I feel like if you're just going to play Sultai and put Vannifar in, you're limiting what the card can do. The version I've been tinkering with is U/G/W/r. The red splash is just for Rhythm of the Wild, Ravager Wurm, and a couple of sideboard stuff. The deck runs really smooth most of the time. It struggles against your typical Sultai grindy decks, but that's probably the worst matchup. I've played it the past two Fridays and went 3-1 for rounds, 6-2 in games both times. Does great against control and aggro, less great against control.
The deck is super sweet! I've been trying out a UGrw version with a lot of success. I feel like red is almost needed because Rhythm of The Wild. It takes Vannifar from being good but slow to being insane. The white splash helps out a lot with burn and a couple of other matchups too. Here's my current deck, any advice on the landbase appreciated, I'm really bad at that lol
I play this is a highly competitive meta against Kess Storm, Blood Pod, Flash Hulk etc, so I'm not the primary threat at first. I manage a decent amount of wins... I always have fun playing this though.
I feel like it's almost criminal to play without Vampire Nocturnus, with him you can go from a pretty underwhelming board state and suddenly you have lethal. It DOES mean you have to change the way you build you deck some, but I'm not really sure how many non-black cards you want to play anyways tbh. Dusk Legion Zealot is a great addition to the deck. Vampire Lacerator is another card that almost seems like an essential. He comes down the first turn, and can sometimes start swinging in for three damage on turn two.
Here's my current list, having a lot of success in testing.
Been messing with this deck, it performs pretty decent. I think that the strength that vampires has over other tribal decks is that it can bounce back from disruption pretty easily. Kolaghan's Command and Liliana, the Last Hope help get stuff back from the graveyard, Sorin puts tokens out consistently, and Vampire Nocturnus can just make so much power out of nowhere. Thoughts on the list?
If you're worried about blood moon, I would think Negate would be better over Swan Song. It hits a lot more targets, doesn't give them a creature and comes down before moon unless opponent has T1 Dork or Rituals into it. Other options could include playing more fetches and/or including some fragmentize/disenchant effects out of the board.
The only other card that looks out of place to me is Knight, but without having tested it I'll just have to take your word on it. Just seems odd to have a card that only really plays an aggressive role in a control deck.
I'd recommend checking out the Bant Glittering Wish Control deck at cardknocklife if you're set on exploring bant control, it's a different strategy but might inspire some ideas for you. Personally, I like sticking with only 2 colors because I feel the mana disruption is stronger than most of this other stuff, but thats just me!
Cheers
Knight of the Reliquary is basically a significantly better version of Tarmogoyf. It usually comes down as a 4/4 or even 5/5 if I do play it on turn three (which isn't always the right play), so it's a pretty good roadblock against aggro decks.
It basically lets me play a tap out control deck if I need to, controlling the board with Wall of Omens, Knight, and Kitchen Finks.
Of course, against any combo decks, you wanna keep your mana up during their turn and play a more draw-go style. Restoration Angel, Nimble Obstructionist, and Vendilion Clique are perfect for that because they let you keep up mana while also letting you get some pressure in if you need to.
hmm not sure if I like that. Glittering Wish seems like an interesting plan, but I definitely think a list like that needs a bunch of tinkering to get anywhere close to consistent.
Overall the deck plays really nice. The biggest thing that I have trouble with is Blood Moon, which is why Swan Song is in here. I also sort of want to go to 25 lands, but I'm not sure if that's a great idea. Any thoughts?
What I like about this list is that it doesn't rely too heavily on the Tron plan. Thanks to Talisman of Unity and Solemn Simulacrum you can be pretty fast even if you aren't able to get Tron super early. Also Thalia's Lancers is suuuuuuuper good here, letting you toolbox up whatever you need for a lot of different situations. I've made some slight tweaks to the list and ended up with this
Young Pyromancer and Boom // Bust just really don't go with the game plan.
