|Commander / EDH||Legal|
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|Modern Masters (MMA)||Rare|
|Time Spiral (TSP)||Rare|
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: Add to your mana pool.
, : Put target artifact card in your graveyard on top of your library.
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Academy Ruins Discussion
2 days ago
Neat idea! Academy Ruins could be super useful; one retrieves the other if you lose it, so they'd have to get rid of both to stop you getting that recursion. Khalni Heart Expedition would be super handy too, and Dryad Arbor is kinda cool, recurring creature + blocker when you need it. Azusa, Lost but Seeking is probably ideal, as would be Burgeoning or Exploration? Ob Nixilis, the Fallen could be kinda cool too! Pygmy Hippo is a really strange edge-case card, but seems great for mid to late game ramp, and stops counters after combat step!
5 days ago
Suns_Champion: I'll look tonight! :)
Gleeock: It's in there ;) Thanks!
Turn0Caffeinate: Hmmm. Honestly not too much of a fan. Multiple copies don't do much (you can only tap a given myr to one Battlesphere's ability), and I can get tokens at a more efficient rate than 4 for 7 mana. Thanks though! :)
Thank you all for your comments! If you like the deck, +1s are always appreciated ;)
6 days ago
I like the list, I happen to play a tron deck also. I haven’t yet, but I was planning on testing 2 walking ballista in the deck soon, and I’m just wondering how effective you find them here in your deck?
I’m also playing a Jace, the Mind Sculptor in my list, I’m not sure if he will stay forever though as there’s other things I can do with that mana especially considering there’s a lot of aggro decks at my lgs. I’m also using 1 Karn, Scion of Urza alongside of course an Ugin, the Spirit Dragon and I find Karn very effective. I of course use between 2-3 Talisman of Dominance which gives me even more artifacts to help make the construct tokens even bigger.
1 week ago
noahconstrictor95 Obelisk isn't necessarily the "main" win-con. Just one a few diverse ways to finish the game. It is also a bit of life-gain utility. This deck can cause itself quite a bit of pain with the Ancient Tomb land package as well as just taking early damage from creatures. A 5 point life swing is quite nice sometimes. It also provides other utility, such as pumping a soldier token after attacking/blocking or killing smaller creatures. I do agree that more recursion could be a nice thing and I have thought about replacing one of the Flagstones of Trokair with another Academy Ruins. I think that change would require finding a slot for another Blue source as well.
Thank you for the feedback and suggestions!
1 week ago
Driemer84: Honestly, I've pulled off several victories with Lightning Runner. I only have to have 4 attacking copies and it goes infinite (which is surprisingly easy here). Also, some of my favorite art ever, haha.
I have a Grim Monolith, Mana Vault, and Chrome Mox sitting around, but honestly I hadn't thought they'd fit super well here. Grim Monolith and Mana Vault are "one use" artifacts most of the time, and this deck wants to be able to use mana from its rocks multiple times rather than once in a large burst. Meanwhile, I don't want to sacrifice the card advantage from Chrome Mox, especially in a deck with a relatively high colorless percentage.
Arcane Artisan has been AMAZING. Sneak Attack a bit less so, honestly? But I've paired it with Helm of the Host in the past to do some really silly things, and it helps me get copiable creatures out early so I can clone them with token-making effects (which usually wins the game if I have a couple other tokens to replicate into copies of them.
Thank you both!!
1 week ago
I have 5 more cards to cut atm to make it legal. I decided I did like Haunted Crossroads over Mortuary since I have way more control that way. Without any setup any creature in my graveyard is now on top of my library for 1 mana instead of needing a sac outlet and the correct creature on the board in order to make it work. I will also be including Volrath's Stronghold as a land way to do it and I already had Academy Ruins in the list with this in mind for artifacts.
1 week ago
Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.
So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.
The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.
Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.
The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.
Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.
Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.
I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!
1 week ago
Eh I'm not worried about Tron, not with this deck but in general I have tons of experience against the deck in all its flavors. Ceremonious Rejection is great against all varieties. The most effective way to beat Tron is just to race it. Normal Tron is free the first 3 turns. Eldrazitron is susceptible to land destruction and grave hate. U-Tron is the most resilient but weak to artifact removal and blowing up their Academy Ruins. Shadow of Doubt also has a lot of targets in the u-Tron match.