I've seen several variants of this deck, but none have proved as consistent as this one. It does have some obvious weaknesses (most apparently, GY hate).
A turbo piece that you can draw a card off on the turn it comes into play, and doubles as a wincon!
Unfortunately, does red/UWR even contribute anything to turbofog?
I saw this card about an hour ago, and I must say, if it fits any deck well, it's TurboFog.
I am slightly surprised no one has come up with a similar hybrid before. This deck is tested heavily, albeit within a limited meta, and it did surprisingly well. Not having Ensnaring Bridge does hurt the lantern control combo, however the fog effects certainly buy you enough time to set the prison up. The academy ruins are just there to recur any dead artifacts, and the Pyxis of Pandemonium stops the dreaded Eldrazi shuffle effect by simply exiling them when they hit the top of the library, and also stops cards like Ancient Grudge from killing your artifacts.
The deck aims to win in the same fashion as a standard Lantern Control deck, but it is designed to be slightly more resilient to burn decks and slightly less resilient to the attack step. By controlling what you AND your opponent draw, you are almost guaranteed not to hit dead cards (like lands) and by the time you have 2 millrocks in play, you have essentially locked the opponent out and won the game.
Timesifter and Lantern of Insight can create some fun shenanigans, essentially granting you unlimited turns. The idea is to use the millrocks to ensure you always have the highest CMC on top, thus giving you as much time as you need to mill the opponent out. It's fairly consistent, though the slots might be better used for LoS or some other direct damage hoser.
Pros:
Slightly more resilient win-con, with multiple redundancies, and the time necessary to implement them.
Knowledge of opponent's hand and deck, which cannot be understated for games 2 and 3.
Tons and tons of SB options that run the gamut from spot removal to creatures (and due to no Ensnaring Bridge, you can actually win with a creature based game-plan).
No one is expecting it, and I mean no one.
Cons:
Still susceptible to SB hate.
Effectively draw-go, with games sometimes lasting 20+ turns.
Very few main board options against things like Skullcrack
With no true "turbo" in the deck, you sometimes run out of Fog effects (though very rarely) and due to the lack of card advantage, you can be destroyed by a late game Negate
Let me know what you think about SB options. I am considering some board wipes, and maybe some P.Nodes.
I mostly use Venser to re-bounce Halimar and set up the card draw I want (CCs, into the roils, walls, think twice, and treasure hunt interact well with Halimar). Maybe I will cut him down to 1 copy, but what should I add in, in his place?
edit: I was also thinking about adding at least 2 tectonic edges
I was hoping to get some input on this deck. I ran a similar on in my casual group, and it absolutely dominated the group. I have updated it with snaps and reso angels, and some manlands, and was hoping to play something more competitive with it.
Working on a sideboard now; additions are very welcome. This is my first foray into the modern format (we just play casually in my group, Venser is just about the most expensive card I own at the moment).
yet another weird little deck from me. Gimme some help editing it so it works better plox Currently does amazing against aggro decks, flops mightily against control though.
I recently saw some cool decks revolving around isochron scepter/silence, and thought I would make my own rendition. Mine is Esper colors, and revolves heavily on transmute to get my combo out, while keeping the field clean/almost clean.
As you can see, the ONLY way I can win the game is with infiltrator. However, obviously, once my combo comes out, its game over (Isochron+ Counterspell + Rule of Law). Any thoughts? Dimir really gives me a boost cause of the transmute, which is obviously a major theme of the deck, but if there is anything else I can use Id gladly trade pinging for 20 turns for somethng beefier
I am a huge fan of permission, I run several blue control decks and it hasnt ever been useless. Until now. With the amount of field control in the deck, and the neat little blink/nuke combos I can run, permission was quite useless. It was more cost effective to lockdown enemy creatures and then nuke em all at once.
I know, I know, hardly legal. Or casual. Or cool. So uncool. But I had these babies sitting around from my last UW control (competative deck) and decided wth, I bought them for more than theyre worth now, and theyre just sitting around, so I threw them in for sits and giggles.
The SB is pretty basic/self explanatory. With frost titan and ven, I can swing then blink for double taps (thats also a 6/6, self protecting creature). I added some MORE draw (I know, insane, the draw in this thing is beautiful already). the REAL additions to the deck though are the angels. Sunblast deters opponents from attacking, as well as using any kind of tap abilities, and the slayers are... Well, slayers. I added some dissipates just to round off the SB, and in case someone drops hexproof or some shenanigans against me. Spreading Seas replaces itself, and stops those pesky inkmoth nexus's, as well as any other manland, and REALLY disrupts weak mana base.
