I hope that almost nobody will use that combo...it is just atrocious. Question also is, if enough people could get their hands on lattice before it exploded in price.
Just build towards one main deck and go from there.
You can grind everything out for free, but as always - and like in
other games like HS too - you can drop a few bucks and save some time.
Nothing horrible, nothing to shout about, nothing to be ashamed of.
It will still be only a fraction of what MTGO or "real" magic costs.
I too like Relic in this concept quite a bit.
Seems like the smarter solution since it also provides some card draw, but sure, you can always smuggle one
Elixir in. Shouldn't hurt that much.
The core task would be to pinpoint the most important pieces of the engine and leave out the rest.
But without playtesting I can´t really provide a good solution to this. I just feel, with Humans, Hollow One,
Goblins being so popular right now, redundancy of "combo" pieces alone will not be enough.
Maybe a mono-colored version of this idea isn´t even viable.
I am not sure about Defense Grid. Feels a bit odd.
Maybe it is strong in combination with Damping Sphere?
Yes, Pithing Needle/Spyglass are must-haves after SB.
Not sold on Ethersworn Canonist...maybe better if it had flash.
I am also not sold on Rest in Piece. It kinda conflicts with your
ability to shuffle back your own cards and don´t deck yourself in
long matches. Maybe Relic of Progenitus could fill that gap?
I guess you could probably eliminate the darksteel citadels if you don´t use the opals (I guess?)since they helped to activate them faster. But they also contribute to mana after Fall, so we might have to keep them.
Nevertheless, I think you will face dire situations vs. fast decks and probably
also against control decks, since you have nothing against the likes of JTMS.
Also, I feel something to get back your graveyard could potentially be quite important.
So Emrakul or something like Elixir of Immortality might be necessary.
Well, I guess Eternal scourge is an additional way to finish the game over multiple turns.
Question is, how can we integrate it without disrupting the original idea and card composition too much?
I feel, for it to make an impact, you would need at least 2-3. It may work out just fine though!
So, after thinking about this concept for a bit and reviewing the decklist and suggestions above,
I think one has to make a strong claim for additional filtering/deck manipulation and removal.
As already stated, there is an enormous amount of decks that can shut you down, either by killing you on turn 4 or by making your life miserable via cards like e.g. Stony Silence, Solemnity, Meddling Mage, Negate, artifact/enchantment removal... you name it. So dropping Ghostly Prison on turn 3 probably won´t cut it, especially with "only" 4 sweepers.
The combination of Fall of the Thran and Power Conduit resembles a combo lock that, while efficient and inherently strong, is very fragile. And while redundancy will definitely help to install the lock asap, imho there is a need for cards like Path to Exile, Board the Weatherlight, maybe even Wall of Omens and/or Mind Stone.
My basic idea is to make the concept more resilient during the first 3 to 5 turns and provide more efficient ways
to draw into the core pieces, ward of fast creatures and destroy opposing artifacts/enchantments/creatures. These cards cannot be too expensive with regards to cmc, so Fall of the Thran - with the exception of Emmy - should be the most expensive piece in the deck.
In order to do that, I would isolate the core of the deck:
and fill up with a selection or combination of the following cards:
Mainboard Land: 1-2 Inventors´ Fair (generates some extra life; can tutor up some artifacts)
Mainboard Sorcery: 1-2 Board the Weatherlight (filtering for artifacts, legendaries, sagas)
Mainboard Artifact: 1-4 Mind Stone (card draw and ramp)
Mainboard Artifact: 1-2 Damping Sphere (shuts down Tron, helps against Storm/degenerate combo decks)
Mainboard Artifact: 1-2 Storage Matrix (we can ignore lands and creatures, so it benefits us since the opponent has to select his untap targets more carefully)
Mainboard Creature: 1-4 Wall of Omens (card draw and early aggression control)
Mainboard Creature: 1-4 Scrap Trawler (defense/offense, brings back key artifacts on death)
Mainboard Plainswalker: 1-2 Elspeth, Knight-Errant (nice interactions overall, especially the -8 combined with Fall)
Sideboard Instant: 1-3 Dawn Charm (an odd-one, but potentially interesting fog effect and pseudo-counterspell)
Sideboard Instant: 1-2 Angel´s Grace (another fog-ish effect)
Sideboard Instant: 1-3 Disenchant (or any other related card)
Sideboard Sorcery: 1-2 Day of Judgment (me thinks additional sweepers are a good idea)
This is really only the product of a short brainstorming session, but I think some of these cards
might help the overall deck idea.