I made some adjustments to the sideboard, and I'm gonna try swapping out Collective Brutality in the main for Anger of the Gods. Really the biggest problem with the deck is that it easily falls behind against tempo and midrange decks. Hoping that upping the board wipes will help that some. Here's what the list looks like now.
I win 99% of the games I play with either tokens from Sarkhan the Mad or with Batterskull. The Kitchen Finks are there to help mitigate some of the loss of life and control the board some early, and are good with Sarkhan. Turn three Finks into turn four Sarkhan with help of Simian Spirit Guide is a great play.
Spirit Guide isn't just for getting Chalice out on turn one, it's a pretty solid card in general, if a bad topdeck late game.
As for Chalice, it's a really solid card in most matchups really. It doesn't have to be on one. Against say a U/W/X control deck putting it on zero or two has a lot of value. Zero for Ancestral Vision, two takes out Mana Leak, Negate, Snapcaster Mage, and Blessed Alliance. I side it out in some matchups, like Collected Company decks, but it's pretty solid most of the time.
Hey there, I posted in the B/R Control thread on the Deck Creation forum, but thought maybe this deck would fit here too. Here's the brew I've been working on.
A little background, the original idea was to build a deck that could play Sarkhan the Mad, a card I thought was really under-appreciated. Sarkhan honestly performs great. With lots of token-makers in the deck, you can turn your creatures into dragons easily. Chalice of the Void on x=1 is another super strong play, especially in the current meta, and stops any Fatal Push the opponents may have.
It has some trouble though. The mana base is a bit rocky, and the sideboard is kinda thrown together. There's also some cards I'd like to find space for but can't, stuff like Ensnaring Bridge or an extra Kolaghan's Command.
Let me know what you think, I could really use some feedback haha
Here's the deck I've been testing out. Was gonna post in the Mardu Midrange thread, but it's much more control-focused than most of the decks there, so I thought here might be better.
A little background, the original idea was to build a deck that could play Sarkhan the Mad, a card I thought was really under-appreciated. Sarkhan honestly performs great. With lots of token-makers in the deck, you can turn your creatures into dragons easily. Chalice of the Void on x=1 is another super strong play, especially in the current meta, and stops any Fatal Push the opponents may have.
It has some trouble though. The mana base is a bit rocky, and the sideboard is kinda thrown together. There's also some cards I'd like to find space for but can't, stuff like Ensnaring Bridge or an extra Kolaghan's Command.
Let me know what you think, I could really use some feedback haha
So I really like the New Perspectives card, but I hate Standard, so I thought I'd see what I could do about making a modern deck for it. First thing's first, here's the list I came up with.
Obviously it's not super great, though I've pulled out a few wins in the eight or so games I've tried it in, so I might be on to something. Thoughts, improvements for it, etc?
The thing is we more often than not end up with either nothing in hand at all or nothing of any use. Avaracious Dragon is perfect for those situations. He's also good in combination with Hazoret I think.
https://www.mtggoldfish.com/deck/1601547#paper
4 Breeding Pool
3 Forest
1 Glacial Fortress
2 Hallowed Fountain
3 Hinterland Harbor
1 Island
2 Rootbound Crag
2 Steam Vents
2 Stomping Ground
1 Sulfur Falls
1 Sunpetal Grove
1 Temple Garden
Spells
3 Adventurous Impulse
4 Rhythm of the Wild
Creatures
4 Llanowar Elves
2 Druid of the Cowl
3 Incubation Druid
2 Knight of Autumn
2 Deputy of Detention
1 Mirror Image
2 Frilled Mystic
4 Prime Speaker Vannifar
1 Rekindling Phoenix
2 Riverwise Augur
1 Trostani Discordant
2 Biogenic Ooze
1 Ravager Wurm
1 Dream Eater
1 Pelakka Wurm
3 Spell Pierce
1 Kraul Harpooner
4 Lava Coil
2 Negate
1 Reclamation Sage
1 Kraul Foragers
2 Vivien Reid
1 Carnage Tyrant
Do you have an up to date decklist?
Here's my current list, having a lot of success in testing.
