Cards you already own: don't have much cards as I recently restarted played on paper... but I don't plan entering a tournament tomorrow, so it's ok to buy the cards little by little.
Colors you like to play: As colors I always favored mostly White and Green but I'm really ok playing other colors too
Style you like to play: creature based combo, aggro, midrange, tempo, ramp and rogue... but mostly midrange and rogue (I prefer playing something more unique then a top tier deck)
Level you want to play at, or aim to build up to: mostly casual, fnm or small local tournament (city with population of 40.000)
Thank you so much in advance for your answers... I'm struggling so much to find a deck I like to play but it's still good
Thank you so much for your analysis
More then the Paladin itself is the deck that I found really enjoyable to play.
I know about the weekness of the Paladin but I liked the combo itself and how you play this deck...
I obviously know it wasn't competitive but I really liked playing it so I tryed found a way to improve it :/
In aristocrats it doesn't seems to work too well... I dunno...
Could you advise me some deck with similar but more reliable strategies like this one?
Or can you also advise me some nice deck to play that aren't too much played (I like to play something not too popular and more unique) and fun to pilot?
This was a budget version for modern of the Famished Paladin combo used in standard. Using using Fire Whip/Power of Fire on a Famished Paladin with Lifelink lead to an infinite damage combo.
I was trying to upgrade it without having a budget and have it become a more competitive deck.
The first thing I should totally do is changing the lands by adding fetches and shocklands but before this I had some thought on how should I play this deck.
I was thinking about what colors I should use:
White / Blue / Red give me access to cards that let me find my combo pieces like Opt and Serum Visions. It also add Azorius Charm to give Lifelink to the Paladin and Muddle The Mixture can be used to tutor any of the combo pieces, but it's also more difficult to pilot...
White / Red let me drop the blue to add more card to protect my combo, like Faith's Shield, Path to Exile and Rebuff the Wicked in exchange of the upgraded control of the card of my deck
Mono White have a more consistency with mana, but loses Power of Fire and Spirit Link and so I have to relay on artifact like Viridian Bow to do the same thing. Puresteel Paladin and Sigarda's Aid can resolve the problem of the equip cost and don't slow down too much the deck.
What colors do you advise me to play?
Another problem I have is that I feel I have to find another win condition... as the combo could be really easy to disrupt once you know about it. Could you suggest me some other cards that could act like a win condition in a deck with this colors?
Then I need to build a side but it will totally depends on which color I choose to play...
Hope you cold advise me and give some critiques on the deck
I wanted to splash green to add Coco and have the deck being even more aggressive... do you think vial + CoCo could work well in this deck?
Do you need to change the lands that I'm playing or are they ok?
Hi! Here for some deck suggestion as I'm kinda lost in the various deck that you can build in modern.
I want to play something that is aggro, tempo or midrange.
Colors I like to play are green and blue but I'm open to other colors Smile Would prefer a mono-color deck but it's not fundamental.
I would like to build it to play it with friends and to local tournaments and fnm at my lgs (nothing too top tier or expensive but that can battle well against other modern decks).
No problem on the various cards as I can simply go an buy them
Budget: 200-300$ circa.
Hi! Here for some deck suggestion as I'm kinda lost in the various deck that you can build in modern.
I want to play something that is aggro, tempo or midrange.
Colors I like to play are green and blue but I'm open to other colors Would prefer a mono-color deck but it's not fundamental.
I would like to build it to play it with friends and to local tournaments and fnm at my lgs (nothing too top tier or expensive but that can battle well against other modern decks).
No problem on the various cards as I can simply go an buy them
This is the deck I'm brewing right now and I'm here for submit it to you and have some advice on how to improve it
My doubt where on the spells, Metallic Mimic and Illusory Angel.
Is the spells selection good or there are better choices?
I was thinking about using both Metallic Mimic and Adaptive Automation, maybe in a 2/2 split... is it good or is better playing only one of them?
Is illusory Angel good or is better play a Phantasmal Dragon?
Any suggestion on how I could improve it?
Also a rule question: A turn 3 could I use the Aether Vial to cast Aether Figment and then kick it with my normal mana?
Hi everyone! I'm here to ask for some help for improving my modern deck. I posted it in the budget sub forum because I don't want to spend to much on it (around 350$ it should be okay)
Here is the list:
I wanted to play this deck because I really liked the new Teysa and found that the perfect modern deck where I could make her useful was Aristocrat which can use well both of her powers.
