You start with Disciple, Follower and Follower untapped.
Tap Disciple for mana.
Untapped: Follower, Follower
Tap a Follower to untap Disciple.
Untapped: Follower, Disciple
Tap a Follower to untap a Follower
Untapped: Follower, Disciple.
At this point, the most you can do is either A) tap a Follower to untap the other Follower, leaving you in the exact same position or B) Tap the Disciple again, leaving you with one untapped Follower. This one untapped Follower can either A) create an infinite loop where the Followers untap one another or B) allow for one final instance of mana production from the Disciple.
As you can see, this combination of cards does not actually create infinite mana. At most, you can create 3 mana with this combination of cards (excluding lands).
Question: Does Experiment One's Evolve mechanic trigger? I.e., does Jund Hackblade enter the battlefield as a 3/2 with haste, or does it enter as a 2/1, check to see if a multicolored creature is in play, and then gain +1/+1 and haste?
Disdainful Stroke isn't nearly as good in Modern as it is in Standard due to the fact that many Modern threats are =/< CMC 3. Obviously, there are exceptions to this (I'm looking at you Siege Rhino and Splinter Twin), but I think you could make some space for less conditional countermagic.
Also on the subject of counterspells, this deck seems to be focusing on the looooooooooooong game. Cards like Mana Leak only get worse as the game progresses, so it might be worth changing them out for something like Logic Knot or Condescend.
I wouldn't want to run 4x Doom Blade. You can further diversify your removal with cards like Go for the Throat and Victim of Night (Though Victim of Night ups your commitment to black).
Monastery Siege won't actually net you cards, but it's not bad for card selection if that's what you need. Though I imagine that in this kind of deck you want *options*, and that of course means have more cards in hand.
But I'm not sure a single Phyrexian Arena or what not will actually get you there. Maybe cut a Victim of Night for an additional Arena?
I block Narset with Shambling Attendants, snuffing out Narset's short but industrious existence.
So far so good. But what happens with the cards exiled with Narset? Specifically:
1) Do they go to a generic "Exile Zone," or do they remain in an Exile Zone that is separate from everything else I own that is exiled (i.e., "Narset's Exile Zone)? And...
2) Are spells revealed with Narset still castable on the turn that Narset dies? In other words, can my opponent still cast her 4 Treasure Cruise?
I also highly recommend watching his videos on the deck.
I like the idea of running a bunch of instants, but the problem is that they just aren't all that helpful when you flip Narset. The cool thing about Woo's list is the synergy between all the draw spells he runs, the 5 MD board wipes and then Master the Way. In my view, this is a far better route than all of the spot removal and token generation, because the draw and burn is always relevant, whereas cards like Utter End can easily be dead draws late game once you're flipping with Narset and getting a few 1/1s doesn't advance your board state in a significant way. And since you're only playing Narset late game anyway, and since she most effective with a clear board, I'd argue that it makes more sense to try and create lines of play that don't require you to zap their creatures during your declare attack step and instead just send burn right to the face.
My suggestions: less one-for-one removal for more board wipes, draw and burn.
My opponent responds with a second Shock, also targeting the Bear.
So, Gods Willing doesn't find its intended target, since the Shock at the top of the stack destroys my Bear upon resolution. But do I still get to scry from Gods Willing?
I am rather cautious though on the topic of dealing with powerful 3cmc permanents on the draw as you seem particularly soft to those. Rabblemaster, Brimaz, Mantis Rider, Knuckleblade, I'm just not seeing how you beat their average draw when nearly all your answers sans nullify are in the 3+ cmc range.
To be fair, none of those guys (especially Mantis Rider and Knuckleblade) are necessarily turn-3 plays in the current standard, simply because so many lands come into play tapped. Finding two untapped blue sources is a lot easier than ensuring RUG or RWU untapped on turn 3.
However, I see your point that, if these guys stick (especially Knuckleblade and Mantis Rider due to being multicolored), this deck runs into problems.
Baleful Strix is unfortunately not legal in modern
if inquisition of kozilek is in your budget it's definitely something to consider.
You start with Disciple, Follower and Follower untapped.
Tap Disciple for mana.
Untapped: Follower, Follower
Tap a Follower to untap Disciple.
