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  • posted a message on [Deck] Rate my Grindclock Deck
    I think contagion clasp should be in here. It kills a decent amount of cards right off the bat and can potentially kill others while also being a constant source of proliferation that isn't easily killed. Sands of Delirium also seems good to have a couple of just for when you do supercharge your everflowing chalices. I'm not sure keening stone is worth it, it only really works if you have a high charged chalices. Unwinding clock could be worth considering, as it doubles your grindclocking as well as also being a clock... Increasing Confusion could be decent with everflowing chalices. You can even run Thirst for Knowledge which is a fantastic card already and use it to force a double mill. Sun Droplet would be funny with proliferating, though I'm not sure it's worth it. You would have to have a way of slowing them down to make it decent.

    I do like the idea of a proliferating mill deck but I think it would be better to run a lot more control cards, maybe splash another color or 2 and just use grindclock and maybe a few other cards that can provide consistent milling as a win condition once you have established some sort of board control.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] Druid's Claim
    Basing it off of druids is fine, but some of the druids you picked are not really worth running. I would focus more on mana ramp and casting dumb cards with the mana ramp, such as plow under. Instead of running aggressive creatures (awakener druid and adaptive automaton), you could instead just run win conditions once you have ridiculous amounts of mana. I would recommend Craterhoof Behemoth and Ezuri, Renegade Leader. These are the cards that I would probably drop from the deck:

    Awakener Druid (this guy tries to be aggressive, but I just don't think the aggro plan is the way to go)
    Elvish Pioneer (there are better druids than this one)
    Devoted Druid (could be good, but I don't think it's worth running)
    Umbral Mantle (there are better infinite mana win cons)
    Adaptive Automaton (Elvish Archdruid is just way better)

    Here are some cards that I think you should be running or should consider running:

    Staff of Domination (Let's you get infinite mana + cards if you have enough elves and an archdruid)
    Plow Under (is devastating if you can cast it turn 3, especially on the play, which you will be able to do most of the time.
    Primal Command (not quite as devastating as plow under, but will buy you a turn while searching out potential win cons)
    Craterhoof Behemoth (is a good one-of, though probably only ever going to get cast if you have an archdruid out)
    Ezuri, Renegade Leader (is another good one-of, lets you overrun repeatedly when you have the mana, which you can have with staff of domination out + archdruid)
    Heritage Druid (lets you have pretty ridiculous early plays)
    Arbor Elf (llanowar elf #3)
    Harmonize (one of the only unconditional green card draw spells)
    Regal Force (good way to refill your hand once you dump your hand out)
    Garruk Wildspeaker (can probably drop him out turn 3 most games, and potentially have a lethal overrun available turn 4)

    Anyways, I hope I'm not taking your deck too much in a different direction, but I feel you need cards like plow under/primal command to slow down combo/control decks.
    Posted in: Modern Archives - Deck Creation
  • posted a message on Cards that work well with enchantments?
    4 Ghostly Prison is probably a must in a deck like this. I'd probably run a couple of Sphere of Safety as well just because if you can drop 1 prison + sphere and have maybe 2 other enchantments out. Most aggro decks just won't be able to attack through having to pay 6 mana per creature.
    Posted in: Modern
  • posted a message on [Idea] Walk the Aeons deck
    Temporal Mastery exiles on resolution, so you can't recur it in that manner. It's still worth including but maybe not as a 4 of.
    Posted in: Modern Archives - Deck Creation
  • posted a message on Mono Green Aggro
    Has nobody considered Nettle Sentinel as a 1 drop beater? You should be playing a spell every turn anyways so it's downside is not so bad. Also the new 3/3 for 2 from m14 seems good. I'd probably start including that in deck lists since it isn't too far off. I think I would probably make a deck like this:

    Posted in: Deck Creation (Modern)
  • posted a message on [Idea] Walk the Aeons deck
    I'm not sure why you would be using Walk the Aeons over Time Warp, but if you wanted to use Walk the Aeons, you could use Azusa, Lost but Seeking and Crucible of Worlds to just replay 3 islands from your graveyard so you can buyback infinitely.
    Or if you just want to take a ton of extra turns without going infinite, Noxious Revival is just better than Reclaim. One thing I always wanted to try was Goblin Electromancer with Mystic Retrieval. Electromancer lets you start chaining extra turns a bit earlier and once you get the mana, mystic retrieval gives you 2 extra turns for 1 card. But you really need Electromancer to justify the steep cost of mystic retrieval. As for win conditions. I think something that you can cast while you are chaining extra turns is probably better than something you have to tap out for, since you probably will be passing the turn afterwards. Maybe something that grows each turn like Primordial Hydra, or Lorescale Coatl. Also, something kind of neat is using Howling Mine since it will be mostly one sided once you start taking extra turns.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Idea] Ramp Land Destruction (Mono Green?)
    My friend built a deck similar to this. Garruk Wildspeaker works really well with the deck because you can do turn 1 Forest, Arbor Elf, Turn 2 Forest, Utopia Sprawl, tap for 4 mana, play garruk, untap to have 3 mana open or make a beast. This also gives you an absurd amount of mana turn 3 if they don't do anything. Also, Plow Under, while not being actual land destruction, can end the game if you resolve it early, or it can at least buy you a turn or two. Another card that works well as a win condition is Wolfbriar Elemental. It scales with ramping, so when you ramp into absurd amounts of mana, you can actually put it to use. It's also not too bad vs aggro decks, since it puts out a lot of blockers. But really, it just usually puts them on a 1-3 turn clock which works well after you hit a bunch of their lands since they often won't have the mana to deal with it. Primal Command is pretty decent too. Throwing a land on top, then searching for a slime is pretty decent. Or just gaining 7 life can help you stabilize vs aggro decks. The cards I don't think are very good in the deck are most of the 4 cost destruction spells other than mwonvuli. Bramblecrush and Creeping Mold just don't really do enough when you can pay 1 more for a 2/2 deathtouch and Reap and Sow is usually just a bad mwonvuli.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Idea] Landfall Combo
    You can also run Skyshroud Ranger as Sakura-Tribe Scout 5-8. Have you considered Lotus Cobra and Ruin Ghost? Another way to go infinite if you have Tideforce out.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] Need some help (WBG)
    You can probably do without the abrupt decays. I'm just worried you don't have enough removal. Sword of FaF is pretty good, but kind of redundant when you put it on crusader. If anything try to do 1 FaF and 1 War and Peace because equipping crusader with WaP gives it protection from most every removal spell. But i'm thinking you might have to cut a crusader or two just to find room for everything else you want to squeeze into the deck. You can keep canonist mainboard if you find it that useful in your meta, but against a lot of decks it is just a 2/2 for 2. I'd actually try to fit in a bojuka bog like cranial said and maybe a sejiri steppe and probably only run 1-2 of the land destruction lands, since you can usually fetch them out if you desperately need one.
    Posted in: Modern Archives - Deck Creation
  • posted a message on Miracle Gro
    Vinelasher Kudzu would work well with that many fetches. Might be better than quirion. Turn 3 kudzu, fetch land, keeping a blue open for pierce/snare seems decent, since if you keep it alive for a turn, it will grow out of bolt range.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] Need some help (WBG)
    Seems like some sort of WGB hatebears deck. Is the only card you are running black for duress? I'd try throwing in abrupt decays or tidehollow sculler's. Also it seems like having 1-2 swords would be pretty decent with thrun and crusaders to double proc off of. I feel like metamorph can be dropped, thalia probably shouldn't be a 4 of. I'd maybe try to find room for a sigarda if you are going to take the hexproof swords route or maybe some loxodon smiters just because dropping a turn 2 smiter is really strong vs a lot of decks. Canonist seems like it should be moved to sb. Your mana base is probably solid enough to run some tectonic edges/ghost quarters for random manlands/tron decks.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Idea] Liquimetal Destruction - need help please
    I actually built a deck like this. My version can be found here:

    http://forums.mtgsalvation.com/showthread.php?t=499672


    I find between stirrings and thirsts, I can usually get a liquimetal out. Thirst is nice if you have an extra coating in hand, since having 2 isn't that useful. It wins most of it games by killing their lands and finishing them with man lands or manic vandals. I never considered using muddle to tutor for liquimetal. The double blue could be tough to pull off. I like using fabricate as it often gives me the chance to search for batterskull if i'm in a position where i can cast it or need it to stabilize. I've tested it against a decent amount of decks and it's been pretty good. The only problem with it is that nobody likes playing against land destruction...
    Posted in: Modern
  • posted a message on Liquimetal Destruction
    I actually built a deck like this. My version looks like this:



    I find between stirrings and thirsts, I can usually get a liquimetal out. Thirst is nice if you have an extra coating in hand, since having 2 isn't that useful. It wins most of it games by killing their lands and finishing them with man lands or manic vandals. I never considered using muddle to tutor for liquimetal. The double blue could be tough to pull off. I like using fabricate as it often gives me the chance to search for batterskull if i'm in a position where i can cast it or need it to stabilize. I've tested it against a decent amount of decks and it's been pretty good. The only problem with it is that nobody likes playing against land destruction...
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck] Alarmed Orchard.
    Honestly I think building it around birds/skirsdag or any tap creature is just worse than the original zendikon + forbidden orchard combo. It gets stalled by basically every removal and can even lose to a wipe the turn after you combo out. Turn 1 orchard zendikon, turn 2 something, turn 3 intruder alarm gives you infinite mana turn 4 or even on their turn if they play a creature. If anything just run some blue sun's zenith with whatever wincon you wan't. Maybe even do something like run Batwing Brume to kill them after you give them a million spirits? Or ghostly prison to stop them from really using them against you?
    Posted in: Deck Creation (Modern)
  • posted a message on [Deck] Extort deck thoughts?
    If you want to actually kill people with extort, I feel like you need to find spells that you can replay. The only one I can really think of is Whitemane Lion. But It also requires you to have a lot of mana to dump each turn. So you could maybe run it in some sort of control package. Or maybe use it with soul sisters as well? Also the only extorts I would really run would be 2cmc or less ones. You don't need to have a ton, because once you get to a certain point, your extorters will exceed the extra mana you have.
    Posted in: Modern Archives - Deck Creation
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