Adarkar Valkyrie + Teardrop Kami
- ETB for creatures
- Naifu Neko
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Member for 2 years, 6 months, and 9 days
Last active Tue, Mar, 19 2019 03:25:26
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Mar 15, 2019Do you like playing silly combo decks? Have any that you think are fun, fast, creative, and fresh but just cant hold up to the disruption and speed of top tier Modern decks? Is Legacy is too restrictive and fast for creativity, and Standard just not enough to craft something you can really call your own?Posted in: Modern Community
Then why not Play Inventor's Faire, a casual affair of Magic Solitare?
The Rules are simple:
A race to the finish!
- 60 Card Minimum Decks
- 20 Card Maximum Sideboards
- Modern Legal Cards
- All cards in your deck must advance your combo, and cards that serve only to delay an opponent are banned.
- No Sideboarding Between Games. The Sideboard is used as your extra deck only.
- First to 5 Wins takes the Victory
- And of course, extra points for Style!
Play casually or competitively, enjoy a good time spinning your creations wheels against fellow combo engineers and tinkers!
Would you be interesting in playing something like this against your friends and other players online?
Mar 15, 2019Posted in: Deck Creation (Modern)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards - 23 Artifact -
4 Thopter Foundry
4 Sword of the Meek
4 Grinding Station
1 Time Sieve
4 Chromatic Star
4 Mox Opal
2 Welding Jar
- 12 Creature -
4 Scrap Trawler
4 Sly Requisitioner
- 8 Instant/Sorcery -
4 Whir of Invention
4 Ancient Stirrings
- 17 Land -
3 Darkslick Shores
4 Spire of Industry
4 Botanical Sanctum
1 Academy Ruins
Been playing this online a lot. I get some sort of cathartic high off of it, like playing solitare or something. Its relaxing.
Anyways, been experimenting with Time Sieve in a mostly combo build. It feels like a little too much mana for the initial cost, but 5 sources and just thopter sword in play means you can topdeck it or whir and go usually infinite. I'll probably be cutting it in the end, feels too hard to get to 5 sources.
Mar 13, 2019So, didnt know this thread existed, but managed to come up with a list on my own last night after a few hours whacking away at a H-Geo Calculator and was referred here. Maybe a fresh perspective could provide something. Here's what came of the math and a few hours of tinkering against friends:Posted in: Deck Creation (Modern)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Engine
4 Skirk Prospector
4 Commune with the Gods
2 Goblin Bushwhacker
4 Empty the Warrens
4 Goblin Gathering
4 Hordeling Outburst
4 Mogg War Marshal
4 Desperate Ritual
4 Infernal Plunge
4 Copperline Gorge
4 Wooded Foothills
4 Stomping Ground
4 Simian Spirit Guide
4 Blood Moon
3 Postmortem Lunge
This mana base probably needs work, and my sideboard plan is basically just Blood Moon on 2.
Im interested to see a general lack of experimentation with Goblin Gathering here. I find it's quite relevant while going off, as it has the potential to be a mana positive draw 3-5. A copy or two often ends up in the yard before a cast as well, with Commune and Faithless Looting (Though i've since cut looting). As mentioned, I've done a little math on the fizzle-combo ratio. This list maintains a very high lethality rate, and has a high chance to win on the spot with the engine and one generator, even on an otherwise empty hand. (For reference the averages I used were 4 tokens for EtW, and 3 for GG).
A lot of these lists seem to be lacking the fuel to go the distance on very little. They lack the density of card advantage and mana positivity needed to keep a minimal resource combo realistic. Im obviously new to the archetype, but this seems like a mistake. Theoretically 4 Copies of Noxious Revival(perhaps over Manamorphose? my weakest card by far in testing) could allow us access to 20 cards that net 3 for 1, making up a third of our deck, and reducing the possibility of a fizzle after a successful first cast to almost nothing.
I should mention that my opinions around this are based very much from a Storm-ish point of view, and combo execution consistency is the top priority in mind. Whether these inclinations are right or not, I'm unsure. I think as a concept this deck has a strictly weaker gameplan in game 1 than Gifts Storm. But, Its super fun, and the main is rather budget friendly at the moment outside of the manabase. I'd love to see it go somewhere.