My aristocrats are Viscera Seer and Cartel Aristocrat, while Blood Artist and Zulaport Cutthroat transform into damage that sacrifices.
Doomed Traveler, Lingering Souls and Bitterblossom are what produce the meat that is going to be sacrificed; Westvale Abbey can do the same in late game when I don't have anything better to play then using six land to play a 1/1 cleric.
I've got three kind of finishers:
- Teysa can duplicate the effect of Blood Artist and Zulaport Cutthroat.
- Westvale Abbey can help me by transforming and giving me a strong creature to beat my opponent for big damage and then sacrifice to end the game.
- Rally The Ancestor can give me new fuel for sacrificing or go for an alpha strike after cleaning the board with Kaya's Wrath.
Fatal Push is my main removal as it synergize well with Artist and Cutthroat. I keep Path on the SD in case of match up where Fatal Push isn't useful.
Duress is for hand scouting and hand disruption.
Can you give me some advice on how to improve it?
Here also are some of my doubt:
Should I keep continuing playing a full play set of Duress? Or should I use Inquisition of Kozilek? Or maybe go with the Tidehollow Sculler? I don't want to go with Thoughtseize as it drain my life... I already have other card that demands my to pay some of it. Or should I play a split of it like 2 and 2?
Duress kinda seems to me to be more useful even in the late game.
I know Bogles as it's played also in pauper, but I never tried it myself
Colors you like to play: As colors I always favored mostly White and Green but I'm really ok playing other colors too
Style you like to play: creature based combo, aggro, midrange, tempo, ramp and rogue... but mostly midrange and rogue (I prefer playing something more unique then a top tier deck)
Level you want to play at, or aim to build up to: mostly casual, fnm or small local tournament (city with population of 40.000)
Thank you so much in advance for your answers... I'm struggling so much to find a deck I like to play but it's still good
More then the Paladin itself is the deck that I found really enjoyable to play.
I know about the weekness of the Paladin but I liked the combo itself and how you play this deck...
I obviously know it wasn't competitive but I really liked playing it so I tryed found a way to improve it :/
In aristocrats it doesn't seems to work too well... I dunno...
Could you advise me some deck with similar but more reliable strategies like this one?
Or can you also advise me some nice deck to play that aren't too much played (I like to play something not too popular and more unique) and fun to pilot?
2 Resplendent Mentor
3 Forerunner of the Legion
4 Famished Paladin
Enchantment
4 Fire Whip
4 Spirit Link
4 Power of Fire
4 Lifelink
4 Temple of Triumph
4 Shivan Reef
5 Plains
5 Island
3 Mountain
3 Muddle the Mixture
3 Azorius Charm
2 Opt
Sorcery
3 Open the Armory
3 Serum Visions
This was a budget version for modern of the Famished Paladin combo used in standard. Using using Fire Whip/Power of Fire on a Famished Paladin with Lifelink lead to an infinite damage combo.
I was trying to upgrade it without having a budget and have it become a more competitive deck.
The first thing I should totally do is changing the lands by adding fetches and shocklands but before this I had some thought on how should I play this deck.
I was thinking about what colors I should use:
Another problem I have is that I feel I have to find another win condition... as the combo could be really easy to disrupt once you know about it. Could you suggest me some other cards that could act like a win condition in a deck with this colors?
Then I need to build a side but it will totally depends on which color I choose to play...
Hope you cold advise me and give some critiques on the deck
3 Breeding Pool
4 Flooded Strand
11 Island
4 Mutavault
4 Aether Vial
4 Collected Company
2 Remand
//Creatures
4 Illusory Angel
4 Jace's Phantasm
4 Krovikan Mist
4 Lord of the Unreal
4 Metallic Mimic
4 Phantasmal Bear
4 Phantasmal Image
I wanted to splash green to add Coco and have the deck being even more aggressive... do you think vial + CoCo could work well in this deck?
Do you need to change the lands that I'm playing or are they ok?
I want to play something that is aggro, tempo or midrange.
Colors I like to play are green and blue but I'm open to other colors Smile Would prefer a mono-color deck but it's not fundamental.
I would like to build it to play it with friends and to local tournaments and fnm at my lgs (nothing too top tier or expensive but that can battle well against other modern decks).
