Battle of Wits is a fun card, I've always loved it. Nice thing about a 200 card deck, you can put answers to almost ANY situation in said deck. Problem: What are your odds of drawing a 4 of card in a 230+ card deck? I know when it was Standard legal they ran 240 as a minimum. I have an idea of it using W/B for draw & control, B for tutors and G for ramp. The modern legal tutors are as follows...
That's 13 different tutors, ran at 4 copies each would be 52. It's a little over kill to have THAT many tutors, especially since BOTBD is a nine drop. Razaketh is also too big at an 8 drop, including him being a sacrificial Vampiric Tutor. Diabolic Revelation is also too large you still have to 3BB in addition to X.
So that's out of the question. Although there's a number of seven drops, this is also a 240 card deck and the huge drops help out regardless. With so many large drops, it needs ramp and control, much like the tried and true standard versions worked in the past. It should work now.
If you believe I'm missing any, please note them. Some may find their way in, some may not.
Draw Gifts Ungiven: Why not let your opponent pick their poison? Serum Visions: Less powerful Preordain but still good. Manamorphose: Get mana and draw. Opt: Scry 1, draw 1, why not? Sleight of Hand: Another nice peak n draw.
Control Admonition Angel: She may be a six drop for 6/6, but any time you drop a land, you nail a nonland your opponent controls. Mana Leak: Arguably the best counter in Modern. Spell Pierce: Great counter. Path to Exile: Why not? You can always find your own land. Cryptic Command: Draw a card & counter? Why not. Remand: The spell will return but you do get a card back. Dismember: -5/-5 which does kill 90% of playable cards and gets isn't restricting like Doom Blade, Go For the Throat and Fatal Push.
Other Spells Chord of Calling: Find creatures quickly. Primal Command: Get 7 life back and get your graveyard back or find a creature you need. Elixir of Immortality: You get 5 life back and your library back for Battle of Wits.
Enchantments Oblivion Ring: Why not? Remove something problematic. Detention Sphere: Grab something that's one the field and keep it out and prevent others from coming in. Nevermore: Stop something fast.
Lands
These are a lot simpler: Fetch lands, shock lands and basic lands. I'm thinking about the check lands from Innistrad/Dominaria, they can't be found as easily BUT can still provide mana. The check lands however would be too slow as you're not very likely to get them in opening hands.
Gate decks actually look fun. Wish they put Maze's End was reprinted. I like this deck list a lot, since I rather not pay $40-$60 for a card that isn't Vintage/Legacy staple/useful.
I cast Time Walk, my opponent castsFork, I respond with Twincast and a second Twincast. T he turns would: Me finishing my current turn, then first extra turn then my second extra turn then my opponents extra turn then my turn then my opponents normal turn.
I want to make sure I understand the wording correctly.
Extra basically cancel out or play in reverse order, i.e.: It would go my turn to cast Time Walk in which my opponent uses Fork. I finish my current turn. It would be my opponents extra turn then my extra turn then my opponents normal turn.
If I'm using Djinn Illuminatus and replicate Time Walk four times, I get 4 extra turns (and if I don't win in four extra turns, I deserve to lose).
A turn question: My opponent casts Time Walk and I respond with Fork, does he get his turn then I get my extra turn then normal turn or would these effects cancel out?
Would it be possible to run some Madness Archtype cards with Manaless Dredge or would LED Dredge be better with Madness or is Madness COMPLETELY unplayable?
1.) What's the Jim Davis build?
2.) Isn't that guy who created Garfield the Cat?
CMC 2
Infernal Tutor
CMC 4
Mastermind's Acquisition
Diabolic Tutor
CMC 5
Razaketh's Rite
Liliana Vess
Increasing Ambition
Final Parting
Diabolic Revelation
Demonic Collusion
Dark Petition
CMC 7
Rune-scarred Demon
Behold the Beyond
CMC 8
Razaketh, the Foulblooded
CMC 9
Bringer of the Black Dawn
That's 13 different tutors, ran at 4 copies each would be 52. It's a little over kill to have THAT many tutors, especially since BOTBD is a nine drop. Razaketh is also too big at an 8 drop, including him being a sacrificial Vampiric Tutor. Diabolic Revelation is also too large you still have to 3BB in addition to X.
So that's out of the question. Although there's a number of seven drops, this is also a 240 card deck and the huge drops help out regardless. With so many large drops, it needs ramp and control, much like the tried and true standard versions worked in the past. It should work now.
Ramp Spells
Sakura-Tribe Elder: Chump Block + Rampant Growth
Llanowar Elves: Make mana
Birds of Paradise: Mana ANY mana
Sakura-Tribe Scout: Play additional lands
Primeval Titan: Get any two lands coming and swinging?
Rampant Growth: Get dem basikz.
Farseek: Finds shock lands and other basics fast.
Solemn Simulacrum: Get a basic land and draw a card.
Knight of the Reliquary: A beat stick that lets you find any land.
Explore: Play an additional land & draw a card.
If you believe I'm missing any, please note them. Some may find their way in, some may not.
Draw
Gifts Ungiven: Why not let your opponent pick their poison?
Serum Visions: Less powerful Preordain but still good.
Manamorphose: Get mana and draw.
Opt: Scry 1, draw 1, why not?
Sleight of Hand: Another nice peak n draw.
Control
Admonition Angel: She may be a six drop for 6/6, but any time you drop a land, you nail a nonland your opponent controls.
Mana Leak: Arguably the best counter in Modern.
Spell Pierce: Great counter.
Path to Exile: Why not? You can always find your own land.
Cryptic Command: Draw a card & counter? Why not.
