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  • posted a message on Eggs
    Quote from Nottuh »
    Quote from Lord Nahkiin »
    I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.


    I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat XD the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.


    Ah I see! I didn't think of the timing. To follow it with another rules question (hopefully somebody knows the answer to this): Do lands that enter the battlefield after a Elswhere Flask has been cracked still have tekst, or are they basic lands? So, do lands "not seen" during the crack also become basics or not?


    For a simple answer, the lands “not seen” will maintain their text, and if returned via Faith’s Reward or something similar then they will have their oroginal text (Ghost Quarter will still be able to destroy a land, Mystic Sanctuary will still have its ETB trigger, ect).

    “Each land you control becomes that type...” means that only the lands that you control (on the battlefield) will be affected by this ability. So the lands in your graveyard will still be able to do their shenanigans later Grin

    Quote from Lord Nahkiin »

    Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that :p ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.


    That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.


    I tried a small green splash in the manabase to be able to cast Edge of Autumn and Noxious Revival if I wanted to, but ultimately dropped it. I didn't need to cast the cards most of the time (Edge of Autumn can be cycled for free and Noxious Revival can be cast for free) and the splash was a bit awkward at times. Especially with Mystic Sanctuary now, I'm thinking about only running basic islands to make sure Mystic Sanctuary is always live. Even though I have a small white and black splash, there's so much colour fixing in the deck that I think we should be fine.


    Ahh those alternate casting costs really do come in handy for our deck then. My current manabase is still a work in progress, but is looking something like this:

    This is a 21 land manabase, but I think due to the introduction of Mystic Sanctuary and the 3 Island Requirement it demands, the land count is suitable for the deck. This of course will require further testing, but I like how it’s looking so far. My current sideboard doesn’t require any other colour splashes yet, and I’m hoping to keep it that way. That being said, our Eggs should also help in paying whatever mana requirement we would ever need XD
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.


    I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat XD the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.

    Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that :p ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.


    That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from Snookumz »
    I’m on 2 sanctuary. I don’t want it to come into play tapped on 1 I want to be playing my eggs then. I upped fetches to get it out of the deck when I need it.


    I was afraid of the same problems when I originally put my list together, but found that I can often just play the Eggs on later turns, especially since I only need 2 to actually combo off. As well as that I noted that in the original Cifka Eggs list, Cifka himself has moments where he held back on cracking fetchlands and playing out his Eggs just to get that slight additional advantage when combo’ing off. It’s small things, but they all add up when it comes to going off with this deck
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from drinkard »
    Ghost Quarter on the combo turn easily allows you to go infinite. Edge of Autumn helps you gain additional Mystic Sanctuary triggers as well.


    Dammit, I was hoping no one else would see that infinite for a lil bit XD Edge of Autumn is cool actually , tell us how you go with it.


    Quote from Nottuh »
    I don't think we want 4 copies as you don't want to see it in your hand (likely to enter the battlefield tapped), but 1 or 2 seems sweet.


    I originally started on 2 for similar reasons, but kept uping the number to 4 because the risk was low and the opportunity was VERY high. A single Faith’s Reward + Fetchland = 5 loops (as long as a Mystic Sanctuary isn’t in your hand) and in my opinion that is very, very good for us :3


    Quote from Nottuh »
    Tapping your eggs for Whir is a huge nonbo, unless you have a good sacrifice outlet such as the banned Krark-Clan Ironworks.


    That’s why X = 0 :p
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Mystic Sanctuary

    Ladies and gentlemen, we may yet have another chance to shine.
    Posted in: Deck Creation (Modern)
  • posted a message on I think I just broke Bolas' Citadel (Storm)
    How are we on this with Scheming Symmetry? Does this provide more consistency?


    Putting a card from your deck on top of our library to immediately cast with Bolas's Citadel? Absolutely playable. Helping us find the pieces to combo off while also being amazing mid-combo has got me very high on this card. I'm already thinking of using 4x, but that might be too many.
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from TylerStegman »
    Here's another question... Any reason we haven't turned into time sieve eggs?


    When it comes to Time Sieve we would need to generate five or so artifacts each time we activate it to try and go "infinite". Thopter-Sword decks make the most use of this with their amount of thopters only being limited to the amount of mana available to them, in fact I think some of their builds play some of our Eggs, like Chromatic Star and Chromatic Sphere.