No problem on the various cards as I can simply go an buy them
Budget: 200-300$ circa.
I want to play something that is aggro, tempo or midrange.
Colors I like to play are green and blue but I'm open to other colors Would prefer a mono-color deck but it's not fundamental.
I would like to build it to play it with friends and to local tournaments and fnm at my lgs (nothing too top tier or expensive but that can battle well against other modern decks).
No problem on the various cards as I can simply go an buy them
Same CMC, but it's an unblockable 1/1 with the possibility of becoming a 3/3 if kicked and without having the "target" downside
16 Island
4 Mutavault
//Spells
4 Aether Vial
4 Remand
4 Adaptive Automaton
2 Gossamer Phantasm
4 Illusory Angel
4 Krovikan Mist
2 Labyrinth Guardian
4 Lord of the Unreal
4 Metallic Mimic
4 Phantasmal Bear
4 Phantasmal Image
Can you explain this last sentence please? why I should do this?
Also have you got some suggestion on the spells? Are they good or I should play something else?
1 Ghost Quarter
2 Halimar Depths
15 Island
2 Mutavault
//Spells
3 Aether Vial
2 Remand
4 Serum Visions
3 Vapor Snag
2 Aether Figment
4 Illusory Angel
4 Krovikan Mist
4 Lord of the Unreal
2 Meloku the Clouded Mirror
4 Metallic Mimic
4 Phantasmal Bear
4 Phantasmal Image
This is the deck I'm brewing right now and I'm here for submit it to you and have some advice on how to improve it
My doubt where on the spells, Metallic Mimic and Illusory Angel.
Is the spells selection good or there are better choices?
I was thinking about using both Metallic Mimic and Adaptive Automation, maybe in a 2/2 split... is it good or is better playing only one of them?
Is illusory Angel good or is better play a Phantasmal Dragon?
Any suggestion on how I could improve it?
Also a rule question: A turn 3 could I use the Aether Vial to cast Aether Figment and then kick it with my normal mana?
Here is the list:
4 Concealed Courtyard
2 Ghost Quarter
3 Godless Shrine
4 Marsh Flats
3 Plains
4 Swamp
2 Westvale Abbey
CREATURES (22)
4 Blood Artist
4 Cartel Aristocrat
4 Doomed Traveler
2 Teysa Karlov
4 Viscera Seer
4 Zulaport Cutthroat
2 Bitterblossom
4 Duress
4 Fatal Push
4 Lingering Souls
2 Rally the Ancestors
3 Burrenton Forge-Tender
2 Damping Sphere
1 Dawn Charm
1 Declaration in Stone
2 Kaya's Wrath
1 Leyline of Sanctity
3 Path to Exile
2 Stony Silence
I wanted to play this deck because I really liked the new Teysa and found that the perfect modern deck where I could make her useful was Aristocrat which can use well both of her powers.
My aristocrats are Viscera Seer and Cartel Aristocrat, while Blood Artist and Zulaport Cutthroat transform into damage that sacrifices.
Doomed Traveler, Lingering Souls and Bitterblossom are what produce the meat that is going to be sacrificed; Westvale Abbey can do the same in late game when I don't have anything better to play then using six land to play a 1/1 cleric.
I've got three kind of finishers:
- Teysa can duplicate the effect of Blood Artist and Zulaport Cutthroat.
- Westvale Abbey can help me by transforming and giving me a strong creature to beat my opponent for big damage and then sacrifice to end the game.
- Rally The Ancestor can give me new fuel for sacrificing or go for an alpha strike after cleaning the board with Kaya's Wrath.
Fatal Push is my main removal as it synergize well with Artist and Cutthroat. I keep Path on the SD in case of match up where Fatal Push isn't useful.
Duress is for hand scouting and hand disruption.
Can you give me some advice on how to improve it?
Here also are some of my doubt:
Should I keep continuing playing a full play set of Duress? Or should I use Inquisition of Kozilek? Or maybe go with the Tidehollow Sculler? I don't want to go with Thoughtseize as it drain my life... I already have other card that demands my to pay some of it. Or should I play a split of it like 2 and 2?
Duress kinda seems to me to be more useful even in the late game.
Are 4 land that give colorless mana too much?
Hope I can improve my deck thank you