Thanks for all you lots helps, please, more advice is always welcome.
I have a set of Colonnades that i was (am) considering subbing in, in place of sejiri steppe. I also like sundial a lot.
As for kitchen finks, I was (am) toying with the idea of Aven Riftwatcher, which is similar (and better imo) than finks for blinking. I'm kind of a big fan of decks with as few creatures as possible though, so colonnade fits my play style a lot more closely.
Take a look at this, and please suggest some additions or changes. I like the cycle through effect of so many draw cards, and I love the synergy this deck has with Venser.
I love the recoil idea. against decks that are mana-weak, OR hyper mana efficient, they can be a nice bounce card (IE bounce a land card and weaken their base and delay a turn, OR bounce a card that they then discard).
Fact or fiction is a pretty nice card, but Im not a great fan of think twice as its so expensive to play. G Probe is a better slot up there IMHO, but I will certainly playtest with think twice before I make a solid opinion. Thanks a ton guys
I like preordain, and I like runechanter, but in playtests this deck has done a phenomenal job slowing down the game and forcing a pace. I think you are missing 4 counters in your suggestion. I do understand, and mostly agree with the SS opt-out, at least to SB in. Hymn to tourach is just a brilliant card, i dont usually play back that far but its worth an exception. Mutliate is a good card as well, mostly because everything else is a spot removal card.
Most of my games thus far have been won through slow grinding pinging, and creeping tar pits wearing down life. Delver has played a major role against aggro, as hes very easy to protect unless they Bolt him turn one.
First off, this isn't reall... to be honest,m 4 transformed delvers aren't that big of a threat when they're just all there on the field. (Wrath effects or a one Surgical Extraction after a discard and boom, you're dead.) You need something to reinforce them which is why Delver decks usually run Equips with it like Runechanter's Pike. That being said, you need to change out a few of instants and sorceries.
Ditch Psychic Barrier and Negate. Both being situational and Barrier needs 2 Blue mana to work which might not always be the case. Counterspell or even Dissipiate is a far better choice since it's an all around counter. Or better yet Vapor Snag as both removal and ping.
Also, you're going to need a secondary beater as depending on one set of beaters without protection is pretty much meh.
I would ditch seas since well, it doesn't really help Delver transform. Not to mention there are better options for that slot.[/QUOTE
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Counterspells are a great fit for the deck. I considered dissipate, but the extra mana drop is a little expensive for a counter. I do like my barriers against aggro, and the double blue hasnt been an issue at all, but a trade off for a hard counter like CS isnt bad. I already have Vapor Snag in there though
As for the spreading seas, theyve done me nothing but good against decks running multiple colors, and saved my ass against inkmoth at least once. If there is a better card to slot up there, do share, but until then i like my SS (plus the card adv. is pretty nice too)
As for other attackers, Delver is good, and my manland works wonders, other than that, could you share a few tips on it? I want cheap, fast, and protectable. Frost titan crossed ym mind intially, but the synergy and price seemed way too high.
I'm relatively new to the MTGS forums (Ie, ive trolled around a bit, but this is my first post.) I wasnt sure where to post this deck, as its hardly considered "Casual" just due to some of the cards, but it hasnt been around enough for me to garner an idea of real playability. So far its biggest threats are RDW and speedy infect decks, and it trashes Kessig and had a decent match up against other Delver decks (havent played anything thats FULLY type two, but still played against the archetype, with some modern additions). As you can see, I am not running Snapcaster Mage, so dont mention him plox :P. If you lot could throw some other ideas at me, I'd appreciate it
4 Myr Retriever
[SPELLS-
2 Inquisition of Kozilek
2 Thoughtseize
4 Faithless Looting
4 Gitaxian Probe
4 Grapeshot
4 Heartless Summoning
4 Shred Memory
4 Tormenting Voice
4 Bitter Ordeal
4 Dimir Machinations
3 Mountain
4 Blood Crypt
4 Bloodstained Mire
4 Dragonskull Summit
5 Swamp
I've seen several variants of this deck, but none have proved as consistent as this one. It does have some obvious weaknesses (most apparently, GY hate).