I basically agree with your perspective on psychosis crawler.
Will try to come up with a solid UW list, going for maximum consistency
and a high number of sweepers.
The Flame of Keld
1R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Welp...I had some hope the set would turn out interesting.
Not much good stuff for modern or legacy in it.
Damping Sphere sure is nice...but I guess the deck doesn´t need it.
I am lurking for a few days now since I am on the
brink of venturing either into modern (again; first time on MTGO)
or into legacy. Not sure yet.
Nevertheless, Orzhov control seems to be in a great spot right now,
so it is definitely a big contender for my next deck.
Though I haven´t seen Zyrnak´s video yet,
I do get why he doesn´t run LOTV:
Her(+)ability lets you sacrifice a card in a deck with virtually no
card draw. You would have to use this to tick her up, losing valuable cards
in the process. And paying 3 CMC for one edict effect isn´t great either.
There is basically no real solid reason to run her, other than blindly bandwagoning with
her representing a no-brainer-value-card-that-needs-to-be-included-everytime (no offense, since you people
here don´t reflect this sentiment).
He trades card quality for draw and deck manipulation. Also, the lifelink thingy he
has going on with the Sorins, Westvale Abbey, Collective Brutality is spicy. Would probably go with two Night´s Whisper main deck.
Maybe Erebos, God of the Dead is a solid idea after all to provide another opportunity to draw at will and together with Ob Nixilis and Night´s Whisper? Or even Bob?
I will try to go for a more prisonish direction though. Maybe something along the lines of Ghostly Prison, Oblivion Ring or Damping Matrix from the sideboard.
You can grind everything out for free, but as always - and like in
other games like HS too - you can drop a few bucks and save some time.
Nothing horrible, nothing to shout about, nothing to be ashamed of.
It will still be only a fraction of what MTGO or "real" magic costs.
Seems like the smarter solution since it also provides some card draw, but sure, you can always smuggle one
Elixir in. Shouldn't hurt that much.
The core task would be to pinpoint the most important pieces of the engine and leave out the rest.
But without playtesting I can´t really provide a good solution to this. I just feel, with Humans, Hollow One,
Goblins being so popular right now, redundancy of "combo" pieces alone will not be enough.
Maybe a mono-colored version of this idea isn´t even viable.
Maybe it is strong in combination with Damping Sphere?
Yes, Pithing Needle/Spyglass are must-haves after SB.
Not sold on Ethersworn Canonist...maybe better if it had flash.
I am also not sold on Rest in Piece. It kinda conflicts with your
ability to shuffle back your own cards and don´t deck yourself in
long matches. Maybe Relic of Progenitus could fill that gap?
Nevertheless, I think you will face dire situations vs. fast decks and probably
also against control decks, since you have nothing against the likes of JTMS.
Also, I feel something to get back your graveyard could potentially be quite important.
So Emrakul or something like Elixir of Immortality might be necessary.
Question is, how can we integrate it without disrupting the original idea and card composition too much?
I feel, for it to make an impact, you would need at least 2-3. It may work out just fine though!
I think one has to make a strong claim for additional filtering/deck manipulation and removal.
As already stated, there is an enormous amount of decks that can shut you down, either by killing you on turn 4 or by making your life miserable via cards like e.g. Stony Silence, Solemnity, Meddling Mage, Negate, artifact/enchantment removal... you name it. So dropping Ghostly Prison on turn 3 probably won´t cut it, especially with "only" 4 sweepers.