    Our version of the deck needs to bring back or cast more Eggs to get extra turns, which doesn't really work as well with out deck compared to Thopter-Sword. Also, extra turns and Faith's Reward don't mix well, as well as possible Storm cards like Grapeshot. While it's possible there is some way to create this sort of deck, I would guess that the better option would be to just go play Thopter-Sword instead.
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from Vaddinger »
    Thanks for your reply. The thirsts are a good discard outlet for the lotus blooms you get during your combo. So that you can get them back with open the vaults.


    No problem bud. Perhaps Chart a Course? Just trying to think of similar effects but for less mana; to me 3 seems potentially a bit too much to cast for such an effect.

    In regards to your sideboard. how has Pact of Negation been working out for you? I've thought about it before but just dismissed it. Is it better than it looks or could something such as Silence be better?
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from Vaddinger »
    Hello guys,
    First time ever posting in a forum and non-english native speaker, so bear with me. First of all I really love the Primer and the eggs archetype in general. I would like to help making this deck competitive.

    This is the build I am currently goldfishing:

    Main:
    4 Chromatic Sphere
    4 Chromatic Star
    4 Conjurer's Bauble
    4 Elsewhere Flask
    4 Faith's Reward
    4 Ghost Quarter
    12 Island
    4 Lotus Bloom
    4 Open the Vaults
    1 Plains
    1 Pyrite Spellbomb
    4 Reshape
    1 Sunbeam Spellbomb
    2 Whir of Invention
    2 Thirst for Knowledge
    4 Serum Visions
    1 Grinding Station

    Sideboard:
    1 Echoing Truth
    2 Negate
    1 Nihil Spellbomb
    4 Pact of Negation
    2 Relic of Progenitus
    1 Sorcerous Spyglass
    1 Tezzeret the Seeker
    3 Leyline of Sanctity

    The sideboard is far from being finished. So far it goes of pretty consistently on turn 4+ and sometimes even t3. I would love to hear some feedback.


    The deck looks good, nothing too drastic that I would change. And if it’s getting you good results, then keep playing it and keep it up! Over time you can change little things if you think you need to, and see how it feels; that’s going to the best way to test the deck out if you think something needs to be changed, but are unsure of what the change. One thing I would try however, is stwitching Thirst for Knowledge for Sleight of Hand. For two less mana I think it’s a bit of a more effective, but I could be wrong.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    I’ve got some cards that I was wondering what people thought of as well: Consign // Oblivion, Cardful Considerations and Chalice of the Void. The first card allows us to bounce a card if it’s a particular annoyance, and then potentiallly cast Oblivion to get the opponent to a low enough hand size without us even needing to cast Day’s Undoing, and lock from there.

    Careful Considerations could be a smaller version of Day’s Undoing, especially since it’s an Instant. Also playing as a dig spell for ourselves, I reckon this could be a very good spell. I haven’t tried it out yet, but I have high hopes for it. Chalice of the Void is the one I’m a bit more sceptical on. While it is Colourless and does prevent some of our 1-cmc spells, it does outright prevent our opponents stuff as well.

    I have a proposition that might be met with outrage, but I’ll try it anyways: completely cut Disrupting Shoal and go all in on Commandeer and Snapback. This might be a crap idea, but I’m thinking that the way Shoal appears to be skewering our CMC might be a bit too much damage to us. Snapback allows us to answer creature threats temporarily and Commandeer does its usual thing lol. I’ll test out these cards and ideas, and let you guys know how it goes : )
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from Aetherbringer »
    Hey guys! I've been working on a similar type of deck, only with howling mine effects. Here's what I'm on at the moment:

    I think that the howling mines are good because they give us way more cards, while our pitch cards make sure they can't deploy their powered-up hand without hindrance. Cutting Lore Broker and Notion Thief felt justified to me because so much of the time they turned on otherwise dead creature removal, and they're usually only good when we already are quite far ahead. Meanwhile, Geier Reach Sanitarium does essentially the same thing, locking up the game after an undoing while not taking up any maindeck slots. 4 Snapback has also felt great with the extra cards, and they are fantastic for keeping us safe after we tap out for draw spells. Boomerang is another way to get rid of problem permanents, and is a known good follow-up to howling mine effects. Let me know what yall think!


    I kind of agree with your thoughts on Geier Reach Sanitarium, and reduced my number of Lore Brokers down to 2. Keeping some in just in case the opponent runs Ghost Quarter. Also, the Broker allows us to spend mana whereas the Sanitarium requires us to have 3 mana that we can’t use, and we can only ever have one Sanitarium on the battlefield, whereas we can have multiple Brokers.

