and shouldn't exist. Leatherback Baloth and Dungrove Elder I want 3 of each. Baloth is a great card all the way up til turn 4 and decent the rest of the game, and Dungrove is just ridiculous. Panglacial Wurm I'm including because you can cast it from a library search. Of the rest, I really like Spearbreaker Behemoth and Patron of the Orochi. I also love Protean Hulk--he can get me anything from Llanowar Elves to Primeval Titan. What I'm looking for here is primarily Trample and Hexproof//Shroud/Indestructible--I don't want to be chump blocked and I don't want to be Doom Bladed.
Are there any I'm missing and anything I'm overlooking as far as being a great green beater goes? I'm not going to include all of these but they're the cards that are in the running right now.
I'm also running a very limited support suite, focusing on granting me spell immunity and trample. I've got Rancor, Canopy Cover, and Vines of Vastwood in these slots right now and as far as I know they're the best for what they do. I'm also considering Praetor's Counsel and Primal Surge--would those be worth it here?
I just hate running decks without 1 drop creatures. Do you have a better recommendation?
Plains x11
I feel like it needs help before I sleeve it up. Any suggestions?