What do y'all think of it?
I saw this card about an hour ago, and I must say, if it fits any deck well, it's TurboFog.
2 Angel's Grace
4 Ethereal Haze
4 Holy Day
4 Angelsong
3 Dawn Charm
4 Pollen Lullaby
4 Codex Shredder
4 Lantern of Insight
4 Pyxis of Pandemonium
3 Isochron Scepter
1 Jayemdae Tome
2 Timesifter
15 Plainss
4 Glacial Fortress
3 Academy Ruins
I am slightly surprised no one has come up with a similar hybrid before. This deck is tested heavily, albeit within a limited meta, and it did surprisingly well. Not having Ensnaring Bridge does hurt the lantern control combo, however the fog effects certainly buy you enough time to set the prison up. The academy ruins are just there to recur any dead artifacts, and the Pyxis of Pandemonium stops the dreaded Eldrazi shuffle effect by simply exiling them when they hit the top of the library, and also stops cards like Ancient Grudge from killing your artifacts.
The deck aims to win in the same fashion as a standard Lantern Control deck, but it is designed to be slightly more resilient to burn decks and slightly less resilient to the attack step. By controlling what you AND your opponent draw, you are almost guaranteed not to hit dead cards (like lands) and by the time you have 2 millrocks in play, you have essentially locked the opponent out and won the game.
Timesifter and Lantern of Insight can create some fun shenanigans, essentially granting you unlimited turns. The idea is to use the millrocks to ensure you always have the highest CMC on top, thus giving you as much time as you need to mill the opponent out. It's fairly consistent, though the slots might be better used for LoS or some other direct damage hoser.
Pros:
Slightly more resilient win-con, with multiple redundancies, and the time necessary to implement them.
Knowledge of opponent's hand and deck, which cannot be understated for games 2 and 3.
Tons and tons of SB options that run the gamut from spot removal to creatures (and due to no Ensnaring Bridge, you can actually win with a creature based game-plan).
No one is expecting it, and I mean no one.
Cons:
Still susceptible to SB hate.
Effectively draw-go, with games sometimes lasting 20+ turns.
Very few main board options against things like Skullcrack
With no true "turbo" in the deck, you sometimes run out of Fog effects (though very rarely) and due to the lack of card advantage, you can be destroyed by a late game Negate
Let me know what you think about SB options. I am considering some board wipes, and maybe some P.Nodes.
edit: I was also thinking about adding at least 2 tectonic edges
2 Plains
4 Halimar Depths
4 Arid Mesa
4 Celestial Colonnade
4 Glacial Fortress
4 Hallowed Fountain
3 Snapcaster Mage
4 Wall of Omen
2 Detention Sphere
4 Think Twice
4 Mana Leak
3 Into the Roil
2 Sphinx's Revelation
2 Cryptic Command
1 Path to Exile
3 Day of Judgment
2 Treasure Hunt
Working on a sideboard now; additions are very welcome. This is my first foray into the modern format (we just play casually in my group, Venser is just about the most expensive card I own at the moment).
Thanks for the help!
P
9 Swamp
4 Drowned Catacomb
4 Halimar Depths
4 Demon of Death's Gate
3 Rise from the Grave
4 Tome Scour
4 Mana Leak
4 Mind Sculpt
2 Slave of Bolas
4 Dream Twist
4 Animate Dead
4 Think Twice
1 Ponder
4 Isochron Scepter
4 Dimir Infiltrator
2 Silence
4 Counterspell
4 Dizzy Spell
4 Perplex
4 Muddle the Mixture
4 Doom Blade
4 Day of Judgment
4 Darkslick Shores
4 Seachrome Coast
4 Swamp
3 Plains
4 Island
As you can see, the ONLY way I can win the game is with infiltrator. However, obviously, once my combo comes out, its game over (Isochron+ Counterspell + Rule of Law). Any thoughts? Dimir really gives me a boost cause of the transmute, which is obviously a major theme of the deck, but if there is anything else I can use Id gladly trade pinging for 20 turns for somethng beefier
-1 mnemonic wall
I felt that the wall wasnt pulling anything USEFUL back for me. My think twice already has flashback, and my permission isnt useful later in the game.