    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    Quote from TylerStegman »
    So do we have an updated list using whir and reservoir? I'm looking at the idea of building eggs bc I am in love with my breya eggs edh. Are we not running Semblance Anvil? Why not as well? I could see us floating Mana, dropping a paradoxical Outcome and re-dropping everything for free thus making reservoir an auto win or storm count an auto win, or cabal paladin, and guys of the like, an option. Just curious as to where the deck is at after kci banning and what the most competitive version would be. Not worried about budget.


    My current list:


    The deck has been working fairly well for me, although with the Meta being shifted into the 'mainboard grave hate' it's becoming increasingly more difficult. Aetherflux Reservoir just ended up becoming a 'Win-more' card and was eventually cut since I have the 2x Sunbeam Spellbomb. Also I'm still terrible at sideboards lol. I'm considering a transformational sideboard that uses cards that can win by themselves, such as Elspeth, Sun's Champion and maybe Sun Titan, but I'm still fairly terrible at figuring it out.

    As far as I know, the Semblance Anvil ideas after the KCI ban ended up falling short of being good, so people have kind of stopped attempting to create anything with it. I don't believe I have seen anything that utilizes Paradoxical Outcome particularly well, but we also have a slightly weaker version in Leave // Chance so there might be something there. If you have any ideas though, then feel free to ask about and we can try and help out!
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from Lectrys »
    Quote from Lord Nahkiin »
    Quote from DEspite »
    I wonder why this UB deck doesn't play any Thoughtseize-effects? It helps a lot with stripping cards off of the opponent which speeds up the Lorebroker lock


    Because we need our spells to be blue, and as far as I know the only blue card that might be worth playing is Thought Erasure, and even then it seems like it might be a bit of a stretch.

    There's probably some happy medium of nonblue cards this deck can support, as Disrupting Shoal versions of Modern RUG Delver play mono-red (Bolt) and mono-green (Goyf/Hooting Mandrills) cards. Granted, Commandeer probably ups the blue count further, but in testing, I've cast Snapback for 2 mana at least half the time, so I ditched one for Tyrant's Scorn.

    I'm reading some tournament reports on MTGS that mention this deck or something close to it. I'm really wondering what those lists are like, as I haven't seen this deck get any tournament Top 8s or MTGO finishes.


    I'll admit, I've been keeping an eye on the Snapback and seeing how often its actually cast for its alternate cost. It's low enough to get me thinking about changing, so good choice there. There are probably scenario's where it is actually really good but for now I agree that it's better to replace some with Tyrant's Scorn.

    Speaking of Scorn, I was wondering on people opinions on something; which is better: Tyrant's Scorn or Dimir Charm? Returning a creature allows for the Scorn to always be useful against creatures, however the Charm is able to interact in ways that are not only focused on creatures. Not sure which is better, let me know what you guys think.

    Another consideration I had was Mission Briefing, specifically since you're able to pay for Alternate costs.The more I think about it though the worse it seems, since it's basically dead once you cast Day's Undoing and in scenarios where you do have this in hand and it's useful, the card that you replaced with this might have worked anyways. Just an idea, but again, let me know what you guys think!
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from DEspite »
    I wonder why this UB deck doesn't play any Thoughtseize-effects? It helps a lot with stripping cards off of the opponent which speeds up the Lorebroker lock


    Because we need our spells to be blue, and as far as I know the only blue card that might be worth playing is Thought Erasure, and even then it seems like it might be a bit of a stretch.
    Posted in: Deck Creation (Modern)
  • posted a message on I think I just broke Bolas' Citadel (Storm)
    Quote from Lectrys »
    Quote from the n00b king »
    Quote from Lectrys »
    Quote from the n00b king »
    I was thinking, why are we not considering disciple of the vault here? Since the goal is to just get a million artifacts in play, you get auto 20 life lost with disciple. I mean maybe it's win more, but I can't imagine running a 1-2 copies of it in the main would hurt much once you start going off.

    Disciple of the Vault is pretty win-more. Unlike Children of Korlis, it cannot gain you enough life to keep comboing off if you only find it late in the combo turn, and if you play it early, it immediately dies to removal as often as Children of Korlis does. It can't even Fog removal-light decks, unlike Children of Korlis. Fizzle with a Disciple and you haven't gained life (unlike fizzling with Aetherflux Reservoir or Children), so your opponent can often kill you before your next turn, unlike with Aetherflux/Children. The deck already wins with Aetherflux or Faith's Reward into Bolas's Citadel mass sacrificing; it doesn't need an additional win con. Even Aetherflux builds can win with Citadel cracks.