4 Dusk Legion Zealot
4 Vampire Lacerator
4 Stromkirk Captain
4 Gifted Aetherborn
4 Legion Lieutenant
2 Vampire Nocturnus
Land
1 Mountain
1 Plains
3 Swamp
1 Godless Shrine
2 Blood Crypt
2 Dragonskull Summit
4 Marsh Flats
1 Blackcleave Cliffs
1 Isolated Chapel
3 Cavern of Souls
4 Bloodstained Mire
1 Terminate
2 Kolaghan's Command
1 Anguished Unmaking
2 Fatal Push
Sorcery
2 Thoughtseize
2 Inquisition of Kozilek
1 Collective Brutality
Planeswalker
2 Sorin, Lord of Innistrad
2 Liliana, the Last Hope
2 Fulminator Mage
2 Vampire Nighthawk
2 Kambal, Consul of Allocation
4 Leyline of the Void
1 Rakdos Charm
1 Kolaghan's Command
1 Damnation
1 Slaughter Games
1 Thoughtseize
I'm kind of wondering if I could afford to go down to 22 lands, what do you guys think?
2 Viscera Seer
4 Vampire Lacerator
4 Stromkirk Captain
4 Gifted Aetherborn
4 Legion Lieutenant
2 Vampire Nocturnus
Land
1 Mountain
1 Plains
3 Swamp
1 Godless Shrine
2 Blood Crypt
2 Dragonskull Summit
4 Marsh Flats
1 Blackcleave Cliffs
1 Isolated Chapel
3 Cavern of Souls
4 Bloodstained Mire
1 Terminate
2 Kolaghan's Command
1 Anguished Unmaking
2 Fatal Push
Sorcery
3 Thoughtseize
2 Inquisition of Kozilek
1 Collective Brutality
Planeswalker
3 Sorin, Lord of Innistrad
2 Liliana, the Last Hope
2 Fulminator Mage
2 Vampire Nighthawk
2 Kambal, Consul of Allocation
4 Leyline of the Void
1 Rakdos Charm
1 Kolaghan's Command
1 Damnation
1 Slaughter Games
1 Thoughtseize
Been messing with this deck, it performs pretty decent. I think that the strength that vampires has over other tribal decks is that it can bounce back from disruption pretty easily. Kolaghan's Command and Liliana, the Last Hope help get stuff back from the graveyard, Sorin puts tokens out consistently, and Vampire Nocturnus can just make so much power out of nowhere. Thoughts on the list?
Knight of the Reliquary is basically a significantly better version of Tarmogoyf. It usually comes down as a 4/4 or even 5/5 if I do play it on turn three (which isn't always the right play), so it's a pretty good roadblock against aggro decks.
It basically lets me play a tap out control deck if I need to, controlling the board with Wall of Omens, Knight, and Kitchen Finks.
Of course, against any combo decks, you wanna keep your mana up during their turn and play a more draw-go style. Restoration Angel, Nimble Obstructionist, and Vendilion Clique are perfect for that because they let you keep up mana while also letting you get some pressure in if you need to.
hmm not sure if I like that. Glittering Wish seems like an interesting plan, but I definitely think a list like that needs a bunch of tinkering to get anywhere close to consistent.
// 18 Creature
4 Kitchen Finks
3 Wall of Omens
3 Restoration Angel
1 Sun Titan
3 Knight of the Reliquary
1 Thragtusk
2 Eternal Witness
1 Nimble Obstructionist
// 3 Enchantment
3 Detention Sphere
// 10 Instant
3 Cryptic Command
4 Path to Exile
1 Swan Song
2 Mana Leak
4 Celestial Colonnade
4 Flooded Strand
3 Misty Rainforest
2 Breeding Pool
2 Temple Garden
4 Island
3 Plains
1 Forest
3 Hallowed Fountain
// 3 Sorcery
3 Supreme Verdict
1 Thragtusk
2 Scavenging Ooze
2 Spellskite
2 Nimble Obstructionist
2 Spreading Seas
4 Leyline of Sanctity
1 Rest in Peace
1 Swan Song
Overall the deck plays really nice. The biggest thing that I have trouble with is Blood Moon, which is why Swan Song is in here. I also sort of want to go to 25 lands, but I'm not sure if that's a great idea. Any thoughts?