Remand: The spell will return but you do get a card back.
Dismember: -5/-5 which does kill 90% of playable cards and gets isn't restricting like Doom Blade, Go For the Throat and Fatal Push.
Other Spells
Chord of Calling: Find creatures quickly.
Primal Command: Get 7 life back and get your graveyard back or find a creature you need.
Elixir of Immortality: You get 5 life back and your library back for Battle of Wits.
Enchantments
Oblivion Ring: Why not? Remove something problematic.
Detention Sphere: Grab something that's one the field and keep it out and prevent others from coming in.
Nevermore: Stop something fast.
Lands
These are a lot simpler: Fetch lands, shock lands and basic lands. I'm thinking about the check lands from Innistrad/Dominaria, they can't be found as easily BUT can still provide mana. The check lands however would be too slow as you're not very likely to get them in opening hands.
2x Boseiju, Who Shelters All
4x Polluted Delta
4x Flooded Strand
4x Marsh Flats
4x Windswept Hearth
4x Verdant Catacombs
4x Misty Rainforest
4x Kessig Wolf Run
4x Watery Grave
4x Temple Garden
4x Hollowed Fountain
4x Godless Shrine
4x Steam Vents
4x Overgrown Tomb
4x Breeding Pool
8x Plains
8x Island
8x Swamp
8x Forest
Now with all this mentioned, I believe my deck should look something like this...
2x Wurmcoil Engine
4x Admonition Angel
4x Birds of Paradise
4x Knight of the Reliquary
4x Llanowar Elves
4x Primeval Titan
4x Reflector Mage
4x Rune-scarred Demon
4x Sakura-Tribe Elder
4x Sakura-Tribe Scout
4x Snapcaster Mage
4x Solemn Simulacrum
Instants/Sorceries 76
4x Cryptic Command
4x Dark Petition
4x Demonic Collusion
4x Diabolic Tutor
4x Dismember
4x Explore
4x Farseek
4x Gifts Ungiven
4x Infernal Tutor
4x Manamorphose
4x Mastermind's Acquisition
4x Opt
4x Path to Exile
4x Primal Command
4x Razaketh's Rite
4x Rampant Growth
4x Remand
4x Serum Visions
4x Sleight of Hand
4x Elixir of Immortality
Enchantments 16
4x Battle of Wits
4x Detention Sphere
4x Nevermore
4x Oblivion Ring
Planeswalkers 8
4x Jace, the Mind Sculptor
4x Liliana Vess
Lands 90
2x Boseiju, Who Shelters All
4x Flooded Strand
4x Marsh Flats
4x Misty Rainforest
4x Polluted Delta
4x Verdant Catacombs
4x Windswept Heath
4x Kessig Wolf Run
4x Watery Grave
4x Breeding Pool
4x Godless Shrine
4x Hallowed Fountain
4x Overgrown Tomb
4x Steam Vents
4x Temple Garden
8x Forest
8x Island
8x Plains
8x Swamp
3x Relic of Progenitus
4x Enduring Ideal
4x Leyline of Sanctity
4x Stony Silence
I would like to get some opinions on this deck. I'd like to make it in person, but I doubt I can use sleeves and stack my deck in a 300 card box.
2x Archway Angel
4x Gate Colossus
4x Gatebreaker Ram
Sorceries & Instants
4x Circuitous Route
3x Expansion//Explosion
4x Gates Ablaze
4x Growth Spiral
1x Negate
4x Shimmer of Possibility
Enchantments
4x Guild Summit
1x Azorius Guildgate
3x Breeding Pool
1x Forest
4x Gruul Guildgate
1x Island
4x Izzet Guildgate
4x Plaza of Harmony
1x Selesnya Guildgate
4x Simic Guildgate
2x Steam Vent
1x Stomping Ground
2x Archway Angel
3x Cindervines
1x Crushing Canopy
2x Lava Coil
3x Negate
2x Shivan Fire
2x Thrash//Threat
Another one I like is this one. There both top 8 for MTGO tournaments.
2x Archway Angel
4x Gate Colossus
4x Gatebreaker Ram
Instants & Sorceries
4x Circuitous Route
2x Deafening Clarion
3x Expansion / Explosion
4x Gates Ablaze
4x Growth Spiral
1x Shimmer of Possibility
Enchantments
4x Guild Summit
3x Azorius Guildgate
2x Breeding Pool
1x Forest
2x Gateway Plaza
4x Gruul Guildgate
1x Island
4x Izzet Guildgate
4x Plaza of Harmony
3x Selesnya Guildgate
4x Simic Guildgate
2x Archway Angel
3x Cindervines
2x Mass Manipulation
4x Negate
4x Nezahal, Primal Tide
That's what I got thus far.
I cast Time Walk, my opponent castsFork, I respond with Twincast and a second Twincast. T he turns would: Me finishing my current turn, then first extra turn then my second extra turn then my opponents extra turn then my turn then my opponents normal turn.
I want to make sure I understand the wording correctly.
Extra basically cancel out or play in reverse order, i.e.: It would go my turn to cast Time Walk in which my opponent uses Fork. I finish my current turn. It would be my opponents extra turn then my extra turn then my opponents normal turn.
If I'm using Djinn Illuminatus and replicate Time Walk four times, I get 4 extra turns (and if I don't win in four extra turns, I deserve to lose).
Am I right?
A turn question: My opponent casts Time Walk and I respond with Fork, does he get his turn then I get my extra turn then normal turn or would these effects cancel out?
PS: I was play testing this deck on tapped out. It's REALLY fun. I just need to figure what to put as the last three side board cards for my meta.