Mar 13, 2019Apparently this already exists. Well. Good to know my 2am superbaked wild deck ideas are valid at least. CheersPosted in: Deck Creation (Modern)
Jan 31, 2018Havent posted in this thread since november but figured id drop my findings after a good 300+ reps over the past few months.Posted in: Deck Creation (Modern)
Heres what my build has evolved into for now. Pretty standard stuff, im mostly just poking at percentage points now.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards // 60 Maindeck
// 25 Creature
4 Geist of Saint Traft
4 Mausoleum Wanderer
4 Spell Queller
3 Drogskol Captain
3 Selfless Spirit
// 3 Enchantment
2 Steel of the Godhead
1 Aqueous Form
// 7 Instant
4 Disrupting Shoal
3 Path to Exile
// 21 Land
4 Hallowed Fountain
1 Eiganjo Castle
4 Flooded Strand
1 Moorland Haunt
3 Cavern of Souls
// 4 Sorcery
4 Serum Visions
// 15 Sideboard
// 2 Artifact
2 Pithing Needle
// 1 Creature
// 6 Enchantment
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
// 6 Instant
3 Ceremonious Rejection
1 Path to Exile
Id say 80% of games are won by GoST. This build is mostly tailored to slamming him with an unblockable enabler as soon as possible, and protecting him with Selfless Spirit, or clearing blockers with Path if need be. I im still on the fence about how main mainboard Tallowisps im running, and every 10 games it ends up going up to 4 or down to 3, lol.
Ghostly Prison has been the main sideboard allstar so far.
Im also considering testing a build where I pull all my tron sideboard pieces and shift them to other matchups and just sort of concede that Tron is a steep climb for this deck. Unsure yet.
Some other random thoughts;
- Rattlechains is the best card in the deck in all honesty
- After much testing, i think the enchantment count should be at or below 5.
- Serum Visions is the best turn 1 play you can have
- Path should be boarded out in go wide matchups for Ghostly Prison and more lifegain, as counter intuitive as that might sound.
- Disrupting Shoal steals games.
- Moorland Haunt can occasionally win games by itself
Jan 28, 2018@D90Dennis14Posted in: Deck Creation (Modern)
the problem with all the old reanimator threads is theyre all running dredge lists with uncastable bad creatures. I'm more interested in a practical midrange build that can pressure without alesha. But i did turnup some good info and am raising an eyebrow at a green splash. Many thanks
Jan 28, 2018Alesha, Who Smiles at Death can rez Fulminator Mage and Avalanche Riders repeatedly to empty an opponents manabase and quickly stabilize a game.Posted in: Deck Creation (Modern)
Any chance some sort of midrange alesha brew could succeed? Both enablers are scary and playable cards on their own, and Alesha has other good targets that could be reccurred for value in all 3 of her natural colors. Faithless Looting could even be used as a nice card selection option that wouldnt hurt as much.
Anyone interested in brewing this?
Jan 26, 2018Mainboard Thalia is insane in this meta, don't miss out even if you are doing spells. You can also try a Kazandu Blademaster and Hada Freeblade package to replace your soldier of the pantheon for occasional explosive starts and better creature quality. Grand Abolisher is always a great sideboard tech for humans tooPosted in: Deck Creation (Modern)
Jan 24, 2018The only pirate creature powerful enough for modern is the freebooter. You have no support elsewhere outside of generic tribal aggro enablers like Vial and Cavern. You're literally trying to play a standard deck in modern, just with better removal and lands.Posted in: Deck Creation (Modern)
If you want an aggro deck with good disruption... Why not just play a BW or Eldrazi variant of taxes? If you want a fast synergistic tribal deck, why not play Merfolk, Goblins, Elves, or even Vampires or Allies? If you want an interactive, disruptive tribal aggro deck, why not play 5c Humans?
Pirates arent as fast as other tribal decks, arent as disruptive, arent as reliable, and have generally lower creature quality/synergy. Why bother?
Jan 22, 2018Absolutely, its the best turn 1 play the deck can lay down.Posted in: Deck Creation (Modern)
They offer lots of tricks, messing with combat math and allowing you to do some sneaky saves with Kabira Evangel.
They can even act as a Reckless Bushwhacker Enabler in a pinch if youre tight on the curve
Jan 21, 2018Blood Moon cripples all variants of this deck due to its reliance on a nonbasic manabase. Definitely need 6+ fetches for green if your out is Natural StatePosted in: Deck Creation (Modern)
Another option would be to play some of the many white two drops that can be sac'd to destroy enchantments or artifacts, or do it as they enter.
If you really wanna get meta, Manamorphose is hilarious in the board if you can pull it off
EDIT: There are like 4+ decks that run blood moon in the board that are in the meta, as well as Sun/Moon and Skred Red in the main. Definitely worth adjusting your mana base to combat it
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