Untapped: Follower, Disciple
Tap a Follower to untap a Follower
Untapped: Follower, Disciple.
At this point, the most you can do is either A) tap a Follower to untap the other Follower, leaving you in the exact same position or B) Tap the Disciple again, leaving you with one untapped Follower. This one untapped Follower can either A) create an infinite loop where the Followers untap one another or B) allow for one final instance of mana production from the Disciple.
As you can see, this combination of cards does not actually create infinite mana. At most, you can create 3 mana with this combination of cards (excluding lands).
I cast Jund Hackblade from my hand.
Question: Does Experiment One's Evolve mechanic trigger? I.e., does Jund Hackblade enter the battlefield as a 3/2 with haste, or does it enter as a 2/1, check to see if a multicolored creature is in play, and then gain +1/+1 and haste?
Thanks in advance for your wisdom!
Also on the subject of counterspells, this deck seems to be focusing on the looooooooooooong game. Cards like Mana Leak only get worse as the game progresses, so it might be worth changing them out for something like Logic Knot or Condescend.
I wouldn't want to run 4x Doom Blade. You can further diversify your removal with cards like Go for the Throat and Victim of Night (Though Victim of Night ups your commitment to black).
But I'm not sure a single Phyrexian Arena or what not will actually get you there. Maybe cut a Victim of Night for an additional Arena?
My opponent declares Narset, Enlightened Master as an attacker. She exiles the top four cards, revealing 4 Treasure Cruise (lucky!).
I block Narset with Shambling Attendants, snuffing out Narset's short but industrious existence.
So far so good. But what happens with the cards exiled with Narset? Specifically:
1) Do they go to a generic "Exile Zone," or do they remain in an Exile Zone that is separate from everything else I own that is exiled (i.e., "Narset's Exile Zone)? And...
2) Are spells revealed with Narset still castable on the turn that Narset dies? In other words, can my opponent still cast her 4 Treasure Cruise?
Thanks!
considering how hard this deck pushes the Delve mechanic, I don't think that Nemesis of Mortals makes much sense.
Otherwise, there are definitely some iffy cards here: Shambling Attendants could easily be replaced with Hooting Mandrills, Tormented Hero and Ruthless Ripper don't seem to really fit here.
Nyx Weaver is one you might want to consider. It puts cards in your graveyard every turn for a reasonable cost.
Also, I'm not sold on blue in this deck. I feel like cutting blue would give you more consistency without really losing much.
I also highly recommend watching his videos on the deck.
I like the idea of running a bunch of instants, but the problem is that they just aren't all that helpful when you flip Narset. The cool thing about Woo's list is the synergy between all the draw spells he runs, the 5 MD board wipes and then Master the Way. In my view, this is a far better route than all of the spot removal and token generation, because the draw and burn is always relevant, whereas cards like Utter End can easily be dead draws late game once you're flipping with Narset and getting a few 1/1s doesn't advance your board state in a significant way. And since you're only playing Narset late game anyway, and since she most effective with a clear board, I'd argue that it makes more sense to try and create lines of play that don't require you to zap their creatures during your declare attack step and instead just send burn right to the face.
My suggestions: less one-for-one removal for more board wipes, draw and burn.
My opponent has a Teferi, Mage of Zhalfir in play, and on my turn I cast Serum Visions. My opponent responds by flashing in Maralen of the Mornsong.
I would not scry then as well, correct?
What if I had cast Preordain? Would I scry first, but not draw a card? Or would the spell fizzle because I could not complete all its actions?
Before damage, my opponent casts Shock, targeting the Bear.
I respond by casting Gods Willing, giving Runeclaw Bear protection from red.
My opponent responds with a second Shock, also targeting the Bear.
So, Gods Willing doesn't find its intended target, since the Shock at the top of the stack destroys my Bear upon resolution. But do I still get to scry from Gods Willing?
To be fair, none of those guys (especially Mantis Rider and Knuckleblade) are necessarily turn-3 plays in the current standard, simply because so many lands come into play tapped. Finding two untapped blue sources is a lot easier than ensuring RUG or RWU untapped on turn 3.
However, I see your point that, if these guys stick (especially Knuckleblade and Mantis Rider due to being multicolored), this deck runs into problems.