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Celestial Colonnade enters the battlefield tapped.
: Add or to your mana pool.
,,: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
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Celestial Colonnade Discussion
1 day ago
you should get 1 more dovin baan's, also if this isn't standard, get Venser, the Sojourner, also your lands could include Celestial Colonnade. also, Drowner of Hope, Harbinger of the Tides, Quarantine Field, and Wall of Resurgence. then, maybe some Momentary Blink
3 days ago
i would definitely add Snapcaster Mage for sure, i would also run more Celestial Colonnade. Control shouldn't have so many wincons, so i would only run three at most. In my opinion, AEtherling is just bad, i would replace it with something else.
3 days ago
Okay, the first thing you need is to actually put up your sideboard (I think you may have listed the cards in the wrong section when editing the deck).
Secondly is you obviously need to put in more win cons than a single Celestial Colonnade and/or be reliant on the tokens of one planeswalker.
Since you seem to want more spells to be reactive to the opponent, just 2 or even 3 creatures should be enough to work with, but you've got to run something in the mainboard to actually beat down people in a few turns. I mean, you've got access to green so white not run Primeval Titan? or any of the titans for that matter?
6 days ago
Well that was simply a first pass.
I wouldn't suggest the energy subtheme, it doesn't really help. Bolt, Swords to Plowshare, Path to Exile, Condemn, Lightning Helix are all good, then you can start going Searing Spear, Incinerate, Lightning Strike? Red Sun's Zenith and White Sun's Zenith also seem pretty good for you, as repeatable engines for burn/removal and creatures.
1 week ago
So, my thoughts. If I am playing UW I would be either playing control or if you want to stick to tempo I might do something like VOLTRON. So either you are just playing for the long game (which is easy to do in EDH) or you can play the tempo and rely on throwing enchantments on creatures and some equipment. Look at voltron lists on here and see what they are doing.--okay, I forgot what Brago did, the aforementioned stuff is relevant, but stick to blink and utility creatures-- I will give you suggestions for cards in what you are doing. the next message is what to remove
Some Planeswalkers I might Suggest:
This is all I can think of for now.
1 week ago
Path to Exile is a thing. But I agree, against UWR control, Obliterator is the better threat. But my UWR matchup is good enough that I can afford to prioritise Demon's strong showing against other decks.
The meta I'm tailoring the deck to is essentially an unknown one. The idea is to craft a 75 I'd be happy to take to a GP knowing I would face all the types of strategies that can be cooked up in Modern.
1 week ago
For Draw-Go, the best cards I can suggest are Esper Charm, Think Twice, White Sun's Zenith, Cryptic Command, Supreme Verdict, Spellsnare, Snapcaster Mage, Torrential Gearhulk, Celestial Colonnade, Logic Knot, Sphinx's Revelation, Elspeth, Sun's Champion, and Sorin, Grim Nemesis. Most of these are not auto-includes by any stretch. But are cards I would at least keep in mind.
1 week ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!