https://www.mtggoldfish.com/articles/instant-deck-tech-mono-white-tron-modern
What I like about this list is that it doesn't rely too heavily on the Tron plan. Thanks to Talisman of Unity and Solemn Simulacrum you can be pretty fast even if you aren't able to get Tron super early. Also Thalia's Lancers is suuuuuuuper good here, letting you toolbox up whatever you need for a lot of different situations. I've made some slight tweaks to the list and ended up with this
// 10 Artifact
4 Expedition Map
4 Talisman of Unity
2 Oblivion Stone
// 14 Creature
4 Walking Ballista
4 Solemn Simulacrum
4 Thalia's Lancers
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
1 Ulamog, the Ceaseless Hunger
4 Path to Exile
// 23 Land
4 Urza's Tower
4 Urza's Power Plant
4 Urza's Mine
1 Geier Reach Sanitarium
1 Eiganjo Castle
1 Ghost Quarter
8 Plains
4 Karn Liberated
1 Ugin, the Spirit Dragon
1 Elspeth, Sun's Champion
// 2 Sorcery
2 Wrath of God
3 Torpor Orb
1 Linvala, Keeper of Silence
1 Linvala, the Preserver
3 Rest in Peace
4 Leyline of Sanctity
1 Stony Silence
// 2 Sorcery
2 Wrath of God
Any thoughts on this idea? I think it could have some potential.
I made some adjustments to the sideboard, and I'm gonna try swapping out Collective Brutality in the main for Anger of the Gods. Really the biggest problem with the deck is that it easily falls behind against tempo and midrange decks. Hoping that upping the board wipes will help that some. Here's what the list looks like now.
// 6 Artifact
2 Batterskull
4 Chalice of the Void
// 8 Creature
4 Simian Spirit Guide
4 Kitchen Finks
// 5 Instant
2 Terminate
1 Anguished Unmaking
2 Kolaghan's Command
// 24 Land
2 Plains
1 Swamp
2 Mountain
2 Blood Crypt
1 Godless Shrine
4 Arid Mesa
4 Marsh Flats
1 Isolated Chapel
1 Dragonskull Summit
2 Clifftop Retreat
1 Temple of Silence
1 Temple of Malice
2 Sacred Foundry
3 Sarkhan the Mad
2 Gideon, Ally of Zendikar
1 Sorin, Lord of Innistrad
2 Chandra, Torch of Defiance
// 9 Sorcery
4 Lingering Souls
3 Wrath of God
2 Anger of the Gods
2 Grafdigger's Cage
3 Leyline of Sanctity
1 Hallowed Moonlight
1 Hide // Seek
1 Dreadbore
1 Timely Reinforcements
2 Shattering Spree
3 Crumble to Dust
1 Anger of the Gods
Spirit Guide isn't just for getting Chalice out on turn one, it's a pretty solid card in general, if a bad topdeck late game.
As for Chalice, it's a really solid card in most matchups really. It doesn't have to be on one. Against say a U/W/X control deck putting it on zero or two has a lot of value. Zero for Ancestral Vision, two takes out Mana Leak, Negate, Snapcaster Mage, and Blessed Alliance. I side it out in some matchups, like Collected Company decks, but it's pretty solid most of the time.
