Being able to take away all of my opponent's removal is the hardest part of the deck. Back then, jund had, about 4 removal spells: bit blast, bolt, maelstrom pulse and terminate. Usually went like, tidehollow sculler, he reveals two bolts, he bolts it to get the other one back, no big deal I play a meddling mage for bolt and now card advantage is still on my side: he is out of two bolts I am out of one sculler. The problem comes from when he does draw a removal that I don't have locked (like the above critique says) and then my board goes down lie dominos because he removes one mage to play his locked card to remove another mage to play another locked card.
I don't think I am going to have that problem nearly as much in this format where I have ways of cloning meddling mage that i did not have before. The old deck was mixed with so much more, like nighthawk, removal and every decent cascade spell in esper. The hand control creatures come down much more consistently now that I think in testing it will do pretty good. This is a weenie deck too, ajani and elspeth are just ways of ending the game faster. 4 2/2's is a pretty good win con for a deck thats all about hand control.
hi, never played modern yet, ths is the deck I want to get into with. It was my favorite standard deck during alara and did excellent in locals (when I say locals, I mean jund and stuff not casual :/ )
basically every turn from turn 2 (or 1) I thought seize/ castigate/ meddling mage something until I win. First hit their removal then everything else I know they are running, usually getting guaranteed hits with meddling mage because I have seen their hand form sculler/ thoughtseize. to take the pressure off from goyfs and stuff that gets through I have plenty of clones that can trade with anything they might have or make tokens with elspeth or make my meddling mages into fatties with ajani or journey to nowhere them. Cascading spells will either hit phantasmal image, hand control or meddling mage/nevermore. I have not played in the meta so I don't have a Sb. Probably figure on graveyard hate, anti RDW, anti zoo and anti affinity.
I started with my pool of 6 packs, which were pre-registered by another player, won 8 packs from a raffle and 6 more packs from getting in top 4, 20 total. Even though the packs were incremental of 6-8-6, I did not open a single mythic rare. In fact, my singles did not amount to $20 worth (my entry fee) of purchased singles, the only two valuable ones being grim lavamancer and Grand Abolisher. Am I just unlucky or is this a legitimate conspiracy theory at my store?
I am building a Dralnu, lich lord edh deck for 1v1 and quick change into 2 headed giant. I was not satisfied with any one decklist that are on the archives. These are all the cards I found that I think could be in this deck, but I need to cut it down to maybe 53 (61 cards listed) cards and have the other half be lands and ramp. These cards are mostly geared towards killing other control players and stopping roffelos and zur before they blow up. No good ideas for the best win condition(s) yet.
My question: what the best ramp in this format would be. are the 2 1 drop elf rampers good or are the 2 drop ramps better? I can't think of enough good 3 drops to justify the use of removal vulnerable turn 1 ramps, and 2 drop ramps would also afford the luxury of tapped lands and more colors.
any deck that runs 4 mystics should have one unscythe IMO. Or have it SB for when it is most useful, in a mirrior with another deck packing basilisk collar.
do generals ever touch the graveyard if the owner chooses to move it to the command zone instead of having it be destroyed? Will algae ghilareal get counters from this?
Can I play Nemesis Trap for :symb::symb: under the right conditions from my graveyard using toshiro umezawa Or must I always pay 6 when using toshiros ability to play nemesis trap?
I don't think I am going to have that problem nearly as much in this format where I have ways of cloning meddling mage that i did not have before. The old deck was mixed with so much more, like nighthawk, removal and every decent cascade spell in esper. The hand control creatures come down much more consistently now that I think in testing it will do pretty good. This is a weenie deck too, ajani and elspeth are just ways of ending the game faster. 4 2/2's is a pretty good win con for a deck thats all about hand control.
as it is right now (no lands)
4 tidehollow sculler
4 meddling mage
4 Phyrexian revoker
4 Phantasmal image
2 nevermore
4 phyrexian metamorph
3 kathari remnant
1 deny reality
2 ajani goldmane
2 elspeth, knight errant
4 thoughtseize
2 duress
basically every turn from turn 2 (or 1) I thought seize/ castigate/ meddling mage something until I win. First hit their removal then everything else I know they are running, usually getting guaranteed hits with meddling mage because I have seen their hand form sculler/ thoughtseize. to take the pressure off from goyfs and stuff that gets through I have plenty of clones that can trade with anything they might have or make tokens with elspeth or make my meddling mages into fatties with ajani or journey to nowhere them. Cascading spells will either hit phantasmal image, hand control or meddling mage/nevermore. I have not played in the meta so I don't have a Sb. Probably figure on graveyard hate, anti RDW, anti zoo and anti affinity.
there are lots of cards that probably belong that I cut for some reason :/ like promise of power
My question: what the best ramp in this format would be. are the 2 1 drop elf rampers good or are the 2 drop ramps better? I can't think of enough good 3 drops to justify the use of removal vulnerable turn 1 ramps, and 2 drop ramps would also afford the luxury of tapped lands and more colors.