-1 Negate
I am a huge fan of permission, I run several blue control decks and it hasnt ever been useless. Until now. With the amount of field control in the deck, and the neat little blink/nuke combos I can run, permission was quite useless. It was more cost effective to lockdown enemy creatures and then nuke em all at once.
+2 Jace, the mindsculptor
I know, I know, hardly legal. Or casual. Or cool. So uncool. But I had these babies sitting around from my last UW control (competative deck) and decided wth, I bought them for more than theyre worth now, and theyre just sitting around, so I threw them in for sits and giggles.
I also built a sideboard for the deck
1 Frost titan
3 Dissipate
1 Elspeth tirel
1 Sunblast angel
4 Spreading seas
2 baneslayer angel
The SB is pretty basic/self explanatory. With frost titan and ven, I can swing then blink for double taps (thats also a 6/6, self protecting creature). I added some MORE draw (I know, insane, the draw in this thing is beautiful already). the REAL additions to the deck though are the angels. Sunblast deters opponents from attacking, as well as using any kind of tap abilities, and the slayers are... Well, slayers. I added some dissipates just to round off the SB, and in case someone drops hexproof or some shenanigans against me. Spreading Seas replaces itself, and stops those pesky inkmoth nexus's, as well as any other manland, and REALLY disrupts weak mana base.
Thanks for all you lots helps, please, more advice is always welcome.
theres a whole lot of them. If you want to see my mill deck, PM me and ill show you ^^
As for kitchen finks, I was (am) toying with the idea of Aven Riftwatcher, which is similar (and better imo) than finks for blinking. I'm kind of a big fan of decks with as few creatures as possible though, so colonnade fits my play style a lot more closely.
4 Glacial Fortress
6 Plains
4 Sejiri Refuge
4 Halimar Depths
2 Negate
4 Oblivion Ring
4 Think Twice
4 Day of Judgment
3 Into the Roil
4 Treasure Hunt
4 Wall of Omens
2 Admonition Angel
4 Venser, the Sojourner
Take a look at this, and please suggest some additions or changes. I like the cycle through effect of so many draw cards, and I love the synergy this deck has with Venser.
Fact or fiction is a pretty nice card, but Im not a great fan of think twice as its so expensive to play. G Probe is a better slot up there IMHO, but I will certainly playtest with think twice before I make a solid opinion. Thanks a ton guys
Most of my games thus far have been won through slow grinding pinging, and creeping tar pits wearing down life. Delver has played a major role against aggro, as hes very easy to protect unless they Bolt him turn one.
6 Swamp
4 Darkslick Shores
4 Creeping Tar Pit
4 Mind Rot
2 Duress
4 Negate
4 Mana Leak
4 Ponder
4 Go for the Throat
4 Psychic Barrier
4 Vapor Snag
1 Inquisition of Kozilek
4 Delver of Secrets
4 Despise
4 Draining Whelk
4 Gitaxian Probe
3 Surgical Extraction
First off, this isn't reall... to be honest,m 4 transformed delvers aren't that big of a threat when they're just all there on the field. (Wrath effects or a one Surgical Extraction after a discard and boom, you're dead.) You need something to reinforce them which is why Delver decks usually run Equips with it like Runechanter's Pike. That being said, you need to change out a few of instants and sorceries.
Ditch Psychic Barrier and Negate. Both being situational and Barrier needs 2 Blue mana to work which might not always be the case. Counterspell or even Dissipiate is a far better choice since it's an all around counter. Or better yet Vapor Snag as both removal and ping.
I would ditch Mind Rot for the far more superior Hymn to Tourach.
Also, you're going to need a secondary beater as depending on one set of beaters without protection is pretty much meh.
I would ditch seas since well, it doesn't really help Delver transform. Not to mention there are better options for that slot.[/QUOTE
--
Counterspells are a great fit for the deck. I considered dissipate, but the extra mana drop is a little expensive for a counter. I do like my barriers against aggro, and the double blue hasnt been an issue at all, but a trade off for a hard counter like CS isnt bad. I already have Vapor Snag in there though
As for the spreading seas, theyve done me nothing but good against decks running multiple colors, and saved my ass against inkmoth at least once. If there is a better card to slot up there, do share, but until then i like my SS (plus the card adv. is pretty nice too)
As for other attackers, Delver is good, and my manland works wonders, other than that, could you share a few tips on it? I want cheap, fast, and protectable. Frost titan crossed ym mind intially, but the synergy and price seemed way too high.