The combination of Fall of the Thran and Power Conduit resembles a combo lock that, while efficient and inherently strong, is very fragile. And while redundancy will definitely help to install the lock asap, imho there is a need for cards like Path to Exile, Board the Weatherlight, maybe even Wall of Omens and/or Mind Stone.
My basic idea is to make the concept more resilient during the first 3 to 5 turns and provide more efficient ways
to draw into the core pieces, ward of fast creatures and destroy opposing artifacts/enchantments/creatures. These cards cannot be too expensive with regards to cmc, so Fall of the Thran - with the exception of Emmy - should be the most expensive piece in the deck.
In order to do that, I would isolate the core of the deck:
Engine Cards (minus Voltaic Key)
Value Cards (like 1-2 Atlas and 1 Emmy?)
Prison Cards (-1 Ghostly Prison?)
Ramp Cards (-1 Astral Cornucopia, -1 Chalice?)
and fill up with a selection or combination of the following cards:
Mainboard Land: 1-2 Inventors´ Fair (generates some extra life; can tutor up some artifacts)
Mainboard Sorcery: 1-2 Board the Weatherlight (filtering for artifacts, legendaries, sagas)
Mainboard Artifact: 1-4 Mind Stone (card draw and ramp)
Mainboard Artifact: 1-2 Damping Sphere (shuts down Tron, helps against Storm/degenerate combo decks)
Mainboard Artifact: 1-2 Storage Matrix (we can ignore lands and creatures, so it benefits us since the opponent has to select his untap targets more carefully)
Mainboard Creature: 1-4 Wall of Omens (card draw and early aggression control)
Mainboard Creature: 1-4 Scrap Trawler (defense/offense, brings back key artifacts on death)
Mainboard Plainswalker: 1-2 Elspeth, Knight-Errant (nice interactions overall, especially the -8 combined with Fall)
Sideboard Instant: 1-3 Dawn Charm (an odd-one, but potentially interesting fog effect and pseudo-counterspell)
Sideboard Instant: 1-2 Angel´s Grace (another fog-ish effect)
Sideboard Instant: 1-3 Disenchant (or any other related card)
Sideboard Sorcery: 1-2 Day of Judgment (me thinks additional sweepers are a good idea)
This is really only the product of a short brainstorming session, but I think some of these cards
might help the overall deck idea.
Cheers
Will try to come up with a solid UW list, going for maximum consistency
and a high number of sweepers.
on mono-colored decks, especially in case of prison decks.
If I come up with some solid
additions/ideas I will post asap.
The Flame of Keld
1R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Not much good stuff for modern or legacy in it.
Damping Sphere sure is nice...but I guess the deck doesn´t need it.
Giving her up (my case) might open up a few needed slots.
brink of venturing either into modern (again; first time on MTGO)
or into legacy. Not sure yet.
Nevertheless, Orzhov control seems to be in a great spot right now,
so it is definitely a big contender for my next deck.
Though I haven´t seen Zyrnak´s video yet,
I do get why he doesn´t run LOTV:
Her(+)ability lets you sacrifice a card in a deck with virtually no
card draw. You would have to use this to tick her up, losing valuable cards
in the process. And paying 3 CMC for one edict effect isn´t great either.
There is basically no real solid reason to run her, other than blindly bandwagoning with
her representing a no-brainer-value-card-that-needs-to-be-included-everytime (no offense, since you people
here don´t reflect this sentiment).
He trades card quality for draw and deck manipulation. Also, the lifelink thingy he
has going on with the Sorins, Westvale Abbey, Collective Brutality is spicy. Would probably go with two Night´s Whisper main deck.
Maybe Erebos, God of the Dead is a solid idea after all to provide another opportunity to draw at will and together with Ob Nixilis and Night´s Whisper? Or even Bob?
I will try to go for a more prisonish direction though. Maybe something along the lines of Ghostly Prison, Oblivion Ring or Damping Matrix from the sideboard.
Cheers