// 6 Artifact
2 Batterskull
4 Chalice of the Void
// 8 Creature
4 Simian Spirit Guide
4 Kitchen Finks
// 5 Instant
2 Terminate
2 Anguished Unmaking
1 Kolaghan's Command
// 24 Land
2 Plains
1 Swamp
2 Mountain
2 Blood Crypt
1 Godless Shrine
4 Arid Mesa
4 Marsh Flats
1 Isolated Chapel
1 Dragonskull Summit
2 Clifftop Retreat
1 Temple of Silence
1 Temple of Malice
2 Sacred Foundry
3 Sarkhan the Mad
2 Gideon, Ally of Zendikar
1 Sorin, Lord of Innistrad
2 Chandra, Torch of Defiance
// 9 Sorcery
4 Lingering Souls
3 Wrath of God
2 Collective Brutality
// 3 Artifact
3 Grafdigger's Cage
// 3 Enchantment
3 Leyline of Sanctity
// 9 Sorcery
3 Dreadbore
4 Timely Reinforcements
2 Shattering Spree
A little background, the original idea was to build a deck that could play Sarkhan the Mad, a card I thought was really under-appreciated. Sarkhan honestly performs great. With lots of token-makers in the deck, you can turn your creatures into dragons easily. Chalice of the Void on x=1 is another super strong play, especially in the current meta, and stops any Fatal Push the opponents may have.
It has some trouble though. The mana base is a bit rocky, and the sideboard is kinda thrown together. There's also some cards I'd like to find space for but can't, stuff like Ensnaring Bridge or an extra Kolaghan's Command.
Let me know what you think, I could really use some feedback haha
// 6 Artifact
2 Batterskull
4 Chalice of the Void
// 8 Creature
4 Simian Spirit Guide
4 Kitchen Finks
// 5 Instant
2 Terminate
2 Anguished Unmaking
1 Kolaghan's Command
// 24 Land
2 Plains
1 Swamp
2 Mountain
2 Blood Crypt
1 Godless Shrine
4 Arid Mesa
4 Marsh Flats
1 Isolated Chapel
1 Dragonskull Summit
2 Clifftop Retreat
1 Temple of Silence
1 Temple of Malice
2 Sacred Foundry
3 Sarkhan the Mad
2 Gideon, Ally of Zendikar
1 Sorin, Lord of Innistrad
2 Chandra, Torch of Defiance
// 9 Sorcery
4 Lingering Souls
3 Wrath of God
2 Collective Brutality
// 3 Artifact
3 Grafdigger's Cage
// 3 Enchantment
3 Leyline of Sanctity
// 9 Sorcery
3 Dreadbore
4 Timely Reinforcements
2 Shattering Spree
A little background, the original idea was to build a deck that could play Sarkhan the Mad, a card I thought was really under-appreciated. Sarkhan honestly performs great. With lots of token-makers in the deck, you can turn your creatures into dragons easily. Chalice of the Void on x=1 is another super strong play, especially in the current meta, and stops any Fatal Push the opponents may have.
It has some trouble though. The mana base is a bit rocky, and the sideboard is kinda thrown together. There's also some cards I'd like to find space for but can't, stuff like Ensnaring Bridge or an extra Kolaghan's Command.
Let me know what you think, I could really use some feedback haha
// 12 Creature
4 Shefet Monitor
4 Esper Sojourners
4 Vizier of Tumbling Sands
// 12 Enchantment
4 New Perspectives
4 Overgrowth
1 Hive Mind
2 Utopia Sprawl
2 Shadow of the Grave
2 Resounding Wave
3 Summoner's Pact
2 Pact of Negation
4 Censor
// 24 Land
4 Fetid Pools
3 Misty Rainforest
3 Polluted Delta
3 Island
2 Swamp
4 Scattered Groves
3 Forest
2 Breeding Pool
Basically, the plan is ramp up to be able to cast New Perspectives, Vizier of Tumbling Sands and Esper Sojourners will untap most of your lands, especially in conjunction with Overgrowth. Shefet Monitor ramps too. Summoner's Pact can search up Monitor. It's hard not to be able to go through the whole deck when you have Shadow of the Grave. Once you've gone through most of your deck, drop Hive Mind, and play another pact. Resounding Wave their lands back to their hand so they can't pay the cost regardless. Pact of Negation protects your combo from counters or other stuff.
Obviously it's not super great, though I've pulled out a few wins in the eight or so games I've tried it in, so I might be on to something. Thoughts, improvements for it, etc?