    Quote from Lord Nahkiin »
    Quote from megatog201 »
    Just pointing out that some have said how hard the bbb casting cost is. So wanted to point out that Urborg can be used to ease this.


    Also depending on how the deck is built. Things like Pentad Prism, Lotus Bloom and other various color filters help get BBB.

    On another note, for people who are testing out their decks: What turn is your deck able to usually combo off and win? For me its turn 4 most of the time, sometimes later and sometimes earlier though. Also, how are people approaching their sideboards? I'm still a bit unsure if I'm utilizing mine properly, so I'm asking around for ideas

    I find that Citadel Eggs tends to combo off on Turn 3-4 (maybe Turn 3.5), while my Citadel Dodge Yard Hate deck combos off closer to Turn 4.5 (with some Turn 3 wins and plenty of Turn 4 wins). Prudent use of life gain often means that Turn 4.5 is good enough against aggro, though.

    As for the Urborg, ToY suggestion, it's actually a decent one, as it mana fixes (including for Pentad Prism) and lets you pay life to your fetchlands later and less often. I'm still experimenting with Blast Zone in the land flex slot to see how often it is anti-hate, though, and it cannot pay for Reshape for Lotus Bloom.


    sorry but explain to me why you can't play both? or even all three? multiple win conditions that play well together anyways seems to be the plan no? I'm not advocating for 4 of them, just the 1 of.

    I suspect someone is a fan of Pyrite Spellbomb in Citadel Eggs, but Citadel Eggs needs as many slots as possible to synergize with Faith's Reward (I think we've yet to find a Citadel Eggs build that plays Scrap Trawler instead without losing all consistency). Citadel Eggs can play stuff like Serum Visions and Whir of Invention, but yeah, it needs a lot of cantrips and tutors (often cantrip rocks). Aetherflux Reservoir is a 4-mana brick if you start the combo with Faith's Reward instead of Bolas's Citadel, so no, it cannot fit in Citadel Eggs. Citadel Eggs's main source of life gain is Sunbeam Spellbomb instead.

    As for my Citadel Dodge Yard Hate deck, Aetherflux Reservoir there is both massive mid-combo life gain and a win con. I need my other nonland slots there to be cantrips (often life gain cantrips), tutors, fast mana, or life gain, so I have no room for additional win cons. I suppose there's stuff like Jace, Wielder of Mysteries that are cantrip win cons, but sheesh, he's so expensive to cast. The Dragonlord Dromoka in my sideboard is meant to be an alt win con that dodges Unmoored Ego and anti-Storm cards, yet synergizes with the combo plan.

    The Bolas's Citadel crack plan is already shaky in my Citadel Dodge Yard Hate deck; Ghirapur Aether Grid would be an even shakier plan (although it synergizes with cracking Citadels) because the deck doesn't play that many artifacts and wants to tap several of them with their own abilities. This is the kind of obstacle that additional win cons must face: even if they have utility outside the combo, they don't help me dig for it or sustain it by adding life.






    Pyrite Spellbomb is here both as an additional Win-Con as well as a way to get rid of potential annoyances, specifically Thalia, Guardian of Thraben. While I guess Engineered Explosives can deal with Thalia, I’m not sure it’s my preferred method. Spellbomb can also be fetched out while the EE cannot.

    While I agree that the Citadel Eggs deck does need a lot of Cantriping Eggs to be able to go off, I’m not sure if as many slots are needed as you might be implying. During the combo I’m able to just draw some of the Recursion effects mid-combo so I can use them later where I’d otherwise fizzle, which makes comboing much easier. If it weren’t for the Graveyard Focused Meta that we’re in I’d think that the Pyrite and EE are all the interactions I’d need without drastically affecting the combo, but mainboard RIP and Nihil Spellbomb are proving difficult to verse. Not sure if now is the time to play this deck if I’m being honest. The deck works, but not comfortably in this Meta.

    The Scrap Trawler idea is an interesting one, not one I’ve seen anyone test out but I reckon it’s possible. Might need to chat with some people and see if it can replicate some of the KCI interaction.
    Posted in: Deck Creation (Modern)
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